ppsspp/UI/DisplayLayoutScreen.cpp
Henrik Rydgård ee6234ecb6 I18N: Switch to getting categories by index instead of by string lookup
Also gets rid of the shared_ptr usage, and generally makes things nicer.

Needed for later config refactorings, good to get in early.
2023-04-07 10:35:01 +02:00

511 lines
19 KiB
C++

// 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 <algorithm>
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/Render/TextureAtlas.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/UI/UIScreen.h"
#include "Common/Math/math_util.h"
#include "Common/System/Display.h"
#include "Common/System/NativeApp.h"
#include "Common/VR/PPSSPPVR.h"
#include "Common/StringUtils.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Data/Text/I18n.h"
#include "UI/DisplayLayoutScreen.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PresentationCommon.h"
static const int leftColumnWidth = 200;
static const float orgRatio = 1.764706f; // 480.0 / 272.0
enum Mode {
MODE_INACTIVE = 0,
MODE_MOVE = 1,
MODE_RESIZE = 2,
};
static Bounds FRectToBounds(FRect rc) {
Bounds b;
b.x = rc.x * g_display.dpi_scale_x;
b.y = rc.y * g_display.dpi_scale_y;
b.w = rc.w * g_display.dpi_scale_x;
b.h = rc.h * g_display.dpi_scale_y;
return b;
}
class DisplayLayoutBackground : public UI::View {
public:
DisplayLayoutBackground(UI::ChoiceStrip *mode, UI::LayoutParams *layoutParams) : UI::View(layoutParams), mode_(mode) {}
bool Touch(const TouchInput &touch) override {
int mode = mode_ ? mode_->GetSelection() : 0;
if ((touch.flags & TOUCH_MOVE) != 0 && dragging_) {
float relativeTouchX = touch.x - startX_;
float relativeTouchY = touch.y - startY_;
switch (mode) {
case MODE_MOVE:
g_Config.fDisplayOffsetX = clamp_value(startDisplayOffsetX_ + relativeTouchX / bounds_.w, 0.0f, 1.0f);
g_Config.fDisplayOffsetY = clamp_value(startDisplayOffsetY_ + relativeTouchY / bounds_.h, 0.0f, 1.0f);
break;
case MODE_RESIZE:
{
// Resize. Vertical = scaling; Up should be bigger so let's negate in that direction
float diffYProp = -relativeTouchY * 0.007f;
g_Config.fDisplayScale = clamp_value(startScale_ * powf(2.0f, diffYProp), 0.2f, 2.0f);
break;
}
}
}
if ((touch.flags & TOUCH_DOWN) != 0 && !dragging_) {
// Check that we're in the central 80% of the screen.
// If outside, it may be a drag from displaying the back button on phones
// where you have to drag from the side, etc.
if (touch.x >= bounds_.w * 0.1f && touch.x <= bounds_.w * 0.9f &&
touch.y >= bounds_.h * 0.1f && touch.y <= bounds_.h * 0.9f) {
dragging_ = true;
startX_ = touch.x;
startY_ = touch.y;
startDisplayOffsetX_ = g_Config.fDisplayOffsetX;
startDisplayOffsetY_ = g_Config.fDisplayOffsetY;
startScale_ = g_Config.fDisplayScale;
}
}
if ((touch.flags & TOUCH_UP) != 0 && dragging_) {
dragging_ = false;
}
return true;
}
private:
UI::ChoiceStrip *mode_;
bool dragging_ = false;
// Touch down state for drag to resize etc
float startX_ = 0.0f;
float startY_ = 0.0f;
float startScale_ = -1.0f;
float startDisplayOffsetX_ = -1.0f;
float startDisplayOffsetY_ = -1.0f;
};
DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename) {
// Show background at full brightness
darkenGameBackground_ = false;
forceTransparent_ = true;
}
void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
// We normally rely on the PSP screen.
UIDialogScreenWithGameBackground::DrawBackground(dc);
} else {
// But if it's not present (we're not in game, or skip buffer effects is used),
// we have to draw a substitute ourselves.
// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
FRect screenFrame = GetScreenFrame(g_display.pixel_xres, g_display.pixel_yres);
FRect rc;
CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
dc.Flush();
ImageID bg = ImageID("I_PSP_DISPLAY");
dc.Draw()->DrawImageStretch(bg, FRectToBounds(rc), 0x7FFFFFFF);
}
}
void DisplayLayoutScreen::onFinish(DialogResult reason) {
g_Config.Save("DisplayLayoutScreen::onFinish");
}
void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) {
RecreateViews();
}
UI::EventReturn DisplayLayoutScreen::OnPostProcShaderChange(UI::EventParams &e) {
// Remove the virtual "Off" entry. TODO: Get rid of it generally.
g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end());
FixPostShaderOrder(&g_Config.vPostShaderNames);
NativeMessageReceived("gpu_configChanged", "");
NativeMessageReceived("gpu_renderResized", ""); // To deal with shaders that can change render resolution like upscaling.
NativeMessageReceived("postshader_updated", "");
if (gpu) {
gpu->NotifyConfigChanged();
}
return UI::EVENT_DONE;
}
static std::string PostShaderTranslateName(const char *value) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto ps = GetI18NCategory(I18NCat::POSTSHADERS);
if (!strcmp(value, "Off")) {
// Off is a legacy fake item (gonna migrate off it later).
return gr->T("Add postprocessing shader");
}
const ShaderInfo *info = GetPostShaderInfo(value);
if (info) {
return ps->T(value, info ? info->name.c_str() : value);
} else {
return value;
}
}
void DisplayLayoutScreen::sendMessage(const char *message, const char *value) {
UIDialogScreenWithGameBackground::sendMessage(message, value);
if (!strcmp(message, "postshader_updated")) {
g_Config.bShaderChainRequires60FPS = PostShaderChainRequires60FPS(GetFullPostShadersChain(g_Config.vPostShaderNames));
RecreateViews();
}
}
void DisplayLayoutScreen::CreateViews() {
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
using namespace UI;
auto di = GetI18NCategory(I18NCat::DIALOG);
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto co = GetI18NCategory(I18NCat::CONTROLS);
auto ps = GetI18NCategory(I18NCat::POSTSHADERS);
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
bool vertical = bounds.h > bounds.w;
// Make it so that a touch can only affect one view. Makes manipulating the background through the buttons
// impossible.
root_->SetExclusiveTouch(true);
LinearLayout *leftColumn;
if (!vertical) {
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(420.0f, FILL_PARENT, 0.f, 0.f, NONE, 0.f, false));
leftColumn = new LinearLayout(ORIENT_VERTICAL);
leftColumn->padding.SetAll(8.0f);
leftScrollView->Add(leftColumn);
leftScrollView->SetClickableBackground(true);
root_->Add(leftScrollView);
}
ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 0.f, 0.f, 0.f, false));
LinearLayout *rightColumn = new LinearLayout(ORIENT_VERTICAL);
rightColumn->padding.SetAll(8.0f);
rightScrollView->Add(rightColumn);
rightScrollView->SetClickableBackground(true);
root_->Add(rightScrollView);
LinearLayout *bottomControls;
if (vertical) {
bottomControls = new LinearLayout(ORIENT_HORIZONTAL);
rightColumn->Add(bottomControls);
leftColumn = rightColumn;
} else {
bottomControls = new LinearLayout(ORIENT_HORIZONTAL, new AnchorLayoutParams(NONE, NONE, NONE, 10.0f, false));
root_->Add(bottomControls);
}
// Set backgrounds for readability
Drawable backgroundWithAlpha(GetBackgroundColorWithAlpha(*screenManager()->getUIContext()));
leftColumn->SetBG(backgroundWithAlpha);
rightColumn->SetBG(backgroundWithAlpha);
if (!IsVREnabled()) {
auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch"));
stretch->SetDisabledPtr(&g_Config.bDisplayIntegerScale);
rightColumn->Add(stretch);
PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.1f, 2.0f, 1.0f, gr->T("Aspect Ratio"), screenManager());
rightColumn->Add(aspectRatio);
aspectRatio->SetEnabledFunc([]() {
return !g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale;
});
aspectRatio->SetHasDropShadow(false);
aspectRatio->SetLiveUpdate(true);
rightColumn->Add(new CheckBox(&g_Config.bDisplayIntegerScale, gr->T("Integer scale factor")));
#if PPSSPP_PLATFORM(ANDROID)
// Hide insets option if no insets, or OS too old.
