// Copyright (c) 2014- 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 #include "Common/Render/DrawBuffer.h" #include "Common/UI/View.h" #include "Common/UI/ViewGroup.h" #include "Common/UI/Context.h" #include "Common/UI/UIScreen.h" #include "Common/GPU/thin3d.h" #include "Common/Data/Text/I18n.h" #include "Common/StringUtils.h" #include "Common/System/System.h" #include "Core/Reporting.h" #include "Core/SaveState.h" #include "Core/System.h" #include "Core/Config.h" #include "Core/ELF/ParamSFO.h" #include "Core/HLE/sceDisplay.h" #include "Core/HLE/sceUmd.h" #include "GPU/GPUCommon.h" #include "GPU/GPUState.h" #include "UI/PauseScreen.h" #include "UI/GameSettingsScreen.h" #include "UI/ReportScreen.h" #include "UI/CwCheatScreen.h" #include "UI/MainScreen.h" #include "UI/OnScreenDisplay.h" #include "UI/GameInfoCache.h" AsyncImageFileView::AsyncImageFileView(const Path &filename, UI::ImageSizeMode sizeMode, UI::LayoutParams *layoutParams) : UI::Clickable(layoutParams), canFocus_(true), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), textureFailed_(false), fixedSizeW_(0.0f), fixedSizeH_(0.0f) {} AsyncImageFileView::~AsyncImageFileView() {} static float DesiredSize(float sz, float contentSize, UI::MeasureSpec spec) { float measured; UI::MeasureBySpec(sz, contentSize, spec, &measured); return measured; } void AsyncImageFileView::GetContentDimensionsBySpec(const UIContext &dc, UI::MeasureSpec horiz, UI::MeasureSpec vert, float &w, float &h) const { if (texture_ && texture_->GetTexture()) { float texw = (float)texture_->Width(); float texh = (float)texture_->Height(); float desiredW = DesiredSize(layoutParams_->width, w, horiz); float desiredH = DesiredSize(layoutParams_->height, h, vert); switch (sizeMode_) { case UI::IS_FIXED: w = fixedSizeW_; h = fixedSizeH_; break; case UI::IS_KEEP_ASPECT: w = texw; h = texh; if (desiredW != w || desiredH != h) { float aspect = w / h; // We need the other dimension based on the desired scale to find the best aspect. float desiredWOther = DesiredSize(layoutParams_->height, h * (desiredW / w), vert); float desiredHOther = DesiredSize(layoutParams_->width, w * (desiredH / h), horiz); float diffW = fabsf(aspect - desiredW / desiredWOther); float diffH = fabsf(aspect - desiredH / desiredHOther); if (diffW < diffH) { w = desiredW; h = desiredWOther; } else { w = desiredHOther; h = desiredH; } } break; case UI::IS_DEFAULT: default: w = texw; h = texh; break; } } else { w = 16; h = 16; } } void AsyncImageFileView::SetFilename(const Path &filename) { if (filename_ != filename) { textureFailed_ = false; filename_ = filename; texture_.reset(nullptr); } } void AsyncImageFileView::DeviceLost() { if (texture_.get()) texture_->DeviceLost(); } void AsyncImageFileView::DeviceRestored(Draw::DrawContext *draw) { if (texture_.get()) texture_->DeviceRestored(draw); } void AsyncImageFileView::Draw(UIContext &dc) { using namespace Draw; if (!texture_ && !textureFailed_ && !filename_.empty()) { texture_ = CreateTextureFromFile(dc.GetDrawContext(), filename_.c_str(), DETECT, true); if (!texture_.get()) textureFailed_ = true; } if (HasFocus()) { dc.FillRect(dc.theme->itemFocusedStyle.background, bounds_.Expand(3)); } // TODO: involve sizemode if (texture_ && texture_->GetTexture()) { dc.Flush(); dc.GetDrawContext()->BindTexture(0, texture_->GetTexture()); dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_); dc.Flush(); dc.RebindTexture(); if (!text_.empty()) { dc.DrawText(text_.c_str(), bounds_.centerX()+1, bounds_.centerY()+1, 0x80000000, ALIGN_CENTER | FLAG_DYNAMIC_ASCII); dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII); } } else { if (!filename_.empty()) { // draw a black rectangle to represent the missing screenshot. dc.FillRect(UI::Drawable(0xFF000000), GetBounds()); } else { // draw a dark gray rectangle to represent no save state. dc.FillRect(UI::Drawable(0x50202020), GetBounds()); } if (!text_.empty()) { dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII); } } } static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) { if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) { osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0); } } class