// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include "base/colorutil.h" #include "base/timeutil.h" #include "gfx_es2/draw_buffer.h" #include "i18n/i18n.h" #include "math/curves.h" #include "util/text/utf8.h" #include "ui/ui_context.h" #include "ui/view.h" #include "ui/viewgroup.h" #include "UI/SavedataScreen.h" #include "UI/MainScreen.h" #include "UI/GameInfoCache.h" #include "UI/ui_atlas.h" #include "UI/PauseScreen.h" #include "Common/FileUtil.h" #include "Core/Host.h" #include "Core/Config.h" #include "Core/SaveState.h" #include "Core/System.h" class SavedataButton; std::string GetFileDateAsString(std::string filename) { tm time; if (File::GetModifTime(filename, time)) { char buf[256]; // TODO: Use local time format? Americans and some others might not like ISO standard :) strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time); return std::string(buf); } return ""; } static std::string TrimString(const std::string &str) { size_t pos = str.find_last_not_of(" \r\n\t"); if (pos != str.npos) { return str.substr(0, pos + 1); } return str; } class SavedataPopupScreen : public PopupScreen { public: SavedataPopupScreen(std::string savePath, std::string title) : PopupScreen(TrimString(title)), savePath_(savePath) { } void CreatePopupContents(UI::ViewGroup *parent) override { using namespace UI; GameInfo *ginfo = g_gameInfoCache->GetInfo(screenManager()->getDrawContext(), savePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE); LinearLayout *content = new LinearLayout(ORIENT_VERTICAL); parent->Add(content); if (!ginfo) return; LinearLayout *toprow = new LinearLayout(ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT)); content->Add(toprow); I18NCategory *sa = GetI18NCategory("Savedata"); if (ginfo->fileType == FILETYPE_PSP_SAVEDATA_DIRECTORY) { std::string savedata_detail = ginfo->paramSFO.GetValueString("SAVEDATA_DETAIL"); std::string savedata_title = ginfo->paramSFO.GetValueString("SAVEDATA_TITLE"); if (ginfo->iconTexture) { toprow->Add(new TextureView(ginfo->iconTexture->GetTexture(), IS_FIXED, new LinearLayoutParams(Margins(10, 5)))); } LinearLayout *topright = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 1.0f)); topright->SetSpacing(1.0f); topright->Add(new TextView(savedata_title, ALIGN_LEFT | FLAG_WRAP_TEXT, false)); topright->Add(new TextView(StringFromFormat("%d kB", ginfo->gameSize / 1024), 0, true)); topright->Add(new TextView(GetFileDateAsString(savePath_ + "/PARAM.SFO"), 0, true)); toprow->Add(topright); content->Add(new Spacer(3.0)); content->Add(new TextView(ReplaceAll(savedata_detail, "\r", ""), ALIGN_LEFT | FLAG_WRAP_TEXT, true, new LinearLayoutParams(Margins(10, 0)))); content->Add(new Spacer(3.0)); } else { std::string image_path = ReplaceAll(savePath_, ".ppst", ".jpg"); if (File::Exists(image_path)) { PrioritizedWorkQueue *wq = g_gameInfoCache->WorkQueue(); toprow->Add(new AsyncImageFileView(image_path, IS_DEFAULT, wq, new LinearLayoutParams(480, 272, Margins(10, 0)))); } else { toprow->Add(new TextView(sa->T("No screenshot"), new LinearLayoutParams(Margins(10, 5)))); } content->Add(new TextView(GetFileDateAsString(savePath_), 0, true, new LinearLayoutParams(Margins(10, 5)))); } I18NCategory *di = GetI18NCategory("Dialog"); LinearLayout *buttons = new LinearLayout(ORIENT_HORIZONTAL); buttons->Add(new Button(di->T("Back"), new LinearLayoutParams(1.0)))->OnClick.Handle(this, &UIScreen::OnBack); buttons->Add(new Button(di->T("Delete"), new LinearLayoutParams(1.0)))->OnClick.Handle(this, &SavedataPopupScreen::OnDeleteButtonClick); content->Add(buttons); } protected: UI::Size PopupWidth() const override { return 500; } private: UI::EventReturn OnDeleteButtonClick(UI::EventParams &e); std::string savePath_; }; class SavedataButton : public UI::Clickable { public: SavedataButton(const std::string &gamePath, UI::LayoutParams *layoutParams = 0) : UI::Clickable(layoutParams), savePath_(gamePath) {} void Draw(UIContext &dc) override; void GetContentDimensions(const UIContext &dc, float &w, float &h) const override { w = 500; h = 74; } const std::string &GamePath() const { return savePath_; } std::string GetGamePath() const { return savePath_; } private: std::string savePath_; std::string title_; std::string subtitle_; }; UI::EventReturn SavedataPopupScreen::OnDeleteButtonClick(UI::EventParams &e) { GameInfo *ginfo = g_gameInfoCache->GetInfo(nullptr, savePath_, GAMEINFO_WANTSIZE); ginfo->Delete(); screenManager()->finishDialog(this, DR_NO); return UI::EVENT_DONE; } static std::string CleanSaveString(std::string str) { std::string s = ReplaceAll(str, "&", "&&"); s = ReplaceAll(s, "\n", " "); s = ReplaceAll(s, "\r", " "); return s; } void SavedataButton::Draw(UIContext &dc) { GameInfo *ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), savePath_, GAMEINFO_WANTSIZE); Draw::Texture *texture = 0; u32 color = 0, shadowColor = 0; using namespace UI; if (ginfo->iconTexture) { texture = ginfo->iconTexture->GetTexture(); } int x = bounds_.x; int y = bounds_.y; int w = 144; int h = bounds_.h; UI::Style style = dc.theme->itemStyle; if (down_) style = dc.theme->itemDownStyle; h = bounds_.h; if (HasFocus()) style = down_ ? dc.theme->itemDownStyle : dc.theme->itemFocusedStyle; Drawable bg = style.background; dc.Draw()->Flush(); dc.RebindTexture(); dc.FillRect(bg, bounds_); dc.Draw()->Flush(); if (texture) { color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2)); shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2)); float tw = texture->Width(); float th = texture->Height(); // Adjust position so we don't stretch the image vertically or horizontally. // TODO: Add a param to specify fit? The below assumes it's never too wide. float nw = h * tw / th; x += (w - nw) / 2.0f; w = nw; } int txOffset = down_ ? 4 : 0; txOffset = 0; Bounds overlayBounds = bounds_; // Render button int dropsize = 10; if (texture) { if (txOffset) { dropsize = 3; y += txOffset * 2; overlayBounds.y += txOffset * 2; } if (HasFocus()) { dc.Draw()->Flush(); dc.RebindTexture(); float pulse = sinf(time_now() * 7.0f) * 0.25 + 0.8; dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize*1.5f, y - dropsize*1.5f, x + w + dropsize*1.5f, y + h + dropsize*1.5f, alphaMul(color, pulse), 1.0f); dc.Draw()->Flush(); } else { dc.Draw()->Flush(); dc.RebindTexture(); dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize, y - dropsize*0.5f, x + w + dropsize, y + h + dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f); dc.Draw()->Flush(); } } if (texture) { dc.Draw()->Flush(); dc.GetDrawContext()->BindTexture(0, texture); dc.Draw()->DrawTexRect(x, y, x + w, y + h, 0, 0, 1, 1, color); dc.Draw()->Flush(); } dc.Draw()->Flush(); dc.RebindTexture(); dc.SetFontStyle(dc.theme->uiFont); float tw, th; dc.Draw()->Flush(); dc.PushScissor(bounds_); const std::string currentTitle = ginfo->GetTitle(); if (!currentTitle.empty()) { title_ = CleanSaveString(currentTitle); } if (subtitle_.empty() && ginfo->gameSize > 0) { std::string savedata_title = ginfo->paramSFO.GetValueString("SAVEDATA_TITLE"); subtitle_ = CleanSaveString(savedata_title) + StringFromFormat(" (%d kB)", ginfo->gameSize / 1024); } dc.MeasureText(dc.GetFontStyle(), 1.0f, 1.0f, title_.c_str(), &tw, &th, 0); int availableWidth = bounds_.w - 150; float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f; float tx = 150; if (availableWidth < tw) { float overageRatio = 1.5f * availableWidth * 1.0f / tw; tx -= (1.0f + sin(time_now_d() * overageRatio)) * sineWidth; Bounds tb = bounds_; tb.x = bounds_.x + 150; tb.w = bounds_.w - 150; dc.PushScissor(tb); } dc.DrawText(title_.c_str(), bounds_.x + tx, bounds_.y + 4, style.fgColor, ALIGN_TOPLEFT); dc.SetFontScale(0.6f, 