ppsspp/UI/EmuScreen.cpp

622 lines
17 KiB
C++
Raw Normal View History

2012-11-01 15:19:01 +00:00
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
2012-11-01 15:19:01 +00:00
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "android/app-android.h"
#include "base/logging.h"
2012-11-01 15:19:01 +00:00
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/draw_text.h"
#include "gfx_es2/fbo.h"
2012-11-01 15:19:01 +00:00
#include "input/input_state.h"
#include "ui/ui.h"
#include "ui/ui_context.h"
2013-05-27 12:25:30 +00:00
#include "i18n/i18n.h"
2012-11-01 15:19:01 +00:00
2013-07-01 04:43:01 +00:00
#include "Common/KeyMap.h"
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/Debugger/SymbolMap.h"
2012-11-01 15:19:01 +00:00
#include "UI/OnScreenDisplay.h"
#include "UI/ui_atlas.h"
#include "UI/GamepadEmu.h"
#include "UI/UIShader.h"
2012-11-01 15:19:01 +00:00
2013-06-10 20:06:51 +00:00
#include "UI/MainScreen.h"
#include "UI/EmuScreen.h"
#include "UI/DevScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/GameSettingsScreen.h"
2012-11-01 15:19:01 +00:00
2013-07-21 11:31:46 +00:00
EmuScreen::EmuScreen(const std::string &filename)
: booted_(false), gamePath_(filename), invalid_(true), pauseTrigger_(false) {
}
void EmuScreen::bootGame(const std::string &filename) {
booted_ = true;
2012-11-01 15:19:01 +00:00
std::string fileToStart = filename;
// This is probably where we should start up the emulated PSP.
INFO_LOG(BOOT, "Starting up hardware.");
CoreParameter coreParam;
coreParam.cpuCore = g_Config.bJit ? CPU_JIT : CPU_INTERPRETER;
coreParam.gpuCore = g_Config.bSoftwareRendering ? GPU_SOFTWARE : GPU_GLES;
2012-11-01 15:19:01 +00:00
coreParam.enableSound = g_Config.bEnableSound;
coreParam.fileToStart = fileToStart;
coreParam.mountIso = "";
coreParam.startPaused = false;
coreParam.enableDebugging = false;
coreParam.printfEmuLog = false;
coreParam.headLess = false;
if (g_Config.iInternalResolution == 0) {
coreParam.renderWidth = dp_xres;
coreParam.renderHeight = dp_yres;
} else {
if (g_Config.iInternalResolution < 0)
g_Config.iInternalResolution = 1;
coreParam.renderWidth = 480 * g_Config.iInternalResolution;
coreParam.renderHeight = 272 * g_Config.iInternalResolution;
}
2012-11-19 20:23:29 +00:00
coreParam.outputWidth = dp_xres;
coreParam.outputHeight = dp_yres;
coreParam.pixelWidth = pixel_xres;
coreParam.pixelHeight = pixel_yres;
2012-11-01 15:19:01 +00:00
std::string error_string;
if (PSP_Init(coreParam, &error_string)) {
invalid_ = false;
} else {
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
return;
}
globalUIState = UISTATE_INGAME;
host->BootDone();
host->UpdateDisassembly();
g_gameInfoCache.FlushBGs();
2012-11-01 15:19:01 +00:00
NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str());
I18NCategory *s = GetI18NCategory("Screen");
#ifdef _WIN32
if (g_Config.bFirstRun) {
osm.Show(s->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
}
#endif
memset(virtKeys, 0, sizeof(virtKeys));
const char *renderer = (const char*)glGetString(GL_RENDERER);
if (strstr(renderer, "Chainfire3D") != 0) {
2013-09-17 08:29:11 +00:00
osm.Show(s->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
}
2012-11-01 15:19:01 +00:00
}
2013-03-29 20:21:27 +00:00
EmuScreen::~EmuScreen() {
2012-11-01 15:19:01 +00:00
if (!invalid_) {
// If we were invalid, it would already be shutdown.
PSP_Shutdown();
}
}
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
// TODO: improve the way with which we got commands from PauseMenu.
// DR_CANCEL/DR_BACK means clicked on "continue", DR_OK means clicked on "back to menu",
// DR_YES means a message sent to PauseMenu by NativeMessageReceived.
2012-11-01 15:19:01 +00:00
if (result == DR_OK) {
screenManager()->switchScreen(new MainScreen());
2012-11-01 15:19:01 +00:00
}
RecreateViews();
2012-11-01 15:19:01 +00:00
}
2013-03-29 20:21:27 +00:00
void EmuScreen::sendMessage(const char *message, const char *value) {
2013-03-29 17:50:08 +00:00
// External commands, like from the Windows UI.
if (!strcmp(message, "pause")) {
2013-08-18 18:22:30 +00:00
screenManager()->push(new GamePauseScreen(gamePath_));
2013-03-29 17:50:08 +00:00
} else if (!strcmp(message, "stop")) {
// We will push MainScreen in update().
