// 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 #include #include "Common/Render/DrawBuffer.h" #include "Common/UI/Context.h" #include "Common/UI/View.h" #include "Common/UI/ViewGroup.h" #include "Common/UI/UI.h" #include "Common/System/Display.h" #include "Common/System/NativeApp.h" #include "Common/System/System.h" #include "Common/Math/curves.h" #include "Common/File/VFS/VFS.h" #include "Common/Data/Color/RGBAUtil.h" #include "Common/Data/Text/I18n.h" #include "Common/Data/Random/Rng.h" #include "Common/TimeUtil.h" #include "Common/File/FileUtil.h" #include "Core/Config.h" #include "Core/Host.h" #include "Core/System.h" #include "Core/MIPS/JitCommon/JitCommon.h" #include "Core/HLE/sceUtility.h" #include "GPU/GPUState.h" #include "GPU/Common/PostShader.h" #include "UI/ControlMappingScreen.h" #include "UI/DisplayLayoutScreen.h" #include "UI/EmuScreen.h" #include "UI/GameInfoCache.h" #include "UI/GameSettingsScreen.h" #include "UI/MainScreen.h" #include "UI/MiscScreens.h" #include "UI/MemStickScreen.h" #ifdef _MSC_VER #pragma execution_character_set("utf-8") #endif static const ImageID symbols[4] = { ImageID("I_CROSS"), ImageID("I_CIRCLE"), ImageID("I_SQUARE"), ImageID("I_TRIANGLE"), }; static const uint32_t colors[4] = { 0xC0FFFFFF, 0xC0FFFFFF, 0xC0FFFFFF, 0xC0FFFFFF, }; static std::unique_ptr bgTexture; class Animation { public: virtual ~Animation() {} virtual void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) = 0; }; static constexpr float XFAC = 0.3f; static constexpr float YFAC = 0.3f; static constexpr float ZFAC = 0.12f; static constexpr float XSPEED = 0.05f; static constexpr float YSPEED = 0.05f; static constexpr float ZSPEED = 0.1f; class MovingBackground : public Animation { public: void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override { if (!bgTexture) return; dc.Flush(); dc.GetDrawContext()->BindTexture(0, bgTexture->GetTexture()); Bounds bounds = dc.GetBounds(); x = std::min(std::max(x/bounds.w, 0.0f), 1.0f) * XFAC; y = std::min(std::max(y/bounds.h, 0.0f), 1.0f) * YFAC; z = 1.0f + std::max(XFAC, YFAC) + (z-1.0f) * ZFAC; lastX_ = abs(x-lastX_) > 0.001f ? x*XSPEED+lastX_*(1.0f-XSPEED) : x; lastY_ = abs(y-lastY_) > 0.001f ? y*YSPEED+lastY_*(1.0f-YSPEED) : y; lastZ_ = abs(z-lastZ_) > 0.001f ? z*ZSPEED+lastZ_*(1.0f-ZSPEED) : z; float u1 = lastX_/lastZ_; float v1 = lastY_/lastZ_; float u2 = (1.0f+lastX_)/lastZ_; float v2 = (1.0f+lastY_)/lastZ_; dc.Draw()->DrawTexRect(bounds, u1, v1, u2, v2, whiteAlpha(alpha)); dc.Flush(); dc.RebindTexture(); } private: float lastX_ = 0.0f; float lastY_ = 0.0f; float lastZ_ = 1.0f + std::max(XFAC, YFAC); }; class WaveAnimation : public Animation { public: void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override { const uint32_t color = colorAlpha(0xFFFFFFFF, alpha * 0.2f); const float speed = 1.0; Bounds bounds = dc.GetBounds(); dc.Flush(); dc.BeginNoTex(); // Be sure to not overflow our vertex buffer const float step = ceil(24*bounds.w/pixel_in_dps_x) > MAX_VERTS ? 24*bounds.w/(MAX_VERTS-48) : pixel_in_dps_x; t *= speed; for (float x = 0; x < bounds.w; x += step) { float i = x * 1280/bounds.w; float wave0 = sin(i*0.005+t*0.8)*0.05 + sin(i*0.002+t*0.25)*0.02 + sin(i*0.001+t*0.3)*0.03 + 0.625; float wave1 = sin(i*0.0044+t*0.4)*0.07 + sin(i*0.003+t*0.1)*0.02 + sin(i*0.001+t*0.3)*0.01 + 0.625; dc.Draw()->RectVGradient(x, wave0*bounds.h, step, (1.0-wave0)*bounds.h, color, 0x00000000); dc.Draw()->RectVGradient(x, wave1*bounds.h, step, (1.0-wave1)*bounds.h, color, 0x00000000); // Add some "antialiasing" dc.Draw()->RectVGradient(x, wave0*bounds.h-3*pixel_in_dps_y, step, 3*pixel_in_dps_y, 0x00000000, color); dc.Draw()->RectVGradient(x, wave1*bounds.h-3*pixel_in_dps_y, step, 3*pixel_in_dps_y, 0x00000000, color); } dc.Flush(); dc.Begin(); } }; class