mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 23:40:39 +00:00
22ebe76f33
Plus some minor tweaks and fixes.
437 lines
18 KiB
C++
437 lines
18 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "gfx_es2/draw_buffer.h"
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#include "i18n/i18n.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "ui/ui_context.h"
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#include "UI/EmuScreen.h"
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#include "UI/PluginScreen.h"
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#include "UI/MenuScreens.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/MiscScreens.h"
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#include "UI/ControlMappingScreen.h"
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#include "Core/Config.h"
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#include "android/jni/TestRunner.h"
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#include "GPU/GPUInterface.h"
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#include "base/colorutil.h"
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#include "base/timeutil.h"
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#include "math/curves.h"
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#include "Core/HW/atrac3plus.h"
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#include "Core/System.h"
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#ifdef _WIN32
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namespace MainWindow {
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enum { WM_USER_LOG_STATUS_CHANGED = WM_USER + 200 };
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extern HWND hwndMain;
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}
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#endif
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namespace UI {
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// Reads and writes value to determine the current selection.
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class PopupMultiChoice : public Choice {
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public:
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PopupMultiChoice(int *value, const std::string &text, const char **choices, int minVal, int numChoices,
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I18NCategory *category, ScreenManager *screenManager, LayoutParams *layoutParams = 0)
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: Choice(text, "", false, layoutParams), value_(value), choices_(choices), minVal_(minVal), numChoices_(numChoices),
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category_(category), screenManager_(screenManager) {
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if (*value < minVal) *value = minVal;
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OnClick.Handle(this, &PopupMultiChoice::HandleClick);
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UpdateText();
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}
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virtual void Draw(UIContext &dc);
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private:
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void UpdateText();
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EventReturn HandleClick(EventParams &e);
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void ChoiceCallback(int num);
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int *value_;
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const char **choices_;
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int minVal_;
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int numChoices_;
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I18NCategory *category_;
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ScreenManager *screenManager_;
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std::string valueText_;
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};
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EventReturn PopupMultiChoice::HandleClick(EventParams &e) {
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std::vector<std::string> choices;
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for (int i = 0; i < numChoices_; i++) {
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choices.push_back(category_ ? category_->T(choices_[i]) : choices_[i]);
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}
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Screen *popupScreen = new ListPopupScreen(text_, choices, *value_ - minVal_,
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std::bind(&PopupMultiChoice::ChoiceCallback, this, placeholder::_1));
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screenManager_->push(popupScreen);
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return EVENT_DONE;
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}
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void PopupMultiChoice::UpdateText() {
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valueText_ = category_ ? category_->T(choices_[*value_ - minVal_]) : choices_[*value_ - minVal_];
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}
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void PopupMultiChoice::ChoiceCallback(int num) {
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*value_ = num + minVal_;
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UpdateText();
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}
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void PopupMultiChoice::Draw(UIContext &dc) {
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Choice::Draw(dc);
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int paddingX = 12;
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dc.Draw()->DrawText(dc.theme->uiFont, valueText_.c_str(), bounds_.x2() - paddingX, bounds_.centerY(), 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_VCENTER);
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}
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class PopupSliderChoice : public Choice {
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public:
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PopupSliderChoice(int *value, int minValue, int maxValue, const std::string &text, ScreenManager *screenManager, LayoutParams *layoutParams = 0)
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: Choice(text, "", false, layoutParams), value_(value), minValue_(minValue), maxValue_(maxValue), screenManager_(screenManager) {
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OnClick.Handle(this, &PopupSliderChoice::HandleClick);
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}
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void Draw(UIContext &dc);
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private:
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EventReturn HandleClick(EventParams &e);
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int *value_;
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int minValue_;
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int maxValue_;
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ScreenManager *screenManager_;
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};
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class PopupSliderChoiceFloat : public Choice {
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public:
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PopupSliderChoiceFloat(float *value, float minValue, float maxValue, const std::string &text, ScreenManager *screenManager, LayoutParams *layoutParams = 0)
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: Choice(text, "", false, layoutParams), value_(value), minValue_(minValue), maxValue_(maxValue), screenManager_(screenManager) {
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OnClick.Handle(this, &PopupSliderChoiceFloat::HandleClick);
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}
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void Draw(UIContext &dc);
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private:
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EventReturn HandleClick(EventParams &e);
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float *value_;
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float minValue_;
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float maxValue_;
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ScreenManager *screenManager_;
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};
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EventReturn PopupSliderChoice::HandleClick(EventParams &e) {
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Screen *popupScreen = new SliderPopupScreen(value_, minValue_, maxValue_, text_);
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screenManager_->push(popupScreen);
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return EVENT_DONE;
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}
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void PopupSliderChoice::Draw(UIContext &dc) {
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Choice::Draw(dc);
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char temp[4];
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sprintf(temp, "%i", *value_);
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dc.Draw()->DrawText(dc.theme->uiFont, temp, bounds_.x2() - 12, bounds_.centerY(), 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_VCENTER);
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}
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EventReturn PopupSliderChoiceFloat::HandleClick(EventParams &e) {
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Screen *popupScreen = new SliderFloatPopupScreen(value_, minValue_, maxValue_, text_);
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screenManager_->push(popupScreen);
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return EVENT_DONE;
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}
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void PopupSliderChoiceFloat::Draw(UIContext &dc) {
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Choice::Draw(dc);
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char temp[5];
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sprintf(temp, "%2.2f", *value_);
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dc.Draw()->DrawText(dc.theme->uiFont, temp, bounds_.x2() - 12, bounds_.centerY(), 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_VCENTER);
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}
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}
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void GameSettingsScreen::CreateViews() {
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
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cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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using namespace UI;
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I18NCategory *g = GetI18NCategory("General");
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I18NCategory *gs = GetI18NCategory("Graphics");
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I18NCategory *c = GetI18NCategory("Controls");
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I18NCategory *a = GetI18NCategory("Audio");
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I18NCategory *s = GetI18NCategory("System");
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I18NCategory *ms = GetI18NCategory("MainSettings");
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Margins actionMenuMargins(0, 0, 15, 0);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
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root_->Add(leftColumn);
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leftColumn->Add(new Spacer(new LinearLayoutParams(1.0)));
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leftColumn->Add(new Choice(g->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameSettingsScreen::OnBack);
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TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new LinearLayoutParams(800, FILL_PARENT, actionMenuMargins));
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root_->Add(tabHolder);
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// TODO: These currently point to global settings, not game specific ones.
