ppsspp/UI/GameSettingsScreen.cpp
Henrik Rydgård 1f018d33c5 Start work on supporting Android Content URIs in the FileUtil API.
Add tentative Android Content URI support to much of FileUtil.h.

Buildfix

Fix some issues with the file browser in storage URIs.
2021-06-07 00:24:51 +02:00

1979 lines
91 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 "ppsspp_config.h"
#include <algorithm>
#include <set>
#include "Common/Net/Resolve.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/Root.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/Context.h"
#include "Common/System/Display.h" // Only to check screen aspect ratio with pixel_yres/pixel_xres
#include "Common/System/System.h"
#include "Common/System/NativeApp.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Math/curves.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Data/Encoding/Utf8.h"
#include "UI/EmuScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GamepadEmu.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DevScreens.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/RemoteISOScreen.h"
#include "UI/SavedataScreen.h"
#include "UI/TouchControlLayoutScreen.h"
#include "UI/TouchControlVisibilityScreen.h"
#include "UI/TiltAnalogSettingsScreen.h"
#include "UI/TiltEventProcessor.h"
#include "UI/ComboKeyMappingScreen.h"
#include "UI/GPUDriverTestScreen.h"
#include "UI/MemStickScreen.h"
#include "Common/File/FileUtil.h"
#include "Common/OSVersion.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Host.h"
#include "Core/KeyMap.h"
#include "Core/Instance.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/TextureReplacer.h"
#include "Core/WebServer.h"
#include "Core/HLE/sceUsbCam.h"
#include "Core/HLE/sceUsbMic.h"
#include "GPU/Common/PostShader.h"
#include "android/jni/TestRunner.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
#pragma warning(disable:4091) // workaround bug in VS2015 headers
#include "Windows/MainWindow.h"
#include <shlobj.h>
#include "Windows/W32Util/ShellUtil.h"
#endif
GameSettingsScreen::GameSettingsScreen(const Path &gamePath, std::string gameID, bool editThenRestore)
: UIDialogScreenWithGameBackground(gamePath), gameID_(gameID), enableReports_(false), editThenRestore_(editThenRestore) {
lastVertical_ = UseVerticalLayout();
prevInflightFrames_ = g_Config.iInflightFrames;
}
bool GameSettingsScreen::UseVerticalLayout() const {
return dp_yres > dp_xres * 1.1f;
}
// This needs before run CheckGPUFeatures()
// TODO: Remove this if fix the issue
bool CheckSupportShaderTessellationGLES() {
#if PPSSPP_PLATFORM(UWP)
return true;
#else
// TODO: Make work with non-GL backends
int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation
bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float;
bool hasTexelFetch = gl_extensions.GLES3 || (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 3, 0)) || gl_extensions.EXT_gpu_shader4;
return vertexTexture && textureFloat && hasTexelFetch;
#endif
}
bool DoesBackendSupportHWTess() {
switch (GetGPUBackend()) {
case GPUBackend::OPENGL:
return CheckSupportShaderTessellationGLES();
case GPUBackend::VULKAN:
case GPUBackend::DIRECT3D11:
return true;
default:
return false;
}
}
static bool UsingHardwareTextureScaling() {
// For now, Vulkan only.
return g_Config.bTexHardwareScaling && GetGPUBackend() == GPUBackend::VULKAN && !g_Config.bSoftwareRendering;
}
static std::string TextureTranslateName(const char *value) {
auto ps = GetI18NCategory("TextureShaders");
const TextureShaderInfo *info = GetTextureShaderInfo(value);
if (info) {
return ps->T(value, info ? info->name.c_str() : value);
} else {
return value;
}
}
static std::string PostShaderTranslateName(const char *value) {
auto ps = GetI18NCategory("PostShaders");
const ShaderInfo *info = GetPostShaderInfo(value);
if (info) {
return ps->T(value, info ? info->name.c_str() : value);
} else {
return value;
}
}
static std::string *GPUDeviceNameSetting() {
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN) {
return &g_Config.sVulkanDevice;
}
#ifdef _WIN32
if (g_Config.iGPUBackend == (int)GPUBackend::DIRECT3D11) {
return &g_Config.sD3D11Device;
}
#endif
return nullptr;
}
void GameSettingsScreen::CreateViews() {
ReloadAllPostShaderInfo();
if (editThenRestore_) {
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
g_Config.loadGameConfig(gameID_, info->GetTitle());
}
iAlternateSpeedPercent1_ = g_Config.iFpsLimit1 < 0 ? -1 : (g_Config.iFpsLimit1 * 100) / 60;
iAlternateSpeedPercent2_ = g_Config.iFpsLimit2 < 0 ? -1 : (g_Config.iFpsLimit2 * 100) / 60;
bool vertical = UseVerticalLayout();
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
auto di = GetI18NCategory("Dialog");
auto gr = GetI18NCategory("Graphics");
auto co = GetI18NCategory("Controls");
auto a = GetI18NCategory("Audio");
auto sa = GetI18NCategory("Savedata");
auto sy = GetI18NCategory("System");
auto n = GetI18NCategory("Networking");
auto ms = GetI18NCategory("MainSettings");
auto dev = GetI18NCategory("Developer");
auto ri = GetI18NCategory("RemoteISO");
auto ps = GetI18NCategory("PostShaders");
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
TabHolder *tabHolder;
if (vertical) {
LinearLayout *verticalLayout = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
tabHolder = new TabHolder(ORIENT_HORIZONTAL, 200, new LinearLayoutParams(1.0f));
verticalLayout->Add(tabHolder);
verticalLayout->Add(new Choice(di->T("Back"), "", false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 0.0f, Margins(0))))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
root_->Add(verticalLayout);
} else {
tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
root_->Add(tabHolder);
AddStandardBack(root_);
}
tabHolder->SetTag("GameSettings");
root_->SetDefaultFocusView(tabHolder);
float leftSide = 40.0f;
if (!vertical) {
leftSide += 200.0f;
}
settingInfo_ = new SettingInfoMessage(ALIGN_CENTER | FLAG_WRAP_TEXT, new AnchorLayoutParams(dp_xres - leftSide - 40.0f, WRAP_CONTENT, leftSide, dp_yres - 80.0f - 40.0f, NONE, NONE));
settingInfo_->SetBottomCutoff(dp_yres - 200.0f);
root_->Add(settingInfo_);
// TODO: These currently point to global settings, not game specific ones.
// Graphics
ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
graphicsSettingsScroll->SetTag("GameSettingsGraphics");
LinearLayout *graphicsSettings = new LinearLayoutList(ORIENT_VERTICAL);
graphicsSettings->SetSpacing(0);
graphicsSettingsScroll->Add(graphicsSettings);
tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);
graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode")));
#if !PPSSPP_PLATFORM(UWP)
static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan" };
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, (int)GPUBackend::OPENGL, ARRAY_SIZE(renderingBackend), gr->GetName(), screenManager()));
renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
if (!g_Config.IsBackendEnabled(GPUBackend::OPENGL))
renderingBackendChoice->HideChoice((int)GPUBackend::OPENGL);
if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D9))
renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D9);
if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D11))
renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D11);
if (!g_Config.IsBackendEnabled(GPUBackend::VULKAN))
renderingBackendChoice->HideChoice((int)GPUBackend::VULKAN);
if (!IsFirstInstance()) {
// If we're not the first instance, can't save the setting, and it requires a restart, so...
renderingBackendChoice->SetEnabled(false);
}
#endif
Draw::DrawContext *draw = screenManager()->getDrawContext();
// Backends that don't allow a device choice will only expose one device.
if (draw->GetDeviceList().size() > 1) {
std::string *deviceNameSetting = GPUDeviceNameSetting();
if (deviceNameSetting) {
PopupMultiChoiceDynamic *deviceChoice = graphicsSettings->Add(new PopupMultiChoiceDynamic(deviceNameSetting, gr->T("Device"), draw->GetDeviceList(), nullptr, screenManager()));
deviceChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingDevice);
}
}
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering" };
PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gr->GetName(), screenManager()));
renderingModeChoice->OnChoice.Add([=](EventParams &e) {
switch (g_Config.iRenderingMode) {
case FB_NON_BUFFERED_MODE:
settingInfo_->Show(gr->T("RenderingMode NonBuffered Tip", "Faster, but graphics may be missing in some games"), e.v);
break;
case FB_BUFFERED_MODE:
break;
}
return UI::EVENT_CONTINUE;
});
renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer")));
blockTransfer->OnClick.Add([=](EventParams &e) {
if (!g_Config.bBlockTransferGPU)
settingInfo_->Show(gr->T("BlockTransfer Tip", "Some games require this to be On for correct graphics"), e.v);
return UI::EVENT_CONTINUE;
});
blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
bool showSoftGPU = true;
#ifdef MOBILE_DEVICE
// On Android, only show the software rendering setting if it's already enabled.
