// 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 "ppsspp_config.h" #include "base/display.h" // Only to check screen aspect ratio with pixel_yres/pixel_xres #include "base/colorutil.h" #include "base/stringutil.h" #include "base/timeutil.h" #include "math/curves.h" #include "net/resolve.h" #include "gfx_es2/gpu_features.h" #include "gfx_es2/draw_buffer.h" #include "i18n/i18n.h" #include "util/text/utf8.h" #include "ui/root.h" #include "ui/view.h" #include "ui/viewgroup.h" #include "ui/ui_context.h" #include "UI/EmuScreen.h" #include "UI/GameSettingsScreen.h" #include "UI/GameInfoCache.h" #include "UI/GamepadEmu.h" #include "UI/MiscScreens.h" #include "UI/ControlMappingScreen.h" #include "UI/DevScreens.h" #include "UI/DisplayLayoutScreen.h" #include "UI/RemoteISOScreen.h" #include "UI/SavedataScreen.h" #include "UI/TouchControlLayoutScreen.h" #include "UI/TouchControlVisibilityScreen.h" #include "UI/TiltAnalogSettingsScreen.h" #include "UI/TiltEventProcessor.h" #include "UI/ComboKeyMappingScreen.h" #include "UI/GPUDriverTestScreen.h" #include "Common/KeyMap.h" #include "Common/FileUtil.h" #include "Common/OSVersion.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/Host.h" #include "Core/System.h" #include "Core/Reporting.h" #include "Core/TextureReplacer.h" #include "Core/WebServer.h" #include "Core/HLE/sceUsbCam.h" #include "GPU/Common/PostShader.h" #include "android/jni/TestRunner.h" #include "GPU/GPUInterface.h" #include "GPU/Common/FramebufferCommon.h" #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP) #pragma warning(disable:4091) // workaround bug in VS2015 headers #include "Windows/MainWindow.h" #include #include "Windows/W32Util/ShellUtil.h" #endif GameSettingsScreen::GameSettingsScreen(std::string gamePath, std::string gameID, bool editThenRestore) : UIDialogScreenWithGameBackground(gamePath), gameID_(gameID), enableReports_(false), editThenRestore_(editThenRestore) { lastVertical_ = UseVerticalLayout(); prevInflightFrames_ = g_Config.iInflightFrames; } bool GameSettingsScreen::UseVerticalLayout() const { return dp_yres > dp_xres * 1.1f; } // This needs before run CheckGPUFeatures() // TODO: Remove this if fix the issue bool CheckSupportShaderTessellationGLES() { #if PPSSPP_PLATFORM(UWP) return true; #else // TODO: Make work with non-GL backends int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits; bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float; bool hasTexelFetch = gl_extensions.GLES3 || (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 3, 0)) || gl_extensions.EXT_gpu_shader4; return vertexTexture && textureFloat && hasTexelFetch; #endif } bool DoesBackendSupportHWTess() { switch (GetGPUBackend()) { case GPUBackend::OPENGL: return CheckSupportShaderTessellationGLES(); case GPUBackend::VULKAN: case GPUBackend::DIRECT3D11: return true; default: return false; } } static std::string PostShaderTranslateName(const char *value) { auto ps = GetI18NCategory("PostShaders"); const ShaderInfo *info = GetPostShaderInfo(value); if (info) { return ps->T(value, info ? info->name.c_str() : value); } else { return value; } } static std::string *GPUDeviceNameSetting() { if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN) { return &g_Config.sVulkanDevice; } #ifdef _WIN32 if (g_Config.iGPUBackend == (int)GPUBackend::DIRECT3D11) { return &g_Config.sD3D11Device; } #endif return nullptr; } void GameSettingsScreen::CreateViews() { ReloadAllPostShaderInfo(); if (editThenRestore_) { std::shared_ptr info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0); g_Config.loadGameConfig(gameID_, info->GetTitle()); } iAlternateSpeedPercent1_ = g_Config.iFpsLimit1 < 0 ? -1 : (g_Config.iFpsLimit1 * 100) / 60; iAlternateSpeedPercent2_ = g_Config.iFpsLimit2 < 0 ? -1 : (g_Config.iFpsLimit2 * 100) / 60; bool vertical = UseVerticalLayout(); // Information in the top left. // Back button to the bottom left. // Scrolling action menu to the right. using namespace UI; auto di = GetI18NCategory("Dialog"); auto gr = GetI18NCategory("Graphics"); auto co = GetI18NCategory("Controls"); auto a = GetI18NCategory("Audio"); auto sa = GetI18NCategory("Savedata"); auto sy = GetI18NCategory("System"); auto n = GetI18NCategory("Networking"); auto ms = GetI18NCategory("MainSettings"); auto dev = GetI18NCategory("Developer"); auto ri = GetI18NCategory("RemoteISO"); auto ps = GetI18NCategory("PostShaders"); root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); TabHolder *tabHolder; if (vertical) { LinearLayout *verticalLayout = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT)); tabHolder = new TabHolder(ORIENT_HORIZONTAL, 200, new LinearLayoutParams(1.0f)); verticalLayout->Add(tabHolder); verticalLayout->Add(new Choice(di->T("Back"), "", false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 0.0f, Margins(0))))->OnClick.Handle(this, &UIScreen::OnBack); root_->Add(verticalLayout); } else { tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false)); root_->Add(tabHolder); AddStandardBack(root_); } tabHolder->SetTag("GameSettings"); root_->SetDefaultFocusView(tabHolder); float leftSide = 40.0f; if (!vertical) { leftSide += 200.0f; } settingInfo_ = new SettingInfoMessage(ALIGN_CENTER | FLAG_WRAP_TEXT, new AnchorLayoutParams(dp_xres - leftSide - 40.0f, WRAP_CONTENT, leftSide, dp_yres - 80.0f - 40.0f, NONE, NONE)); settingInfo_->SetBottomCutoff(dp_yres - 200.0f); root_->Add(settingInfo_); // TODO: These currently point to global settings, not game specific ones. // Graphics ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); graphicsSettingsScroll->SetTag("GameSettingsGraphics"); LinearLayout *graphicsSettings = new LinearLayout(ORIENT_VERTICAL); graphicsSettings->SetSpacing(0); graphicsSettingsScroll->Add(graphicsSettings); tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll); graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode"))); #if !PPSSPP_PLATFORM(UWP) static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan" }; PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, (int)GPUBackend::OPENGL, ARRAY_SIZE(renderingBackend), gr->GetName(), screenManager())); renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend); if (!g_Config.IsBackendEnabled(GPUBackend::OPENGL)) renderingBackendChoice->HideChoice((int)GPUBackend::OPENGL); if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D9)) renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D9); if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D11)) renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D11); if (!g_Config.IsBackendEnabled(GPUBackend::VULKAN)) renderingBackendChoice->HideChoice((int)GPUBackend::VULKAN); #endif Draw::DrawContext *draw = screenManager()->getDrawContext(); // Backends that don't allow a device choice will only expose one device. if (draw->GetDeviceList().size() > 1) { std::string *deviceNameSetting = GPUDeviceNameSetting(); if (deviceNameSetting) { PopupMultiChoiceDynamic *deviceChoice = graphicsSettings->Add(new PopupMultiChoiceDynamic(deviceNameSetting, gr->T("Device"), draw->GetDeviceList(), nullptr, screenManager())); deviceChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingDevice); } } static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering" }; PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gr->GetName(), screenManager())); renderingModeChoice->OnChoice.Add([=](EventParams &e) { switch (g_Config.iRenderingMode) { case FB_NON_BUFFERED_MODE: settingInfo_->Show(gr->T("RenderingMode NonBuffered Tip", "Faster, but graphics may be missing in some games"), e.v); break; case FB_BUFFERED_MODE: break; } return UI::EVENT_CONTINUE; }); renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode); renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering); CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer"))); blockTransfer->OnClick.Add([=](EventParams &e) { if (!g_Config.bBlockTransferGPU) settingInfo_->Show(gr->T("BlockTransfer Tip", "Some games require this to be On for correct graphics"), e.v); return UI::EVENT_CONTINUE; }); blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering); bool showSoftGPU = true; #ifdef MOBILE_DEVICE // On Android, only show the software rendering setting if it's already enabled. // Can still be turned on through INI file editing. showSoftGPU = g_Config.bSoftwareRendering; #endif if (showSoftGPU) { CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (slow)"))); softwareGPU->OnClick.Add([=](EventParams &e) { if (g_Config.bSoftwareRendering) settingInfo_->Show(gr->T("SoftGPU Tip", "Currently VERY slow"), e.v); return UI::EVENT_CONTINUE; }); softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering); softwareGPU->SetEnabled(!PSP_IsInited()); } graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control"))); static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"}; graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gr->GetName(), screenManager())); static const char *frameSkipType[] = {"Number of Frames", "Percent of FPS"}; graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkipType, gr->T("Frame Skipping Type"), frameSkipType, 0, ARRAY_SIZE(frameSkipType), gr->GetName(), screenManager())); frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip"))); frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip); PopupSliderChoice *altSpeed1 = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent1_, 0, 1000, gr->T("Alternative Speed", "Alternative speed"), 5, screenManager(), gr->T("%, 0:unlimited"))); altSpeed1->SetFormat("%i%%"); altSpeed1->SetZeroLabel(gr->T("Unlimited")); altSpeed1->SetNegativeDisable(gr->T("Disabled")); PopupSliderChoice *altSpeed2 = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent2_, 0, 1000, gr->T("Alternative Speed 2", "Alternative speed 2 (in %, 0 = unlimited)"), 5, screenManager(), gr->T("%, 0:unlimited"))); altSpeed2->SetFormat("%i%%"); altSpeed2->SetZeroLabel(gr->T("Unlimited")); altSpeed2->SetNegativeDisable(gr->T("Disabled")); graphicsSettings->Add(new ItemHeader(gr->T("Features"))); postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), &PostShaderTranslateName)); postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader); postProcChoice_->SetEnabledFunc([] { return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; }); const ShaderInfo *shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName); if (shaderInfo && !shaderInfo->settingName1.empty()) { auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue1"]; graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue1, shaderInfo->maxSettingValue1, shaderInfo->settingName1, shaderInfo->settingStep1, screenManager())); } if (shaderInfo && !shaderInfo->settingName2.empty()) { auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue2"]; graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue2, shaderInfo->maxSettingValue2, shaderInfo->settingName2, shaderInfo->settingStep2, screenManager())); } if (shaderInfo && !shaderInfo->settingName3.empty()) { auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue3"]; graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue3, shaderInfo->maxSettingValue3, shaderInfo->settingName3, shaderInfo->settingStep3, screenManager())); } if (shaderInfo && !shaderInfo->settingName4.empty()) { auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue4"]; graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue4, shaderInfo->maxSettingValue4, shaderInfo->settingName4, shaderInfo->settingStep4, screenManager())); } #if !defined(MOBILE_DEVICE) graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange); if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) { CheckBox *fullscreenMulti = new CheckBox(&g_Config.bFullScreenMulti, gr->T("Use all displays")); fullscreenMulti->SetEnabledPtr(&g_Config.bFullScreen); graphicsSettings->Add(fullscreenMulti)->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange); } #endif // Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc. displayEditor_ = graphicsSettings->Add(new Choice(gr->T("Display layout editor"))); displayEditor_->OnClick.Handle(this, &GameSettingsScreen::OnDisplayLayoutEditor); #ifdef __ANDROID__ // Hide Immersive Mode on pre-kitkat Android if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) { // Let's reuse the Fullscreen translation string from desktop. graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange); } #endif graphicsSettings->Add(new ItemHeader(gr->T("Performance"))); static const char *internalResolutions[] = { "Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP", "6x PSP", "7x PSP", "8x PSP", "9x PSP", "10x PSP" }; resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gr->GetName(), screenManager())); resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange); resolutionChoice_->SetEnabledFunc([] { return !g_Config.bSoftwareRendering && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; }); #ifdef __ANDROID__ if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_TV) { static const char *deviceResolutions[] = { "Native device resolution", "Auto (same as Rendering)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" }; int max_res_temp = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 2; if (max_res_temp == 3) max_res_temp = 4; // At least allow 2x int max_res = std::min(max_res_temp, (int)ARRAY_SIZE(deviceResolutions)); UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gr->T("Display Resolution (HW scaler)"), deviceResolutions, 0, max_res, gr->GetName(), screenManager())); hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange); // To refresh the display mode } #endif #ifdef _WIN32 CheckBox *vSync = graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gr->T("VSync"))); vSync->OnClick.Add([=](EventParams &e) { NativeResized(); return UI::EVENT_CONTINUE; }); #endif CheckBox *frameDuplication = graphicsSettings->Add(new CheckBox(&g_Config.bRenderDuplicateFrames, gr->T("Render duplicate frames to 60hz"))); frameDuplication->SetEnabledFunc([] { return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE || (g_Config.bSoftwareRendering && g_Config.iFrameSkip != 0); }); frameDuplication->OnClick.Add([=](EventParams &e) { settingInfo_->Show(gr->T("RenderDuplicateFrames Tip", "Can make framerate smoother in games that run at lower framerates"), e.v); return UI::EVENT_CONTINUE; }); if (GetGPUBackend() == GPUBackend::VULKAN || GetGPUBackend() == GPUBackend::OPENGL) { static const char *bufferOptions[] = { "No buffer", "Up to 1", "Up to 2" }; PopupMultiChoice *inflightChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInflightFrames, gr->T("Buffer graphics commands (faster, input lag)"), bufferOptions, 0, ARRAY_SIZE(bufferOptions), gr->GetName(), screenManager())); inflightChoice->OnChoice.Handle(this, &GameSettingsScreen::OnInflightFramesChoice); } CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform"))); hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform); hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering); CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning"))); swSkin->OnClick.Add([=](EventParams &e) { settingInfo_->Show(gr->T("SoftwareSkinning Tip", "Combine skinned model draws on the CPU, faster in most games"), e.v); return UI::EVENT_CONTINUE; }); swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering); CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache"))); vtxCache->OnClick.Add([=](EventParams &e) { settingInfo_->Show(gr->T("VertexCache Tip", "Faster, but may cause temporary flicker"), e.v); return UI::EVENT_CONTINUE; }); vtxCache->SetEnabledFunc([] { return !g_Config.bSoftwareRendering && g_Config.bHardwareTransform; }); CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)"))); texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering); CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gr->T("Retain changed textures", "Retain changed textures (speedup, mem hog)"))); texSecondary_->OnClick.Add([=](EventParams &e) { settingInfo_->Show(gr->T("RetainChangedTextures Tip", "Makes many games slower, but some games a lot faster"), e.v); return UI::EVENT_CONTINUE; }); texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering); CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gr->T("Disable slower effects (speedup)"))); framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering); // Seems solid, so we hide the setting. /*CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT"))); if (PSP_IsInited()) { vtxJit->SetEnabled(false); }*/ static const char *quality[] = { "Low", "Medium", "High" }; PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager())); beziersChoice->OnChoice.Add([=](EventParams &e) { if (g_Config.iSplineBezierQuality != 0) { settingInfo_->Show(gr->T("LowCurves Tip", "Only used by some games, controls smoothness of curves"), e.v); } return UI::EVENT_CONTINUE; }); CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation"))); tessellationHW->OnClick.Add([=](EventParams &e) { settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves"), e.v); return UI::EVENT_CONTINUE; }); tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform; tessellationHW->SetEnabledPtr(&tessHWEnable_); // In case we're going to add few other antialiasing option like MSAA in the future. // graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gr->T("FXAA"))); graphicsSettings->Add(new ItemHeader(gr->T("Texture Scaling"))); #ifndef MOBILE_DEVICE static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x", "4x", "5x"}; #else static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x"}; #endif PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, ARRAY_SIZE(texScaleLevels), gr->GetName(), screenManager())); // TODO: Better check? When it won't work, it scales down anyway. if (!gl_extensions.OES_texture_npot && GetGPUBackend() == GPUBackend::OPENGL) { texScalingChoice->HideChoice(3); // 3x texScalingChoice->HideChoice(5); // 5x } texScalingChoice->OnChoice.Add([=](EventParams &e) { if (g_Config.iTexScalingLevel != 1) { settingInfo_->Show(gr->T("UpscaleLevel Tip", "CPU heavy - some scaling may be delayed to avoid stutter"), e.v); } return UI::EVENT_CONTINUE; }); texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering); static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", }; PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gr->GetName(), screenManager())); texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering); CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize"))); deposterize->OnClick.Add([=](EventParams &e) { if (g_Config.bTexDeposterize == true) { settingInfo_->Show(gr->T("Deposterize Tip", "Fixes visual banding glitches in upscaled textures"), e.v); } return UI::EVENT_CONTINUE; }); deposterize->SetDisabledPtr(&g_Config.bSoftwareRendering); graphicsSettings->Add(new ItemHeader(gr->T("Texture Filtering"))); static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" }; PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gr->GetName(), screenManager())); anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering); static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", }; graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager())); static const char *bufFilters[] = { "Linear", "Nearest", }; graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager())); #if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS) graphicsSettings->Add(new ItemHeader(gr->T("Cardboard VR Settings", "Cardboard VR Settings"))); graphicsSettings->Add(new CheckBox(&g_Config.bEnableCardboardVR, gr->T("Enable Cardboard VR", "Enable Cardboard VR"))); PopupSliderChoice *cardboardScreenSize = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardScreenSize, 30, 100, gr->T("Cardboard Screen Size", "Screen Size (in % of the viewport)"), 1, screenManager(), gr->T("% of viewport"))); cardboardScreenSize->SetEnabledPtr(&g_Config.bEnableCardboardVR); PopupSliderChoice *cardboardXShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardXShift, -100, 100, gr->T("Cardboard Screen X Shift", "X Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void"))); cardboardXShift->SetEnabledPtr(&g_Config.bEnableCardboardVR); PopupSliderChoice *cardboardYShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardYShift, -100, 100, gr->T("Cardboard Screen Y Shift", "Y Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void"))); cardboardYShift->SetEnabledPtr(&g_Config.bEnableCardboardVR); #endif std::vector cameraList = Camera::getDeviceList(); if (cameraList.size() >= 1) { graphicsSettings->Add(new ItemHeader(gr->T("Camera"))); PopupMultiChoiceDynamic *cameraChoice = graphicsSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sCameraDevice, gr->T("Camera Device"), cameraList, nullptr, screenManager())); cameraChoice->OnChoice.Handle(this, &GameSettingsScreen::OnCameraDeviceChange); } graphicsSettings->Add(new ItemHeader(gr->T("Hack Settings", "Hack Settings (these WILL cause glitches)"))); static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" }; PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr->GetName(), screenManager())); bloomHack->SetEnabledFunc([] { return !g_Config.bSoftwareRendering && g_Config.iInternalResolution != 1; }); graphicsSettings->Add(new ItemHeader(gr->T("Overlay Information"))); static const char *fpsChoices[] = { "None", "Speed", "FPS", "Both" }; graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gr->GetName(), screenManager())); graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting); // Developer tools are not accessible ingame, so it goes here. graphicsSettings->Add(new ItemHeader(gr->T("Debugging"))); Choice *dump = graphicsSettings->Add(new Choice(gr->T("Dump next frame to log"))); dump->OnClick.Handle(this, &GameSettingsScreen::OnDumpNextFrameToLog); if (!PSP_IsInited()) dump->SetEnabled(false); // Audio ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); audioSettingsScroll->SetTag("GameSettingsAudio"); LinearLayout *audioSettings = new LinearLayout(ORIENT_VERTICAL); audioSettings->SetSpacing(0); audioSettingsScroll->Add(audioSettings); tabHolder->AddTab(ms->T("Audio"), audioSettingsScroll); audioSettings->Add(new ItemHeader(ms->T("Audio"))); audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound"))); PopupSliderChoice *volume = audioSettings->Add(new PopupSliderChoice(&g_Config.iGlobalVolume, VOLUME_OFF, VOLUME_MAX, a->T("Global volume"), screenManager())); volume->SetEnabledPtr(&g_Config.bEnableSound); volume->SetZeroLabel(a->T("Mute")); PopupSliderChoice *altVolume = audioSettings->Add(new PopupSliderChoice(&g_Config.iAltSpeedVolume, VOLUME_OFF, VOLUME_MAX, a->T("Alternate speed volume"), screenManager())); altVolume->SetEnabledPtr(&g_Config.bEnableSound); altVolume->SetZeroLabel(a->T("Mute")); altVolume->SetNegativeDisable(a->T("Use global volume")); #ifdef _WIN32 if (IsVistaOrHigher()) { static const char *backend[] = { "Auto", "DSound (compatible)", "WASAPI (fast)" }; PopupMultiChoice *audioBackend = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioBackend, a->T("Audio backend", "Audio backend (restart req.)"), backend, 0, ARRAY_SIZE(backend), a->GetName(), screenManager())); audioBackend->SetEnabledPtr(&g_Config.bEnableSound); } #endif #if defined(SDL) std::vector audioDeviceList; SplitString(System_GetProperty(SYSPROP_AUDIO_DEVICE_LIST), '\0', audioDeviceList); audioDeviceList.insert(audioDeviceList.begin(), a->T("Auto")); PopupMultiChoiceDynamic *audioDevice = audioSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sAudioDevice, a->T("Device"), audioDeviceList, nullptr, screenManager())); audioDevice->OnChoice.Handle(this, &GameSettingsScreen::OnAudioDevice); audioSettings->Add(new CheckBox(&g_Config.bAutoAudioDevice, a->T("Switch on new audio device"))); #endif #if defined(__ANDROID__) CheckBox *extraAudio = audioSettings->Add(new CheckBox(&g_Config.bExtraAudioBuffering, a->T("AudioBufferingForBluetooth", "Bluetooth-friendly buffer (slower)"))); extraAudio->SetEnabledPtr(&g_Config.bEnableSound); #endif if (System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE) == 44100) { CheckBox *resampling = audioSettings->Add(new CheckBox(&g_Config.bAudioResampler, a->T("Audio sync", "Audio sync (resampling)"))); resampling->SetEnabledPtr(&g_Config.bEnableSound); } // Control ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); controlsSettingsScroll->SetTag("GameSettingsControls"); LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL); controlsSettings->SetSpacing(0); controlsSettingsScroll->Add(controlsSettings); tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll); controlsSettings->Add(new ItemHeader(ms->T("Controls"))); controlsSettings->Add(new Choice(co->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping); #if defined(USING_WIN_UI) controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, co->T("Ignore gamepads when not focused"))); #endif #if defined(MOBILE_DEVICE) controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, co->T("HapticFeedback", "Haptic Feedback (vibration)"))); static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons", "L/R Trigger Buttons" }; controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, co->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), co->GetName(), screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange); Choice *customizeTilt = controlsSettings->Add(new Choice(co->T("Customize tilt"))); customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCustomize); customizeTilt->SetEnabledFunc([] { return g_Config.iTiltInputType != 0; }); #endif // TVs don't have touch control, at least not yet. if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_TV) { controlsSettings->Add(new ItemHeader(co->T("OnScreen", "On-Screen Touch Controls"))); controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, co->T("OnScreen", "On-Screen Touch Controls"))); layoutEditorChoice_ = controlsSettings->Add(new Choice(co->T("Custom layout..."))); layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout); layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls); // Re-centers itself to the touch location on touch-down. CheckBox *floatingAnalog = controlsSettings->Add(new CheckBox(&g_Config.bAutoCenterTouchAnalog, co->T("Auto-centering analog stick"))); floatingAnalog->SetEnabledPtr(&g_Config.bShowTouchControls); // Combo key setup Choice *comboKey = controlsSettings->Add(new Choice(co->T("Combo Key Setup"))); comboKey->OnClick.Handle(this, &GameSettingsScreen::OnComboKey); comboKey->SetEnabledPtr(&g_Config.bShowTouchControls); // On non iOS systems, offer to let the user see this button. // Some Windows touch devices don't have a back button or other button to call up the menu. if (System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON)) { CheckBox *enablePauseBtn = controlsSettings->Add(new CheckBox(&g_Config.bShowTouchPause, co->T("Show Touch Pause Menu Button"))); // Don't allow the user to disable it once in-game, so they can't lock themselves out of the menu. if (!PSP_IsInited()) { enablePauseBtn->SetEnabledPtr(&g_Config.bShowTouchControls); } else { enablePauseBtn->SetEnabled(false); } } CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, co->T("Disable D-Pad diagonals (4-way touch)"))); disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls); PopupSliderChoice *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, co->T("Button Opacity"), screenManager(), "%")); opacity->SetEnabledPtr(&g_Config.bShowTouchControls); opacity->SetFormat("%i%%"); PopupSliderChoice *autoHide = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonHideSeconds, 0, 300, co->T("Auto-hide buttons after seconds"), screenManager(), co->T("seconds, 0 : off"))); autoHide->SetEnabledPtr(&g_Config.bShowTouchControls); autoHide->SetFormat("%is"); autoHide->SetZeroLabel(co->T("Off")); static const char *touchControlStyles[] = {"Classic", "Thin borders", "Glowing borders"}; View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), co->GetName(), screenManager())); style->SetEnabledPtr(&g_Config.bShowTouchControls); } #ifdef _WIN32 static const char *inverseDeadzoneModes[] = { "Off", "X", "Y", "X + Y" }; controlsSettings->Add(new ItemHeader(co->T("DInput Analog Settings", "DInput Analog Settings"))); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), 0.01f, screenManager(), "/ 1.0")); controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager())); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), 0.01f, screenManager(), "/ 1.0")); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), 0.01f, screenManager(), "x")); controlsSettings->Add(new ItemHeader(co->T("XInput Analog Settings", "XInput Analog Settings"))); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), 0.01f, screenManager(), "/ 1.0")); controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager())); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), 0.01f, screenManager(), "/ 