ppsspp/UI/EmuScreen.cpp

1259 lines
38 KiB
C++

// Copyright (c) 2012- 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 <algorithm>
#include "base/display.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "profiler/profiler.h"
#include "gfx_es2/gpu_features.h"
#include "gfx_es2/draw_text.h"
#include "input/input_state.h"
#include "math/curves.h"
#include "ui/ui.h"
#include "ui/ui_context.h"
#include "ui/ui_tween.h"
#include "ui/view.h"
#include "i18n/i18n.h"
#include "Common/KeyMap.h"
#ifndef MOBILE_DEVICE
#include "Core/AVIDump.h"
#endif
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/FramebufferCommon.h"
#if !PPSSPP_PLATFORM(UWP)
#include "GPU/Vulkan/DebugVisVulkan.h"
#endif
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceSas.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/SaveState.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/__sceAudio.h"
#include "UI/ui_atlas.h"
#include "UI/BackgroundAudio.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GamepadEmu.h"
#include "UI/PauseScreen.h"
#include "UI/MainScreen.h"
#include "UI/EmuScreen.h"
#include "UI/DevScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/InstallZipScreen.h"
#include "UI/ProfilerDraw.h"
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
#include "Windows/MainWindow.h"
#endif
#ifndef MOBILE_DEVICE
static AVIDump avi;
#endif
static bool frameStep_;
static int lastNumFlips;
static bool startDumping;
static void __EmuScreenVblank()
{
I18NCategory *sy = GetI18NCategory("System");
if (frameStep_ && lastNumFlips != gpuStats.numFlips)
{
frameStep_ = false;
Core_EnableStepping(true);
lastNumFlips = gpuStats.numFlips;
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && !startDumping)
{
avi.Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
osm.Show(sy->T("AVI Dump started."), 3.0f);
startDumping = true;
}
if (g_Config.bDumpFrames && startDumping)
{
avi.AddFrame();
}
else if (!g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show(sy->T("AVI Dump stopped."), 3.0f);
startDumping = false;
}
#endif
}
EmuScreen::EmuScreen(const std::string &filename)
: bootPending_(true), gamePath_(filename), invalid_(true), quit_(false), pauseTrigger_(false), saveStatePreviewShownTime_(0.0), saveStatePreview_(nullptr) {
memset(axisState_, 0, sizeof(axisState_));
saveStateSlot_ = SaveState::GetCurrentSlot();
__DisplayListenVblank(__EmuScreenVblank);
frameStep_ = false;
lastNumFlips = gpuStats.numFlips;
startDumping = false;
OnDevMenu.Handle(this, &EmuScreen::OnDevTools);
}
void EmuScreen::bootGame(const std::string &filename) {
if (PSP_IsIniting()) {
std::string error_string;
bootPending_ = !PSP_InitUpdate(&error_string);
if (!bootPending_) {
invalid_ = !PSP_IsInited();
if (invalid_) {
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
return;
}
bootComplete();
}
return;
}
SetBackgroundAudioGame("");
//pre-emptive loading of game specific config if possible, to get all the settings
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, filename, 0);
if (info && !info->id.empty()) {
g_Config.loadGameConfig(info->id);
// Reset views in case controls are in a different place.
RecreateViews();
}
invalid_ = true;
CoreParameter coreParam{};
coreParam.cpuCore = (CPUCore)g_Config.iCpuCore;
coreParam.gpuCore = GPUCORE_GLES;
switch (GetGPUBackend()) {
case GPUBackend::DIRECT3D11:
coreParam.gpuCore = GPUCORE_DIRECTX11;
break;
#if !PPSSPP_PLATFORM(UWP)
case GPUBackend::OPENGL:
coreParam.gpuCore = GPUCORE_GLES;
break;
case GPUBackend::DIRECT3D9:
coreParam.gpuCore = GPUCORE_DIRECTX9;
break;
case GPUBackend::VULKAN:
coreParam.gpuCore = GPUCORE_VULKAN;
break;
#endif
}
if (g_Config.bSoftwareRendering) {
coreParam.gpuCore = GPUCORE_SOFTWARE;
}
// Preserve the existing graphics context.