// Can still be turned on through INI file editing.
showSoftGPU = g_Config.bSoftwareRendering;
#endif
if (showSoftGPU) {
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (slow)")));
softwareGPU->OnClick.Add([=](EventParams &e) {
if (g_Config.bSoftwareRendering)
settingInfo_->Show(gr->T("SoftGPU Tip", "Currently VERY slow"), e.v);
return UI::EVENT_CONTINUE;
});
softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering);
softwareGPU->SetEnabled(!PSP_IsInited());
}
graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gr->GetName(), screenManager()));
static const char *frameSkipType[] = {"Number of Frames", "Percent of FPS"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkipType, gr->T("Frame Skipping Type"), frameSkipType, 0, ARRAY_SIZE(frameSkipType), gr->GetName(), screenManager()));
frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip")));
frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
PopupSliderChoice *altSpeed1 = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent1_, 0, 1000, gr->T("Alternative Speed", "Alternative speed"), 5, screenManager(), gr->T("%, 0:unlimited")));
altSpeed1->SetFormat("%i%%");
altSpeed1->SetZeroLabel(gr->T("Unlimited"));
altSpeed1->SetNegativeDisable(gr->T("Disabled"));
PopupSliderChoice *altSpeed2 = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent2_, 0, 1000, gr->T("Alternative Speed 2", "Alternative speed 2 (in %, 0 = unlimited)"), 5, screenManager(), gr->T("%, 0:unlimited")));
altSpeed2->SetFormat("%i%%");
altSpeed2->SetZeroLabel(gr->T("Unlimited"));
altSpeed2->SetNegativeDisable(gr->T("Disabled"));
graphicsSettings->Add(new ItemHeader(gr->T("Postprocessing effect")));
std::set<std::string> alreadyAddedShader;
for (int i = 0; i < 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];
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&shaderNames_[i], StringFromFormat("%s #%d", gr->T("Postprocessing Shader"), i + 1), &PostShaderTranslateName));
postProcChoice_->OnClick.Add([=](EventParams &e) {
auto gr = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"), i);
procScreen->OnChoice.Handle(this, &GameSettingsScreen::OnPostProcShaderChange);
if (e.v)
procScreen->SetPopupOrigin(e.v);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
});
postProcChoice_->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
});
// No need for settings on the last one.
if (i == g_Config.vPostShaderNames.size())
continue;
auto 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);
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
auto &setting = shaderInfo->settings[i];
if (!setting.name.empty()) {
auto &value = g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderInfo->section.c_str(), i + 1)];
if (duplicated) {
auto sliderName = StringFromFormat("%s %s", ps->T(setting.name), ps->T("(duplicated setting, previous slider will be used)"));
PopupSliderChoiceFloat *settingValue = graphicsSettings->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, sliderName, setting.step, screenManager()));
settingValue->SetEnabled(false);
} else {
PopupSliderChoiceFloat *settingValue = graphicsSettings->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
settingValue->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
});
}
}
}
}
}
graphicsSettings->Add(new ItemHeader(gr->T("Screen layout")));
#if !defined(MOBILE_DEVICE)
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) {
CheckBox *fullscreenMulti = new CheckBox(&g_Config.bFullScreenMulti, gr->T("Use all displays"));
fullscreenMulti->SetEnabledPtr(&g_Config.bFullScreen);
graphicsSettings->Add(fullscreenMulti)->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
}
#endif
// Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc.
displayEditor_ = graphicsSettings->Add(new Choice(gr->T("Display layout editor")));
displayEditor_->OnClick.Handle(this, &GameSettingsScreen::OnDisplayLayoutEditor);
#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)) {
graphicsSettings->Add(new CheckBox(&g_Config.bIgnoreScreenInsets, gr->T("Ignore camera notch when centering")));
}
// Hide Immersive Mode on pre-kitkat Android
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
// Let's reuse the Fullscreen translation string from desktop.
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
}
#endif
graphicsSettings->Add(new ItemHeader(gr->T("Performance")));
static const char *internalResolutions[] = { "Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP", "6x PSP", "7x PSP", "8x PSP", "9x PSP", "10x PSP" };
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gr->GetName(), screenManager()));
resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
resolutionChoice_->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
});
#if PPSSPP_PLATFORM(ANDROID)
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_TV) {
static const char *deviceResolutions[] = { "Native device resolution", "Auto (same as Rendering)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
int max_res_temp = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 2;
if (max_res_temp == 3)
max_res_temp = 4; // At least allow 2x
int max_res = std::min(max_res_temp, (int)ARRAY_SIZE(deviceResolutions));
UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gr->T("Display Resolution (HW scaler)"), deviceResolutions, 0, max_res, gr->GetName(), screenManager()));
hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange); // To refresh the display mode
}
#endif
#if !(PPSSPP_PLATFORM(ANDROID) || defined(USING_QT_UI) || PPSSPP_PLATFORM(UWP) || PPSSPP_PLATFORM(IOS))
CheckBox *vSync = graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gr->T("VSync")));
vSync->OnClick.Add([=](EventParams &e) {
NativeResized();
return UI::EVENT_CONTINUE;
});
#endif
CheckBox *frameDuplication = graphicsSettings->Add(new CheckBox(&g_Config.bRenderDuplicateFrames, gr->T("Render duplicate frames to 60hz")));
frameDuplication->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("RenderDuplicateFrames Tip", "Can make framerate smoother in games that run at lower framerates"), e.v);
return UI::EVENT_CONTINUE;
});
frameDuplication->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && g_Config.iFrameSkip == 0;
});
if (GetGPUBackend() == GPUBackend::VULKAN || GetGPUBackend() == GPUBackend::OPENGL) {
static const char *bufferOptions[] = { "No buffer", "Up to 1", "Up to 2" };
PopupMultiChoice *inflightChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInflightFrames, gr->T("Buffer graphics commands (faster, input lag)"), bufferOptions, 0, ARRAY_SIZE(bufferOptions), gr->GetName(), screenManager()));
inflightChoice->OnChoice.Handle(this, &GameSettingsScreen::OnInflightFramesChoice);
}
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
swSkin->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("SoftwareSkinning Tip", "Combine skinned model draws on the CPU, faster in most games"), e.v);
return UI::EVENT_CONTINUE;
});
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
vtxCache->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("VertexCache Tip", "Faster, but may cause temporary flicker"), e.v);
return UI::EVENT_CONTINUE;
});
vtxCache->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
});
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)")));
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gr->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));
texSecondary_->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("RetainChangedTextures Tip", "Makes many games slower, but some games a lot faster"), e.v);
return UI::EVENT_CONTINUE;
});
texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gr->T("Disable slower effects (speedup)")));
framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
// Seems solid, so we hide the setting.
/*CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT")));
if (PSP_IsInited()) {
vtxJit->SetEnabled(false);
}*/
static const char *quality[] = { "Low", "Medium", "High" };
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager()));
beziersChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iSplineBezierQuality != 0) {
settingInfo_->Show(gr->T("LowCurves Tip", "Only used by some games, controls smoothness of curves"), e.v);
}
return UI::EVENT_CONTINUE;
});
CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation")));
tessellationHW->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves"), e.v);
return UI::EVENT_CONTINUE;
});
tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
tessellationHW->SetEnabledPtr(&tessHWEnable_);
// In case we're going to add few other antialiasing option like MSAA in the future.
// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gr->T("FXAA")));
graphicsSettings->Add(new ItemHeader(gr->T("Texture Scaling")));
#ifndef MOBILE_DEVICE
static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x", "4x", "5x"};
#else
static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x"};
#endif
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, ARRAY_SIZE(texScaleLevels), gr->GetName(), screenManager()));
// TODO: Better check? When it won't work, it scales down anyway.
if (!gl_extensions.OES_texture_npot && GetGPUBackend() == GPUBackend::OPENGL) {
texScalingChoice->HideChoice(3); // 3x
texScalingChoice->HideChoice(5); // 5x
}
texScalingChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iTexScalingLevel != 1 && !UsingHardwareTextureScaling()) {
settingInfo_->Show(gr->T("UpscaleLevel Tip", "CPU heavy - some scaling may be delayed to avoid stutter"), e.v);
}
return UI::EVENT_CONTINUE;
});
texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gr->GetName(), screenManager()));
texScalingType->SetEnabledFunc([]() {
return !g_Config.bSoftwareRendering && !UsingHardwareTextureScaling();
});
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
deposterize->OnClick.Add([=](EventParams &e) {
if (g_Config.bTexDeposterize == true) {
settingInfo_->Show(gr->T("Deposterize Tip", "Fixes visual banding glitches in upscaled textures"), e.v);
}
return UI::EVENT_CONTINUE;
});
deposterize->SetEnabledFunc([]() {
return !g_Config.bSoftwareRendering && !UsingHardwareTextureScaling();
});
ChoiceWithValueDisplay *textureShaderChoice = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sTextureShaderName, gr->T("Texture Shader"), &TextureTranslateName));
textureShaderChoice->OnClick.Handle(this, &GameSettingsScreen::OnTextureShader);
textureShaderChoice->SetEnabledFunc([]() {
return GetGPUBackend() == GPUBackend::VULKAN && !g_Config.bSoftwareRendering;
});
graphicsSettings->Add(new ItemHeader(gr->T("Texture Filtering")));
static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gr->GetName(), screenManager()));
anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texFilters[] = { "Auto", "Nearest", "Linear" };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager()));
static const char *bufFilters[] = { "Linear", "Nearest", };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
#if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS)
bool showCardboardSettings = true;
#else
// If you enabled it through the ini, you can see this. Useful for testing.
bool showCardboardSettings = g_Config.bEnableCardboardVR;
#endif
if (showCardboardSettings) {
graphicsSettings->Add(new ItemHeader(gr->T("Cardboard VR Settings", "Cardboard VR Settings")));
graphicsSettings->Add(new CheckBox(&g_Config.bEnableCardboardVR, gr->T("Enable Cardboard VR", "Enable Cardboard VR")));
PopupSliderChoice *cardboardScreenSize = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardScreenSize, 30, 100, gr->T("Cardboard Screen Size", "Screen Size (in % of the viewport)"), 1, screenManager(), gr->T("% of viewport")));
cardboardScreenSize->SetEnabledPtr(&g_Config.bEnableCardboardVR);
PopupSliderChoice *cardboardXShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardXShift, -100, 100, gr->T("Cardboard Screen X Shift", "X Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void")));
cardboardXShift->SetEnabledPtr(&g_Config.bEnableCardboardVR);
PopupSliderChoice *cardboardYShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardYShift, -100, 100, gr->T("Cardboard Screen Y Shift", "Y Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void")));
cardboardYShift->SetEnabledPtr(&g_Config.bEnableCardboardVR);
}
std::vector<std::string> cameraList = Camera::getDeviceList();
if (cameraList.size() >= 1) {
graphicsSettings->Add(new ItemHeader(gr->T("Camera")));
PopupMultiChoiceDynamic *cameraChoice = graphicsSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sCameraDevice, gr->T("Camera Device"), cameraList, nullptr, screenManager()));
cameraChoice->OnChoice.Handle(this, &GameSettingsScreen::OnCameraDeviceChange);
}
graphicsSettings->Add(new ItemHeader(gr->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr->GetName(), screenManager()));
bloomHack->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.iInternalResolution != 1;
});
graphicsSettings->Add(new ItemHeader(gr->T("Overlay Information")));
static const char *fpsChoices[] = { "None", "Speed", "FPS", "Both" };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gr->GetName(), screenManager()));
graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
// Developer tools are not accessible ingame, so it goes here.