1.0")); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), 0.01f, screenManager(), "x")); #else controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Axis Sensitivity", "Analog Axis Sensitivity"), 0.01f, screenManager(), "x")); #endif controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogAutoRotSpeed, 0.0f, 25.0f, co->T("Analog auto-rotation speed"), 1.0f, screenManager())); controlsSettings->Add(new ItemHeader(co->T("Keyboard", "Keyboard Control Settings"))); #if defined(USING_WIN_UI) controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, co->T("Ignore Windows Key"))); #endif // #if defined(USING_WIN_UI) auto analogLimiter = new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, co->T("Analog Limiter"), 0.10f, screenManager(), "/ 1.0"); controlsSettings->Add(analogLimiter); analogLimiter->OnChange.Add([=](EventParams &e) { settingInfo_->Show(co->T("AnalogLimiter Tip", "When the analog limiter button is pressed"), e.v); return UI::EVENT_CONTINUE; }); #if defined(USING_WIN_UI) || defined(SDL) controlsSettings->Add(new ItemHeader(co->T("Mouse", "Mouse settings"))); CheckBox *mouseControl = controlsSettings->Add(new CheckBox(&g_Config.bMouseControl, co->T("Use Mouse Control"))); mouseControl->OnClick.Add([=](EventParams &e) { if(g_Config.bMouseControl) settingInfo_->Show(co->T("MouseControl Tip", "You can now map mouse in control mapping screen by pressing the 'M' icon."), e.v); return UI::EVENT_CONTINUE; }); controlsSettings->Add(new CheckBox(&g_Config.bMouseConfine, co->T("Confine Mouse", "Trap mouse within window/display area")))->SetEnabledPtr(&g_Config.bMouseControl); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSensitivity, 0.01f, 1.0f, co->T("Mouse sensitivity"), 0.01f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl); controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSmoothing, 0.0f, 0.95f, co->T("Mouse smoothing"), 0.05f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl); #endif ViewGroup *networkingSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); networkingSettingsScroll->SetTag("GameSettingsNetworking"); LinearLayout *networkingSettings = new LinearLayout(ORIENT_VERTICAL); networkingSettings->SetSpacing(0); networkingSettingsScroll->Add(networkingSettings); tabHolder->AddTab(ms->T("Networking"), networkingSettingsScroll); networkingSettings->Add(new ItemHeader(ms->T("Networking"))); networkingSettings->Add(new Choice(n->T("Adhoc Multiplayer forum")))->OnClick.Handle(this, &GameSettingsScreen::OnAdhocGuides); networkingSettings->Add(new CheckBox(&g_Config.bEnableWlan, n->T("Enable networking", "Enable networking/wlan (beta)"))); networkingSettings->Add(new CheckBox(&g_Config.bDiscordPresence, n->T("Send Discord Presence information"))); networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.proAdhocServer, n->T("Change proAdhocServer Address"), (const char *)nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeproAdhocServerAddress); networkingSettings->Add(new CheckBox(&g_Config.bEnableAdhocServer, n->T("Enable built-in PRO Adhoc Server", "Enable built-in PRO Adhoc Server"))); networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sMACAddress, n->T("Change Mac Address"), (const char *)nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeMacAddress); networkingSettings->Add(new PopupSliderChoice(&g_Config.iPortOffset, 0, 60000, n->T("Port offset", "Port offset(0 = PSP compatibility)"), 100, screenManager())); networkingSettings->Add(new ItemHeader(n->T("Chat"))); networkingSettings->Add(new CheckBox(&g_Config.bEnableNetworkChat, n->T("Enable network chat", "Enable network chat"))); static const char *chatButtonPositions[] = { "Bottom Left", "Bottom Center", "Bottom Right", "Top Left", "Top Center", "Top Right", "Center Left", "Center Right" }; networkingSettings->Add(new PopupMultiChoice(&g_Config.iChatButtonPosition, n->T("Chat Button Position"), chatButtonPositions, 0, ARRAY_SIZE(chatButtonPositions), n->GetName(), screenManager()))->SetEnabledPtr(&g_Config.bEnableNetworkChat); static const char *chatScreenPositions[] = { "Bottom Left", "Bottom Center", "Bottom Right", "Top Left", "Top Center", "Top Right" }; networkingSettings->Add(new PopupMultiChoice(&g_Config.iChatScreenPosition, n->T("Chat Screen Position"), chatScreenPositions, 0, ARRAY_SIZE(chatScreenPositions), n->GetName(), screenManager()))->SetEnabledPtr(&g_Config.bEnableNetworkChat); networkingSettings->Add(new ItemHeader(n->T("QuickChat", "Quick Chat"))); networkingSettings->Add(new CheckBox(&g_Config.bEnableQuickChat, n->T("EnableQuickChat", "Enable Quick Chat"))); #if !defined(MOBILE_DEVICE) && !defined(USING_QT_UI) // TODO: Add all platforms where KEY_CHAR support is added PopupTextInputChoice *qc1 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat0, n->T("Quick Chat 1"), "", 32, screenManager())); qc1->SetEnabledPtr(&g_Config.bEnableQuickChat); PopupTextInputChoice *qc2 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat1, n->T("Quick Chat 2"), "", 32, screenManager())); qc2->SetEnabledPtr(&g_Config.bEnableQuickChat); PopupTextInputChoice *qc3 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat2, n->T("Quick Chat 3"), "", 32, screenManager())); qc3->SetEnabledPtr(&g_Config.bEnableQuickChat); PopupTextInputChoice *qc4 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat3, n->T("Quick Chat 4"), "", 32, screenManager())); qc4->SetEnabledPtr(&g_Config.bEnableQuickChat); PopupTextInputChoice *qc5 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat4, n->T("Quick Chat 5"), "", 32, screenManager())); qc5->SetEnabledPtr(&g_Config.bEnableQuickChat); #elif defined(USING_QT_UI) Choice *qc1 = networkingSettings->Add(new Choice(n->T("Quick Chat 1"))); qc1->SetEnabledPtr(&g_Config.bEnableQuickChat); qc1->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat0); Choice *qc2 = networkingSettings->Add(new Choice(n->T("Quick Chat 2"))); qc2->SetEnabledPtr(&g_Config.bEnableQuickChat); qc2->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat1); Choice *qc3 = networkingSettings->Add(new Choice(n->T("Quick Chat 3"))); qc3->SetEnabledPtr(&g_Config.bEnableQuickChat); qc3->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat2); Choice *qc4 = networkingSettings->Add(new Choice(n->T("Quick Chat 4"))); qc4->SetEnabledPtr(&g_Config.bEnableQuickChat); qc4->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat3); Choice *qc5 = networkingSettings->Add(new Choice(n->T("Quick Chat 5"))); qc5->SetEnabledPtr(&g_Config.bEnableQuickChat); qc5->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat4); #elif defined(__ANDROID__) ChoiceWithValueDisplay *qc1 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat0, n->T("Quick Chat 1"), (const char *)nullptr)); qc1->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat0); qc1->SetEnabledPtr(&g_Config.bEnableQuickChat); ChoiceWithValueDisplay *qc2 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat1, n->T("Quick Chat 2"), (const char *)nullptr)); qc2->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat1); qc2->SetEnabledPtr(&g_Config.bEnableQuickChat); ChoiceWithValueDisplay *qc3 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat2, n->T("Quick Chat 3"), (const char *)nullptr)); qc3->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat2); qc3->SetEnabledPtr(&g_Config.bEnableQuickChat); ChoiceWithValueDisplay *qc4 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat3, n->T("Quick Chat 4"), (const char *)nullptr)); qc4->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat3); qc4->SetEnabledPtr(&g_Config.bEnableQuickChat); ChoiceWithValueDisplay *qc5 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat4, n->T("Quick Chat 5"), (const char *)nullptr)); qc5->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat4); qc5->SetEnabledPtr(&g_Config.bEnableQuickChat); #endif ViewGroup *toolsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); toolsScroll->SetTag("GameSettingsTools"); LinearLayout *tools = new LinearLayout(ORIENT_VERTICAL); tools->SetSpacing(0); toolsScroll->Add(tools); tabHolder->AddTab(ms->T("Tools"), toolsScroll); tools->Add(new ItemHeader(ms->T("Tools"))); // These were moved here so use the wrong translation objects, to avoid having to change all inis... This isn't a sustainable situation :P tools->Add(new Choice(sa->T("Savedata Manager")))->OnClick.Handle(this, &GameSettingsScreen::OnSavedataManager); tools->Add(new Choice(dev->T("System Information")))->OnClick.Handle(this, &GameSettingsScreen::OnSysInfo); tools->Add(new Choice(sy->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools); tools->Add(new Choice(ri->T("Remote disc streaming")))->OnClick.Handle(this, &GameSettingsScreen::OnRemoteISO); // System ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); systemSettingsScroll->SetTag("GameSettingsSystem"); LinearLayout *systemSettings = new LinearLayout(ORIENT_VERTICAL); systemSettings->SetSpacing(0); systemSettingsScroll->Add(systemSettings); tabHolder->AddTab(ms->T("System"), systemSettingsScroll); systemSettings->Add(new ItemHeader(sy->T("UI Language"))); systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage); systemSettings->Add(new ItemHeader(sy->T("Help the PPSSPP team"))); enableReports_ = Reporting::IsEnabled(); enableReportsCheckbox_ = new CheckBox(&enableReports_, sy->T("Enable Compatibility Server Reports")); enableReportsCheckbox_->SetEnabled(Reporting::IsSupported()); systemSettings->Add(enableReportsCheckbox_); systemSettings->Add(new ItemHeader(sy->T("Emulation"))); systemSettings->Add(new CheckBox(&g_Config.bFastMemory, sy->T("Fast Memory", "Fast Memory (Unstable)")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting); static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" }; View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy->GetName(), screenManager())); systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)"))); PopupSliderChoice *lockedMhz = systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (unstable)"), screenManager(), sy->T("MHz, 0:default"))); lockedMhz->OnChange.Add([&](UI::EventParams &) { enableReportsCheckbox_->SetEnabled(Reporting::IsSupported()); return UI::EVENT_CONTINUE; }); lockedMhz->SetZeroLabel(sy->T("Auto")); PopupSliderChoice *rewindFreq = systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindFlipFrequency, 0, 1800, sy->T("Rewind Snapshot Frequency", "Rewind Snapshot Frequency (mem hog)"), screenManager(), sy->T("frames, 0:off"))); rewindFreq->SetZeroLabel(sy->T("Off")); systemSettings->Add(new CheckBox(&g_Config.bMemStickInserted, sy->T("Memory Stick inserted"))); systemSettings->Add(new ItemHeader(sy->T("General"))); #if PPSSPP_PLATFORM(ANDROID) if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) { static const char *screenRotation[] = {"Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed", "Landscape Auto"}; PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, co->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), co->GetName(), screenManager())); rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation); if (System_GetPropertyBool(SYSPROP_SUPPORTS_SUSTAINED_PERF_MODE)) { systemSettings->Add(new CheckBox(&g_Config.bSustainedPerformanceMode, sy->T("Sustained performance mode")))->OnClick.Handle(this, &GameSettingsScreen::OnSustainedPerformanceModeChange); } } #endif systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, sy->T("VersionCheck", "Check for new versions of PPSSPP"))); const std::string bgPng = GetSysDirectory(DIRECTORY_SYSTEM) + "background.png"; const std::string bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) + "background.jpg"; if (File::Exists(bgPng) || File::Exists(bgJpg)) { backgroundChoice_ = systemSettings->Add(new Choice(sy->T("Clear UI background"))); } else if (System_GetPropertyBool(SYSPROP_HAS_IMAGE_BROWSER)) { backgroundChoice_ = systemSettings->Add(new Choice(sy->T("Set UI background..."))); } else { backgroundChoice_ = nullptr; } if (backgroundChoice_ != nullptr) { backgroundChoice_->OnClick.Handle(this, &GameSettingsScreen::OnChangeBackground); } systemSettings->Add(new Choice(sy->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings); systemSettings->Add(new CheckBox(&g_Config.bEnableStateUndo, sy->T("Savestate slot backups"))); static const char *autoLoadSaveStateChoices[] = { "Off", "Oldest Save", "Newest Save", "Slot 1", "Slot 2", "Slot 3", "Slot 4", "Slot 5" }; systemSettings->Add(new PopupMultiChoice(&g_Config.iAutoLoadSaveState, sy->T("Auto Load Savestate"), autoLoadSaveStateChoices, 0, ARRAY_SIZE(autoLoadSaveStateChoices), sy->GetName(), screenManager())); #if defined(USING_WIN_UI) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, sy->T("Use system native keyboard"))); #endif #if PPSSPP_PLATFORM(ANDROID) auto memstickPath = systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.memStickDirectory, sy->T("Change Memory Stick folder"), (const char *)nullptr)); memstickPath->SetEnabled(!PSP_IsInited()); memstickPath->OnClick.Handle(this, &GameSettingsScreen::OnChangeMemStickDir); #elif defined(_WIN32) && !PPSSPP_PLATFORM(UWP) SavePathInMyDocumentChoice = systemSettings->Add(new CheckBox(&installed_, sy->T("Save path in My Documents", "Save path in My Documents"))); SavePathInMyDocumentChoice->SetEnabled(!PSP_IsInited()); SavePathInMyDocumentChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathMydoc); SavePathInOtherChoice = systemSettings->Add(new CheckBox(&otherinstalled_, sy->T("Save path in installed.txt", "Save path in installed.txt"))); SavePathInOtherChoice->SetEnabled(false); SavePathInOtherChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathOther); const bool myDocsExists = W32Util::UserDocumentsPath().size() != 0; const std::string PPSSPPpath = File::GetExeDirectory(); const std::string installedFile = PPSSPPpath + "installed.txt"; installed_ = File::Exists(installedFile); otherinstalled_ = false; if (!installed_ && myDocsExists) { if (File::CreateEmptyFile(PPSSPPpath + "installedTEMP.txt")) { // Disable the setting whether cannot create & delete file if (!(File::Delete(PPSSPPpath + "installedTEMP.txt"))) SavePathInMyDocumentChoice->SetEnabled(false); else SavePathInOtherChoice->SetEnabled(!PSP_IsInited()); } else SavePathInMyDocumentChoice->SetEnabled(false); } else { if (installed_ && myDocsExists) { #ifdef _MSC_VER std::ifstream inputFile(ConvertUTF8ToWString(installedFile)); #else std::ifstream inputFile(installedFile); #endif if (!inputFile.fail() && inputFile.is_open()) { std::string tempString; std::getline(inputFile, tempString); // Skip UTF-8 encoding bytes if there are any. There are 3 of them. if (tempString.substr(0, 3) == "\xEF\xBB\xBF") tempString = tempString.substr(3); SavePathInOtherChoice->SetEnabled(!PSP_IsInited()); if (!(tempString == "")) { installed_ = false; otherinstalled_ = true; } } inputFile.close(); } else if (!myDocsExists) { SavePathInMyDocumentChoice->SetEnabled(false); } } #endif #if defined(_M_X64) systemSettings->Add(new CheckBox(&g_Config.bCacheFullIsoInRam, sy->T("Cache ISO in RAM", "Cache full ISO in RAM")))->SetEnabled(!PSP_IsInited()); #endif systemSettings->Add(new ItemHeader(sy->T("Cheats", "Cheats (experimental, see forums)"))); CheckBox *enableCheats = systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, sy->T("Enable Cheats"))); enableCheats->OnClick.Add([&](UI::EventParams &) { enableReportsCheckbox_->SetEnabled(Reporting::IsSupported()); return UI::EVENT_CONTINUE; }); systemSettings->SetSpacing(0); systemSettings->Add(new ItemHeader(sy->T("PSP Settings"))); static const char *models[] = {"PSP-1000", "PSP-2000/3000"}; systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, sy->T("PSP Model"), models, 0, ARRAY_SIZE(models), sy->GetName(), screenManager()))->SetEnabled(!PSP_IsInited()); // TODO: Come up with a way to display a keyboard for mobile users, // so until then, this is Windows/Desktop only. #if !defined(MOBILE_DEVICE) // TODO: Add all platforms where KEY_CHAR support is added systemSettings->Add(new PopupTextInputChoice(&g_Config.sNickName, sy->T("Change Nickname"), "", 32, screenManager())); #elif defined(__ANDROID__) systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.sNickName, sy->T("Change Nickname"), (const char *)nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname); #endif systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, sy->T("Screenshots as PNG"))); #if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE)) systemSettings->Add(new CheckBox(&g_Config.bDumpFrames, sy->T("Record Display"))); systemSettings->Add(new CheckBox(&g_Config.bUseFFV1, sy->T("Use Lossless Video Codec (FFV1)"))); systemSettings->Add(new CheckBox(&g_Config.bDumpVideoOutput, sy->T("Use output buffer (with overlay) for recording"))); systemSettings->Add(new CheckBox(&g_Config.bDumpAudio, sy->T("Record Audio"))); systemSettings->Add(new CheckBox(&g_Config.bSaveLoadResetsAVdumping, sy->T("Reset Recording on Save/Load State"))); #endif systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, sy->T("Day Light Saving"))); static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"}; systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, sy->T("Date Format"), dateFormat, 1, 3, sy->GetName(), screenManager())); static const char *timeFormat[] = { "12HR", "24HR"}; systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 1, 2, sy->GetName(), screenManager())); static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" }; systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, sy->T("Confirmation Button"), buttonPref, 0, 2, sy->GetName(), screenManager())); } UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) { if (g_Config.bAutoFrameSkip && g_Config.iFrameSkip == 0) { g_Config.iFrameSkip = 1; } if (g_Config.bAutoFrameSkip && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) { g_Config.iRenderingMode = FB_BUFFERED_MODE; } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) { tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform; return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnHardwareTransform(UI::EventParams &e) { tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform; return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnScreenRotation(UI::EventParams &e) { ILOG("New display rotation: %d", g_Config.iScreenRotation); ILOG("Sending rotate"); System_SendMessage("rotate", ""); ILOG("Got back from rotate"); return UI::EVENT_DONE; } void RecreateActivity() { const int SYSTEM_JELLYBEAN = 16; if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= SYSTEM_JELLYBEAN) { ILOG("Sending recreate"); System_SendMessage("recreate", ""); ILOG("Got back from recreate"); } else { auto gr = GetI18NCategory("Graphics"); System_SendMessage("toast", gr->T("Must Restart", "You must restart PPSSPP for this change to take effect")); } } UI::EventReturn GameSettingsScreen::OnAdhocGuides(UI::EventParams &e) { LaunchBrowser("https://forums.ppsspp.org/forumdisplay.php?fid=34"); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnImmersiveModeChange(UI::EventParams &e) { System_SendMessage("immersive", ""); if (g_Config.iAndroidHwScale != 0) { RecreateActivity(); } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnSustainedPerformanceModeChange(UI::EventParams &e) { System_SendMessage("sustainedPerfMode", ""); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) { // We