coreParam.graphicsContext = PSP_CoreParameter().graphicsContext;
coreParam.thin3d = screenManager()->getDrawContext();
coreParam.enableSound = g_Config.bEnableSound;
coreParam.fileToStart = filename;
coreParam.mountIso = "";
coreParam.mountRoot = "";
coreParam.startPaused = false;
coreParam.printfEmuLog = false;
coreParam.headLess = false;
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
if (g_Config.iInternalResolution == 0) {
coreParam.renderWidth = pixel_xres;
coreParam.renderHeight = pixel_yres;
} else {
if (g_Config.iInternalResolution < 0)
g_Config.iInternalResolution = 1;
coreParam.renderWidth = 480 * g_Config.iInternalResolution;
coreParam.renderHeight = 272 * g_Config.iInternalResolution;
}
coreParam.pixelWidth = pixel_xres;
coreParam.pixelHeight = pixel_yres;
std::string error_string;
if (!PSP_InitStart(coreParam, &error_string)) {
bootPending_ = false;
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
}
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.bBlockTransferGPU == false) {
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BlockTransferRequired", "Warning: This game requires Simulate Block Transfer Mode to be set to On."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireDefaultCPUClock && g_Config.iLockedCPUSpeed != 0) {
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("DefaultCPUClockRequired", "Warning: This game requires the CPU clock to be set to default."), 15.0f);
}
loadingViewColor_->Divert(0xFFFFFFFF, 0.75f);
loadingViewVisible_->Divert(UI::V_VISIBLE, 0.75f);
}
void EmuScreen::bootComplete() {
UpdateUIState(UISTATE_INGAME);
host->BootDone();
host->UpdateDisassembly();
NOTICE_LOG(BOOT, "Loading %s...", PSP_CoreParameter().fileToStart.c_str());
autoLoad();
I18NCategory *sc = GetI18NCategory("Screen");
#ifndef MOBILE_DEVICE
if (g_Config.bFirstRun) {
osm.Show(sc->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
}
#endif
memset(virtKeys, 0, sizeof(virtKeys));
#if !PPSSPP_PLATFORM(UWP)
if (GetGPUBackend() == GPUBackend::OPENGL) {
const char *renderer = gl_extensions.model;
if (strstr(renderer, "Chainfire3D") != 0) {
osm.Show(sc->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
} else if (strstr(renderer, "GLTools") != 0) {
osm.Show(sc->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
}
if (g_Config.bGfxDebugOutput) {
osm.Show("WARNING: GfxDebugOutput is enabled via ppsspp.ini. Things may be slow.", 10.0f, 0xFF30a0FF, -1, true);
}
}
#endif
if (Core_GetPowerSaving()) {
I18NCategory *sy = GetI18NCategory("System");
#ifdef __ANDROID__
osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#else
osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#endif
}
System_SendMessage("event", "startgame");
saveStateSlot_ = SaveState::GetCurrentSlot();
loadingViewColor_->Divert(0x00FFFFFF, 0.2f);
loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f);
}
EmuScreen::~EmuScreen() {
if (!invalid_) {
// If we were invalid, it would already be shutdown.
PSP_Shutdown();
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show("AVI Dump stopped.", 3.0f);
startDumping = false;
}
#endif
}
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
// TODO: improve the way with which we got commands from PauseMenu.
// DR_CANCEL/DR_BACK means clicked on "continue", DR_OK means clicked on "back to menu",
// DR_YES means a message sent to PauseMenu by NativeMessageReceived.
if (result == DR_OK || quit_) {
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "exitgame");
quit_ = false;
}
RecreateViews();
}
static void AfterSaveStateAction(bool success, const std::string &message, void *) {
if (!message.empty()) {
osm.Show(message, 2.0);
}
}
static void AfterStateBoot(bool success, const std::string &message, void *ignored) {
AfterSaveStateAction(success, message, ignored);
Core_EnableStepping(false);
host->UpdateDisassembly();
}
void EmuScreen::sendMessage(const char *message, const char *value) {
// External commands, like from the Windows UI.
if (!strcmp(message, "pause") && screenManager()->topScreen() == this) {
releaseButtons();
screenManager()->push(new GamePauseScreen(gamePath_));
} else if (!strcmp(message, "lost_focus")) {
releaseButtons();
} else if (!strcmp(message, "stop")) {
// We will push MainScreen in update().