FloatingSymbolsAnimation : public Animation { public: ~FloatingSymbolsAnimation() override {} void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override { float xres = dc.GetBounds().w; float yres = dc.GetBounds().h; if (last_xres != xres || last_yres != yres) { Regenerate(xres, yres); } for (int i = 0; i < COUNT; i++) { float x = xbase[i] + dc.GetBounds().x; float y = ybase[i] + dc.GetBounds().y + 40 * cosf(i * 7.2f + t * 1.3f); float angle = (float)sin(i + t); int n = i & 3; ui_draw2d.DrawImageRotated(symbols[n], x, y, 1.0f, angle, colorAlpha(colors[n], alpha * 0.1f)); } } private: static constexpr int COUNT = 100; float xbase[COUNT]{}; float ybase[COUNT]{}; float last_xres = 0; float last_yres = 0; void Regenerate(int xres, int yres) { GMRng rng; for (int i = 0; i < COUNT; i++) { xbase[i] = rng.F() * xres; ybase[i] = rng.F() * yres; } last_xres = xres; last_yres = yres; } }; class RecentGamesAnimation : public Animation { public: ~RecentGamesAnimation() override {} void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override { if (lastIndex_ == nextIndex_) { CheckNext(dc, t); } else if (t > nextT_) { lastIndex_ = nextIndex_; } if (!g_Config.recentIsos.empty()) { std::shared_ptr lastInfo = GetInfo(dc, lastIndex_); std::shared_ptr nextInfo = GetInfo(dc, nextIndex_); dc.Flush(); float lastAmount = Clamp((float)(nextT_ - t) * 1.0f / TRANSITION, 0.0f, 1.0f); DrawTex(dc, lastInfo, lastAmount * alpha * 0.2f); float nextAmount = lastAmount <= 0.0f ? 1.0f : 1.0f - lastAmount; DrawTex(dc, nextInfo, nextAmount * alpha * 0.2f); dc.RebindTexture(); } } private: void CheckNext(UIContext &dc, double t) { if (g_Config.recentIsos.empty()) { return; } for (int index = lastIndex_ + 1; index != lastIndex_; ++index) { if (index < 0 || index >= (int)g_Config.recentIsos.size()) { if (lastIndex_ == -1) break; index = 0; } std::shared_ptr ginfo = GetInfo(dc, index); if (ginfo && ginfo->pending) { // Wait for it to load. It might be the next one. break; } if (ginfo && (ginfo->pic1.texture || ginfo->pic0.texture)) { nextIndex_ = index; nextT_ = t + INTERVAL; break; } // Otherwise, keep going. This skips games with no BG. } } std::shared_ptr GetInfo(UIContext &dc, int index) { if (index < 0) { return nullptr; } return g_gameInfoCache->GetInfo(dc.GetDrawContext(), Path(g_Config.recentIsos[index]), GAMEINFO_WANTBG); } void DrawTex(UIContext &dc, std::shared_ptr &ginfo, float amount) { if (!ginfo || amount <= 0.0f) return; GameInfoTex *pic = ginfo->GetBGPic(); if (!pic) return; dc.GetDrawContext()->BindTexture(0, pic->texture->GetTexture()); uint32_t color = whiteAlpha(amount) & 0xFFc0c0c0; dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color); dc.Flush(); } static constexpr double INTERVAL = 8.0; static constexpr float TRANSITION = 3.0f; int lastIndex_ = -1; int nextIndex_ = -1; double nextT_ = -INTERVAL; }; // TODO: Add more styles. Remember to add to the enum in ConfigValues.h and the selector in GameSettings too. static BackgroundAnimation g_CurBackgroundAnimation = BackgroundAnimation::OFF; static std::unique_ptr g_Animation; static bool bgTextureInited = false; void UIBackgroundInit(UIContext &dc) { const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png"; const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg"; if (File::Exists(bgPng) || File::Exists(bgJpg)) { const Path &bgFile = File::Exists(bgPng) ? bgPng : bgJpg; bgTexture = CreateTextureFromFile(dc.GetDrawContext(), bgFile.c_str(), DETECT, true); } } void UIBackgroundShutdown() { bgTexture.reset(nullptr); g_Animation.reset(nullptr); g_CurBackgroundAnimation = BackgroundAnimation::OFF; bgTextureInited = false; } void DrawBackground(UIContext &dc, float alpha, float x, float y, float z) { if (!bgTextureInited) { UIBackgroundInit(dc); bgTextureInited = true; } if (g_CurBackgroundAnimation != (BackgroundAnimation)g_Config.iBackgroundAnimation) { g_CurBackgroundAnimation = (BackgroundAnimation)g_Config.iBackgroundAnimation; switch (g_CurBackgroundAnimation) { case BackgroundAnimation::FLOATING_SYMBOLS: g_Animation.reset(new FloatingSymbolsAnimation()); break; case BackgroundAnimation::RECENT_GAMES: g_Animation.reset(new RecentGamesAnimation()); break; case BackgroundAnimation::WAVE: g_Animation.reset(new WaveAnimation()); break; case BackgroundAnimation::MOVING_BACKGROUND: g_Animation.reset(new MovingBackground()); break; default: g_Animation.reset(nullptr); } } uint32_t bgColor = whiteAlpha(alpha); if (bgTexture != nullptr) { dc.Flush(); dc.GetDrawContext()->BindTexture(0, bgTexture->GetTexture()); dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, bgColor); dc.Flush(); dc.RebindTexture(); } else { // I_BG original color: 0xFF754D24 ImageID img = ImageID("I_BG"); ui_draw2d.DrawImageStretch(img, dc.GetBounds(), bgColor & dc.theme->backgroundColor); } #if PPSSPP_PLATFORM(IOS) // iOS uses an old screenshot when restoring the task, so to avoid an ugly // jitter we accumulate time instead. static int frameCount = 0.0; frameCount++; double t = (double)frameCount / System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE); #else double t = time_now_d(); #endif if (g_Animation) { g_Animation->Draw(dc, t, alpha, x, y, z); } } void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, float z) { std::shared_ptr ginfo; if (!gamePath.empty()) ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath, GAMEINFO_WANTBG); dc.Flush(); GameInfoTex *pic = ginfo ? ginfo->GetBGPic() : nullptr; if (pic) { dc.GetDrawContext()->BindTexture(0, pic->texture->GetTexture()); } if (pic) { uint32_t color = whiteAlpha(ease((time_now_d() - pic->timeLoaded) * 3)) & 0xFFc0c0c0; dc.Draw()->DrawTexRect(dc.GetBounds(), 0,0,1,1, color); dc.Flush(); dc.RebindTexture(); } else { ::DrawBackground(dc, 1.0f, x, y, z); dc.RebindTexture(); dc.Flush(); } } void HandleCommonMessages(const char *message, const char *value, ScreenManager *manager, Screen *activeScreen) { bool isActiveScreen = manager->topScreen() == activeScreen; if (!strcmp(message, "clear jit") && PSP_IsInited()) { if (MIPSComp::jit) { std::lock_guard guard(MIPSComp::jitLock); if (MIPSComp::jit) MIPSComp::jit->ClearCache(); } currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore); } else if (!strcmp(message, "control mapping") && isActiveScreen && activeScreen->tag() != "control mapping") { UpdateUIState(UISTATE_MENU); manager->push(new ControlMappingScreen()); } else if (!strcmp(message, "display layout editor") && isActiveScreen && activeScreen->tag() != "display layout screen") { UpdateUIState(UISTATE_MENU); manager->push(new DisplayLayoutScreen()); } else if (!strcmp(message, "settings") && isActiveScreen && activeScreen->tag() != "settings") { UpdateUIState(UISTATE_MENU); manager->push(new GameSettingsScreen(Path())); } else if (!strcmp(message, "language screen") && isActiveScreen) { auto dev = GetI18NCategory("Developer"); auto langScreen = new NewLanguageScreen(dev->T("Language")); langScreen->OnChoice.Add([](UI::EventParams &) { NativeMessageReceived("recreateviews", ""); if (host) { host->UpdateUI(); } return UI::EVENT_DONE; }); manager->push(langScreen); } else if (!strcmp(message, "window minimized")) { if (!strcmp(value, "true")) { gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED; } else { gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED; } } } void UIScreenWithBackground::DrawBackground(UIContext &dc) { float x, y, z; screenManager()->getFocusPosition(x, y, z); ::DrawBackground(dc, 1.0f, x, y, z); dc.Flush(); } void UIScreenWithGameBackground::DrawBackground(UIContext &dc) { float x, y, z; screenManager()->getFocusPosition(x, y, z); if (!gamePath_.empty()) { DrawGameBackground(dc, gamePath_, x, y, z); } else { ::DrawBackground(dc, 1.0f, x, y, z); dc.Flush(); } } void UIScreenWithGameBackground::sendMessage(const char *message, const char *value) { if (!strcmp(message, "settings") && screenManager()->topScreen() == this) { screenManager()->push(new GameSettingsScreen(gamePath_)); } else { UIScreenWithBackground::sendMessage(message, value); } } void UIDialogScreenWithGameBackground::DrawBackground(UIContext &dc) { float x, y, z; screenManager()->getFocusPosition(x, y, z); DrawGameBackground(dc, gamePath_, x, y, z); } void UIDialogScreenWithGameBackground::sendMessage(const char *message, const char *value) { if (!strcmp(message, "settings") && screenManager()->topScreen() == this) { screenManager()->push(new GameSettingsScreen(gamePath_)); } else { UIDialogScreenWithBackground::sendMessage(message, value); } } void UIScreenWithBackground::sendMessage(const char *message, const char *value) { HandleCommonMessages(message, value, screenManager(), this); } void UIDialogScreenWithBackground::DrawBackground(UIContext &dc) { float x, y, z; screenManager()->getFocusPosition(x, y, z); ::DrawBackground(dc, 1.0f, x, y, z); dc.Flush(); } void UIDialogScreenWithBackground::AddStandardBack(UI::ViewGroup *parent) { using namespace UI; auto di = GetI18NCategory("Dialog"); parent->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, 64, 10, NONE, NONE, 10)))->OnClick.Handle(this, &UIScreen::OnBack); } void UIDialogScreenWithBackground::sendMessage(const char *message, const char *value) { HandleCommonMessages(message, value, screenManager(), this); } PromptScreen::PromptScreen(std::string message, std::string yesButtonText, std::string noButtonText, std::function callback) : message_(message), callback_(callback) { auto di = GetI18NCategory("Dialog"); yesButtonText_ = di->T(yesButtonText.c_str()); noButtonText_ = di->T(noButtonText.c_str()); } void PromptScreen::CreateViews() { // Information in the top left. // Back button to the bottom left. // Scrolling action menu to the right. using namespace UI; Margins actionMenuMargins(0, 100, 15, 0); root_ = new AnchorLayout(); root_->Add(new TextView(message_, ALIGN_LEFT | FLAG_WRAP_TEXT, false, new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 15, 15, 330, 10)))->SetClip(false); ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(300, WRAP_CONTENT, NONE, 15, 15, NONE)); root_->Add(rightColumnItems); Choice *yesButton = rightColumnItems->Add(new Choice(yesButtonText_)); yesButton->OnClick.Handle(this, &PromptScreen::OnYes); root_->SetDefaultFocusView(yesButton); if (!noButtonText_.empty()) rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo); } UI::EventReturn PromptScreen::OnYes(UI::EventParams &e) { TriggerFinish(DR_OK); return UI::EVENT_DONE; } UI::EventReturn PromptScreen::OnNo(UI::EventParams &e) { TriggerFinish(DR_CANCEL); return UI::EVENT_DONE; } void PromptScreen::TriggerFinish(DialogResult result) { callback_(result == DR_OK || result == DR_YES); UIDialogScreenWithBackground::TriggerFinish(result); } PostProcScreen::PostProcScreen(const std::string &title, int id) : ListPopupScreen(title), id_(id) { } void PostProcScreen::CreateViews() { auto ps = GetI18NCategory("PostShaders"); ReloadAllPostShaderInfo(screenManager()->getDrawContext()); shaders_ = GetAllPostShaderInfo(); std::vector items; int selected = -1; const std::string selectedName = id_ >= (int)g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[id_]; for (int i = 0; i < (int)shaders_.size(); i++) { if (!shaders_[i].visible) continue; if (shaders_[i].section == selectedName) selected = i; items.push_back(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str())); } adaptor_ = UI::StringVectorListAdaptor(items, selected); ListPopupScreen::CreateViews(); } void