graphicsSettings->Add(new ItemHeader(gr->T("Debugging")));
Choice *dump = graphicsSettings->Add(new Choice(gr->T("Dump next frame to log")));
dump->OnClick.Handle(this, &GameSettingsScreen::OnDumpNextFrameToLog);
if (!PSP_IsInited())
dump->SetEnabled(false);
// Audio
ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
audioSettingsScroll->SetTag("GameSettingsAudio");
LinearLayout *audioSettings = new LinearLayoutList(ORIENT_VERTICAL);
audioSettings->SetSpacing(0);
audioSettingsScroll->Add(audioSettings);
tabHolder->AddTab(ms->T("Audio"), audioSettingsScroll);
audioSettings->Add(new ItemHeader(ms->T("Audio")));
audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
PopupSliderChoice *volume = audioSettings->Add(new PopupSliderChoice(&g_Config.iGlobalVolume, VOLUME_OFF, VOLUME_MAX, a->T("Global volume"), screenManager()));
volume->SetEnabledPtr(&g_Config.bEnableSound);
volume->SetZeroLabel(a->T("Mute"));
PopupSliderChoice *altVolume = audioSettings->Add(new PopupSliderChoice(&g_Config.iAltSpeedVolume, VOLUME_OFF, VOLUME_MAX, a->T("Alternate speed volume"), screenManager()));
altVolume->SetEnabledPtr(&g_Config.bEnableSound);
altVolume->SetZeroLabel(a->T("Mute"));
altVolume->SetNegativeDisable(a->T("Use global volume"));
// Hide the backend selector in UWP builds (we only support XAudio2 there).
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
if (IsVistaOrHigher()) {
static const char *backend[] = { "Auto", "DSound (compatible)", "WASAPI (fast)" };
PopupMultiChoice *audioBackend = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioBackend, a->T("Audio backend", "Audio backend (restart req.)"), backend, 0, ARRAY_SIZE(backend), a->GetName(), screenManager()));
audioBackend->SetEnabledPtr(&g_Config.bEnableSound);
}
#endif
std::vector<std::string> micList = Microphone::getDeviceList();
if (!micList.empty()) {
audioSettings->Add(new ItemHeader(a->T("Microphone")));
PopupMultiChoiceDynamic *MicChoice = audioSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sMicDevice, a->T("Microphone Device"), micList, nullptr, screenManager()));
MicChoice->OnChoice.Handle(this, &GameSettingsScreen::OnMicDeviceChange);
}
#if defined(SDL)
std::vector<std::string> audioDeviceList;
SplitString(System_GetProperty(SYSPROP_AUDIO_DEVICE_LIST), '\0', audioDeviceList);
audioDeviceList.insert(audioDeviceList.begin(), a->T("Auto"));
PopupMultiChoiceDynamic *audioDevice = audioSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sAudioDevice, a->T("Device"), audioDeviceList, nullptr, screenManager()));
audioDevice->OnChoice.Handle(this, &GameSettingsScreen::OnAudioDevice);
audioSettings->Add(new CheckBox(&g_Config.bAutoAudioDevice, a->T("Switch on new audio device")));
#endif
#if defined(__ANDROID__)
CheckBox *extraAudio = audioSettings->Add(new CheckBox(&g_Config.bExtraAudioBuffering, a->T("AudioBufferingForBluetooth", "Bluetooth-friendly buffer (slower)")));
extraAudio->SetEnabledPtr(&g_Config.bEnableSound);
#endif
// Control
ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
controlsSettingsScroll->SetTag("GameSettingsControls");
LinearLayout *controlsSettings = new LinearLayoutList(ORIENT_VERTICAL);
controlsSettings->SetSpacing(0);
controlsSettingsScroll->Add(controlsSettings);
tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
controlsSettings->Add(new ItemHeader(ms->T("Controls")));
controlsSettings->Add(new Choice(co->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
#if defined(USING_WIN_UI)
controlsSettings->Add(new CheckBox(&g_Config.bSystemControls, co->T("Enable standard shortcut keys")));
controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, co->T("Ignore gamepads when not focused")));
#endif
#if defined(MOBILE_DEVICE)
controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, co->T("HapticFeedback", "Haptic Feedback (vibration)")));
static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons", "L/R Trigger Buttons" };
controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, co->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), co->GetName(), screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange);
Choice *customizeTilt = controlsSettings->Add(new Choice(co->T("Customize tilt")));
customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCustomize);
customizeTilt->SetEnabledFunc([] {
return g_Config.iTiltInputType != 0;
});
#endif
// TVs don't have touch control, at least not yet.
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_TV) {
controlsSettings->Add(new ItemHeader(co->T("OnScreen", "On-Screen Touch Controls")));
controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, co->T("OnScreen", "On-Screen Touch Controls")));
layoutEditorChoice_ = controlsSettings->Add(new Choice(co->T("Custom layout...")));
layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
// Re-centers itself to the touch location on touch-down.
CheckBox *floatingAnalog = controlsSettings->Add(new CheckBox(&g_Config.bAutoCenterTouchAnalog, co->T("Auto-centering analog stick")));
floatingAnalog->SetEnabledPtr(&g_Config.bShowTouchControls);
// Combo key setup
Choice *comboKey = controlsSettings->Add(new Choice(co->T("Combo Key Setup")));
comboKey->OnClick.Handle(this, &GameSettingsScreen::OnComboKey);
comboKey->SetEnabledPtr(&g_Config.bShowTouchControls);
// On non iOS systems, offer to let the user see this button.
// Some Windows touch devices don't have a back button or other button to call up the menu.
if (System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON)) {
CheckBox *enablePauseBtn = controlsSettings->Add(new CheckBox(&g_Config.bShowTouchPause, co->T("Show Touch Pause Menu Button")));
// Don't allow the user to disable it once in-game, so they can't lock themselves out of the menu.
if (!PSP_IsInited()) {
enablePauseBtn->SetEnabledPtr(&g_Config.bShowTouchControls);
} else {
enablePauseBtn->SetEnabled(false);
}
}
CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, co->T("Disable D-Pad diagonals (4-way touch)")));
disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls);
PopupSliderChoice *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, co->T("Button Opacity"), screenManager(), "%"));
opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
opacity->SetFormat("%i%%");
PopupSliderChoice *autoHide = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonHideSeconds, 0, 300, co->T("Auto-hide buttons after seconds"), screenManager(), co->T("seconds, 0 : off")));
autoHide->SetEnabledPtr(&g_Config.bShowTouchControls);
autoHide->SetFormat("%is");
autoHide->SetZeroLabel(co->T("Off"));
static const char *touchControlStyles[] = {"Classic", "Thin borders", "Glowing borders"};
View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), co->GetName(), screenManager()));
style->SetEnabledPtr(&g_Config.bShowTouchControls);
}
#ifdef _WIN32
static const char *inverseDeadzoneModes[] = { "Off", "X", "Y", "X + Y" };
controlsSettings->Add(new ItemHeader(co->T("DInput Analog Settings", "DInput Analog Settings")));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), 0.01f, screenManager(), "x"));
controlsSettings->Add(new ItemHeader(co->T("XInput Analog Settings", "XInput Analog Settings")));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), 0.01f, screenManager(), "x"));
#else
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Axis Sensitivity", "Analog Axis Sensitivity"), 0.01f, screenManager(), "x"));
#endif
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogAutoRotSpeed, 0.0f, 25.0f, co->T("Analog auto-rotation speed"), 1.0f, screenManager()));
controlsSettings->Add(new ItemHeader(co->T("Keyboard", "Keyboard Control Settings")));
#if defined(USING_WIN_UI)
controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, co->T("Ignore Windows Key")));
#endif // #if defined(USING_WIN_UI)
auto analogLimiter = new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, co->T("Analog Limiter"), 0.10f, screenManager(), "/ 1.0");
controlsSettings->Add(analogLimiter);
analogLimiter->OnChange.Add([=](EventParams &e) {
settingInfo_->Show(co->T("AnalogLimiter Tip", "When the analog limiter button is pressed"), e.v);
return UI::EVENT_CONTINUE;
});
#if defined(USING_WIN_UI) || defined(SDL)
controlsSettings->Add(new ItemHeader(co->T("Mouse", "Mouse settings")));
CheckBox *mouseControl = controlsSettings->Add(new CheckBox(&g_Config.bMouseControl, co->T("Use Mouse Control")));
mouseControl->OnClick.Add([=](EventParams &e) {
if(g_Config.bMouseControl)
settingInfo_->Show(co->T("MouseControl Tip", "You can now map mouse in control mapping screen by pressing the 'M' icon."), e.v);
return UI::EVENT_CONTINUE;
});
controlsSettings->Add(new CheckBox(&g_Config.bMouseConfine, co->T("Confine Mouse", "Trap mouse within window/display area")))->SetEnabledPtr(&g_Config.bMouseControl);
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSensitivity, 0.01f, 1.0f, co->T("Mouse sensitivity"), 0.01f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSmoothing, 0.0f, 0.95f, co->T("Mouse smoothing"), 0.05f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
#endif
ViewGroup *networkingSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
networkingSettingsScroll->SetTag("GameSettingsNetworking");
LinearLayout *networkingSettings = new LinearLayoutList(ORIENT_VERTICAL);
networkingSettings->SetSpacing(0);
networkingSettingsScroll->Add(networkingSettings);
tabHolder->AddTab(ms->T("Networking"), networkingSettingsScroll);
networkingSettings->Add(new ItemHeader(ms->T("Networking")));