ScreenshotViewScreen : public PopupScreen { public: ScreenshotViewScreen(const Path &filename, std::string title, int slot, std::shared_ptr i18n, Path gamePath) : PopupScreen(title), filename_(filename), slot_(slot), gamePath_(gamePath) {} // PopupScreen will translate Back on its own int GetSlot() const { return slot_; } std::string tag() const override { return "screenshot"; } protected: bool FillVertical() const override { return false; } UI::Size PopupWidth() const override { return 500; } bool ShowButtons() const override { return true; } void CreatePopupContents(UI::ViewGroup *parent) override { using namespace UI; auto pa = GetI18NCategory("Pause"); auto di = GetI18NCategory("Dialog"); ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0f)); LinearLayout *content = new LinearLayout(ORIENT_VERTICAL); Margins contentMargins(10, 0); content->Add(new AsyncImageFileView(filename_, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false); GridLayoutSettings gridsettings(240, 64, 5); gridsettings.fillCells = true; GridLayout *grid = content->Add(new GridLayoutList(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT))); Choice *back = new Choice(di->T("Back")); Choice *undoButton = new Choice(pa->T("Undo last save")); undoButton->SetEnabled(SaveState::HasUndoSaveInSlot(gamePath_, slot_)); grid->Add(new Choice(pa->T("Save State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnSaveState); grid->Add(new Choice(pa->T("Load State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnLoadState); grid->Add(back)->OnClick.Handle(this, &UIScreen::OnBack); grid->Add(undoButton)->OnClick.Handle(this, &ScreenshotViewScreen::OnUndoState); scroll->Add(content); parent->Add(scroll); } private: UI::EventReturn OnSaveState(UI::EventParams &e); UI::EventReturn OnLoadState(UI::EventParams &e); UI::EventReturn OnUndoState(UI::EventParams &e); Path filename_; Path gamePath_; int slot_; }; UI::EventReturn ScreenshotViewScreen::OnSaveState(UI::EventParams &e) { g_Config.iCurrentStateSlot = slot_; SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction); TriggerFinish(DR_OK); //OK will close the pause screen as well return UI::EVENT_DONE; } UI::EventReturn ScreenshotViewScreen::OnLoadState(UI::EventParams &e) { g_Config.iCurrentStateSlot = slot_; SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction); TriggerFinish(DR_OK); return UI::EVENT_DONE; } UI::EventReturn ScreenshotViewScreen::OnUndoState(UI::EventParams &e) { SaveState::UndoSaveSlot(gamePath_, slot_); TriggerFinish(DR_CANCEL); return UI::EVENT_DONE; } class SaveSlotView : public UI::LinearLayout { public: SaveSlotView(const Path &gamePath, int slot, UI::LayoutParams *layoutParams = nullptr); void GetContentDimensions(const UIContext &dc, float &w, float &h) const override { w = 500; h = 90; } void Draw(UIContext &dc) override; int GetSlot() const { return slot_; } Path GetScreenshotFilename() const { return screenshotFilename_; } std::string GetScreenshotTitle() const { return SaveState::GetSlotDateAsString(gamePath_, slot_); } UI::Event OnStateLoaded; UI::Event OnStateSaved; UI::Event OnScreenshotClicked; private: UI::EventReturn OnScreenshotClick(UI::EventParams &e); UI::EventReturn OnSaveState(UI::EventParams &e); UI::EventReturn OnLoadState(UI::EventParams &e); UI::Button *saveStateButton_ = nullptr; UI::Button *loadStateButton_ = nullptr; int slot_; Path gamePath_; Path screenshotFilename_; }; SaveSlotView::SaveSlotView(const Path &gameFilename, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot), gamePath_(gameFilename) { using namespace UI; screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION); Add(new Spacer(5)); AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, new UI::LayoutParams(82 * 2, 47 * 2))); fv->SetOverlayText(StringFromFormat("%d", slot_ + 1)); auto pa = GetI18NCategory("Pause"); LinearLayout *buttons = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)); buttons->SetSpacing(2.0); Add(buttons); saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER))); saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState); fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick); if (SaveState::HasSaveInSlot(gamePath_, slot)) { loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER))); loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState); std::string dateStr = SaveState::GetSlotDateAsString(gamePath_, slot_); std::vector dateStrs; SplitString(dateStr, ' ', dateStrs); if (!dateStrs.empty() && !dateStrs[0].empty()) { LinearLayout *strs = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)); Add(strs); for (size_t i = 0; i < dateStrs.size(); i++) { strs->Add(new TextView(dateStrs[i], new LinearLayoutParams(0.0, G_VCENTER)))->SetShadow(true); } } } else { fv->SetFilename(Path()); } } void SaveSlotView::Draw(UIContext &dc) { if (g_Config.iCurrentStateSlot == slot_) { dc.FillRect(UI::Drawable(0x70000000), GetBounds().Expand(3)); dc.FillRect(UI::Drawable(0x70FFFFFF), GetBounds().Expand(3)); } UI::LinearLayout::Draw(dc); } UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) { g_Config.iCurrentStateSlot = slot_; SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction); UI::EventParams e2{}; e2.v = this; OnStateLoaded.Trigger(e2); return UI::EVENT_DONE; } UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) { g_Config.iCurrentStateSlot = slot_; SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction); UI::EventParams e2{}; e2.v = this; OnStateSaved.Trigger(e2); return UI::EVENT_DONE; } UI::EventReturn SaveSlotView::OnScreenshotClick(UI::EventParams &e) { UI::EventParams e2{}; e2.v = this; OnScreenshotClicked.Trigger(e2); return UI::EVENT_DONE; } void GamePauseScreen::update() { UpdateUIState(UISTATE_PAUSEMENU); UIScreen::update(); if (finishNextFrame_) { TriggerFinish(DR_CANCEL); finishNextFrame_ = false; } } GamePauseScreen::~GamePauseScreen() { __DisplaySetWasPaused(); } void GamePauseScreen::CreateViews() { static const int NUM_SAVESLOTS = 5; using namespace UI; Margins scrollMargins(0, 20, 0, 0); Margins actionMenuMargins(0, 20, 15, 0); auto gr = GetI18NCategory("Graphics"); auto pa = GetI18NCategory("Pause"); root_ = new LinearLayout(ORIENT_HORIZONTAL); ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0, scrollMargins)); root_->Add(leftColumn); LinearLayout *leftColumnItems = new LinearLayoutList(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT)); leftColumn->Add(leftColumnItems); leftColumnItems->Add(new Spacer(0.0)); leftColumnItems->SetSpacing(10.0); for (int i = 0; i < NUM_SAVESLOTS; i++) { SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(gamePath_, i, new LayoutParams(FILL_PARENT, WRAP_CONTENT))); slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState); slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState); slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked); } leftColumnItems->Add(new Spacer(0.0)); LinearLayout *buttonRow = leftColumnItems->Add(new LinearLayout(ORIENT_HORIZONTAL)); if (g_Config.bEnableStateUndo) { UI::Choice *loadUndoButton = buttonRow->Add(new Choice(pa->T("Undo last load"))); loadUndoButton->SetEnabled(SaveState::HasUndoLoad(gamePath_)); loadUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLoadUndo); UI::Choice *saveUndoButton = buttonRow->Add(new Choice(pa->T("Undo last save"))); saveUndoButton->SetEnabled(SaveState::HasUndoLastSave(gamePath_)); saveUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLastSaveUndo); } if (g_Config.iRewindFlipFrequency > 0) { UI::Choice *rewindButton = buttonRow->Add(new Choice(pa->T("Rewind"))); rewindButton->SetEnabled(SaveState::CanRewind()); rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind); } ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins)); root_->Add(rightColumn); LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL); rightColumn->Add(rightColumnItems); rightColumnItems->SetSpacing(0.0f); if (getUMDReplacePermit()) { rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD); } Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue"))); root_->SetDefaultFocusView(continueChoice); continueChoice->OnClick.Handle(this, &UIScreen::OnBack); std::string