// Copyright (c) 2013- 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. // 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 #include "Common/System/Display.h" #include "Common/System/System.h" #include "Common/Render/TextureAtlas.h" #include "Common/Render/DrawBuffer.h" #include "Common/UI/Context.h" #include "Common/UI/View.h" #include "Common/UI/UIScreen.h" #include "Common/Math/math_util.h" #include "Common/System/Display.h" #include "Common/System/NativeApp.h" #include "Common/VR/PPSSPPVR.h" #include "Common/StringUtils.h" #include "Common/Data/Color/RGBAUtil.h" #include "Common/Data/Text/I18n.h" #include "UI/DisplayLayoutScreen.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/PresentationCommon.h" static const int leftColumnWidth = 200; static const float orgRatio = 1.764706f; // 480.0 / 272.0 enum Mode { MODE_INACTIVE = 0, MODE_MOVE = 1, MODE_RESIZE = 2, }; static Bounds FRectToBounds(FRect rc) { Bounds b; b.x = rc.x * g_display.dpi_scale_x; b.y = rc.y * g_display.dpi_scale_y; b.w = rc.w * g_display.dpi_scale_x; b.h = rc.h * g_display.dpi_scale_y; return b; } class DisplayLayoutBackground : public UI::View { public: DisplayLayoutBackground(UI::ChoiceStrip *mode, UI::LayoutParams *layoutParams) : UI::View(layoutParams), mode_(mode) {} bool Touch(const TouchInput &touch) override { int mode = mode_ ? mode_->GetSelection() : 0; if ((touch.flags & TOUCH_MOVE) != 0 && dragging_) { float relativeTouchX = touch.x - startX_; float relativeTouchY = touch.y - startY_; switch (mode) { case MODE_MOVE: g_Config.fDisplayOffsetX = clamp_value(startDisplayOffsetX_ + relativeTouchX / bounds_.w, 0.0f, 1.0f); g_Config.fDisplayOffsetY = clamp_value(startDisplayOffsetY_ + relativeTouchY / bounds_.h, 0.0f, 1.0f); break; case MODE_RESIZE: { // Resize. Vertical = scaling; Up should be bigger so let's negate in that direction float diffYProp = -relativeTouchY * 0.007f; g_Config.fDisplayScale = clamp_value(startScale_ * powf(2.0f, diffYProp), 0.2f, 2.0f); break; } } } if ((touch.flags & TOUCH_DOWN) != 0 && !dragging_) { // Check that we're in the central 80% of the screen. // If outside, it may be a drag from displaying the back button on phones // where you have to drag from the side, etc. if (touch.x >= bounds_.w * 0.1f && touch.x <= bounds_.w * 0.9f && touch.y >= bounds_.h * 0.1f && touch.y <= bounds_.h * 0.9f) { dragging_ = true; startX_ = touch.x; startY_ = touch.y; startDisplayOffsetX_ = g_Config.fDisplayOffsetX; startDisplayOffsetY_ = g_Config.fDisplayOffsetY; startScale_ = g_Config.fDisplayScale; } } if ((touch.flags & TOUCH_UP) != 0 && dragging_) { dragging_ = false; } return true; } private: UI::ChoiceStrip *mode_; bool dragging_ = false; // Touch down state for drag to resize etc float startX_ = 0.0f; float startY_ = 0.0f; float startScale_ = -1.0f; float startDisplayOffsetX_ = -1.0f; float startDisplayOffsetY_ = -1.0f; }; DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename) {} void DisplayLayoutScreen::DrawBackground(UIContext &dc) { if (PSP_IsInited() && !g_Config.bSkipBufferEffects) { // We normally rely on the PSP screen showing through. } else { // But if it's not present (we're not in game, or skip buffer effects is used), // we have to draw a substitute ourselves. UIContext &dc = *screenManager()->getUIContext(); // TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common. FRect screenFrame = GetScreenFrame(g_display.pixel_xres, g_display.pixel_yres); FRect rc; CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation); dc.Flush(); ImageID bg = ImageID("I_PSP_DISPLAY"); dc.Draw()->DrawImageStretch(bg, dc.GetBounds(), 0x7F000000); dc.Draw()->DrawImageStretch(bg, FRectToBounds(rc), 0x7FFFFFFF); } } void DisplayLayoutScreen::onFinish(DialogResult reason) { g_Config.Save("DisplayLayoutScreen::onFinish"); } void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) { RecreateViews(); } static void NotifyPostChanges() { System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED); System_PostUIMessage(UIMessage::GPU_RENDER_RESIZED); // To deal with shaders that can change render resolution like upscaling. System_PostUIMessage(UIMessage::POSTSHADER_UPDATED); if (gpu) { gpu->NotifyConfigChanged(); } } UI::EventReturn DisplayLayoutScreen::OnPostProcShaderChange(UI::EventParams &e) { // Remove the virtual "Off" entry. TODO: Get rid of it generally. g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end()); FixPostShaderOrder(&g_Config.vPostShaderNames); NotifyPostChanges(); return UI::EVENT_DONE; } static std::string PostShaderTranslateName(std::string_view value) { if (value == "Off") { auto gr = GetI18NCategory(I18NCat::GRAPHICS); // Off is a legacy fake item (gonna migrate off it later). return std::string(gr->T("Add postprocessing shader")); } const ShaderInfo *info = GetPostShaderInfo(value); if (info) { auto ps = GetI18NCategory(I18NCat::POSTSHADERS); return std::string(ps->T(value, info->name)); } else { return std::string(value); } } void DisplayLayoutScreen::sendMessage(UIMessage message, const char *value) { UIDialogScreenWithGameBackground::sendMessage(message, value); if (message == UIMessage::POSTSHADER_UPDATED) { g_Config.bShaderChainRequires60FPS = PostShaderChainRequires60FPS(GetFullPostShadersChain(g_Config.vPostShaderNames)); RecreateViews(); } } void DisplayLayoutScreen::CreateViews() { const Bounds &bounds = screenManager()->getUIContext()->GetBounds(); using namespace UI; auto di = GetI18NCategory(I18NCat::DIALOG); auto gr = GetI18NCategory(I18NCat::GRAPHICS); auto co = GetI18NCategory(I18NCat::CONTROLS); auto ps = GetI18NCategory(I18NCat::POSTSHADERS); root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); bool vertical = bounds.h > bounds.w; // Make it so that a touch can only affect one view. Makes manipulating the background through the buttons // impossible. root_->SetExclusiveTouch(true); LinearLayout *leftColumn; if (!vertical) { ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(420.0f, FILL_PARENT, 0.f, 0.f, NONE, 0.f, false)); leftColumn = new LinearLayout(ORIENT_VERTICAL); leftColumn->padding.SetAll(8.0f); leftScrollView->Add(leftColumn); leftScrollView->SetClickableBackground(true); root_->Add(leftScrollView); } ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 0.f, 0.f, 0.f, false)); LinearLayout *rightColumn = new LinearLayout(ORIENT_VERTICAL); rightColumn->padding.SetAll(8.0f); rightScrollView->Add(rightColumn); rightScrollView->SetClickableBackground(true); root_->Add(rightScrollView); LinearLayout *bottomControls; if (vertical) { bottomControls = new LinearLayout(ORIENT_HORIZONTAL); rightColumn->Add(bottomControls); leftColumn = rightColumn; } else { bottomControls = new LinearLayout(ORIENT_HORIZONTAL, new AnchorLayoutParams(NONE, NONE, NONE, 10.0f, false)); root_->Add(bottomControls); } // Set backgrounds for readability Drawable backgroundWithAlpha(GetBackgroundColorWithAlpha(*screenManager()->getUIContext())); leftColumn->SetBG(backgroundWithAlpha); rightColumn->SetBG(backgroundWithAlpha); if (!IsVREnabled()) { auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch")); stretch->SetDisabledPtr(&g_Config.bDisplayIntegerScale); rightColumn->Add(stretch); PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.1f, 2.0f, 1.0f, gr->T("Aspect Ratio"), screenManager()); rightColumn->Add(aspectRatio); aspectRatio->SetEnabledFunc([]() { return !g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale; }); aspectRatio->SetHasDropShadow(false); aspectRatio->SetLiveUpdate(true); rightColumn->Add(new CheckBox(&g_Config.bDisplayIntegerScale, gr->T("Integer scale factor"))); #if PPSSPP_PLATFORM(ANDROID) // Hide insets option if no insets, or OS too old. if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 && (System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT) != 0.0f || System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP) != 0.0f || System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT) != 0.0f || System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM) != 0.0f)) { rightColumn->Add(new CheckBox(&g_Config.bIgnoreScreenInsets, gr->T("Ignore camera notch when centering"))); } #endif mode_ = new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)); mode_->AddChoice(di->T("Inactive")); mode_->AddChoice(di->T("Move")); mode_->AddChoice(di->T("Resize")); mode_->SetSelection(0, false); bottomControls->Add(mode_); static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" }; auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), I18NCat::CONTROLS, screenManager()); rotation->SetEnabledFunc([] { return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering; }); rotation->SetHideTitle(true); rightColumn->Add(rotation); Choice *center = new Choice(di->T("Reset")); center->OnClick.Add([&](UI::EventParams &) { g_Config.fDisplayAspectRatio = 1.0f; g_Config.fDisplayScale = 1.0f; g_Config.fDisplayOffsetX = 0.5f; g_Config.fDisplayOffsetY = 0.5f; return UI::EVENT_DONE; }); rightColumn->Add(center); rightColumn->Add(new Spacer(12.0f)); } Choice *back = new Choice(di->T("Back"), "", false); back->OnClick.Handle(this, &UIScreen::OnBack); rightColumn->Add(back); if (vertical) { leftColumn->Add(new Spacer(24.0f)); } if (!IsVREnabled()) { static const char *bufFilters[] = { "Linear", "Nearest", }; leftColumn->Add(new PopupMultiChoice(&g_Config.iDisplayFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), I18NCat::GRAPHICS, screenManager())); } Draw::DrawContext *draw = screenManager()->getDrawContext(); bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported; auto enableStereo = [=]() -> bool { return g_Config.bStereoRendering && multiViewSupported; }; leftColumn->Add(new ItemHeader(gr->T("Postprocessing shaders"))); std::set alreadyAddedShader; // If there's a single post shader and we're just entering the dialog, // auto-open the settings. if (settingsVisible_.empty() && g_Config.vPostShaderNames.size() == 1) { settingsVisible_.push_back(true); } else if (settingsVisible_.size() < g_Config.vPostShaderNames.size()) { settingsVisible_.resize(g_Config.vPostShaderNames.size()); } static ContextMenuItem postShaderContextMenu[] = { { "Move Up", "I_ARROW_UP" }, { "Move Down", "I_ARROW_DOWN" }, { "Remove", "I_TRASHCAN" }, }; for (int i = 0; i < (int)g_Config.vPostShaderNames.size() + 1 && i < ARRAY_SIZE(shaderNames_); ++i) { // Vector element pointer get invalidated on resize, cache name to have always a valid reference in the rendering thread shaderNames_[i] = i == g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[i]; LinearLayout *shaderRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)); shaderRow->SetSpacing(4.0f); leftColumn->Add(shaderRow); if (shaderNames_[i] != "Off") { postProcChoice_ = shaderRow->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName, new LinearLayoutParams(1.0f))); } else { postProcChoice_ = shaderRow->Add(new Choice(ImageID("I_PLUS"))); } postProcChoice_->OnClick.Add([=](EventParams &e) { auto gr = GetI18NCategory(I18NCat::GRAPHICS); auto procScreen = new PostProcScreen(gr->T("Postprocessing shaders"), i, false); procScreen->SetHasDropShadow(false); procScreen->OnChoice.Handle(this, &DisplayLayoutScreen::OnPostProcShaderChange); if (e.v) procScreen->SetPopupOrigin(e.v); screenManager()->push(procScreen); return UI::EVENT_DONE; }); postProcChoice_->SetEnabledFunc([=] { return !g_Config.bSkipBufferEffects && !enableStereo(); }); if (i < g_Config.vPostShaderNames.size()) { bool hasSettings = false; std::vector shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]); for (auto shaderInfo : shaderChain) { for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) { auto &setting = shaderInfo->settings[i]; if (!setting.name.empty()) { hasSettings = true; break; } } } if (hasSettings) { CheckBox *checkBox = new CheckBox(&settingsVisible_[i], ImageID("I_SLIDERS"), new LinearLayoutParams(0.0f)); auto settingsButton = shaderRow->Add(checkBox); settingsButton->OnClick.Add([=](EventParams &e) { RecreateViews(); return UI::EVENT_DONE; }); } auto removeButton = shaderRow->Add(new Choice(ImageID("I_TRASHCAN"), new LinearLayoutParams(0.0f))); removeButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn { // Protect against possible race conditions. if (i < g_Config.vPostShaderNames.size()) { g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i); FixPostShaderOrder(&g_Config.vPostShaderNames); NotifyPostChanges(); RecreateViews(); } return UI::EVENT_DONE; }); auto moreButton = shaderRow->Add(new Choice(ImageID("I_THREE_DOTS"), new LinearLayoutParams(0.0f))); moreButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn { if (i >= g_Config.vPostShaderNames.size()) { // Protect against possible race conditions. return UI::EVENT_DONE; } PopupContextMenuScreen *contextMenu = new