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 &&
(System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT) != 0.0f ||
System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP) != 0.0f ||
System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT) != 0.0f ||
System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM) != 0.0f)) {
rightColumn->Add(new CheckBox(&g_Config.bIgnoreScreenInsets, gr->T("Ignore camera notch when centering")));
}
#endif
mode_ = new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
mode_->AddChoice(di->T("Inactive"));
mode_->AddChoice(di->T("Move"));
mode_->AddChoice(di->T("Resize"));
mode_->SetSelection(0, false);
bottomControls->Add(mode_);
static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), I18NCat::CONTROLS, screenManager());
rotation->SetEnabledFunc([] {
return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
});
rightColumn->Add(rotation);
Choice *center = new Choice(di->T("Reset"));
center->OnClick.Add([&](UI::EventParams &) {
g_Config.fDisplayAspectRatio = 1.0f;
g_Config.fDisplayScale = 1.0f;
g_Config.fDisplayOffsetX = 0.5f;
g_Config.fDisplayOffsetY = 0.5f;
return UI::EVENT_DONE;
});
rightColumn->Add(center);
rightColumn->Add(new Spacer(12.0f));
}
Choice *back = new Choice(di->T("Back"), "", false);
back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
rightColumn->Add(back);
if (vertical) {
leftColumn->Add(new Spacer(24.0f));
}
if (!IsVREnabled()) {
static const char *bufFilters[] = { "Linear", "Nearest", };
leftColumn->Add(new PopupMultiChoice(&g_Config.iDisplayFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), I18NCat::GRAPHICS, screenManager()));
}
Draw::DrawContext *draw = screenManager()->getDrawContext();
bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;
auto enableStereo = [=]() -> bool {
return g_Config.bStereoRendering && multiViewSupported;
};
leftColumn->Add(new ItemHeader(gr->T("Postprocessing shaders")));
std::set<std::string> alreadyAddedShader;
// If there's a single post shader and we're just entering the dialog,
// auto-open the settings.
if (settingsVisible_.empty() && g_Config.vPostShaderNames.size() == 1) {
settingsVisible_.push_back(true);
} else if (settingsVisible_.size() < g_Config.vPostShaderNames.size()) {
settingsVisible_.resize(g_Config.vPostShaderNames.size());
}
static ContextMenuItem postShaderContextMenu[] = {
{ "Move Up", "I_ARROW_UP" },
{ "Move Down", "I_ARROW_DOWN" },
{ "Remove", "I_TRASHCAN" },
};
for (int i = 0; i < (int)g_Config.vPostShaderNames.size() + 1 && i < ARRAY_SIZE(shaderNames_); ++i) {
// Vector element pointer get invalidated on resize, cache name to have always a valid reference in the rendering thread
shaderNames_[i] = i == g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[i];
LinearLayout *shaderRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT));
shaderRow->SetSpacing(4.0f);
leftColumn->Add(shaderRow);
if (shaderNames_[i] != "Off") {
postProcChoice_ = shaderRow->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName, new LinearLayoutParams(1.0f)));
} else {
postProcChoice_ = shaderRow->Add(new Choice(ImageID("I_PLUS")));
}
postProcChoice_->OnClick.Add([=](EventParams &e) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto procScreen = new PostProcScreen(gr->T("Postprocessing shaders"), i, false);
procScreen->SetHasDropShadow(false);
procScreen->OnChoice.Handle(this, &DisplayLayoutScreen::OnPostProcShaderChange);
if (e.v)
procScreen->SetPopupOrigin(e.v);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
});
postProcChoice_->SetEnabledFunc([=] {
return !g_Config.bSkipBufferEffects && !enableStereo();
});
if (i < g_Config.vPostShaderNames.size()) {
bool hasSettings = false;
std::vector<const ShaderInfo *> shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
for (auto shaderInfo : shaderChain) {
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
auto &setting = shaderInfo->settings[i];
if (!setting.name.empty()) {
hasSettings = true;
break;
}
}
}
if (hasSettings) {
CheckBox *checkBox = new CheckBox(&settingsVisible_[i], ImageID("I_SLIDERS"), new LinearLayoutParams(0.0f));
auto settingsButton = shaderRow->Add(checkBox);
settingsButton->OnClick.Add([=](EventParams &e) {
RecreateViews();
return UI::EVENT_DONE;
});
}
auto removeButton = shaderRow->Add(new Choice(ImageID("I_TRASHCAN"), new LinearLayoutParams(0.0f)));
removeButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn {
g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i);
NativeMessageReceived("gpu_configChanged", "");
RecreateViews();
return UI::EVENT_DONE;
});
auto moreButton = shaderRow->Add(new Choice(ImageID("I_THREE_DOTS"), new LinearLayoutParams(0.0f)));
moreButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn {
PopupContextMenuScreen *contextMenu = new UI::PopupContextMenuScreen(postShaderContextMenu, ARRAY_SIZE(postShaderContextMenu), I18NCat::DIALOG, moreButton);
screenManager()->push(contextMenu);
const ShaderInfo *info = GetPostShaderInfo(g_Config.vPostShaderNames[i]);
bool usesLastFrame = info ? info->usePreviousFrame : false;
contextMenu->SetEnabled(0, i > 0 && !usesLastFrame);
contextMenu->SetEnabled(1, i < g_Config.vPostShaderNames.size() - 1);
contextMenu->OnChoice.Add([=](EventParams &e) -> UI::EventReturn {
switch (e.a) {
case 0: // Move up
std::swap(g_Config.vPostShaderNames[i - 1], g_Config.vPostShaderNames[i]);
break;
case 1: // Move down
std::swap(g_Config.vPostShaderNames[i], g_Config.vPostShaderNames[i + 1]);
break;
case 2: // Remove
g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i);
break;
default:
return UI::EVENT_DONE;
}
FixPostShaderOrder(&g_Config.vPostShaderNames);
NativeMessageReceived("gpu_configChanged", "");
RecreateViews();
return UI::EVENT_DONE;
});
return UI::EVENT_DONE;
});
}
// No need for settings on the last one.