networkingSettings->Add(new Choice(n->T("Adhoc Multiplayer forum")))->OnClick.Handle(this, &GameSettingsScreen::OnAdhocGuides);
networkingSettings->Add(new CheckBox(&g_Config.bEnableWlan, n->T("Enable networking", "Enable networking/wlan (beta)")));
networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sMACAddress, n->T("Change Mac Address"), (const char*)nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeMacAddress);
static const char* wlanChannels[] = { "Auto", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11" };
auto wlanChannelChoice = networkingSettings->Add(new PopupMultiChoice(&g_Config.iWlanAdhocChannel, n->T("WLAN Channel"), wlanChannels, 0, ARRAY_SIZE(wlanChannels), n->GetName(), screenManager()));
for (int i = 0; i < 4; i++) {
wlanChannelChoice->HideChoice(i + 2);
wlanChannelChoice->HideChoice(i + 7);
}
networkingSettings->Add(new CheckBox(&g_Config.bDiscordPresence, n->T("Send Discord Presence information")));
networkingSettings->Add(new ItemHeader(n->T("AdHoc Server")));
networkingSettings->Add(new CheckBox(&g_Config.bEnableAdhocServer, n->T("Enable built-in PRO Adhoc Server", "Enable built-in PRO Adhoc Server")));
networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.proAdhocServer, n->T("Change proAdhocServer Address", "Change proAdhocServer Address (localhost = multiple instance)"), (const char*)nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeproAdhocServerAddress);
networkingSettings->Add(new ItemHeader(n->T("UPnP (port-forwarding)")));
networkingSettings->Add(new CheckBox(&g_Config.bEnableUPnP, n->T("Enable UPnP", "Enable UPnP (need a few seconds to detect)")));
networkingSettings->Add(new CheckBox(&g_Config.bUPnPUseOriginalPort, n->T("UPnP use original port", "UPnP use original port (Enabled = PSP compatibility)")))->SetEnabledPtr(&g_Config.bEnableUPnP);
networkingSettings->Add(new ItemHeader(n->T("Chat")));
networkingSettings->Add(new CheckBox(&g_Config.bEnableNetworkChat, n->T("Enable network chat", "Enable network chat")));
static const char *chatButtonPositions[] = { "Bottom Left", "Bottom Center", "Bottom Right", "Top Left", "Top Center", "Top Right", "Center Left", "Center Right" };
networkingSettings->Add(new PopupMultiChoice(&g_Config.iChatButtonPosition, n->T("Chat Button Position"), chatButtonPositions, 0, ARRAY_SIZE(chatButtonPositions), n->GetName(), screenManager()))->SetEnabledPtr(&g_Config.bEnableNetworkChat);
static const char *chatScreenPositions[] = { "Bottom Left", "Bottom Center", "Bottom Right", "Top Left", "Top Center", "Top Right" };
networkingSettings->Add(new PopupMultiChoice(&g_Config.iChatScreenPosition, n->T("Chat Screen Position"), chatScreenPositions, 0, ARRAY_SIZE(chatScreenPositions), n->GetName(), screenManager()))->SetEnabledPtr(&g_Config.bEnableNetworkChat);
networkingSettings->Add(new ItemHeader(n->T("QuickChat", "Quick Chat")));
networkingSettings->Add(new CheckBox(&g_Config.bEnableQuickChat, n->T("EnableQuickChat", "Enable Quick Chat")));
#if !defined(MOBILE_DEVICE) && !defined(USING_QT_UI) // TODO: Add all platforms where KEY_CHAR support is added
PopupTextInputChoice *qc1 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat0, n->T("Quick Chat 1"), "", 32, screenManager()));
qc1->SetEnabledPtr(&g_Config.bEnableQuickChat);
PopupTextInputChoice *qc2 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat1, n->T("Quick Chat 2"), "", 32, screenManager()));
qc2->SetEnabledPtr(&g_Config.bEnableQuickChat);
PopupTextInputChoice *qc3 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat2, n->T("Quick Chat 3"), "", 32, screenManager()));
qc3->SetEnabledPtr(&g_Config.bEnableQuickChat);
PopupTextInputChoice *qc4 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat3, n->T("Quick Chat 4"), "", 32, screenManager()));
qc4->SetEnabledPtr(&g_Config.bEnableQuickChat);
PopupTextInputChoice *qc5 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat4, n->T("Quick Chat 5"), "", 32, screenManager()));
qc5->SetEnabledPtr(&g_Config.bEnableQuickChat);
#elif defined(USING_QT_UI)
Choice *qc1 = networkingSettings->Add(new Choice(n->T("Quick Chat 1")));
qc1->SetEnabledPtr(&g_Config.bEnableQuickChat);
qc1->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat0);
Choice *qc2 = networkingSettings->Add(new Choice(n->T("Quick Chat 2")));
qc2->SetEnabledPtr(&g_Config.bEnableQuickChat);
qc2->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat1);
Choice *qc3 = networkingSettings->Add(new Choice(n->T("Quick Chat 3")));
qc3->SetEnabledPtr(&g_Config.bEnableQuickChat);
qc3->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat2);
Choice *qc4 = networkingSettings->Add(new Choice(n->T("Quick Chat 4")));
qc4->SetEnabledPtr(&g_Config.bEnableQuickChat);
qc4->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat3);
Choice *qc5 = networkingSettings->Add(new Choice(n->T("Quick Chat 5")));
qc5->SetEnabledPtr(&g_Config.bEnableQuickChat);
qc5->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat4);
#elif defined(__ANDROID__)
ChoiceWithValueDisplay *qc1 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat0, n->T("Quick Chat 1"), (const char *)nullptr));
qc1->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat0);
qc1->SetEnabledPtr(&g_Config.bEnableQuickChat);
ChoiceWithValueDisplay *qc2 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat1, n->T("Quick Chat 2"), (const char *)nullptr));
qc2->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat1);
qc2->SetEnabledPtr(&g_Config.bEnableQuickChat);
ChoiceWithValueDisplay *qc3 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat2, n->T("Quick Chat 3"), (const char *)nullptr));
qc3->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat2);
qc3->SetEnabledPtr(&g_Config.bEnableQuickChat);
ChoiceWithValueDisplay *qc4 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat3, n->T("Quick Chat 4"), (const char *)nullptr));
qc4->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat3);
qc4->SetEnabledPtr(&g_Config.bEnableQuickChat);
ChoiceWithValueDisplay *qc5 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat4, n->T("Quick Chat 5"), (const char *)nullptr));
qc5->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat4);
qc5->SetEnabledPtr(&g_Config.bEnableQuickChat);
#endif
networkingSettings->Add(new ItemHeader(n->T("Misc", "Misc (default = compatibility)")));
networkingSettings->Add(new PopupSliderChoice(&g_Config.iPortOffset, 0, 60000, n->T("Port offset", "Port offset (0 = PSP compatibility)"), 100, screenManager()));
networkingSettings->Add(new PopupSliderChoice(&g_Config.iMinTimeout, 0, 15000, n->T("Minimum Timeout", "Minimum Timeout (override in ms, 0 = default)"), 50, screenManager()));
networkingSettings->Add(new CheckBox(&g_Config.bForcedFirstConnect, n->T("Forced First Connect", "Forced First Connect (faster Connect)")));
ViewGroup *toolsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
toolsScroll->SetTag("GameSettingsTools");
LinearLayout *tools = new LinearLayoutList(ORIENT_VERTICAL);
tools->SetSpacing(0);
toolsScroll->Add(tools);
tabHolder->AddTab(ms->T("Tools"), toolsScroll);
tools->Add(new ItemHeader(ms->T("Tools")));
// These were moved here so use the wrong translation objects, to avoid having to change all inis... This isn't a sustainable situation :P
tools->Add(new Choice(sa->T("Savedata Manager")))->OnClick.Handle(this, &GameSettingsScreen::OnSavedataManager);
tools->Add(new Choice(dev->T("System Information")))->OnClick.Handle(this, &GameSettingsScreen::OnSysInfo);
tools->Add(new Choice(sy->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);
tools->Add(new Choice(ri->T("Remote disc streaming")))->OnClick.Handle(this, &GameSettingsScreen::OnRemoteISO);
// System
ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
systemSettingsScroll->SetTag("GameSettingsSystem");
LinearLayout *systemSettings = new LinearLayoutList(ORIENT_VERTICAL);
systemSettings->SetSpacing(0);
systemSettingsScroll->Add(systemSettings);
tabHolder->AddTab(ms->T("System"), systemSettingsScroll);
systemSettings->Add(new ItemHeader(sy->T("UI")));
systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);
systemSettings->Add(new CheckBox(&g_Config.bUISound, sy->T("UI Sound")));
const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png";
const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg";
if (File::Exists(bgPng) || File::Exists(bgJpg)) {
backgroundChoice_ = systemSettings->Add(new Choice(sy->T("Clear UI background")));
} else if (System_GetPropertyBool(SYSPROP_HAS_IMAGE_BROWSER)) {
backgroundChoice_ = systemSettings->Add(new Choice(sy->T("Set UI background...")));
} else {
backgroundChoice_ = nullptr;
}
if (backgroundChoice_ != nullptr) {
backgroundChoice_->OnClick.Handle(this, &GameSettingsScreen::OnChangeBackground);
}
static const char *backgroundAnimations[] = { "No animation", "Floating symbols", "Recent games" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iBackgroundAnimation, sy->T("UI background animation"), backgroundAnimations, 0, ARRAY_SIZE(backgroundAnimations), sy->GetName(), screenManager()));
systemSettings->Add(new ItemHeader(sy->T("Help the PPSSPP team")));
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_ = new CheckBox(&enableReports_, sy->T("Enable Compatibility Server Reports"));
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
systemSettings->Add(enableReportsCheckbox_);
systemSettings->Add(new ItemHeader(sy->T("Emulation")));