0.6f); dc.DrawText(subtitle_.c_str(), bounds_.x + tx, bounds_.y2() - 7, style.fgColor, ALIGN_BOTTOM); dc.SetFontScale(1.0f, 1.0f); if (availableWidth < tw) { dc.PopScissor(); } dc.Draw()->Flush(); dc.PopScissor(); dc.RebindTexture(); } SavedataBrowser::SavedataBrowser(std::string path, UI::LayoutParams *layoutParams) : LinearLayout(UI::ORIENT_VERTICAL, layoutParams), gameList_(0), path_(path) { Refresh(); } void SavedataBrowser::Refresh() { using namespace UI; // Kill all the contents Clear(); Add(new Spacer(1.0f)); I18NCategory *mm = GetI18NCategory("MainMenu"); I18NCategory *sa = GetI18NCategory("Savedata"); UI::LinearLayout *gl = new UI::LinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); gl->SetSpacing(4.0f); gameList_ = gl; Add(gameList_); // Find games in the current directory and create new ones. std::vector savedataButtons; std::vector fileInfo; getFilesInDir(path_.c_str(), &fileInfo, "ppst:"); for (size_t i = 0; i < fileInfo.size(); i++) { bool isState = !fileInfo[i].isDirectory; bool isSaveData = false; if (!isState && File::Exists(path_ + fileInfo[i].name + "/PARAM.SFO")) isSaveData = true; if (isSaveData) { savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT))); } else if (isState) { savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT))); } } for (size_t i = 0; i < savedataButtons.size(); i++) { SavedataButton *b = gameList_->Add(savedataButtons[i]); b->OnClick.Handle(this, &SavedataBrowser::SavedataButtonClick); } if (savedataButtons.empty()) { ViewGroup *group = new LinearLayout(ORIENT_VERTICAL, new UI::LinearLayoutParams(UI::Margins(12, 0))); group->Add(new TextView(sa->T("None yet. Things will appear here after you save."))); gameList_->Add(group); } } UI::EventReturn SavedataBrowser::SavedataButtonClick(UI::EventParams &e) { SavedataButton *button = static_cast(e.v); UI::EventParams e2; e2.s = button->GamePath(); // Insta-update - here we know we are already on the right thread. OnChoice.Trigger(e2); return UI::EVENT_DONE; } SavedataScreen::SavedataScreen(std::string gamePath) : UIDialogScreenWithGameBackground(gamePath) { } SavedataScreen::~SavedataScreen() { if (g_gameInfoCache) { g_gameInfoCache->PurgeType(FILETYPE_PPSSPP_SAVESTATE); g_gameInfoCache->PurgeType(FILETYPE_PSP_SAVEDATA_DIRECTORY); } } void SavedataScreen::CreateViews() { using namespace UI; I18NCategory *sa = GetI18NCategory("Savedata"); I18NCategory *di = GetI18NCategory("Dialog"); std::string savedata_dir = GetSysDirectory(DIRECTORY_SAVEDATA); std::string savestate_dir = GetSysDirectory(DIRECTORY_SAVESTATE); gridStyle_ = false; root_ = new LinearLayout(ORIENT_VERTICAL); TabHolder *tabs = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f)); tabs->SetTag("Savedata"); ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); scroll->SetTag("SavedataBrowser"); browser_ = scroll->Add(new SavedataBrowser(savedata_dir, new LayoutParams(FILL_PARENT, FILL_PARENT))); browser_->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick); tabs->AddTab(sa->T("Save Data"), scroll); ScrollView *scroll2 = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); scroll2->SetTag("SavedataStatesBrowser"); SavedataBrowser *browser2 = scroll2->Add(new SavedataBrowser(savestate_dir)); browser2->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick); tabs->AddTab(sa->T("Save States"), scroll2); root_->Add(tabs); root_->Add(new Button(di->T("Back")))->OnClick.Handle(this, &UIScreen::OnBack); } UI::EventReturn SavedataScreen::OnSavedataButtonClick(UI::EventParams &e) { GameInfo *ginfo = g_gameInfoCache->GetInfo(screenManager()->getDrawContext(), e.s, 0); screenManager()->push(new SavedataPopupScreen(e.s, ginfo->GetTitle())); // the game path: e.s; return UI::EVENT_DONE; } void SavedataScreen::dialogFinished(const Screen *dialog, DialogResult result) { if (result == DR_NO) { RecreateViews(); } }