UI::PopupContextMenuScreen(postShaderContextMenu, ARRAY_SIZE(postShaderContextMenu), I18NCat::DIALOG, moreButton); screenManager()->push(contextMenu); const ShaderInfo *info = GetPostShaderInfo(g_Config.vPostShaderNames[i]); bool usesLastFrame = info ? info->usePreviousFrame : false; contextMenu->SetEnabled(0, i > 0 && !usesLastFrame); contextMenu->SetEnabled(1, i < g_Config.vPostShaderNames.size() - 1); contextMenu->OnChoice.Add([=](EventParams &e) -> UI::EventReturn { switch (e.a) { case 0: // Move up std::swap(g_Config.vPostShaderNames[i - 1], g_Config.vPostShaderNames[i]); break; case 1: // Move down std::swap(g_Config.vPostShaderNames[i], g_Config.vPostShaderNames[i + 1]); break; case 2: // Remove g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i); break; default: return UI::EVENT_DONE; } FixPostShaderOrder(&g_Config.vPostShaderNames); NotifyPostChanges(); RecreateViews(); return UI::EVENT_DONE; }); return UI::EVENT_DONE; }); } // No need for settings on the last one. if (i == g_Config.vPostShaderNames.size()) continue; if (!settingsVisible_[i]) continue; std::vector shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]); for (auto shaderInfo : shaderChain) { // Disable duplicated shader slider bool duplicated = alreadyAddedShader.find(shaderInfo->section) != alreadyAddedShader.end(); alreadyAddedShader.insert(shaderInfo->section); LinearLayout *settingContainer = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT, UI::Margins(24.0f, 0.0f, 0.0f, 0.0f))); leftColumn->Add(settingContainer); for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) { auto &setting = shaderInfo->settings[i]; if (!setting.name.empty()) { // This map lookup will create the setting in the mPostShaderSetting map if it doesn't exist, with a default value of 0.0. std::string key = StringFromFormat("%sSettingCurrentValue%d", shaderInfo->section.c_str(), i + 1); bool keyExisted = g_Config.mPostShaderSetting.find(key) != g_Config.mPostShaderSetting.end(); auto &value = g_Config.mPostShaderSetting[key]; if (!keyExisted) value = setting.value; if (duplicated) { auto sliderName = StringFromFormat("%s %s", ps->T_cstr(setting.name.c_str()), ps->T_cstr("(duplicated setting, previous slider will be used)")); PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, setting.value, sliderName, setting.step, screenManager())); settingValue->SetEnabled(false); } else { PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, setting.value, ps->T(setting.name), setting.step, screenManager())); settingValue->SetLiveUpdate(true); settingValue->SetHasDropShadow(false); settingValue->SetEnabledFunc([=] { return !g_Config.bSkipBufferEffects && !enableStereo(); }); } } } } } root_->Add(new DisplayLayoutBackground(mode_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0.0f, 0.0f, 0.0f, 0.0f))); } void PostProcScreen::CreateViews() { auto ps = GetI18NCategory(I18NCat::POSTSHADERS); ReloadAllPostShaderInfo(screenManager()->getDrawContext()); shaders_ = GetAllPostShaderInfo(); std::vector items; int selected = -1; const std::string selectedName = id_ >= (int)g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[id_]; for (int i = 0; i < (int)shaders_.size(); i++) { if (!shaders_[i].visible) continue; if (shaders_[i].isStereo != showStereoShaders_) continue; if (shaders_[i].section == selectedName) selected = (int)indexTranslation_.size(); items.push_back(std::string(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str()))); indexTranslation_.push_back(i); } adaptor_ = UI::StringVectorListAdaptor(items, selected); ListPopupScreen::CreateViews(); } void PostProcScreen::OnCompleted(DialogResult result) { if (result != DR_OK) return; const std::string &value = shaders_[indexTranslation_[listView_->GetSelected()]].section; // I feel this logic belongs more in the caller, but eh... if (showStereoShaders_) { if (g_Config.sStereoToMonoShader != value) { g_Config.sStereoToMonoShader = value; System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED); } } else { if (id_ < (int)g_Config.vPostShaderNames.size()) { if (g_Config.vPostShaderNames[id_] != value) { g_Config.vPostShaderNames[id_] = value; System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED); } } else { g_Config.vPostShaderNames.push_back(value); System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED); } } }