gameId = g_paramSFO.GetDiscID(); if (g_Config.hasGameConfig(gameId)) { rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings); rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig); } else { rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings); rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig); } if (g_Config.bEnableCheats) { rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat); } // TODO, also might be nice to show overall compat rating here? // Based on their platform or even cpu/gpu/config. Would add an API for it. if (Reporting::IsSupported() && g_paramSFO.GetValueString("DISC_ID").size()) { auto rp = GetI18NCategory("Reporting"); rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback); } rightColumnItems->Add(new Spacer(25.0)); if (g_Config.bPauseMenuExitsEmulator) { auto mm = GetI18NCategory("MainMenu"); rightColumnItems->Add(new Choice(mm->T("Exit")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu); } else { rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu); } } UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) { screenManager()->push(new GameSettingsScreen(gamePath_)); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnState(UI::EventParams &e) { TriggerFinish(DR_CANCEL); return UI::EVENT_DONE; } void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) { std::string tag = dialog->tag(); if (tag == "screenshot" && dr == DR_OK) { finishNextFrame_ = true; } else { // There may have been changes to our savestates, so let's recreate. RecreateViews(); } } UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) { SaveSlotView *v = static_cast(e.v); int slot = v->GetSlot(); g_Config.iCurrentStateSlot = v->GetSlot(); if (SaveState::HasSaveInSlot(gamePath_, slot)) { Path fn = v->GetScreenshotFilename(); std::string title = v->GetScreenshotTitle(); auto pa = GetI18NCategory("Pause"); Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), pa, gamePath_); screenManager()->push(screen); } return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) { if (g_Config.bPauseMenuExitsEmulator) { System_SendMessage("finish", ""); } else { TriggerFinish(DR_OK); } return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) { screenManager()->push(new ReportScreen(gamePath_)); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) { SaveState::Rewind(&AfterSaveStateAction); TriggerFinish(DR_CANCEL); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnLoadUndo(UI::EventParams &e) { SaveState::UndoLoad(gamePath_, &AfterSaveStateAction); TriggerFinish(DR_CANCEL); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnLastSaveUndo(UI::EventParams &e) { SaveState::UndoLastSave(gamePath_); RecreateViews(); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) { screenManager()->push(new CwCheatScreen(gamePath_)); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) { screenManager()->push(new UmdReplaceScreen()); return UI::EVENT_DONE; } void GamePauseScreen::CallbackDeleteConfig(bool yes) { if (yes) { std::shared_ptr info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0); g_Config.unloadGameConfig(); g_Config.deleteGameConfig(info->id); info->hasConfig = false; screenManager()->RecreateAllViews(); } } UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e) { std::shared_ptr info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0); std::string gameId = g_paramSFO.GetDiscID(); g_Config.createGameConfig(gameId); g_Config.changeGameSpecific(gameId, info->GetTitle()); g_Config.saveGameConfig(gameId, info->GetTitle()); if (info) { info->hasConfig = true; } screenManager()->topScreen()->RecreateViews(); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e) { auto di = GetI18NCategory("Dialog"); auto ga = GetI18NCategory("Game"); screenManager()->push( new PromptScreen(di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"), std::bind(&GamePauseScreen::CallbackDeleteConfig, this, std::placeholders::_1))); return UI::EVENT_DONE; }