PSP_Shutdown();
} else if (!strcmp(message, "reset")) {
PSP_Shutdown();
std::string resetError;
if (!PSP_Init(PSP_CoreParameter(), &resetError)) {
2013-03-29 20:21:27 +00:00
ELOG("Error resetting: %s", resetError.c_str());
screenManager()->switchScreen(new MainScreen());
return;
}
host->BootDone();
host->UpdateDisassembly();
#ifdef _WIN32
if (g_Config.bAutoRun) {
Core_EnableStepping(false);
} else {
Core_EnableStepping(true);
}
#endif
2013-03-29 17:50:08 +00:00
}
else if (!strcmp(message, "boot")) {
PSP_Shutdown();
bootGame(value);
}
else if (!strcmp(message, "control mapping")) {
UpdateUIState(UISTATE_MENU);
screenManager()->push(new ControlMappingScreen());
}
else if (!strcmp(message, "settings")) {
UpdateUIState(UISTATE_MENU);
screenManager()->push(new GameSettingsScreen(gamePath_));
}
else if (!strcmp(message, "gpu resized")) {
if (gpu) gpu->Resized();
}
else if (!strcmp(message, "gpu clear cache")) {
if (gpu) gpu->ClearCacheNextFrame();
}
else if (!strcmp(message, "gpu dump next frame")) {
if (gpu) gpu->DumpNextFrame();
}
2013-03-29 17:50:08 +00:00
}
//curve1 implements a smooth deadzone as described here:
//http://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php
inline float curve1(float x) {
2013-10-28 11:15:27 +00:00
const float deadzone = g_Config.fDeadzoneRadius;
const float factor = 1.0f / (1.0f - deadzone);
if (x > deadzone) {
return (x - deadzone) * (x - deadzone) * factor;
} else if (x < -deadzone) {
return -(x + deadzone) * (x + deadzone) * factor;
} else {
return 0.0f;
}
}
inline float clamp1(float x) {
if (x > 1.0f) return 1.0f;
if (x < -1.0f) return -1.0f;
return x;
}
void EmuScreen::touch(const TouchInput &touch) {
if (root_)
root_->Touch(touch);
}
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *s = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = true;
break;
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(s->T("fixed", "Speed: alternate"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(s->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_PAUSE:
pauseTrigger_ = true;
break;
2013-07-07 23:25:15 +00:00
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
2013-07-07 23:25:15 +00:00
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
2013-07-07 23:25:15 +00:00
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
2013-07-07 23:25:15 +00:00
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
2013-07-07 23:25:15 +00:00
break;
}
}
void EmuScreen::onVKeyUp(int virtualKeyCode) {
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = false;
break;
2013-07-07 23:25:15 +00:00
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
2013-07-07 23:25:15 +00:00
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
2013-07-07 23:25:15 +00:00
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
2013-07-07 23:25:15 +00:00
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
2013-07-07 23:25:15 +00:00
break;
default:
break;
}
}
inline void EmuScreen::setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax) {
float axis = 0.0f;
// The down events can repeat, so just trust the virtKeys array.
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= 1.0f;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += 1.0f;
__CtrlSetAnalogX(axis, stick);
}
inline void EmuScreen::setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax) {
float axis = 0.0f;
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= 1.0f;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += 1.0f;
__CtrlSetAnalogY(axis, stick);
}
void EmuScreen::key(const KeyInput &key) {
if (key.keyCode == NKCODE_BACK)
pauseTrigger_ = true;
int result = KeyMap::KeyToPspButton(key.deviceId, key.keyCode);
if (result == KEYMAP_ERROR_UNKNOWN_KEY)
return;
2013-07-07 22:21:40 +00:00
pspKey(result, key.flags);
}
void EmuScreen::pspKey(int pspKeyCode, int flags) {
if (pspKeyCode >= VIRTKEY_FIRST) {
int vk = pspKeyCode - VIRTKEY_FIRST;
if (flags & KEY_DOWN) {
virtKeys[vk] = true;
2013-07-07 22:21:40 +00:00
onVKeyDown(pspKeyCode);