PostProcScreen::OnCompleted(DialogResult result) { if (result != DR_OK) return; const std::string &value = shaders_[listView_->GetSelected()].section; if (id_ < (int)g_Config.vPostShaderNames.size()) g_Config.vPostShaderNames[id_] = value; else g_Config.vPostShaderNames.push_back(value); } TextureShaderScreen::TextureShaderScreen(const std::string &title) : ListPopupScreen(title) {} void TextureShaderScreen::CreateViews() { auto ps = GetI18NCategory("TextureShaders"); ReloadAllPostShaderInfo(screenManager()->getDrawContext()); shaders_ = GetAllTextureShaderInfo(); std::vector items; int selected = -1; for (int i = 0; i < (int)shaders_.size(); i++) { if (shaders_[i].section == g_Config.sTextureShaderName) selected = i; items.push_back(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str())); } adaptor_ = UI::StringVectorListAdaptor(items, selected); ListPopupScreen::CreateViews(); } void TextureShaderScreen::OnCompleted(DialogResult result) { if (result != DR_OK) return; g_Config.sTextureShaderName = shaders_[listView_->GetSelected()].section; } NewLanguageScreen::NewLanguageScreen(const std::string &title) : ListPopupScreen(title) { // Disable annoying encoding warning #ifdef _MSC_VER #pragma warning(disable:4566) #endif langValuesMapping = GetLangValuesMapping(); std::vector tempLangs; VFSGetFileListing("lang", &tempLangs, "ini"); std::vector listing; int selected = -1; int counter = 0; for (size_t i = 0; i < tempLangs.size(); i++) { // Skip README if (tempLangs[i].name.find("README") != std::string::npos) { continue; } // We only support Arabic on platforms where we have support for the native text rendering // APIs, as proper Arabic support is way too difficult to implement ourselves. #if !(defined(USING_QT_UI) || PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID)) if (tempLangs[i].name.find("ar_AE") != std::string::npos) { continue; } if (tempLangs[i].name.find("fa_IR") != std::string::npos) { continue; } #endif File::FileInfo lang = tempLangs[i]; langs_.push_back(lang); std::string code; size_t dot = lang.name.find('.'); if (dot != std::string::npos) code = lang.name.substr(0, dot); std::string buttonTitle = lang.name; if (!code.empty()) { if (langValuesMapping.find(code) == langValuesMapping.end()) { // No title found, show locale code buttonTitle = code; } else { buttonTitle = langValuesMapping[code].first; } } if (g_Config.sLanguageIni == code) selected = counter; listing.push_back(buttonTitle); counter++; } adaptor_ = UI::StringVectorListAdaptor(listing, selected); } void NewLanguageScreen::OnCompleted(DialogResult result) { if (result != DR_OK) return; std::string oldLang = g_Config.sLanguageIni; std::string iniFile = langs_[listView_->GetSelected()].name; size_t dot = iniFile.find('.'); std::string code; if (dot != std::string::npos) code = iniFile.substr(0, dot); if (code.empty()) return; g_Config.sLanguageIni = code; bool iniLoadedSuccessfully = false; // Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to // test new languages without recompiling the entire app, which is a hassle). const Path langOverridePath = GetSysDirectory(DIRECTORY_SYSTEM) / "lang"; // If we run into the unlikely case that "lang" is actually a file, just use the built-in translations. if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath)) iniLoadedSuccessfully = i18nrepo.LoadIni(g_Config.sLanguageIni); else iniLoadedSuccessfully = i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath); if (iniLoadedSuccessfully) { // Dunno what else to do here. if (langValuesMapping.find(code) == langValuesMapping.end()) { // Fallback to English g_Config.iLanguage = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH; } else { g_Config.iLanguage = langValuesMapping[code].second; } RecreateViews(); } else { g_Config.sLanguageIni = oldLang; } } void LogoScreen::Next() { if (!switched_) { switched_ = true; Path gamePath = boot_filename; switch (afterLogoScreen_) { case AfterLogoScreen::TO_GAME_SETTINGS: if (!gamePath.empty()) { screenManager()->switchScreen(new EmuScreen(gamePath)); } else { screenManager()->switchScreen(new MainScreen()); } screenManager()->push(new GameSettingsScreen(gamePath)); break; case AfterLogoScreen::MEMSTICK_SCREEN_INITIAL_SETUP: screenManager()->switchScreen(new MemStickScreen(true)); break; case AfterLogoScreen::DEFAULT: default: if (boot_filename.size()) { screenManager()->switchScreen(new EmuScreen(gamePath)); } else { screenManager()->switchScreen(new MainScreen()); } break; } } } const float logoScreenSeconds = 2.5f; LogoScreen::LogoScreen(AfterLogoScreen afterLogoScreen) : afterLogoScreen_(afterLogoScreen) { } void LogoScreen::update() { UIScreen::update(); double rate = std::max(30.0, (double)System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE)); if ((double)frames_ / rate > logoScreenSeconds) { Next(); } frames_++; sinceStart_ = (double)frames_ / rate; } void LogoScreen::sendMessage(const char *message, const char *value) { if (!strcmp(message, "boot") && screenManager()->topScreen() == this) { screenManager()->switchScreen(new EmuScreen(Path(value))); } } bool LogoScreen::key(const KeyInput &key) { if (key.deviceId != DEVICE_ID_MOUSE && (key.flags & KEY_DOWN)) { Next(); return true; } return false; } bool LogoScreen::touch(const TouchInput &touch) { if (touch.flags & TOUCH_DOWN) { Next(); return true; } return false; } void LogoScreen::render() { using namespace Draw; UIScreen::render(); UIContext &dc = *screenManager()->getUIContext(); const Bounds &bounds = dc.GetBounds(); dc.Begin(); float t = (float)sinceStart_ / (logoScreenSeconds / 3.0f); float alpha = t; if (t > 1.0f) alpha = 1.0f; float alphaText = alpha; if (t > 2.0f) alphaText = 3.0f - t; uint32_t textColor = colorAlpha(dc.theme->infoStyle.fgColor, alphaText); float x, y, z; screenManager()->getFocusPosition(x, y, z); ::DrawBackground(dc, alpha, x, y, z); auto cr = GetI18NCategory("PSPCredits"); auto gr = GetI18NCategory("Graphics"); char temp[256]; // Manually formatting UTF-8 is fun. \xXX doesn't work everywhere. snprintf(temp, sizeof(temp), "%s Henrik Rydg%c%crd", cr->T("created", "Created by"), 0xC3, 0xA5); if (System_GetPropertyBool(SYSPROP_APP_GOLD)) { dc.Draw()->DrawImage(ImageID("I_ICONGOLD"), bounds.centerX() - 120, bounds.centerY() - 30, 1.2f, 0xFFFFFFFF, ALIGN_CENTER); } else { dc.Draw()->DrawImage(ImageID("I_ICON"), bounds.centerX() - 120, bounds.centerY() - 30, 1.2f, 0xFFFFFFFF, ALIGN_CENTER); } dc.Draw()->DrawImage(ImageID("I_LOGO"), bounds.centerX() + 40, bounds.centerY() - 30, 1.5f, 0xFFFFFFFF, ALIGN_CENTER); //dc.Draw()->DrawTextShadow(UBUNTU48, "PPSSPP", bounds.w / 2, bounds.h / 2 - 30, textColor, ALIGN_CENTER); dc.SetFontScale(1.0f, 1.0f); dc.SetFontStyle(dc.theme->uiFont); dc.DrawText(temp, bounds.centerX(), bounds.centerY() + 40, textColor, ALIGN_CENTER); dc.DrawText(cr->T("license", "Free Software under GPL 2.0+"), bounds.centerX(), bounds.centerY() + 70, textColor, ALIGN_CENTER); int ppsspp_org_y = bounds.h / 2 + 130; dc.DrawText("www.ppsspp.org", bounds.centerX(), ppsspp_org_y, textColor, ALIGN_CENTER); #if !PPSSPP_PLATFORM(UWP) // Draw the graphics API, except on UWP where it's always D3D11 std::string apiName = screenManager()->getDrawContext()->GetInfoString(InfoField::APINAME); #ifdef _DEBUG apiName += ", debug build"; #endif dc.DrawText(gr->T(apiName), bounds.centerX(), ppsspp_org_y + 50, textColor, ALIGN_CENTER); #endif dc.Flush(); } void CreditsScreen::CreateViews() { using namespace UI; auto di = GetI18NCategory("Dialog"); auto cr = GetI18NCategory("PSPCredits"); root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); Button *back = root_->Add(new Button(di->T("Back"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, 10, false))); back->OnClick.Handle(this, &CreditsScreen::OnOK); root_->SetDefaultFocusView(back); // Really need to redo this whole layout with some linear layouts... int rightYOffset = 0; if (!System_GetPropertyBool(SYSPROP_APP_GOLD)) { root_->Add(new Button(cr->T("Buy Gold"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, 84, false)))->OnClick.Handle(this, &CreditsScreen::OnSupport); rightYOffset = 74; } root_->Add(new Button(cr->T("PPSSPP Forums"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 158, false)))->OnClick.Handle(this, &CreditsScreen::OnForums); root_->Add(new Button(cr->T("Discord"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 232, false)))->OnClick.Handle(this, &CreditsScreen::OnDiscord); root_->Add(new Button("www.ppsspp.org", new AnchorLayoutParams(260, 64, 10, NONE, NONE, 10, false)))->OnClick.Handle(this, &CreditsScreen::OnPPSSPPOrg); root_->Add(new Button(cr->T("Privacy Policy"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 84, false)))->OnClick.Handle(this, &CreditsScreen::OnPrivacy); root_->Add(new Button(cr->T("Twitter @PPSSPP_emu"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, rightYOffset + 84, false)))->OnClick.Handle(this, &CreditsScreen::OnTwitter); #if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS) root_->Add(new Button(cr->T("Share PPSSPP"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, rightYOffset + 158, false)))->OnClick.Handle(this, &CreditsScreen::OnShare); #endif if (System_GetPropertyBool(SYSPROP_APP_GOLD)) { root_->Add(new ImageView(ImageID("I_ICONGOLD"), "", IS_DEFAULT, new AnchorLayoutParams(100, 64, 10, 10, NONE, NONE, false))); } else { root_->Add(new ImageView(ImageID("I_ICON"), "", IS_DEFAULT, new AnchorLayoutParams(100, 64, 10, 10, NONE, NONE, false))); } } UI::EventReturn CreditsScreen::OnSupport(UI::EventParams &e) { #ifdef __ANDROID__ LaunchBrowser("market://details?id=org.ppsspp.ppssppgold"); #else LaunchBrowser("https://central.ppsspp.org/buygold"); #endif return UI::EVENT_DONE; } UI::EventReturn CreditsScreen::OnTwitter(UI::EventParams &e) { #ifdef __ANDROID__ System_SendMessage("showTwitter", "PPSSPP_emu"); #else LaunchBrowser("https://twitter.com/#!/PPSSPP_emu"); #endif return UI::EVENT_DONE; } UI::EventReturn CreditsScreen::OnPPSSPPOrg(UI::EventParams &e) { LaunchBrowser("https://www.ppsspp.org"); return UI::EVENT_DONE; } UI::EventReturn CreditsScreen::OnPrivacy(UI::EventParams &e) { LaunchBrowser("https://www.ppsspp.org/privacy.html"); return UI::EVENT_DONE; } UI::EventReturn CreditsScreen::OnForums(UI::EventParams &e) { LaunchBrowser("https://forums.ppsspp.org"); return UI::EVENT_DONE; } UI::EventReturn CreditsScreen::OnDiscord(UI::EventParams &e) { LaunchBrowser("https://discord.gg/5NJB6dD"); return UI::EVENT_DONE; } UI::EventReturn CreditsScreen::OnShare(UI::EventParams &e) { auto cr = GetI18NCategory("PSPCredits"); System_SendMessage("sharetext", cr->T("CheckOutPPSSPP", "Check out PPSSPP, the awesome PSP emulator: https://www.ppsspp.org/")); return UI::EVENT_DONE; } UI::EventReturn CreditsScreen::OnOK(UI::EventParams &e) { TriggerFinish(DR_OK); return UI::EVENT_DONE; } CreditsScreen::CreditsScreen() { startTime_ = time_now_d(); } void CreditsScreen::update() { UIScreen::update(); UpdateUIState(UISTATE_MENU); } void CreditsScreen::render() { UIScreen::render(); auto cr = GetI18NCategory("PSPCredits"); std::string specialthanksMaxim = "Maxim "; specialthanksMaxim += cr->T("specialthanksMaxim", "for his amazing Atrac3+ decoder work"); std::string specialthanksKeithGalocy = "Keith Galocy "; specialthanksKeithGalocy += cr->T("specialthanksKeithGalocy", "at NVIDIA (hardware, advice)"); std::string