systemSettings->Add(new CheckBox(&g_Config.bFastMemory, sy->T("Fast Memory", "Fast Memory (Unstable)")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
systemSettings->Add(new CheckBox(&g_Config.bIgnoreBadMemAccess, sy->T("Ignore bad memory accesses")));
systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, sy->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" };
View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy->GetName(), screenManager()));
ioTimingMethod->SetEnabledPtr(&g_Config.bSeparateIOThread);
systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")));
PopupSliderChoice *lockedMhz = systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (unstable)"), screenManager(), sy->T("MHz, 0:default")));
lockedMhz->OnChange.Add([&](UI::EventParams &) {
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
return UI::EVENT_CONTINUE;
});
lockedMhz->SetZeroLabel(sy->T("Auto"));
PopupSliderChoice *rewindFreq = systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindFlipFrequency, 0, 1800, sy->T("Rewind Snapshot Frequency", "Rewind Snapshot Frequency (mem hog)"), screenManager(), sy->T("frames, 0:off")));
rewindFreq->SetZeroLabel(sy->T("Off"));
systemSettings->Add(new CheckBox(&g_Config.bMemStickInserted, sy->T("Memory Stick inserted")));
systemSettings->Add(new PopupSliderChoice(&g_Config.iMemStickSizeGB, 1, 32, sy->T("Change Memory Stick Size", "Change Memory Stick Size(GB)"), screenManager(), "GB"));
systemSettings->Add(new ItemHeader(sy->T("General")));
#if PPSSPP_PLATFORM(ANDROID)
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
static const char *screenRotation[] = {"Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed", "Landscape Auto"};
PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, co->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), co->GetName(), screenManager()));
rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation);
if (System_GetPropertyBool(SYSPROP_SUPPORTS_SUSTAINED_PERF_MODE)) {
systemSettings->Add(new CheckBox(&g_Config.bSustainedPerformanceMode, sy->T("Sustained performance mode")))->OnClick.Handle(this, &GameSettingsScreen::OnSustainedPerformanceModeChange);
}
}
#endif
systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, sy->T("VersionCheck", "Check for new versions of PPSSPP")));
systemSettings->Add(new Choice(sy->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings);
systemSettings->Add(new CheckBox(&g_Config.bEnableStateUndo, sy->T("Savestate slot backups")));
static const char *autoLoadSaveStateChoices[] = { "Off", "Oldest Save", "Newest Save", "Slot 1", "Slot 2", "Slot 3", "Slot 4", "Slot 5" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iAutoLoadSaveState, sy->T("Auto Load Savestate"), autoLoadSaveStateChoices, 0, ARRAY_SIZE(autoLoadSaveStateChoices), sy->GetName(), screenManager()));
#if defined(USING_WIN_UI) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID)
systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, sy->T("Use system native keyboard")));
#endif
#if PPSSPP_PLATFORM(ANDROID)
memstickDisplay_ = g_Config.memStickDirectory.ToVisualString();
auto memstickPath = systemSettings->Add(new ChoiceWithValueDisplay(&memstickDisplay_, sy->T("Change Memory Stick folder"), (const char *)nullptr));
memstickPath->SetEnabled(!PSP_IsInited());
memstickPath->OnClick.Handle(this, &GameSettingsScreen::OnChangeMemStickDir);
#elif defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
SavePathInMyDocumentChoice = systemSettings->Add(new CheckBox(&installed_, sy->T("Save path in My Documents", "Save path in My Documents")));
SavePathInMyDocumentChoice->SetEnabled(!PSP_IsInited());
SavePathInMyDocumentChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathMydoc);
SavePathInOtherChoice = systemSettings->Add(new CheckBox(&otherinstalled_, sy->T("Save path in installed.txt", "Save path in installed.txt")));
SavePathInOtherChoice->SetEnabled(false);
SavePathInOtherChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathOther);
const bool myDocsExists = W32Util::UserDocumentsPath().size() != 0;
const Path &PPSSPPpath = File::GetExeDirectory();
const Path installedFile = PPSSPPpath / "installed.txt";
installed_ = File::Exists(installedFile);
otherinstalled_ = false;
if (!installed_ && myDocsExists) {
if (File::CreateEmptyFile(PPSSPPpath / "installedTEMP.txt")) {
// Disable the setting whether cannot create & delete file
if (!(File::Delete(PPSSPPpath / "installedTEMP.txt")))
SavePathInMyDocumentChoice->SetEnabled(false);
else
SavePathInOtherChoice->SetEnabled(!PSP_IsInited());
} else
SavePathInMyDocumentChoice->SetEnabled(false);
} else {
if (installed_ && myDocsExists) {
FILE *testInstalled = File::OpenCFile(installedFile, "rt");
if (testInstalled) {
char temp[2048];
char *tempStr = fgets(temp, sizeof(temp), testInstalled);
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
if (tempStr && strncmp(tempStr, "\xEF\xBB\xBF", 3) == 0) {
tempStr += 3;
}
SavePathInOtherChoice->SetEnabled(!PSP_IsInited());
if (tempStr && strlen(tempStr) != 0 && strcmp(tempStr, "\n") != 0) {
installed_ = false;
otherinstalled_ = true;
}
fclose(testInstalled);
}
} else if (!myDocsExists) {
SavePathInMyDocumentChoice->SetEnabled(false);
}
}
#endif
#if PPSSPP_ARCH(AMD64)
systemSettings->Add(new CheckBox(&g_Config.bCacheFullIsoInRam, sy->T("Cache ISO in RAM", "Cache full ISO in RAM")))->SetEnabled(!PSP_IsInited());
#endif
systemSettings->Add(new ItemHeader(sy->T("Cheats", "Cheats (experimental, see forums)")));
CheckBox *enableCheats = systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, sy->T("Enable Cheats")));
enableCheats->OnClick.Add([&](UI::EventParams &) {
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
return UI::EVENT_CONTINUE;
});
systemSettings->SetSpacing(0);
systemSettings->Add(new ItemHeader(sy->T("PSP Settings")));
static const char *models[] = {"PSP-1000", "PSP-2000/3000"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, sy->T("PSP Model"), models, 0, ARRAY_SIZE(models), sy->GetName(), screenManager()))->SetEnabled(!PSP_IsInited());
// TODO: Come up with a way to display a keyboard for mobile users,
// so until then, this is Windows/Desktop only.
#if !defined(MOBILE_DEVICE) // TODO: Add all platforms where KEY_CHAR support is added
systemSettings->Add(new PopupTextInputChoice(&g_Config.sNickName, sy->T("Change Nickname"), "", 32, screenManager()));
#elif defined(__ANDROID__)
systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.sNickName, sy->T("Change Nickname"), (const char *)nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#endif
systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, sy->T("Screenshots as PNG")));
#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
systemSettings->Add(new CheckBox(&g_Config.bDumpFrames, sy->T("Record Display")));
systemSettings->Add(new CheckBox(&g_Config.bUseFFV1, sy->T("Use Lossless Video Codec (FFV1)")));
systemSettings->Add(new CheckBox(&g_Config.bDumpVideoOutput, sy->T("Use output buffer (with overlay) for recording")));
systemSettings->Add(new CheckBox(&g_Config.bDumpAudio, sy->T("Record Audio")));
systemSettings->Add(new CheckBox(&g_Config.bSaveLoadResetsAVdumping, sy->T("Reset Recording on Save/Load State")));
#endif
systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, sy->T("Day Light Saving")));
static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, sy->T("Date Format"), dateFormat, 0, 3, sy->GetName(), screenManager()));
static const char *timeFormat[] = { "24HR", "12HR" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 0, 2, sy->GetName(), screenManager()));
static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, sy->T("Confirmation Button"), buttonPref, 0, 2, sy->GetName(), screenManager()));
}
UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {
if (g_Config.bAutoFrameSkip && g_Config.iFrameSkip == 0) {
g_Config.iFrameSkip = 1;
}
if (g_Config.bAutoFrameSkip && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.iRenderingMode = FB_BUFFERED_MODE;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHardwareTransform(UI::EventParams &e) {
tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnScreenRotation(UI::EventParams &e) {
INFO_LOG(SYSTEM, "New display rotation: %d", g_Config.iScreenRotation);
INFO_LOG(SYSTEM, "Sending rotate");
System_SendMessage("rotate", "");
INFO_LOG(SYSTEM, "Got back from rotate");
return UI::EVENT_DONE;
}
void RecreateActivity() {
const int SYSTEM_JELLYBEAN = 16;
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= SYSTEM_JELLYBEAN) {
INFO_LOG(SYSTEM, "Sending recreate");
System_SendMessage("recreate", "");
INFO_LOG(SYSTEM, "Got back from recreate");
} else {
auto gr = GetI18NCategory("Graphics");
System_SendMessage("toast", gr->T("Must Restart", "You must restart PPSSPP for this change to take effect"));
}
}
UI::EventReturn GameSettingsScreen::OnAdhocGuides(UI::EventParams &e) {
LaunchBrowser("https://forums.ppsspp.org/forumdisplay.php?fid=34");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnImmersiveModeChange(UI::EventParams &e) {
System_SendMessage("immersive", "");
if (g_Config.iAndroidHwScale != 0) {
RecreateActivity();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSustainedPerformanceModeChange(UI::EventParams &e) {
System_SendMessage("sustainedPerfMode", "");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
// We do not want to report when rendering mode is Framebuffer to memory - so many issues
// are caused by that (framebuffer copies overwriting display lists, etc).