PSP_Shutdown();
bootPending_ = false;
stopRender_ = true;
invalid_ = true;
host->UpdateDisassembly();
} else if (!strcmp(message, "reset")) {
PSP_Shutdown();
bootPending_ = true;
invalid_ = true;
host->UpdateDisassembly();
std::string resetError;
if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
ELOG("Error resetting: %s", resetError.c_str());
stopRender_ = true;
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "failstartgame");
return;
}
} else if (!strcmp(message, "boot")) {
const char *ext = strrchr(value, '.');
if (ext != nullptr && !strcmp(ext, ".ppst")) {
SaveState::Load(value, &AfterStateBoot);
} else {
PSP_Shutdown();
bootPending_ = true;
gamePath_ = value;
}
} else if (!strcmp(message, "config_loaded")) {
// In case we need to position touch controls differently.
RecreateViews();
} else if (!strcmp(message, "control mapping") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_MENU);
releaseButtons();
screenManager()->push(new ControlMappingScreen());
} else if (!strcmp(message, "display layout editor") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_MENU);
releaseButtons();
screenManager()->push(new DisplayLayoutScreen());
} else if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_MENU);
releaseButtons();
screenManager()->push(new GameSettingsScreen(gamePath_));
} else if (!strcmp(message, "gpu dump next frame")) {
if (gpu)
gpu->DumpNextFrame();
} else if (!strcmp(message, "clear jit")) {
currentMIPS->ClearJitCache();
if (PSP_IsInited()) {
currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
}
} else if (!strcmp(message, "window minimized")) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
}
}
//tiltInputCurve implements a smooth deadzone as described here:
//http://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php
inline float tiltInputCurve(float x) {
const float deadzone = g_Config.fDeadzoneRadius;
const float factor = 1.0f / (1.0f - deadzone);
if (x > deadzone) {
return (x - deadzone) * (x - deadzone) * factor;
} else if (x < -deadzone) {
return -(x + deadzone) * (x + deadzone) * factor;
} else {
return 0.0f;
}
}
inline float clamp1(float x) {
if (x > 1.0f) return 1.0f;
if (x < -1.0f) return -1.0f;
return x;
}
bool EmuScreen::touch(const TouchInput &touch) {
Core_NotifyActivity();
if (root_) {
root_->Touch(touch);
return true;
} else {
return false;
}
}
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *sc = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = true;
break;
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_PAUSE:
pauseTrigger_ = true;
break;
case VIRTKEY_FRAME_ADVANCE:
// If game is running, pause emulation immediately. Otherwise, advance a single frame.
if (Core_IsStepping())
{
frameStep_ = true;
Core_EnableStepping(false);
}
else if (!frameStep_)
{
Core_EnableStepping(true);
}
break;
case VIRTKEY_AXIS_SWAP:
KeyMap::SwapAxis();
break;
case VIRTKEY_DEVMENU:
{
UI::EventParams e{};
OnDevMenu.Trigger(e);
break;
}
#ifndef MOBILE_DEVICE
case VIRTKEY_RECORD:
{
if (g_Config.bDumpFrames == g_Config.bDumpAudio) {
g_Config.bDumpFrames = !g_Config.bDumpFrames;
g_Config.bDumpAudio = !g_Config.bDumpAudio;
} else {
// This hotkey should always toggle both audio and video together.
// So let's make sure that's the only outcome even if video OR audio was already being dumped.
if (g_Config.bDumpFrames) {
AVIDump::Stop();
AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
g_Config.bDumpAudio = true;
} else {
WAVDump::Reset();
g_Config.bDumpFrames = true;
}
}
break;
}
#endif
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_ANALOG_LIGHTLY:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_REWIND:
if (SaveState::CanRewind()) {
SaveState::Rewind(&AfterSaveStateAction);
} else {
osm.Show(sc->T("norewind", "No rewind save states available"), 2.0);
}
break;
case VIRTKEY_SAVE_STATE:
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_LOAD_STATE:
SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_NEXT_SLOT:
SaveState::NextSlot();
NativeMessageReceived("savestate_displayslot", "");
break;
case VIRTKEY_TOGGLE_FULLSCREEN:
System_SendMessage("toggle_fullscreen", "");
break;
}
}
void EmuScreen::onVKeyUp(int virtualKeyCode) {
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = false;
break;
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_ANALOG_LIGHTLY:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
default:
break;
}
}
// Handles control rotation due to internal screen rotation.