if (i == g_Config.vPostShaderNames.size())
continue;
if (!settingsVisible_[i])
continue;
std::vector<const ShaderInfo *> shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
for (auto shaderInfo : shaderChain) {
// Disable duplicated shader slider
bool duplicated = alreadyAddedShader.find(shaderInfo->section) != alreadyAddedShader.end();
alreadyAddedShader.insert(shaderInfo->section);
LinearLayout *settingContainer = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT, UI::Margins(24.0f, 0.0f, 0.0f, 0.0f)));
leftColumn->Add(settingContainer);
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
auto &setting = shaderInfo->settings[i];
if (!setting.name.empty()) {
// This map lookup will create the setting in the mPostShaderSetting map if it doesn't exist, with a default value of 0.0.
std::string key = StringFromFormat("%sSettingCurrentValue%d", shaderInfo->section.c_str(), i + 1);
bool keyExisted = g_Config.mPostShaderSetting.find(key) != g_Config.mPostShaderSetting.end();
auto &value = g_Config.mPostShaderSetting[key];
if (!keyExisted)
value = setting.value;
if (duplicated) {
auto sliderName = StringFromFormat("%s %s", ps->T(setting.name), ps->T("(duplicated setting, previous slider will be used)"));
PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, setting.value, sliderName, setting.step, screenManager()));
settingValue->SetEnabled(false);
} else {
PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, setting.value, ps->T(setting.name), setting.step, screenManager()));
settingValue->SetLiveUpdate(true);
settingValue->SetHasDropShadow(false);
settingValue->SetEnabledFunc([=] {
return !g_Config.bSkipBufferEffects && !enableStereo();
});
}
}
}
}
}
root_->Add(new DisplayLayoutBackground(mode_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0.0f, 0.0f, 0.0f, 0.0f)));
}
void PostProcScreen::CreateViews() {
auto ps = GetI18NCategory(I18NCat::POSTSHADERS);
ReloadAllPostShaderInfo(screenManager()->getDrawContext());
shaders_ = GetAllPostShaderInfo();
std::vector<std::string> 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].isStereo != showStereoShaders_)
continue;
if (shaders_[i].section == selectedName)
selected = (int)indexTranslation_.size();
items.push_back(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str()));
indexTranslation_.push_back(i);
}
adaptor_ = UI::StringVectorListAdaptor(items, selected);
ListPopupScreen::CreateViews();
}
void PostProcScreen::OnCompleted(DialogResult result) {
if (result != DR_OK)
return;
const std::string &value = shaders_[indexTranslation_[listView_->GetSelected()]].section;
// I feel this logic belongs more in the caller, but eh...
if (showStereoShaders_) {
if (g_Config.sStereoToMonoShader != value) {
g_Config.sStereoToMonoShader = value;
NativeMessageReceived("gpu_configChanged", "");
}
} else {
if (id_ < (int)g_Config.vPostShaderNames.size()) {
if (g_Config.vPostShaderNames[id_] != value) {
g_Config.vPostShaderNames[id_] = value;
NativeMessageReceived("gpu_configChanged", "");
}
}
else {
g_Config.vPostShaderNames.push_back(value);
NativeMessageReceived("gpu_configChanged", "");
}
}
}