Reporting::UpdateConfig();
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.bAutoFrameSkip = false;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnJitAffectingSetting(UI::EventParams &e) {
NativeMessageReceived("clear jit", "");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeMemStickDir(UI::EventParams &e) {
screenManager()->push(new MemStickScreen());
return UI::EVENT_DONE;
}
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
UI::EventReturn GameSettingsScreen::OnSavePathMydoc(UI::EventParams &e) {
const Path &PPSSPPpath = File::GetExeDirectory();
const Path installedFile = installedFile / "installed.txt";
installed_ = File::Exists(installedFile);
if (otherinstalled_) {
File::Delete(PPSSPPpath / "installed.txt");
File::CreateEmptyFile(PPSSPPpath / "installed.txt");
otherinstalled_ = false;
const std::string myDocsPath = W32Util::UserDocumentsPath() + "/PPSSPP/";
g_Config.memStickDirectory = Path(myDocsPath);
} else if (installed_) {
File::Delete(PPSSPPpath / "installed.txt");
installed_ = false;
g_Config.memStickDirectory = PPSSPPpath / "memstick";
} else {
FILE *f = File::OpenCFile(PPSSPPpath / "installed.txt", "wb");
if (f) {
fclose(f);
}
const std::string myDocsPath = W32Util::UserDocumentsPath() + "/PPSSPP/";
g_Config.memStickDirectory = Path(myDocsPath);
installed_ = true;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSavePathOther(UI::EventParams &e) {
const Path &PPSSPPpath = File::GetExeDirectory();
if (otherinstalled_) {
auto di = GetI18NCategory("Dialog");
std::string folder = W32Util::BrowseForFolder(MainWindow::GetHWND(), di->T("Choose PPSSPP save folder"));
if (folder.size()) {
g_Config.memStickDirectory = Path(folder);
FILE *f = File::OpenCFile(PPSSPPpath / "installed.txt", "wb");
if (f) {
std::string utfstring("\xEF\xBB\xBF");
utfstring.append(folder);
fwrite(utfstring.c_str(), 1, utfstring.length(), f);
fclose(f);
}
installed_ = false;
}
else
otherinstalled_ = false;
}
else {
File::Delete(PPSSPPpath / "installed.txt");
SavePathInMyDocumentChoice->SetEnabled(true);
otherinstalled_ = false;
installed_ = false;
g_Config.memStickDirectory = PPSSPPpath / "memstick";
}
return UI::EVENT_DONE;
}
#endif
UI::EventReturn GameSettingsScreen::OnChangeBackground(UI::EventParams &e) {
const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png";
const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg";
if (File::Exists(bgPng) || File::Exists(bgJpg)) {
File::Delete(bgPng);
File::Delete(bgJpg);
NativeMessageReceived("bgImage_updated", "");
} else {
if (System_GetPropertyBool(SYSPROP_HAS_IMAGE_BROWSER)) {
System_SendMessage("bgImage_browse", "");
}
}
// Change to a browse or clear button.
RecreateViews();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
System_SendMessage("toggle_fullscreen", g_Config.bFullScreen ? "1" : "0");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDisplayLayoutEditor(UI::EventParams &e) {
screenManager()->push(new DisplayLayoutScreen());
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) {
if (g_Config.iAndroidHwScale == 1) {
RecreateActivity();
}
Reporting::UpdateConfig();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHwScaleChange(UI::EventParams &e) {
RecreateActivity();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDumpNextFrameToLog(UI::EventParams &e) {
if (gpu) {
gpu->DumpNextFrame();
}
return UI::EVENT_DONE;
}
void GameSettingsScreen::update() {
UIScreen::update();
g_Config.iFpsLimit1 = iAlternateSpeedPercent1_ < 0 ? -1 : (iAlternateSpeedPercent1_ * 60) / 100;
g_Config.iFpsLimit2 = iAlternateSpeedPercent2_ < 0 ? -1 : (iAlternateSpeedPercent2_ * 60) / 100;
bool vertical = UseVerticalLayout();
if (vertical != lastVertical_) {
RecreateViews();
lastVertical_ = vertical;
}
}
void GameSettingsScreen::onFinish(DialogResult result) {
if (g_Config.bEnableSound) {
if (PSP_IsInited() && !IsAudioInitialised())
Audio_Init();
}
Reporting::Enable(enableReports_, "report.ppsspp.org");
Reporting::UpdateConfig();
g_Config.Save("GameSettingsScreen::onFinish");
if (editThenRestore_) {
// In case we didn't have the title yet before, try again.
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
g_Config.changeGameSpecific(gameID_, info->GetTitle());
g_Config.unloadGameConfig();
}
host->UpdateUI();
KeyMap::UpdateNativeMenuKeys();
// Wipe some caches after potentially changing settings.
NativeMessageReceived("gpu_resized", "");
NativeMessageReceived("gpu_clearCache", "");
}
void GameSettingsScreen::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 GameSettingsScreen::CallbackMemstickFolder(bool yes) {
auto sy = GetI18NCategory("System");
if (yes) {
Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
std::string testWriteFile = pendingMemstickFolder_ + "/.write_verify_file";
// Already, create away.
if (!File::Exists(Path(pendingMemstickFolder_))) {
File::CreateFullPath(Path(pendingMemstickFolder_));
}
if (!File::WriteDataToFile(true, "1", 1, Path(testWriteFile))) {
settingInfo_->Show(sy->T("ChangingMemstickPathInvalid", "That path couldn't be used to save Memory Stick files."), nullptr);
return;
}
File::Delete(Path(testWriteFile));
File::WriteDataToFile(true, pendingMemstickFolder_.c_str(), (unsigned int)pendingMemstickFolder_.size(), memstickDirFile);
// Save so the settings, at least, are transferred.
g_Config.memStickDirectory = Path(pendingMemstickFolder_);
g_Config.Save("MemstickPathChanged");
screenManager()->RecreateAllViews();
}
}
void GameSettingsScreen::TriggerRestart(const char *why) {
// Extra save here to make sure the choice really gets saved even if there are shutdown bugs in
// the GPU backend code.
g_Config.Save(why);
std::string param = "--gamesettings";
if (editThenRestore_) {
// We won't pass the gameID, so don't resume back into settings.
param = "";
} else if (!gamePath_.empty()) {
param += " \"" + ReplaceAll(ReplaceAll(gamePath_.ToString(), "\\", "\\\\"), "\"", "\\\"") + "\"";
}
// Make sure the new instance is considered the first.
ShutdownInstanceCounter();
System_SendMessage("graphics_restart", param.c_str());
}
void GameSettingsScreen::CallbackRenderingBackend(bool yes) {
// If the user ends up deciding not to restart, set the config back to the current backend
// so it doesn't get switched by accident.
if (yes) {
TriggerRestart("GameSettingsScreen::RenderingBackendYes");
} else {
g_Config.iGPUBackend = (int)GetGPUBackend();
}
}
void GameSettingsScreen::CallbackRenderingDevice(bool yes) {
// If the user ends up deciding not to restart, set the config back to the current backend
// so it doesn't get switched by accident.
if (yes) {
TriggerRestart("GameSettingsScreen::RenderingDeviceYes");
} else {
std::string *deviceNameSetting = GPUDeviceNameSetting();
if (deviceNameSetting)
*deviceNameSetting = GetGPUBackendDevice();
// Needed to redraw the setting.
RecreateViews();
}
}
void GameSettingsScreen::CallbackInflightFrames(bool yes) {
if (yes) {
TriggerRestart("GameSettingsScreen::InflightFramesYes");
} else {
g_Config.iInflightFrames = prevInflightFrames_;
}
}
UI::EventReturn GameSettingsScreen::OnRenderingBackend(UI::EventParams &e) {
auto di = GetI18NCategory("Dialog");
// It only makes sense to show the restart prompt if the backend was actually changed.
if (g_Config.iGPUBackend != (int)GetGPUBackend()) {
screenManager()->push(new PromptScreen(di->T("ChangingGPUBackends", "Changing GPU backends requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"),
std::bind(&GameSettingsScreen::CallbackRenderingBackend, this, std::placeholders::_1)));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingDevice(UI::EventParams &e) {
auto di = GetI18NCategory("Dialog");
// It only makes sense to show the restart prompt if the device was actually changed.