static void SetPSPAxis(char axis, float value, int stick) {
switch (g_Config.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL:
// Standard rotation.
break;
case ROTATION_LOCKED_HORIZONTAL180:
value = -value;
break;
case ROTATION_LOCKED_VERTICAL:
value = axis == 'Y' ? value : -value;
axis = (axis == 'X') ? 'Y' : 'X';
break;
case ROTATION_LOCKED_VERTICAL180:
value = axis == 'Y' ? -value : value;
axis = (axis == 'X') ? 'Y' : 'X';
break;
default:
break;
}
if (axis == 'X')
__CtrlSetAnalogX(value, stick);
else if (axis == 'Y')
__CtrlSetAnalogY(value, stick);
}
inline void EmuScreen::setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax) {
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? g_Config.fAnalogLimiterDeadzone : 1.0f;
float axis = 0.0f;
// The down events can repeat, so just trust the virtKeys array.
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= value;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += value;
SetPSPAxis('X', axis, stick);
}
inline void EmuScreen::setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax) {
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? g_Config.fAnalogLimiterDeadzone : 1.0f;
float axis = 0.0f;
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= value;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += value;
SetPSPAxis('Y', axis, stick);
}
bool EmuScreen::key(const KeyInput &key) {
Core_NotifyActivity();
std::vector<int> pspKeys;
KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &pspKeys);
if (pspKeys.size() && (key.flags & KEY_IS_REPEAT)) {
// Claim that we handled this. Prevents volume key repeats from popping up the volume control on Android.
return true;
}
for (size_t i = 0; i < pspKeys.size(); i++) {
pspKey(pspKeys[i], key.flags);
}
if (!pspKeys.size() || key.deviceId == DEVICE_ID_DEFAULT) {
if ((key.flags & KEY_DOWN) && key.keyCode == NKCODE_BACK) {
pauseTrigger_ = true;
return true;
}
}
return pspKeys.size() > 0;
}
static int RotatePSPKeyCode(int x) {
switch (x) {
case CTRL_UP: return CTRL_RIGHT;
case CTRL_RIGHT: return CTRL_DOWN;
case CTRL_DOWN: return CTRL_LEFT;
case CTRL_LEFT: return CTRL_UP;
default:
return x;
}
}
void EmuScreen::pspKey(int pspKeyCode, int flags) {
int rotations = 0;
switch (g_Config.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL180:
rotations = 2;
break;
case ROTATION_LOCKED_VERTICAL:
rotations = 1;
break;
case ROTATION_LOCKED_VERTICAL180:
rotations = 3;
break;
}
for (int i = 0; i < rotations; i++) {
pspKeyCode = RotatePSPKeyCode(pspKeyCode);
}
if (pspKeyCode >= VIRTKEY_FIRST) {
int vk = pspKeyCode - VIRTKEY_FIRST;
if (flags & KEY_DOWN) {
virtKeys[vk] = true;
onVKeyDown(pspKeyCode);
}
if (flags & KEY_UP) {
virtKeys[vk] = false;
onVKeyUp(pspKeyCode);
}
} else {
// ILOG("pspKey %i %i", pspKeyCode, flags);
if (flags & KEY_DOWN)
__CtrlButtonDown(pspKeyCode);
if (flags & KEY_UP)
__CtrlButtonUp(pspKeyCode);
}
}
bool EmuScreen::axis(const AxisInput &axis) {
Core_NotifyActivity();
if (axis.value > 0) {
processAxis(axis, 1);
return true;
} else if (axis.value < 0) {
processAxis(axis, -1);
return true;
} else if (axis.value == 0) {
// Both directions! Prevents sticking for digital input devices that are axises (like HAT)
processAxis(axis, 1);
processAxis(axis, -1);
return true;
}
return false;
}
inline bool IsAnalogStickKey(int key) {
switch (key) {
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
return true;
default:
return false;
}
}
void EmuScreen::processAxis(const AxisInput &axis, int direction) {
// Sanity check