specialthanksOrphis = "Orphis ("; specialthanksOrphis += cr->T("build server"); specialthanksOrphis += ')'; std::string specialthanksangelxwind = "angelxwind ("; specialthanksangelxwind += cr->T("iOS builds"); specialthanksangelxwind += ')'; std::string specialthanksW_MS = "W.MS ("; specialthanksW_MS += cr->T("iOS builds"); specialthanksW_MS += ')'; std::string specialthankssolarmystic = "solarmystic ("; specialthankssolarmystic += cr->T("testing"); specialthankssolarmystic += ')'; const char * credits[] = { "PPSSPP", "", cr->T("title", "A fast and portable PSP emulator"), "", "", cr->T("created", "Created by"), "Henrik Rydg\xc3\xa5rd", "", "", cr->T("contributors", "Contributors:"), "unknownbrackets", "oioitff", "xsacha", "raven02", "tpunix", "orphis", "sum2012", "mikusp", "aquanull", "The Dax", "bollu", "tmaul", "artart78", "ced2911", "soywiz", "kovensky", "xele", "chaserhjk", "evilcorn", "daniel dressler", "makotech222", "CPkmn", "mgaver", "jeid3", "cinaera/BeaR", "jtraynham", "Kingcom", "arnastia", "lioncash", "JulianoAmaralChaves", "vnctdj", "kaienfr", "shenweip", "Danyal Zia", "Igor Calabria", "Coldbird", "Kyhel", "xebra", "LunaMoo", "zminhquanz", "ANR2ME", "adenovan", "iota97", "", cr->T("specialthanks", "Special thanks to:"), specialthanksMaxim.c_str(), specialthanksKeithGalocy.c_str(), specialthanksOrphis.c_str(), specialthanksangelxwind.c_str(), specialthanksW_MS.c_str(), specialthankssolarmystic.c_str(), cr->T("all the forum mods"), "", cr->T("this translation by", ""), // Empty string as this is the original :) cr->T("translators1", ""), cr->T("translators2", ""), cr->T("translators3", ""), cr->T("translators4", ""), cr->T("translators5", ""), cr->T("translators6", ""), "", cr->T("written", "Written in C++ for speed and portability"), "", "", cr->T("tools", "Free tools used:"), #ifdef __ANDROID__ "Android SDK + NDK", #endif #if defined(USING_QT_UI) "Qt", #endif #if defined(SDL) "SDL", #endif "CMake", "freetype2", "zlib", "PSP SDK", "", "", cr->T("website", "Check out the website:"), "www.ppsspp.org", cr->T("list", "compatibility lists, forums, and development info"), "", "", cr->T("check", "Also check out Dolphin, the best Wii/GC emu around:"), "https://www.dolphin-emu.org", "", "", cr->T("info1", "PPSSPP is only intended to play games you own."), cr->T("info2", "Please make sure that you own the rights to any games"), cr->T("info3", "you play by owning the UMD or by buying the digital"), cr->T("info4", "download from the PSN store on your real PSP."), "", "", cr->T("info5", "PSP is a trademark by Sony, Inc."), }; // TODO: This is kinda ugly, done on every frame... char temp[256]; if (System_GetPropertyBool(SYSPROP_APP_GOLD)) { snprintf(temp, sizeof(temp), "PPSSPP Gold %s", PPSSPP_GIT_VERSION); } else { snprintf(temp, sizeof(temp), "PPSSPP %s", PPSSPP_GIT_VERSION); } credits[0] = (const char *)temp; UIContext &dc = *screenManager()->getUIContext(); dc.Begin(); const Bounds &bounds = dc.GetLayoutBounds(); const int numItems = ARRAY_SIZE(credits); int itemHeight = 36; int totalHeight = numItems * itemHeight + bounds.h + 200; float t = (float)(time_now_d() - startTime_) * 60.0; float y = bounds.y2() - fmodf(t, (float)totalHeight); for (int i = 0; i < numItems; i++) { float alpha = linearInOut(y+32, 64, bounds.y2() - 192, 64); uint32_t textColor = colorAlpha(dc.theme->infoStyle.fgColor, alpha); if (alpha > 0.0f) { dc.SetFontScale(ease(alpha), ease(alpha)); dc.DrawText(credits[i], bounds.centerX(), y, textColor, ALIGN_HCENTER); dc.SetFontScale(1.0f, 1.0f); } y += itemHeight; } dc.Flush(); } 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); showing_ = sinceShow <= timeToShow; // Don't consider fade time } std::string SettingInfoMessage::GetText() const { return showing_ && text_ ? text_->GetText() : ""; }