std::string *deviceNameSetting = GPUDeviceNameSetting();
if (deviceNameSetting && *deviceNameSetting != GetGPUBackendDevice()) {
screenManager()->push(new PromptScreen(di->T("ChangingGPUBackends", "Changing GPU backends requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"),
std::bind(&GameSettingsScreen::CallbackRenderingDevice, this, std::placeholders::_1)));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnInflightFramesChoice(UI::EventParams &e) {
auto di = GetI18NCategory("Dialog");
if (g_Config.iInflightFrames != prevInflightFrames_) {
screenManager()->push(new PromptScreen(di->T("ChangingInflightFrames", "Changing graphics command buffering requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"),
std::bind(&GameSettingsScreen::CallbackInflightFrames, this, std::placeholders::_1)));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnCameraDeviceChange(UI::EventParams& e) {
Camera::onCameraDeviceChange();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnMicDeviceChange(UI::EventParams& e) {
Microphone::onMicDeviceChange();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnAudioDevice(UI::EventParams &e) {
auto a = GetI18NCategory("Audio");
if (g_Config.sAudioDevice == a->T("Auto")) {
g_Config.sAudioDevice.clear();
}
System_SendMessage("audio_resetDevice", "");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat0(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__)
auto n = GetI18NCategory("Networking");
System_InputBoxGetString(n->T("Enter Quick Chat 1"), g_Config.sQuickChat0, [](bool result, const std::string &value) {
if (result) {
g_Config.sQuickChat0 = value;
}
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat1(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__)
auto n = GetI18NCategory("Networking");
System_InputBoxGetString(n->T("Enter Quick Chat 2"), g_Config.sQuickChat1, [](bool result, const std::string &value) {
if (result) {
g_Config.sQuickChat1 = value;
}
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat2(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__)
auto n = GetI18NCategory("Networking");
System_InputBoxGetString(n->T("Enter Quick Chat 3"), g_Config.sQuickChat2, [](bool result, const std::string &value) {
if (result) {
g_Config.sQuickChat2 = value;
}
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat3(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__)
auto n = GetI18NCategory("Networking");
System_InputBoxGetString(n->T("Enter Quick Chat 4"), g_Config.sQuickChat3, [](bool result, const std::string &value) {
if (result) {
g_Config.sQuickChat3 = value;
}
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat4(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__)
auto n = GetI18NCategory("Networking");
System_InputBoxGetString(n->T("Enter Quick Chat 5"), g_Config.sQuickChat4, [](bool result, const std::string &value) {
if (result) {
g_Config.sQuickChat4 = value;
}
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeNickname(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(__ANDROID__)
auto n = GetI18NCategory("Networking");
System_InputBoxGetString(n->T("Enter a new PSP nickname"), g_Config.sNickName, [](bool result, const std::string &value) {
if (result) {
g_Config.sNickName = StripSpaces(value);
}
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeproAdhocServerAddress(UI::EventParams &e) {
auto n = GetI18NCategory("Networking");
screenManager()->push(new HostnameSelectScreen(&g_Config.proAdhocServer, n->T("proAdhocServer Address:")));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeMacAddress(UI::EventParams &e) {
g_Config.sMACAddress = CreateRandMAC();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnComboKey(UI::EventParams &e) {
screenManager()->push(new ComboKeyScreen(&g_Config.iComboMode));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguage(UI::EventParams &e) {
auto dev = GetI18NCategory("Developer");
auto langScreen = new NewLanguageScreen(dev->T("Language"));
langScreen->OnChoice.Handle(this, &GameSettingsScreen::OnLanguageChange);
if (e.v)
langScreen->SetPopupOrigin(e.v);
screenManager()->push(langScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguageChange(UI::EventParams &e) {
screenManager()->RecreateAllViews();
if (host) {
host->UpdateUI();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnPostProcShaderChange(UI::EventParams &e) {
g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end());
NativeMessageReceived("gpu_resized", "");
NativeMessageReceived("postshader_updated", "");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTextureShader(UI::EventParams &e) {
auto gr = GetI18NCategory("Graphics");
auto shaderScreen = new TextureShaderScreen(gr->T("Texture Shader"));
shaderScreen->OnChoice.Handle(this, &GameSettingsScreen::OnTextureShaderChange);
if (e.v)
shaderScreen->SetPopupOrigin(e.v);
screenManager()->push(shaderScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTextureShaderChange(UI::EventParams &e) {
NativeMessageReceived("gpu_resized", "");
RecreateViews(); // Update setting name
g_Config.bTexHardwareScaling = g_Config.sTextureShaderName != "Off";
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDeveloperTools(UI::EventParams &e) {
screenManager()->push(new DeveloperToolsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRemoteISO(UI::EventParams &e) {
screenManager()->push(new RemoteISOScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnControlMapping(UI::EventParams &e) {
screenManager()->push(new ControlMappingScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTouchControlLayout(UI::EventParams &e) {
screenManager()->push(new TouchControlLayoutScreen());
return UI::EVENT_DONE;
}
//when the tilt event type is modified, we need to reset all tilt settings.
//refer to the ResetTiltEvents() function for a detailed explanation.
UI::EventReturn GameSettingsScreen::OnTiltTypeChange(UI::EventParams &e) {
TiltEventProcessor::ResetTiltEvents();
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnTiltCustomize(UI::EventParams &e) {
screenManager()->push(new TiltAnalogSettingsScreen());
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnSavedataManager(UI::EventParams &e) {
auto saveData = new SavedataScreen(Path());
screenManager()->push(saveData);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSysInfo(UI::EventParams &e) {
screenManager()->push(new SystemInfoScreen());
return UI::EVENT_DONE;
}
void DeveloperToolsScreen::CreateViews() {
using namespace UI;
root_ = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
ScrollView *settingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0f));
settingsScroll->SetTag("DevToolsSettings");
root_->Add(settingsScroll);
auto di = GetI18NCategory("Dialog");
auto dev = GetI18NCategory("Developer");
auto gr = GetI18NCategory("Graphics");
auto a = GetI18NCategory("Audio");
auto sy = GetI18NCategory("System");
AddStandardBack(root_);
LinearLayout *list = settingsScroll->Add(new LinearLayoutList(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
list->SetSpacing(0);
list->Add(new ItemHeader(sy->T("General")));
bool canUseJit = true;
// iOS can now use JIT on all modes, apparently.
// The bool may come in handy for future non-jit platforms though (UWP XB1?)
static const char *cpuCores[] = {"Interpreter", "Dynarec (JIT)", "IR Interpreter"};
PopupMultiChoice *core = list->Add(new PopupMultiChoice(&g_Config.iCpuCore, gr->T("CPU Core"), cpuCores, 0, ARRAY_SIZE(cpuCores), sy->GetName(), screenManager()));
core->OnChoice.Handle(this, &DeveloperToolsScreen::OnJitAffectingSetting);
if (!canUseJit) {
core->HideChoice(1);
}
list->Add(new Choice(dev->T("JIT debug tools")))->OnClick.Handle(this, &DeveloperToolsScreen::OnJitDebugTools);
list->Add(new CheckBox(&g_Config.bShowDeveloperMenu, dev->T("Show Developer Menu")));
list->Add(new CheckBox(&g_Config.bDumpDecryptedEboot, dev->T("Dump Decrypted Eboot", "Dump Decrypted EBOOT.BIN (If Encrypted) When Booting Game")));
#if !PPSSPP_PLATFORM(UWP)
Choice *cpuTests = new Choice(dev->T("Run CPU Tests"));
list->Add(cpuTests)->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
cpuTests->SetEnabled(TestsAvailable());
#endif
// For now, we only implement GPU driver tests for Vulkan and OpenGL. This is simply
// because the D3D drivers are generally solid enough to not need this type of investigation.
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN || g_Config.iGPUBackend == (int)GPUBackend::OPENGL) {
list->Add(new Choice(dev->T("GPU Driver Test")))->OnClick.Handle(this, &DeveloperToolsScreen::OnGPUDriverTest);
}
list->Add(new CheckBox(&g_Config.bVendorBugChecksEnabled, dev->T("Enable driver bug workarounds")));
list->Add(new Choice(dev->T("Framedump tests")))->OnClick.Handle(this, &DeveloperToolsScreen::OnFramedumpTest);
list->Add(new Choice(dev->T("Touchscreen Test")))->OnClick.Handle(this, &DeveloperToolsScreen::OnTouchscreenTest);
allowDebugger_ = !WebServerStopped(WebServerFlags::DEBUGGER);
canAllowDebugger_ = !WebServerStopping(WebServerFlags::DEBUGGER);
CheckBox *allowDebugger = new CheckBox(&allowDebugger_, dev->T("Allow remote debugger"));
list->Add(allowDebugger)->OnClick.Handle(this, &DeveloperToolsScreen::OnRemoteDebugger);
allowDebugger->SetEnabledPtr(&canAllowDebugger_);
list->Add(new CheckBox(&g_Config.bShowOnScreenMessages, dev->T("Show on-screen messages")));
list->Add(new CheckBox(&g_Config.bEnableLogging, dev->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
list->Add(new CheckBox(&g_Config.bLogFrameDrops, dev->T("Log Dropped Frame Statistics")));
list->Add(new Choice(dev->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
list->Add(new ItemHeader(dev->T("Language")));
list->Add(new Choice(dev->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
list->Add(new Choice(dev->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
list->Add(new ItemHeader(dev->T("Texture Replacement")));
list->Add(new CheckBox(&g_Config.bSaveNewTextures, dev->T("Save new textures")));
list->Add(new CheckBox(&g_Config.bReplaceTextures, dev->T("Replace textures")));
// Makes it easy to get savestates out of an iOS device. The file listing shown in MacOS doesn't allow
// you to descend into directories.