if (axis.axisId < 0 || axis.axisId >= JOYSTICK_AXIS_MAX) {
return;
}
std::vector<int> results;
KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, direction, &results);
for (size_t i = 0; i < results.size(); i++) {
int result = results[i];
switch (result) {
case VIRTKEY_AXIS_X_MIN:
SetPSPAxis('X', -fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_X_MAX:
SetPSPAxis('X', fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MIN:
SetPSPAxis('Y', -fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MAX:
SetPSPAxis('Y', fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
SetPSPAxis('X', -fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_X_MAX:
SetPSPAxis('X', fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
SetPSPAxis('Y', -fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MAX:
SetPSPAxis('Y', fabs(axis.value), CTRL_STICK_RIGHT);
break;
}
}
std::vector<int> resultsOpposite;
KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, -direction, &resultsOpposite);
int axisState = 0;
if ((direction == 1 && axis.value >= AXIS_BIND_THRESHOLD)) {
axisState = 1;
} else if (direction == -1 && axis.value <= -AXIS_BIND_THRESHOLD) {
axisState = -1;
} else {
axisState = 0;
}
if (axisState != axisState_[axis.axisId]) {
axisState_[axis.axisId] = axisState;
if (axisState != 0) {
for (size_t i = 0; i < results.size(); i++) {
if (!IsAnalogStickKey(results[i]))
pspKey(results[i], KEY_DOWN);
}
// Also unpress the other direction (unless both directions press the same key.)
for (size_t i = 0; i < resultsOpposite.size(); i++) {
if (!IsAnalogStickKey(resultsOpposite[i]) && std::find(results.begin(), results.end(), resultsOpposite[i]) == results.end())
pspKey(resultsOpposite[i], KEY_UP);
}
} else if (axisState == 0) {
// Release both directions, trying to deal with some erratic controllers that can cause it to stick.
for (size_t i = 0; i < results.size(); i++) {
if (!IsAnalogStickKey(results[i]))
pspKey(results[i], KEY_UP);
}
for (size_t i = 0; i < resultsOpposite.size(); i++) {
if (!IsAnalogStickKey(resultsOpposite[i]))
pspKey(resultsOpposite[i], KEY_UP);
}
}
}
}
class GameInfoBGView : public UI::InertView {
public:
GameInfoBGView(const std::string &gamePath, UI::LayoutParams *layoutParams) : InertView(layoutParams), gamePath_(gamePath) {
}
void Draw(UIContext &dc) {
// Should only be called when visible.
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, GAMEINFO_WANTBG);
dc.Flush();
// PIC1 is the loading image, so let's only draw if it's available.
if (ginfo && ginfo->pic1.texture) {
dc.GetDrawContext()->BindTexture(0, ginfo->pic1.texture->GetTexture());
double loadTime = ginfo->pic1.timeLoaded;
uint32_t color = alphaMul(color_, ease((time_now_d() - loadTime) * 3));
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color);
dc.Flush();
dc.RebindTexture();
}
}
void SetColor(uint32_t c) {
color_ = c;
}
protected:
std::string gamePath_;
uint32_t color_ = 0xFFC0C0C0;
};
void EmuScreen::CreateViews() {
using namespace UI;
I18NCategory *sc = GetI18NCategory("Screen");
I18NCategory *dev = GetI18NCategory("Developer");
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
InitPadLayout(bounds.w, bounds.h);
root_ = CreatePadLayout(bounds.w, bounds.h, &pauseTrigger_);
if (g_Config.bShowDeveloperMenu) {
root_->Add(new Button(dev->T("DevMenu")))->OnClick.Handle(this, &EmuScreen::OnDevTools);
}
saveStatePreview_ = new AsyncImageFileView("", IS_FIXED, nullptr, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, true));
saveStatePreview_->SetFixedSize(160, 90);
saveStatePreview_->SetColor(0x90FFFFFF);