do not want to report when rendering mode is Framebuffer to memory - so many issues // are caused by that (framebuffer copies overwriting display lists, etc). Reporting::UpdateConfig(); enableReports_ = Reporting::IsEnabled(); enableReportsCheckbox_->SetEnabled(Reporting::IsSupported()); if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) { g_Config.bAutoFrameSkip = false; } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnJitAffectingSetting(UI::EventParams &e) { NativeMessageReceived("clear jit", ""); return UI::EVENT_DONE; } #if PPSSPP_PLATFORM(ANDROID) UI::EventReturn GameSettingsScreen::OnChangeMemStickDir(UI::EventParams &e) { auto sy = GetI18NCategory("System"); System_InputBoxGetString(sy->T("Memory Stick Folder"), g_Config.memStickDirectory, [&](bool result, const std::string &value) { auto sy = GetI18NCategory("System"); auto di = GetI18NCategory("Dialog"); if (result) { std::string newPath = value; size_t pos = newPath.find_last_not_of("/"); // Gotta have at least something but a /, and also needs to start with a /. if (newPath.empty() || pos == newPath.npos || newPath[0] != '/') { settingInfo_->Show(sy->T("ChangingMemstickPathInvalid", "That path couldn't be used to save Memory Stick files."), nullptr); return; } if (pos != newPath.size() - 1) { newPath = newPath.substr(0, pos + 1); } pendingMemstickFolder_ = newPath; std::string promptMessage = sy->T("ChangingMemstickPath", "Save games, save states, and other data will not be copied to this folder.\n\nChange the Memory Stick folder?"); if (!File::Exists(newPath)) { promptMessage = sy->T("ChangingMemstickPathNotExists", "That folder doesn't exist yet.\n\nSave games, save states, and other data will not be copied to this folder.\n\nCreate a new Memory Stick folder?"); } // Add the path for clarity and proper confirmation. promptMessage += "\n\n" + newPath + "/"; screenManager()->push(new PromptScreen(promptMessage, di->T("Yes"), di->T("No"), std::bind(&GameSettingsScreen::CallbackMemstickFolder, this, std::placeholders::_1))); } }); return UI::EVENT_DONE; } #elif defined(_WIN32) && !PPSSPP_PLATFORM(UWP) UI::EventReturn GameSettingsScreen::OnSavePathMydoc(UI::EventParams &e) { const std::string PPSSPPpath = File::GetExeDirectory(); const std::string installedFile = PPSSPPpath + "installed.txt"; installed_ = File::Exists(installedFile); if (otherinstalled_) { File::Delete(PPSSPPpath + "installed.txt"); File::CreateEmptyFile(PPSSPPpath + "installed.txt"); otherinstalled_ = false; const std::string myDocsPath = W32Util::UserDocumentsPath() + "/PPSSPP/"; g_Config.memStickDirectory = myDocsPath; } else if (installed_) { File::Delete(PPSSPPpath + "installed.txt"); installed_ = false; g_Config.memStickDirectory = PPSSPPpath + "memstick/"; } else { std::ofstream myfile; myfile.open(PPSSPPpath + "installed.txt"); if (myfile.is_open()){ myfile.close(); } const std::string myDocsPath = W32Util::UserDocumentsPath() + "/PPSSPP/"; g_Config.memStickDirectory = myDocsPath; installed_ = true; } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnSavePathOther(UI::EventParams &e) { const std::string PPSSPPpath = File::GetExeDirectory(); if (otherinstalled_) { auto di = GetI18NCategory("Dialog"); std::string folder = W32Util::BrowseForFolder(MainWindow::GetHWND(), di->T("Choose PPSSPP save folder")); if (folder.size()) { g_Config.memStickDirectory = folder; FILE *f = File::OpenCFile(PPSSPPpath + "installed.txt", "wb"); if (f) { std::string utfstring("\xEF\xBB\xBF"); utfstring.append(folder); fwrite(utfstring.c_str(), 1, utfstring.length(), f); fclose(f); } installed_ = false; } else otherinstalled_ = false; } else { File::Delete(PPSSPPpath + "installed.txt"); SavePathInMyDocumentChoice->SetEnabled(true); otherinstalled_ = false; installed_ = false; g_Config.memStickDirectory = PPSSPPpath + "memstick/"; } return UI::EVENT_DONE; } #endif UI::EventReturn GameSettingsScreen::OnChangeBackground(UI::EventParams &e) { const std::string bgPng = GetSysDirectory(DIRECTORY_SYSTEM) + "background.png"; const std::string bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) + "background.jpg"; if (File::Exists(bgPng) || File::Exists(bgJpg)) { if (File::Exists(bgPng)) { File::Delete(bgPng); } if (File::Exists(bgJpg)) { File::Delete(bgJpg); } NativeMessageReceived("bgImage_updated", ""); } else { if (System_GetPropertyBool(SYSPROP_HAS_IMAGE_BROWSER)) { System_SendMessage("bgImage_browse", ""); } } // Change to a browse or clear button. RecreateViews(); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) { System_SendMessage("toggle_fullscreen", g_Config.bFullScreen ? "1" : "0"); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnDisplayLayoutEditor(UI::EventParams &e) { screenManager()->push(new DisplayLayoutScreen()); return UI::EVENT_DONE; }; UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) { if (g_Config.iAndroidHwScale == 1) { RecreateActivity(); } Reporting::UpdateConfig(); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnHwScaleChange(UI::EventParams &e) { RecreateActivity(); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnDumpNextFrameToLog(UI::EventParams &e) { if (gpu) { gpu->DumpNextFrame(); } return UI::EVENT_DONE; } void GameSettingsScreen::update() { UIScreen::update(); g_Config.iFpsLimit1 = iAlternateSpeedPercent1_ < 0 ? -1 : (iAlternateSpeedPercent1_ * 60) / 100; g_Config.iFpsLimit2 = iAlternateSpeedPercent2_ < 0 ? -1 : (iAlternateSpeedPercent2_ * 60) / 100; bool vertical = UseVerticalLayout(); if (vertical != lastVertical_) { RecreateViews(); lastVertical_ = vertical; } } void GameSettingsScreen::onFinish(DialogResult result) { if (g_Config.bEnableSound) { if (PSP_IsInited() && !IsAudioInitialised()) Audio_Init(); } Reporting::Enable(enableReports_, "report.ppsspp.org"); Reporting::UpdateConfig(); g_Config.Save("GameSettingsScreen::onFinish"); if (editThenRestore_) { // In case we didn't have the title yet before, try again. std::shared_ptr info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0); g_Config.changeGameSpecific(gameID_, info->GetTitle()); g_Config.unloadGameConfig(); } host->UpdateUI(); KeyMap::UpdateNativeMenuKeys(); // Wipe some caches after potentially changing settings. NativeMessageReceived("gpu_resized", ""); NativeMessageReceived("gpu_clearCache", ""); } #if PPSSPP_PLATFORM(ANDROID) void GameSettingsScreen::CallbackMemstickFolder(bool yes) { auto sy = GetI18NCategory("System"); if (yes) { std::string memstickDirFile = g_Config.internalDataDirectory + "/memstick_dir.txt"; std::string testWriteFile = pendingMemstickFolder_ + "/.write_verify_file"; // Already, create away. if (!File::Exists(pendingMemstickFolder_)) { File::CreateFullPath(pendingMemstickFolder_); } if (!writeDataToFile(true, "1", 1, testWriteFile.c_str())) { settingInfo_->Show(sy->T("ChangingMemstickPathInvalid", "That path couldn't be used to save Memory Stick files."), nullptr); return; } File::Delete(testWriteFile); writeDataToFile(true, pendingMemstickFolder_.c_str(), pendingMemstickFolder_.size(), memstickDirFile.c_str()); // Save so the settings, at least, are transferred. g_Config.memStickDirectory = pendingMemstickFolder_ + "/"; g_Config.Save("MemstickPathChanged"); screenManager()->RecreateAllViews(); } } #endif void GameSettingsScreen::TriggerRestart(const char *why) { // Extra save here to make sure the choice really gets saved even if there are shutdown bugs in // the GPU backend code. g_Config.Save(why); std::string param = "--gamesettings"; if (editThenRestore_) { // We won't pass the gameID, so don't resume back into settings. param = ""; } else if (!gamePath_.empty()) { param += " \"" + ReplaceAll(ReplaceAll(gamePath_, "\\", "\\\\"), "\"", "\\\"") + "\""; } System_SendMessage("graphics_restart", param.c_str()); } void GameSettingsScreen::CallbackRenderingBackend(bool yes) { // If the user ends up deciding not to restart, set the config back to the current backend // so it doesn't get switched by accident. if (yes) { TriggerRestart("GameSettingsScreen::RenderingBackendYes"); } else { g_Config.iGPUBackend = (int)GetGPUBackend(); } } void GameSettingsScreen::CallbackRenderingDevice(bool yes) { // If the user ends up deciding not to restart, set the config back to the current backend // so it doesn't get switched by accident. if (yes) { TriggerRestart("GameSettingsScreen::RenderingDeviceYes"); } else { std::string *deviceNameSetting = GPUDeviceNameSetting(); if (deviceNameSetting) *deviceNameSetting = GetGPUBackendDevice(); // Needed to redraw the setting. RecreateViews(); } } void GameSettingsScreen::CallbackInflightFrames(bool yes) { if (yes) { TriggerRestart("GameSettingsScreen::InflightFramesYes"); } else { g_Config.iInflightFrames = prevInflightFrames_; } } UI::EventReturn GameSettingsScreen::OnRenderingBackend(UI::EventParams &e) { auto di = GetI18NCategory("Dialog"); // It only makes sense to show the restart prompt if the backend was actually changed. if (g_Config.iGPUBackend != (int)GetGPUBackend()) { screenManager()->push(new PromptScreen(di->T("ChangingGPUBackends", "Changing GPU backends requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"), std::bind(&GameSettingsScreen::CallbackRenderingBackend, this, std::placeholders::_1))); } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnRenderingDevice(UI::EventParams &e) { auto di = GetI18NCategory("Dialog"); // It only makes sense to show the restart prompt if the device was actually changed. std::string *deviceNameSetting = GPUDeviceNameSetting(); if (deviceNameSetting && *deviceNameSetting != GetGPUBackendDevice()) { screenManager()->push(new