}
2013-07-07 22:21:40 +00:00
if (flags & KEY_UP) {
virtKeys[vk] = false;
2013-07-07 22:21:40 +00:00
onVKeyUp(pspKeyCode);
}
} else {
// ILOG("pspKey %i %i", pspKeyCode, flags);
2013-07-07 22:21:40 +00:00
if (flags & KEY_DOWN)
__CtrlButtonDown(pspKeyCode);
if (flags & KEY_UP)
__CtrlButtonUp(pspKeyCode);
}
}
void EmuScreen::axis(const AxisInput &axis) {
if (axis.value > 0) {
processAxis(axis, 1);
} else if (axis.value < 0) {
processAxis(axis, -1);
} else if (axis.value == 0) {
// Both directions! Prevents sticking for digital input devices that are axises (like HAT)
processAxis(axis, 1);
processAxis(axis, -1);
}
}
void EmuScreen::processAxis(const AxisInput &axis, int direction) {
int result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, direction);
int resultOpposite = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, -direction);
2013-07-07 22:21:40 +00:00
if (result == KEYMAP_ERROR_UNKNOWN_KEY)
return;
switch (result) {
case VIRTKEY_AXIS_X_MIN:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_LEFT);
2013-07-07 23:14:28 +00:00
break;
2013-07-07 22:21:40 +00:00
case VIRTKEY_AXIS_X_MAX:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_LEFT);
2013-07-07 22:21:40 +00:00
break;
case VIRTKEY_AXIS_Y_MIN:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_LEFT);
2013-07-07 23:14:28 +00:00
break;
2013-07-07 22:21:40 +00:00
case VIRTKEY_AXIS_Y_MAX:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_LEFT);
2013-07-07 22:21:40 +00:00
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_X_MAX:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MAX:
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_RIGHT);
break;
2013-07-07 22:21:40 +00:00
default:
if (axis.value >= AXIS_BIND_THRESHOLD || axis.value <= -AXIS_BIND_THRESHOLD) {
pspKey(result, KEY_DOWN);
// Also unpress the other direction.
result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, axis.value >= 0 ? -1 : 1);
if (result != KEYMAP_ERROR_UNKNOWN_KEY)
pspKey(result, KEY_UP);
2013-07-07 22:21:40 +00:00
} else {
// Release both directions, trying to deal with some erratic controllers that can cause it to stick.
2013-07-07 22:21:40 +00:00
pspKey(result, KEY_UP);
pspKey(resultOpposite, KEY_UP);
2013-07-07 22:21:40 +00:00
}
}
}
// TODO: Get rid of this.
static const struct { int from, to; } legacy_touch_mapping[12] = {
{PAD_BUTTON_A, CTRL_CROSS},
{PAD_BUTTON_B, CTRL_CIRCLE},
{PAD_BUTTON_X, CTRL_SQUARE},
{PAD_BUTTON_Y, CTRL_TRIANGLE},
{PAD_BUTTON_START, CTRL_START},
{PAD_BUTTON_SELECT, CTRL_SELECT},
{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
{PAD_BUTTON_UP, CTRL_UP},
{PAD_BUTTON_RIGHT, CTRL_RIGHT},
{PAD_BUTTON_DOWN, CTRL_DOWN},
{PAD_BUTTON_LEFT, CTRL_LEFT},
};
void EmuScreen::CreateViews() {
InitPadLayout();
root_ = CreatePadLayout(&pauseTrigger_);
if (g_Config.bShowDeveloperMenu) {
root_->Add(new UI::Button("DevMenu"))->OnClick.Handle(this, &EmuScreen::OnDevTools);
}
}
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams &params) {
screenManager()->push(new DevMenu());
return UI::EVENT_DONE;
}
2013-03-29 20:21:27 +00:00
void EmuScreen::update(InputState &input) {
if (!booted_)
bootGame(gamePath_);
UIScreen::update(input);
// Simply forcibily update to the current screen size every frame. Doesn't cost much.
PSP_CoreParameter().outputWidth = dp_xres;
PSP_CoreParameter().outputHeight = dp_yres;
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
UpdateUIState(UISTATE_INGAME);
2012-11-01 15:19:01 +00:00
if (errorMessage_.size()) {
I18NCategory *g = GetI18NCategory("Error");
std::string errLoadingFile = g->T("Error loading file");
errLoadingFile.append(" ");
errLoadingFile.append(g->T(errorMessage_.c_str()));
screenManager()->push(new PromptScreen(
errLoadingFile, "OK", ""));
2012-11-01 15:19:01 +00:00
errorMessage_ = "";
return;
}
if (invalid_)
return;
2012-12-26 07:51:03 +00:00
2013-07-07 23:25:15 +00:00
float leftstick_x = 0.0f;
float leftstick_y = 0.0f;
float rightstick_x = 0.0f;
float rightstick_y = 0.0f;
// Virtual keys.