saveStatePreview_->SetVisibility(V_GONE);
saveStatePreview_->SetCanBeFocused(false);
root_->Add(saveStatePreview_);
root_->Add(new OnScreenMessagesView(new AnchorLayoutParams((Size)bounds.w, (Size)bounds.h)));
GameInfoBGView *loadingBG = root_->Add(new GameInfoBGView(gamePath_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT)));
TextView *loadingTextView = root_->Add(new TextView(sc->T("Loading game..."), new AnchorLayoutParams(bounds.centerX(), bounds.centerY(), NONE, NONE, true)));
static const int symbols[4] = {
I_CROSS,
I_CIRCLE,
I_SQUARE,
I_TRIANGLE
};
Spinner *loadingSpinner = root_->Add(new Spinner(symbols, ARRAY_SIZE(symbols), new AnchorLayoutParams(bounds.centerX(), bounds.centerY() + 64, NONE, NONE, true)));
loadingSpinner_ = loadingSpinner;
loadingTextView->SetShadow(true);
loadingView_ = loadingTextView;
loadingViewColor_ = loadingTextView->AddTween(new CallbackColorTween(0x00FFFFFF, 0x00FFFFFF, 0.2f, &bezierEaseInOut));
loadingViewColor_->SetCallback([loadingBG, loadingTextView, loadingSpinner](View *v, uint32_t c) {
loadingBG->SetColor(c & 0xFFC0C0C0);
loadingTextView->SetTextColor(c);
loadingSpinner->SetColor(alphaMul(c, 0.7f));
});
loadingViewColor_->Persist();
// We start invisible here, in case of recreated views.
loadingViewVisible_ = loadingTextView->AddTween(new VisibilityTween(UI::V_INVISIBLE, UI::V_INVISIBLE, 0.2f, &bezierEaseInOut));
loadingViewVisible_->Persist();
loadingViewVisible_->Finish.Add([loadingBG](EventParams &p) {
loadingBG->SetVisibility(p.v->GetVisibility());
// If we just became invisible, flush BGs since we don't need them anymore.
// Saves some VRAM for the game, but don't do it before we fade out...
if (p.v->GetVisibility() == V_INVISIBLE) {
g_gameInfoCache->FlushBGs();
}
return EVENT_DONE;
});
}
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams &params) {
releaseButtons();
I18NCategory *dev = GetI18NCategory("Developer");
DevMenu *devMenu = new DevMenu(dev);
if (params.v)
devMenu->SetPopupOrigin(params.v);
screenManager()->push(devMenu);
return UI::EVENT_DONE;
}
void EmuScreen::update() {
UIScreen::update();
if (bootPending_)
bootGame(gamePath_);
// Simply forcibly update to the current screen size every frame. Doesn't cost much.
// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
// TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too.
#ifndef _WIN32
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
PSP_CoreParameter().pixelWidth = pixel_xres * bounds.w / dp_xres;
PSP_CoreParameter().pixelHeight = pixel_yres * bounds.h / dp_yres;
#endif
if (!invalid_) {
UpdateUIState(UISTATE_INGAME);
}
if (errorMessage_.size()) {
// Special handling for ZIP files. It's not very robust to check an error message but meh,
// at least it's pre-translation.
if (errorMessage_.find("ZIP") != std::string::npos) {
screenManager()->push(new InstallZipScreen(gamePath_));
errorMessage_ = "";
quit_ = true;
return;
}
I18NCategory *err = GetI18NCategory("Error");
std::string errLoadingFile = err->T("Error loading file", "Could not load game");
errLoadingFile.append(" ");
errLoadingFile.append(err->T(errorMessage_.c_str()));
screenManager()->push(new PromptScreen(errLoadingFile, "OK", ""));
errorMessage_ = "";
quit_ = true;
return;
}
if (invalid_)
return;
// Virtual keys.
__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);
// Make sure fpsLimit starts at 0
if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
PSP_CoreParameter().fpsLimit = 0;
}
// This is here to support the iOS on screen back button.