#if PPSSPP_PLATFORM(IOS)
list->Add(new Choice(dev->T("Copy savestates to memstick root")))->OnClick.Handle(this, &DeveloperToolsScreen::OnCopyStatesToRoot);
#endif
#if !defined(MOBILE_DEVICE)
Choice *createTextureIni = list->Add(new Choice(dev->T("Create/Open textures.ini file for current game")));
createTextureIni->OnClick.Handle(this, &DeveloperToolsScreen::OnOpenTexturesIniFile);
if (!PSP_IsInited()) {
createTextureIni->SetEnabled(false);
}
#endif
}
void DeveloperToolsScreen::onFinish(DialogResult result) {
g_Config.Save("DeveloperToolsScreen::onFinish");
}
void GameSettingsScreen::CallbackRestoreDefaults(bool yes) {
if (yes)
g_Config.RestoreDefaults();
host->UpdateUI();
}
UI::EventReturn GameSettingsScreen::OnRestoreDefaultSettings(UI::EventParams &e) {
auto dev = GetI18NCategory("Developer");
auto di = GetI18NCategory("Dialog");
if (g_Config.bGameSpecific)
{
screenManager()->push(
new PromptScreen(dev->T("RestoreGameDefaultSettings", "Are you sure you want to restore the game-specific settings back to the ppsspp defaults?\n"), di->T("OK"), di->T("Cancel"),
std::bind(&GameSettingsScreen::CallbackRestoreDefaults, this, std::placeholders::_1)));
}
else
{
screenManager()->push(
new PromptScreen(dev->T("RestoreDefaultSettings", "Are you sure you want to restore all settings(except control mapping)\nback to their defaults?\nYou can't undo this.\nPlease restart PPSSPP after restoring settings."), di->T("OK"), di->T("Cancel"),
std::bind(&GameSettingsScreen::CallbackRestoreDefaults, this, std::placeholders::_1)));
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoggingChanged(UI::EventParams &e) {
host->ToggleDebugConsoleVisibility();
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnRunCPUTests(UI::EventParams &e) {
#if !PPSSPP_PLATFORM(UWP)
RunTests();
#endif
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnSaveLanguageIni(UI::EventParams &e) {
i18nrepo.SaveIni(g_Config.sLanguageIni);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoadLanguageIni(UI::EventParams &e) {
i18nrepo.LoadIni(g_Config.sLanguageIni);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnOpenTexturesIniFile(UI::EventParams &e) {
std::string gameID = g_paramSFO.GetDiscID();
Path generatedFilename;
if (TextureReplacer::GenerateIni(gameID, generatedFilename)) {
File::OpenFileInEditor(generatedFilename);
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLogConfig(UI::EventParams &e) {
screenManager()->push(new LogConfigScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnJitDebugTools(UI::EventParams &e) {
screenManager()->push(new JitDebugScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnGPUDriverTest(UI::EventParams &e) {
screenManager()->push(new GPUDriverTestScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnFramedumpTest(UI::EventParams &e) {
screenManager()->push(new FrameDumpTestScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnTouchscreenTest(UI::EventParams &e) {
screenManager()->push(new TouchTestScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnJitAffectingSetting(UI::EventParams &e) {
NativeMessageReceived("clear jit", "");
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnCopyStatesToRoot(UI::EventParams &e) {
Path savestate_dir = GetSysDirectory(DIRECTORY_SAVESTATE);
Path root_dir = GetSysDirectory(DIRECTORY_MEMSTICK_ROOT);
std::vector<File::FileInfo> files;
GetFilesInDir(savestate_dir, &files, nullptr, 0);
for (const File::FileInfo &file : files) {
Path src = file.fullName;
Path dst = root_dir / file.name;
INFO_LOG(SYSTEM, "Copying file '%s' to '%s'", src.c_str(), dst.c_str());
File::Copy(src, dst);
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnRemoteDebugger(UI::EventParams &e) {
if (allowDebugger_) {
StartWebServer(WebServerFlags::DEBUGGER);
} else {
StopWebServer(WebServerFlags::DEBUGGER);
}
// Persist the setting. Maybe should separate?
g_Config.bRemoteDebuggerOnStartup = allowDebugger_;
return UI::EVENT_CONTINUE;
}
void DeveloperToolsScreen::update() {
UIDialogScreenWithBackground::update();
allowDebugger_ = !WebServerStopped(WebServerFlags::DEBUGGER);
canAllowDebugger_ = !WebServerStopping(WebServerFlags::DEBUGGER);
}
void HostnameSelectScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
auto sy = GetI18NCategory("System");
auto di = GetI18NCategory("Dialog");
auto n = GetI18NCategory("Networking");
LinearLayout *valueRow = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, Margins(0, 0, 0, 10)));
addrView_ = new TextEdit(*value_, n->T("Hostname"), "");
addrView_->SetTextAlign(FLAG_DYNAMIC_ASCII);
valueRow->Add(addrView_);
parent->Add(valueRow);
LinearLayout *buttonsRow1 = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
LinearLayout *buttonsRow2 = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
parent->Add(buttonsRow1);
parent->Add(buttonsRow2);
buttonsRow1->Add(new Spacer(new LinearLayoutParams(1.0, G_LEFT)));
for (char c = '0'; c <= '9'; ++c) {
char label[] = { c, '\0' };
auto button = buttonsRow1->Add(new Button(label));
button->OnClick.Handle(this, &HostnameSelectScreen::OnNumberClick);
button->SetTag(label);
}
buttonsRow1->Add(new Button("."))->OnClick.Handle(this, &HostnameSelectScreen::OnPointClick);
buttonsRow1->Add(new Spacer(new LinearLayoutParams(1.0, G_RIGHT)));
buttonsRow2->Add(new Spacer(new LinearLayoutParams(1.0, G_LEFT)));
#if defined(__ANDROID__)
buttonsRow2->Add(new Button(di->T("Edit")))->OnClick.Handle(this, &HostnameSelectScreen::OnEditClick); // Since we don't have OnClick Event triggered from TextEdit's Touch().. here we go!
#endif
buttonsRow2->Add(new Button(di->T("Delete")))->OnClick.Handle(this, &HostnameSelectScreen::OnDeleteClick);
buttonsRow2->Add(new Button(di->T("Delete all")))->OnClick.Handle(this, &HostnameSelectScreen::OnDeleteAllClick);
buttonsRow2->Add(new Button(di->T("Toggle List")))->OnClick.Handle(this, &HostnameSelectScreen::OnShowIPListClick);
buttonsRow2->Add(new Spacer(new LinearLayoutParams(1.0, G_RIGHT)));
std::vector<std::string> listIP = {"myneighborsushicat.com", "socom.cc", "localhost"}; // TODO: Add some saved recent history too?
net::GetIPList(listIP);
ipRows_ = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
ScrollView* scrollView = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
LinearLayout* innerView = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
if (listIP.size() > 0) {
for (const auto& label : listIP) {
// Filter out IP prefixed with "127." and "169.254." also "0." since they can be rendundant or unusable
if (label.find("127.") != 0 && label.find("169.254.") != 0 && label.find("0.") != 0) {
auto button = innerView->Add(new Button(label, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
button->OnClick.Handle(this, &HostnameSelectScreen::OnIPClick);
button->SetTag(label);
}
}
}
scrollView->Add(innerView);
ipRows_->Add(scrollView);
ipRows_->SetVisibility(V_GONE);
parent->Add(ipRows_);
listIP.clear(); listIP.shrink_to_fit();
errorView_ = parent->Add(new TextView(n->T("Invalid IP or hostname"), ALIGN_HCENTER, false, new LinearLayoutParams(Margins(0, 10, 0, 0))));
errorView_->SetTextColor(0xFF3030FF);
errorView_->SetVisibility(V_GONE);
progressView_ = parent->Add(new TextView(n->T("Validating address..."), ALIGN_HCENTER, false, new LinearLayoutParams(Margins(0, 10, 0, 0))));
progressView_->SetVisibility(V_GONE);
}
void HostnameSelectScreen::SendEditKey(int keyCode, int flags) {
auto oldView = UI::GetFocusedView();
UI::SetFocusedView(addrView_);
KeyInput fakeKey{ DEVICE_ID_KEYBOARD, keyCode, KEY_DOWN | flags };
addrView_->Key(fakeKey);
UI::SetFocusedView(oldView);
}
UI::EventReturn HostnameSelectScreen::OnNumberClick(UI::EventParams &e) {
std::string text = e.v ? e.v->Tag() : "";
if (text.length() == 1 && text[0] >= '0' && text[0] <= '9') {
SendEditKey(text[0], KEY_CHAR);
}
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnPointClick(UI::EventParams &e) {
SendEditKey('.', KEY_CHAR);
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnDeleteClick(UI::EventParams &e) {
SendEditKey(NKCODE_DEL);
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnDeleteAllClick(UI::EventParams &e) {
addrView_->SetText("");
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnEditClick(UI::EventParams& e) {
auto n = GetI18NCategory("Networking");
#if defined(__ANDROID__)
System_InputBoxGetString(n->T("proAdhocServer Address:"), addrView_->GetText(), [this](bool result, const std::string& value) {
if (result) {
addrView_->SetText(value);
}
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnShowIPListClick(UI::EventParams& e) {
if (ipRows_->GetVisibility() == UI::V_GONE) {
ipRows_->SetVisibility(UI::V_VISIBLE);
}
else {
ipRows_->SetVisibility(UI::V_GONE);
}
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnIPClick(UI::EventParams& e) {
std::string text = e.v ? e.v->Tag() : "";
if (text.length() > 0) {
addrView_->SetText(text);
// TODO: Copy the IP to clipboard for the host to easily share their IP through chatting apps.
System_SendMessage("setclipboardtext", text.c_str()); // Doesn't seems to be working on windows (yet?)
}
return UI::EVENT_DONE;
}
void HostnameSelectScreen::ResolverThread() {
std::unique_lock<std::mutex> guard(resolverLock_);
while (resolverState_ != ResolverState::QUIT) {
resolverCond_.wait(guard);
if (resolverState_ == ResolverState::QUEUED) {
resolverState_ = ResolverState::PROGRESS;
addrinfo *resolved = nullptr;
std::string err;
toResolveResult_ = net::DNSResolve(toResolve_, "80", &resolved, err);
if (resolved)
net::DNSResolveFree(resolved);
resolverState_ = ResolverState::READY;
}
}
}
bool HostnameSelectScreen::CanComplete(DialogResult result) {
if (result != DR_OK)
return true;
std::string value = addrView_->GetText();
if (lastResolved_ == value) {
return true;
}
// Currently running.
if (resolverState_ == ResolverState::PROGRESS)
return false;
std::lock_guard<std::mutex> guard(resolverLock_);
switch (resolverState_) {
case ResolverState::PROGRESS:
case ResolverState::QUIT:
return false;
case ResolverState::QUEUED:
case ResolverState::WAITING:
break;
case ResolverState::READY:
if (toResolve_ == value) {
// Reset the state, nothing there now.
resolverState_ = ResolverState::WAITING;
toResolve_.clear();
lastResolved_ = value;
lastResolvedResult_ = toResolveResult_;
if (lastResolvedResult_) {
errorView_->SetVisibility(UI::V_GONE);
} else {
errorView_->SetVisibility(UI::V_VISIBLE);
}
progressView_->SetVisibility(UI::V_GONE);
return true;
}
// Throw away that last result, it was for a different value.
break;
}
resolverState_ = ResolverState::QUEUED;
toResolve_ = value;
resolverCond_.notify_one();
progressView_->SetVisibility(UI::V_VISIBLE);
errorView_->SetVisibility(UI::V_GONE);
return false;
}
void HostnameSelectScreen::OnCompleted(DialogResult result) {
if (result == DR_OK)
*value_ = StripSpaces(addrView_->GetText());
}