__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);
// Apply tilt to left stick
2013-09-09 21:48:11 +00:00
// TODO: Make into an axis
#ifdef USING_GLES2
if (g_Config.bAccelerometerToAnalogHoriz) {
//get the "base" coordinate system which is setup by the calibration system
float base_x = g_Config.fTiltBaseX;
float base_y = g_Config.fTiltBaseY;
//convert the current input into base coordinates and normalize
//TODO: check if all phones give values between [-50, 50]. I'm not sure how iOS works.
float normalized_input_x = (input.acc.y - base_x) / 50.0 ;
float normalized_input_y = (input.acc.x - base_y) / 50.0 ;
//TODO: need a better name for computed x and y.
float delta_x = curve1(normalized_input_x * 2.0 * (g_Config.iTiltSensitivityX)) ;
//if the invert is enabled, invert the motion
2013-10-28 11:15:27 +00:00
if (g_Config.bInvertTiltX){
delta_x *= -1;
}
float delta_y = curve1(normalized_input_y * 2.0 * (g_Config.iTiltSensitivityY)) ;
2013-10-28 11:15:27 +00:00
if (g_Config.bInvertTiltY){
delta_y *= -1;
}
//clamp the delta between [-1, 1]
leftstick_x += clamp1(delta_x);
2013-07-07 23:25:15 +00:00
__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
leftstick_y += clamp1(delta_y);
__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
}
#endif
// Make sure fpsLimit starts at 0
2013-07-11 19:55:33 +00:00
if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
PSP_CoreParameter().fpsLimit = 0;
}
// This is here to support the iOS on screen back button.
if (pauseTrigger_) {
pauseTrigger_ = false;
screenManager()->push(new GamePauseScreen(gamePath_));
2012-11-01 15:19:01 +00:00
}
}
2013-03-29 20:21:27 +00:00
void EmuScreen::render() {
2012-11-01 15:19:01 +00:00
if (invalid_)
return;
2012-11-25 16:21:23 +00:00
// Reapply the graphics state of the PSP
ReapplyGfxState();
2012-12-01 22:20:08 +00:00
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
int blockTicks = usToCycles(1000000 / 10);
// Run until CORE_NEXTFRAME
while (coreState == CORE_RUNNING) {
2013-08-04 22:22:30 +00:00
PSP_RunLoopFor(blockTicks);
}
// Hopefully coreState is now CORE_NEXTFRAME
if (coreState == CORE_NEXTFRAME) {
// set back to running for the next frame
coreState = CORE_RUNNING;
} else if (coreState == CORE_POWERDOWN) {
ILOG("SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
invalid_ = true;
}
2012-11-01 15:19:01 +00:00
if (invalid_)
return;
bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
if (useBufferedRendering)
fbo_unbind();
2012-11-01 15:19:01 +00:00
UIShader_Prepare();
2012-11-01 15:19:01 +00:00
uiTexture->Bind(0);
2012-11-01 15:19:01 +00:00
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
glstate.viewport.restore();
ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL);
float touchOpacity = g_Config.iTouchButtonOpacity / 100.0f;
if (root_) {
UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
root_->Draw(*screenManager()->getUIContext());
}
2012-11-01 15:19:01 +00:00
if (!osm.IsEmpty()) {
osm.Draw(ui_draw2d);
}
if (g_Config.bShowDebugStats) {
char statbuf[4096] = {0};
__DisplayGetDebugStats(statbuf);
if (statbuf[4095]) {
ELOG("Statbuf too small! :(");
}
ui_draw2d.SetFontScale(.7f, .7f);
ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000, FLAG_DYNAMIC_ASCII);
ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
ui_draw2d.SetFontScale(1.0f, 1.0f);
}
if (g_Config.iShowFPSCounter) {
float vps, fps, actual_fps;
__DisplayGetFPS(&vps, &fps, &actual_fps);
char fpsbuf[256];
switch (g_Config.iShowFPSCounter) {
2013-06-19 07:24:35 +00:00
case 1:
2013-07-27 21:21:01 +00:00
sprintf(fpsbuf, "Speed: %0.1f%%", vps / 60.0f * 100.0f); break;
2013-06-19 07:24:35 +00:00
case 2:
sprintf(fpsbuf, "FPS: %0.1f", actual_fps); break;
2013-06-19 07:24:35 +00:00
case 3:
sprintf(fpsbuf, "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / 60.0f * 100.0f); break;
}
ui_draw2d.SetFontScale(0.7f, 0.7f);
ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
ui_draw2d.SetFontScale(1.0f, 1.0f);
}
glsl_bind(UIShader_Get());
ui_draw2d.End();
ui_draw2d.Flush();
2012-11-01 15:19:01 +00:00
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
2013-04-11 19:04:02 +00:00
bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO
2012-11-01 15:19:01 +00:00
if (hasDiscard) {
2013-04-11 19:04:02 +00:00
//const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT };
//glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets);
2012-11-01 15:19:01 +00:00
}
#endif
}
2013-03-29 20:21:27 +00:00
void EmuScreen::deviceLost() {
ILOG("EmuScreen::deviceLost()");
if (gpu)
gpu->DeviceLost();
2012-11-01 15:19:01 +00:00
}