if (pauseTrigger_) {
pauseTrigger_ = false;
releaseButtons();
screenManager()->push(new GamePauseScreen(gamePath_));
}
if (saveStatePreview_ && !bootPending_) {
int currentSlot = SaveState::GetCurrentSlot();
if (saveStateSlot_ != currentSlot) {
saveStateSlot_ = currentSlot;
std::string fn;
if (SaveState::HasSaveInSlot(gamePath_, currentSlot)) {
fn = SaveState::GenerateSaveSlotFilename(gamePath_, currentSlot, SaveState::SCREENSHOT_EXTENSION);
}
saveStatePreview_->SetFilename(fn);
if (!fn.empty()) {
saveStatePreview_->SetVisibility(UI::V_VISIBLE);
saveStatePreviewShownTime_ = time_now_d();
} else {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) {
double endTime = saveStatePreviewShownTime_ + 2.0;
float alpha = clamp_value((endTime - time_now_d()) * 4.0, 0.0, 1.0);
saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha));
if (time_now_d() - saveStatePreviewShownTime_ > 2) {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
}
}
void EmuScreen::checkPowerDown() {
if (coreState == CORE_POWERDOWN && !PSP_IsIniting()) {
if (PSP_IsInited()) {
PSP_Shutdown();
}
ILOG("SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
bootPending_ = false;
invalid_ = true;
}
}
static void DrawDebugStats(DrawBuffer *draw2d) {
char statbuf[4096];
__DisplayGetDebugStats(statbuf, sizeof(statbuf));
draw2d->SetFontScale(.7f, .7f);
draw2d->DrawText(UBUNTU24, statbuf, 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, statbuf, 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
__SasGetDebugStats(statbuf, sizeof(statbuf));
draw2d->DrawText(UBUNTU24, statbuf, PSP_CoreParameter().pixelWidth / 2 + 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, statbuf, PSP_CoreParameter().pixelWidth / 2 + 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
draw2d->SetFontScale(1.0f, 1.0f);
}
static void DrawAudioDebugStats(DrawBuffer *draw2d) {
char statbuf[1024] = { 0 };
const AudioDebugStats *stats = __AudioGetDebugStats();
snprintf(statbuf, sizeof(statbuf),
"Audio buffer: %d/%d (low watermark: %d)\n"
"Underruns: %d\n"
"Overruns: %d\n"
"Sample rate: %d\n"
"Push size: %d\n",
stats->buffered, stats->bufsize, stats->watermark,
stats->underrunCount,
stats->overrunCount,
stats->instantSampleRate,
stats->lastPushSize);
draw2d->SetFontScale(0.7f, 0.7f);
draw2d->DrawText(UBUNTU24, statbuf, 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, statbuf, 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
draw2d->SetFontScale(1.0f, 1.0f);
}
static void DrawFPS(DrawBuffer *draw2d, const Bounds &bounds) {
float vps, fps, actual_fps;
__DisplayGetFPS(&vps, &fps, &actual_fps);
char fpsbuf[256];
switch (g_Config.iShowFPSCounter) {
case 1:
snprintf(fpsbuf, sizeof(fpsbuf), "Speed: %0.1f%%", vps / (59.94f / 100.0f)); break;
case 2:
snprintf(fpsbuf, sizeof(fpsbuf), "FPS: %0.1f", actual_fps); break;
case 3:
snprintf(fpsbuf, sizeof(fpsbuf), "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f)); break;
default:
return;
}
draw2d->SetFontScale(0.7f, 0.7f);
draw2d->DrawText(UBUNTU24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, fpsbuf, bounds.x2() - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
draw2d->SetFontScale(1.0f, 1.0f);
}
void EmuScreen::preRender() {
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
draw->BeginFrame();
// Here we do NOT bind the backbuffer or clear the screen, unless non-buffered.
// The emuscreen is different than the others - we really want to allow the game to render to framebuffers
// before we ever bind the backbuffer for rendering. On mobile GPUs, switching back and forth between render
// targets is a mortal sin so it's very important that we don't bind the backbuffer unnecessarily here.
// We only bind it in FramebufferManager::CopyDisplayToOutput (unless non-buffered)...
// We do, however, start the frame in other ways.
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if ((!useBufferedRendering && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
// We need to clear here already so that drawing during the frame is done on a clean slate.
if (Core_IsStepping() && gpuStats.numFlips != 0) {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE });
} else {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 });
}
Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = pixel_xres;
viewport.Height = pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
draw->SetViewports(1, &viewport);
}
draw->SetTargetSize(pixel_xres, pixel_yres);
}
void EmuScreen::postRender() {
Draw::DrawContext *draw = screenManager()->getDrawContext();
if (!draw)
return;
if (stopRender_)
draw->WipeQueue();
draw->EndFrame();
}
void EmuScreen::render() {
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
if (invalid_) {
// It's possible this might be set outside PSP_RunLoopFor().