PromptScreen(di->T("ChangingGPUBackends", "Changing GPU backends requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"), std::bind(&GameSettingsScreen::CallbackRenderingDevice, this, std::placeholders::_1))); } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnInflightFramesChoice(UI::EventParams &e) { auto di = GetI18NCategory("Dialog"); if (g_Config.iInflightFrames != prevInflightFrames_) { screenManager()->push(new PromptScreen(di->T("ChangingInflightFrames", "Changing graphics command buffering requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"), std::bind(&GameSettingsScreen::CallbackInflightFrames, this, std::placeholders::_1))); } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnCameraDeviceChange(UI::EventParams& e) { Camera::onCameraDeviceChange(); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnAudioDevice(UI::EventParams &e) { auto a = GetI18NCategory("Audio"); if (g_Config.sAudioDevice == a->T("Auto")) { g_Config.sAudioDevice.clear(); } System_SendMessage("audio_resetDevice", ""); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeQuickChat0(UI::EventParams &e) { #if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__) auto n = GetI18NCategory("Networking"); System_InputBoxGetString(n->T("Enter Quick Chat 1"), g_Config.sQuickChat0, [](bool result, const std::string &value) { if (result) { g_Config.sQuickChat0 = value; } }); #endif return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeQuickChat1(UI::EventParams &e) { #if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__) auto n = GetI18NCategory("Networking"); System_InputBoxGetString(n->T("Enter Quick Chat 2"), g_Config.sQuickChat1, [](bool result, const std::string &value) { if (result) { g_Config.sQuickChat1 = value; } }); #endif return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeQuickChat2(UI::EventParams &e) { #if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__) auto n = GetI18NCategory("Networking"); System_InputBoxGetString(n->T("Enter Quick Chat 3"), g_Config.sQuickChat2, [](bool result, const std::string &value) { if (result) { g_Config.sQuickChat2 = value; } }); #endif return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeQuickChat3(UI::EventParams &e) { #if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__) auto n = GetI18NCategory("Networking"); System_InputBoxGetString(n->T("Enter Quick Chat 4"), g_Config.sQuickChat3, [](bool result, const std::string &value) { if (result) { g_Config.sQuickChat3 = value; } }); #endif return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeQuickChat4(UI::EventParams &e) { #if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__) auto n = GetI18NCategory("Networking"); System_InputBoxGetString(n->T("Enter Quick Chat 5"), g_Config.sQuickChat4, [](bool result, const std::string &value) { if (result) { g_Config.sQuickChat4 = value; } }); #endif return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeNickname(UI::EventParams &e) { #if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__) auto n = GetI18NCategory("Networking"); System_InputBoxGetString(n->T("Enter a new PSP nickname"), g_Config.sNickName, [](bool result, const std::string &value) { if (result) { g_Config.sNickName = StripSpaces(value); } }); #endif return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeproAdhocServerAddress(UI::EventParams &e) { auto sy = GetI18NCategory("System"); #if defined(__ANDROID__) System_InputBoxGetString(sy->T("proAdhocServer Address:"), g_Config.proAdhocServer, [](bool result, const std::string &value) { if (result) { g_Config.proAdhocServer = value; } }); #else screenManager()->push(new HostnameSelectScreen(&g_Config.proAdhocServer, sy->T("proAdhocServer Address:"))); #endif return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnChangeMacAddress(UI::EventParams &e) { g_Config.sMACAddress = CreateRandMAC(); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnComboKey(UI::EventParams &e) { screenManager()->push(new ComboKeyScreen(&g_Config.iComboMode)); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnLanguage(UI::EventParams &e) { auto dev = GetI18NCategory("Developer"); auto langScreen = new NewLanguageScreen(dev->T("Language")); langScreen->OnChoice.Handle(this, &GameSettingsScreen::OnLanguageChange); if (e.v) langScreen->SetPopupOrigin(e.v); screenManager()->push(langScreen); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnLanguageChange(UI::EventParams &e) { screenManager()->RecreateAllViews(); if (host) { host->UpdateUI(); } return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnPostProcShader(UI::EventParams &e) { auto gr = GetI18NCategory("Graphics"); auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader")); procScreen->OnChoice.Handle(this, &GameSettingsScreen::OnPostProcShaderChange); if (e.v) procScreen->SetPopupOrigin(e.v); screenManager()->push(procScreen); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnPostProcShaderChange(UI::EventParams &e) { NativeMessageReceived("gpu_resized", ""); RecreateViews(); // Update setting name return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnDeveloperTools(UI::EventParams &e) { screenManager()->push(new DeveloperToolsScreen()); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnRemoteISO(UI::EventParams &e) { screenManager()->push(new RemoteISOScreen()); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnControlMapping(UI::EventParams &e) { screenManager()->push(new ControlMappingScreen()); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnTouchControlLayout(UI::EventParams &e) { screenManager()->push(new TouchControlLayoutScreen()); return UI::EVENT_DONE; } //when the tilt event type is modified, we need to reset all tilt settings. //refer to the ResetTiltEvents() function for a detailed explanation. UI::EventReturn GameSettingsScreen::OnTiltTypeChange(UI::EventParams &e) { TiltEventProcessor::ResetTiltEvents(); return UI::EVENT_DONE; }; UI::EventReturn GameSettingsScreen::OnTiltCustomize(UI::EventParams &e) { screenManager()->push(new TiltAnalogSettingsScreen()); return UI::EVENT_DONE; }; UI::EventReturn GameSettingsScreen::OnSavedataManager(UI::EventParams &e) { auto saveData = new SavedataScreen(""); screenManager()->push(saveData); return UI::EVENT_DONE; } UI::EventReturn GameSettingsScreen::OnSysInfo(UI::EventParams &e) { screenManager()->push(new SystemInfoScreen()); return UI::EVENT_DONE; } void DeveloperToolsScreen::CreateViews() { using namespace UI; root_ = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT)); ScrollView *settingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)); settingsScroll->SetTag("DevToolsSettings"); root_->Add(settingsScroll); auto di = GetI18NCategory("Dialog"); auto dev = GetI18NCategory("Developer"); auto gr = GetI18NCategory("Graphics"); auto a = GetI18NCategory("Audio"); auto sy = GetI18NCategory("System"); AddStandardBack(root_); LinearLayout *list = settingsScroll->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f))); list->SetSpacing(0); list->Add(new ItemHeader(sy->T("General"))); bool canUseJit = true; // iOS can now use JIT on all modes, apparently. // The bool may come in handy for future non-jit platforms though (UWP XB1?) static const char *cpuCores[] = {"Interpreter", "Dynarec (JIT)", "IR Interpreter"}; PopupMultiChoice *core = list->Add(new PopupMultiChoice(&g_Config.iCpuCore, gr->T("CPU Core"), cpuCores, 0, ARRAY_SIZE(cpuCores), sy->GetName(), screenManager())); core->OnChoice.Handle(this, &DeveloperToolsScreen::OnJitAffectingSetting); if (!canUseJit) { core->HideChoice(1); } list->Add(new Choice(dev->T("JIT debug tools")))->OnClick.Handle(this, &DeveloperToolsScreen::OnJitDebugTools); list->Add(new CheckBox(&g_Config.bShowDeveloperMenu, dev->T("Show Developer Menu"))); list->Add(new CheckBox(&g_Config.bDumpDecryptedEboot, dev->T("Dump Decrypted Eboot", "Dump Decrypted EBOOT.BIN (If Encrypted) When Booting Game"))); #if !PPSSPP_PLATFORM(UWP) Choice *cpuTests = new Choice(dev->T("Run CPU Tests")); list->Add(cpuTests)->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests); cpuTests->SetEnabled(TestsAvailable()); #endif // For now, we only implement GPU driver tests for Vulkan and OpenGL. This is simply // because the D3D drivers are generally solid enough to not need this type of investigation. if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN || g_Config.iGPUBackend == (int)GPUBackend::OPENGL) { list->Add(new Choice(dev->T("GPU Driver Test")))->OnClick.Handle(this, &DeveloperToolsScreen::OnGPUDriverTest); } list->Add(new Choice(dev->T("Touchscreen Test")))->OnClick.Handle(this, &DeveloperToolsScreen::OnTouchscreenTest); allowDebugger_ = !WebServerStopped(WebServerFlags::DEBUGGER); canAllowDebugger_ = !WebServerStopping(WebServerFlags::DEBUGGER); CheckBox *allowDebugger = new CheckBox(&allowDebugger_, dev->T("Allow remote debugger")); list->Add(allowDebugger)->OnClick.Handle(this, &DeveloperToolsScreen::OnRemoteDebugger); allowDebugger->SetEnabledPtr(&canAllowDebugger_); list->Add(new CheckBox(&g_Config.bEnableLogging, dev->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged); list->Add(new CheckBox(&g_Config.bLogFrameDrops, dev->T("Log Dropped Frame Statistics"))); list->Add(new Choice(dev->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig); list->Add(new ItemHeader(dev->T("Language"))); list->Add(new Choice(dev->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni); list->Add(new Choice(dev->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni); list->Add(new ItemHeader(dev->T("Texture Replacement"))); list->Add(new CheckBox(&g_Config.bSaveNewTextures, dev->T("Save new textures"))); list->Add(new CheckBox(&g_Config.bReplaceTextures, dev->T("Replace textures"))); #if !defined(MOBILE_DEVICE) Choice *createTextureIni = list->Add(new Choice(dev->T("Create/Open textures.ini file for current game"))); createTextureIni->OnClick.Handle(this, &DeveloperToolsScreen::OnOpenTexturesIniFile); if (!PSP_IsInited()) { createTextureIni->SetEnabled(false); } #endif } void DeveloperToolsScreen::onFinish(DialogResult result) { g_Config.Save("DeveloperToolsScreen::onFinish"); } void GameSettingsScreen::CallbackRestoreDefaults(bool yes) { if (yes) g_Config.RestoreDefaults(); host->UpdateUI(); } UI::EventReturn GameSettingsScreen::OnRestoreDefaultSettings(UI::EventParams &e) { auto dev = GetI18NCategory("Developer"); auto di = GetI18NCategory("Dialog"); if (g_Config.bGameSpecific) { screenManager()->push( new PromptScreen(dev->T("RestoreGameDefaultSettings", "Are you sure you want to restore the game-specific settings back to the ppsspp defaults?