// In this case, we need to double check it here.
checkPowerDown();
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR });
renderUI();
return;
}
if (PSP_CoreParameter().freezeNext) {
PSP_CoreParameter().frozen = true;
PSP_CoreParameter().freezeNext = false;
SaveState::SaveToRam(freezeState_);
} else if (PSP_CoreParameter().frozen) {
if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_)) {
ERROR_LOG(SAVESTATE, "Failed to load freeze state. Unfreezing.");
PSP_CoreParameter().frozen = false;
}
}
Core_UpdateDebugStats(g_Config.bShowDebugStats || g_Config.bLogFrameDrops);
PSP_BeginHostFrame();
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
int blockTicks = usToCycles(1000000 / 10);
// Run until CORE_NEXTFRAME
while (coreState == CORE_RUNNING) {
PSP_RunLoopFor(blockTicks);
}
// Hopefully coreState is now CORE_NEXTFRAME
if (coreState == CORE_NEXTFRAME) {
// set back to running for the next frame
coreState = CORE_RUNNING;
} else if (coreState == CORE_STEPPING) {
// If we're stepping, it's convenient not to clear the screen.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE });
} else {
// Didn't actually reach the end of the frame, ran out of the blockTicks cycles.
// In this case we need to bind and wipe the backbuffer, at least.
// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR });
}
checkPowerDown();
PSP_EndHostFrame();
if (invalid_)
return;
const bool hasVisibleUI = !osm.IsEmpty() || saveStatePreview_->GetVisibility() != UI::V_GONE || g_Config.bShowTouchControls || loadingView_->GetVisibility() == UI::V_VISIBLE;
const bool showDebugUI = g_Config.bShowDebugStats || g_Config.bShowDeveloperMenu || g_Config.bShowAudioDebug || g_Config.bShowFrameProfiler;
if (hasVisibleUI || showDebugUI || g_Config.iShowFPSCounter != 0) {
renderUI();
}
// We have no use for backbuffer depth or stencil, so let tiled renderers discard them after tiling.
/*
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
GLenum attachments[2] = { GL_DEPTH, GL_STENCIL };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
} else if (!gl_extensions.GLES3) {
#ifdef USING_GLES2
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO
if (hasDiscard) {
//const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT };
//glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets);
}
#endif
}
*/
}
void EmuScreen::renderUI() {
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
UIContext *ctx = screenManager()->getUIContext();
ctx->BeginFrame();
// This sets up some important states but not the viewport.
ctx->Begin();
Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = pixel_xres;
viewport.Height = pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
thin3d->SetViewports(1, &viewport);
DrawBuffer *draw2d = ctx->Draw();
if (root_) {
UI::LayoutViewHierarchy(*ctx, root_);
root_->Draw(*ctx);
}
if (g_Config.bShowDebugStats && !invalid_) {
DrawDebugStats(draw2d);
}
if (g_Config.bShowAudioDebug && !invalid_) {
DrawAudioDebugStats(draw2d);
}
if (g_Config.iShowFPSCounter && !invalid_) {
DrawFPS(draw2d, ctx->GetBounds());
}
#if !PPSSPP_PLATFORM(UWP)
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowAllocatorDebug) {
DrawAllocatorVis(ctx, gpu);
}
#endif
#ifdef USE_PROFILER
if (g_Config.bShowFrameProfiler && !invalid_) {
DrawProfile(*ctx);
}
#endif
ctx->End();
}
void EmuScreen::autoLoad() {
//check if save state has save, if so, load
int lastSlot = SaveState::GetNewestSlot(gamePath_);
if (g_Config.bEnableAutoLoad && lastSlot != -1) {
SaveState::LoadSlot(gamePath_, lastSlot, &AfterSaveStateAction);
g_Config.iCurrentStateSlot = lastSlot;
}
}
// TODO: Add generic loss-of-focus handling for Screens, use this.
void EmuScreen::releaseButtons() {
TouchInput input;
input.flags = TOUCH_RELEASE_ALL;
input.timestamp = time_now_d();
input.id = 0;
touch(input);
}
void EmuScreen::resized() {
RecreateViews();
}