\n"), di->T("OK"), di->T("Cancel"), std::bind(&GameSettingsScreen::CallbackRestoreDefaults, this, std::placeholders::_1))); } else { screenManager()->push( new PromptScreen(dev->T("RestoreDefaultSettings", "Are you sure you want to restore all settings(except control mapping)\nback to their defaults?\nYou can't undo this.\nPlease restart PPSSPP after restoring settings."), di->T("OK"), di->T("Cancel"), std::bind(&GameSettingsScreen::CallbackRestoreDefaults, this, std::placeholders::_1))); } return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnLoggingChanged(UI::EventParams &e) { host->ToggleDebugConsoleVisibility(); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnRunCPUTests(UI::EventParams &e) { #if !PPSSPP_PLATFORM(UWP) RunTests(); #endif return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnSaveLanguageIni(UI::EventParams &e) { i18nrepo.SaveIni(g_Config.sLanguageIni); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnLoadLanguageIni(UI::EventParams &e) { i18nrepo.LoadIni(g_Config.sLanguageIni); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnOpenTexturesIniFile(UI::EventParams &e) { std::string gameID = g_paramSFO.GetDiscID(); std::string generatedFilename; if (TextureReplacer::GenerateIni(gameID, &generatedFilename)) { File::openIniFile(generatedFilename); } return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnLogConfig(UI::EventParams &e) { screenManager()->push(new LogConfigScreen()); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnJitDebugTools(UI::EventParams &e) { screenManager()->push(new JitDebugScreen()); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnGPUDriverTest(UI::EventParams &e) { screenManager()->push(new GPUDriverTestScreen()); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnTouchscreenTest(UI::EventParams &e) { screenManager()->push(new TouchTestScreen()); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnJitAffectingSetting(UI::EventParams &e) { NativeMessageReceived("clear jit", ""); return UI::EVENT_DONE; } UI::EventReturn DeveloperToolsScreen::OnRemoteDebugger(UI::EventParams &e) { if (allowDebugger_) { StartWebServer(WebServerFlags::DEBUGGER); } else { StopWebServer(WebServerFlags::DEBUGGER); } // Persist the setting. Maybe should separate? g_Config.bRemoteDebuggerOnStartup = allowDebugger_; return UI::EVENT_CONTINUE; } void DeveloperToolsScreen::update() { UIDialogScreenWithBackground::update(); allowDebugger_ = !WebServerStopped(WebServerFlags::DEBUGGER); canAllowDebugger_ = !WebServerStopping(WebServerFlags::DEBUGGER); } void HostnameSelectScreen::CreatePopupContents(UI::ViewGroup *parent) { using namespace UI; auto sy = GetI18NCategory("System"); auto di = GetI18NCategory("Dialog"); auto n = GetI18NCategory("Networking"); LinearLayout *valueRow = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, Margins(0, 0, 0, 10))); addrView_ = new TextEdit(*value_, ""); addrView_->SetTextAlign(FLAG_DYNAMIC_ASCII); valueRow->Add(addrView_); parent->Add(valueRow); LinearLayout *buttonsRow1 = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); LinearLayout *buttonsRow2 = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); parent->Add(buttonsRow1); parent->Add(buttonsRow2); buttonsRow1->Add(new Spacer(new LinearLayoutParams(1.0, G_LEFT))); for (char c = '0'; c <= '9'; ++c) { char label[] = { c, '\0' }; auto button = buttonsRow1->Add(new Button(label)); button->OnClick.Handle(this, &HostnameSelectScreen::OnNumberClick); button->SetTag(label); } buttonsRow1->Add(new Button("."))->OnClick.Handle(this, &HostnameSelectScreen::OnPointClick); buttonsRow1->Add(new Spacer(new LinearLayoutParams(1.0, G_RIGHT))); buttonsRow2->Add(new Spacer(new LinearLayoutParams(1.0, G_LEFT))); buttonsRow2->Add(new Button(di->T("Delete")))->OnClick.Handle(this, &HostnameSelectScreen::OnDeleteClick); buttonsRow2->Add(new Button(di->T("Delete all")))->OnClick.Handle(this, &HostnameSelectScreen::OnDeleteAllClick); buttonsRow2->Add(new Spacer(new LinearLayoutParams(1.0, G_RIGHT))); errorView_ = parent->Add(new TextView(n->T("Invalid IP or hostname"), ALIGN_HCENTER, false, new LinearLayoutParams(Margins(0, 10, 0, 0)))); errorView_->SetTextColor(0xFF3030FF); errorView_->SetVisibility(V_GONE); progressView_ = parent->Add(new TextView(n->T("Validating address..."), ALIGN_HCENTER, false, new LinearLayoutParams(Margins(0, 10, 0, 0)))); progressView_->SetVisibility(V_GONE); } void HostnameSelectScreen::SendEditKey(int keyCode, int flags) { auto oldView = UI::GetFocusedView(); UI::SetFocusedView(addrView_); KeyInput fakeKey{ DEVICE_ID_KEYBOARD, keyCode, KEY_DOWN | flags }; addrView_->Key(fakeKey); UI::SetFocusedView(oldView); } UI::EventReturn HostnameSelectScreen::OnNumberClick(UI::EventParams &e) { std::string text = e.v ? e.v->Tag() : ""; if (text.length() == 1 && text[0] >= '0' && text[0] <= '9') { SendEditKey(text[0], KEY_CHAR); } return UI::EVENT_DONE; } UI::EventReturn HostnameSelectScreen::OnPointClick(UI::EventParams &e) { SendEditKey('.', KEY_CHAR); return UI::EVENT_DONE; } UI::EventReturn HostnameSelectScreen::OnDeleteClick(UI::EventParams &e) { SendEditKey(NKCODE_DEL); return UI::EVENT_DONE; } UI::EventReturn HostnameSelectScreen::OnDeleteAllClick(UI::EventParams &e) { addrView_->SetText(""); return UI::EVENT_DONE; } void HostnameSelectScreen::ResolverThread() { std::unique_lock guard(resolverLock_); while (resolverState_ != ResolverState::QUIT) { resolverCond_.wait(guard); if (resolverState_ == ResolverState::QUEUED) { resolverState_ = ResolverState::PROGRESS; addrinfo *resolved = nullptr; std::string err; toResolveResult_ = net::DNSResolve(toResolve_, "80", &resolved, err); if (resolved) net::DNSResolveFree(resolved); resolverState_ = ResolverState::READY; } } } bool HostnameSelectScreen::CanComplete(DialogResult result) { if (result != DR_OK) return true; std::string value = addrView_->GetText(); if (lastResolved_ == value) { return true; } // Currently running. if (resolverState_ == ResolverState::PROGRESS) return false; std::lock_guard guard(resolverLock_); switch (resolverState_) { case ResolverState::PROGRESS: case ResolverState::QUIT: return false; case ResolverState::QUEUED: case ResolverState::WAITING: break; case ResolverState::READY: if (toResolve_ == value) { // Reset the state, nothing there now. resolverState_ = ResolverState::WAITING; toResolve_.clear(); lastResolved_ = value; lastResolvedResult_ = toResolveResult_; if (lastResolvedResult_) { errorView_->SetVisibility(UI::V_GONE); } else { errorView_->SetVisibility(UI::V_VISIBLE); } progressView_->SetVisibility(UI::V_GONE); return true; } // Throw away that last result, it was for a different value. break; } resolverState_ = ResolverState::QUEUED; toResolve_ = value; resolverCond_.notify_one(); progressView_->SetVisibility(UI::V_VISIBLE); errorView_->SetVisibility(UI::V_GONE); return false; } void HostnameSelectScreen::OnCompleted(DialogResult result) { if (result == DR_OK) *value_ = addrView_->GetText(); } SettingInfoMessage::SettingInfoMessage(int align, UI::AnchorLayoutParams *lp) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, lp) { using namespace UI; SetSpacing(0.0f); Add(new UI::Spacer(10.0f)); text_ = Add(new UI::TextView("", align, false, new LinearLayoutParams(1.0, Margins(0, 10)))); Add(new UI::Spacer(10.0f)); } void SettingInfoMessage::Show(const std::string &text, UI::View *refView) { if (refView) { Bounds b = refView->GetBounds(); const UI::AnchorLayoutParams *lp = GetLayoutParams()->As(); if (b.y >= cutOffY_) { ReplaceLayoutParams(new UI::AnchorLayoutParams(lp->width, lp->height, lp->left, 80.0f, lp->right, lp->bottom, lp->center)); } else { ReplaceLayoutParams(new UI::AnchorLayoutParams(lp->width, lp->height, lp->left, dp_yres - 80.0f - 40.0f, lp->right, lp->bottom, lp->center)); } } text_->SetText(text); timeShown_ = time_now_d(); } void SettingInfoMessage::Draw(UIContext &dc) { static const double FADE_TIME = 1.0; static const float MAX_ALPHA = 0.9f; // Let's show longer messages for more time (guesstimate at reading speed.) // Note: this will give multibyte characters more time, but they often have shorter words anyway. double timeToShow = std::max(1.5, text_->GetText().size() * 0.05); double sinceShow = time_now_d() - timeShown_; float alpha = MAX_ALPHA; if (timeShown_ == 0.0 || sinceShow > timeToShow + FADE_TIME) { alpha = 0.0f; } else if (sinceShow > timeToShow) { alpha = MAX_ALPHA - MAX_ALPHA * (float)((sinceShow - timeToShow) / FADE_TIME); } if (alpha >= 0.1f) { UI::Style style = dc.theme->popupTitle; style.background.color = colorAlpha(style.background.color, alpha - 0.1f); dc.FillRect(style.background, bounds_); } text_->SetTextColor(whiteAlpha(alpha)); ViewGroup::Draw(dc); }