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// Graphics
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ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
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graphicsSettingsScroll->Add(graphicsSettings);
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tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);
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graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
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#ifndef USING_GLES2
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static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory(CPU)", "Read Framebuffers To Memory(GPU)"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, 4, gs, screenManager()));
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#else
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static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory(GPU)"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, 3, gs, screenManager()));
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#endif
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graphicsSettings->Add(new CheckBox(&g_Config.bAntiAliasing, gs->T("Anti-Aliasing")));
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graphicsSettings->Add(new ItemHeader(gs->T("Features")));
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graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
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graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
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graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
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graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
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graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
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#ifdef _WIN32
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graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")));
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#endif
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graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
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static const char *frameSkip[] = {"Off", "Auto", "1", "2", "3", "4", "5", "6", "7", "8"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gs->T("Frame Skipping"), frameSkip, 0, 9, gs, screenManager()));
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static const char *fpsChoices[] = {"None", "Speed", "FPS", "Both"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, 4, gs, screenManager()));
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graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")));
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graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force 60 FPS or less (helps GoW)")));
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graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
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#ifndef USING_GLES2
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static const char *texScaleLevels[] = {"Off", "2x", "3x","4x", "5x"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 5, gs, screenManager()));
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#else
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static const char *texScaleLevels[] = {"Off", "2x", "3x"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 3, gs, screenManager()));
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#endif
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static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, 4, gs, screenManager()));
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graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gs->T("Deposterize")));
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graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
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static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, 5, gs, screenManager()));
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static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Texture Filter"), texFilters, 1, 4, gs, screenManager()));
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// Audio
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ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL);
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audioSettingsScroll->Add(audioSettings);
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tabHolder->AddTab(ms->T("Audio"), audioSettingsScroll);
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std::string atracString;
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atracString.assign(Atrac3plus_Decoder::IsInstalled() ? "Redownload Atrac3+ plugin" : "Download Atrac3+ plugin");
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audioSettings->Add(new Choice(a->T(atracString.c_str())))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin);
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audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
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audioSettings->Add(new CheckBox(&g_Config.bEnableAtrac3plus, a->T("Enable Atrac3+")));
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audioSettings->Add(new PopupSliderChoice(&g_Config.iSFXVolume, 0, 8, a->T("SFX volume"), screenManager()));
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audioSettings->Add(new PopupSliderChoice(&g_Config.iBGMVolume, 0, 8, a->T("BGM volume"), screenManager()));
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// Control
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ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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ViewGroup *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
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controlsSettingsScroll->Add(controlsSettings);
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tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
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controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
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controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Left Analog Stick")));
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controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
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controlsSettings->Add(new Choice(gs->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
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controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 85, c->T("Button Opacity"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 1.15, 2.05, c->T("Button Scaling"), screenManager()));
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// System
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ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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ViewGroup *systemSettings = new LinearLayout(ORIENT_VERTICAL);
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systemSettingsScroll->Add(systemSettings);
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tabHolder->AddTab(ms->T("System"), systemSettingsScroll);
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systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
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systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, s->T("Multithreaded (experimental)")));
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systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (Unstable)")));
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systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, gs->T("Unlock CPU Clock"), screenManager()));
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systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, s->T("Day Light Saving")));
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static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
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systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, gs->T("Date Format"), dateFormat, 1, 3, s, screenManager()));
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static const char *timeFormat[] = { "12HR", "24HR"};
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systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, gs->T("Time Format"), timeFormat, 1, 2, s, screenManager()));
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static const char *buttonPref[] = { "Use X to confirm", "Use O to confirm"};
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systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, gs->T("Button Preference"), buttonPref, 1, 2, s, screenManager()));
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}
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void DrawBackground(float alpha);
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void GameSettingsScreen::DrawBackground(UIContext &dc) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true);
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dc.Flush();
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dc.RebindTexture();
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::DrawBackground(1.0f);
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dc.Flush();
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if (ginfo && ginfo->pic1Texture) {
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ginfo->pic1Texture->Bind(0);
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uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0;
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dc.Draw()->DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color);
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dc.Flush();
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dc.RebindTexture();
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}
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/*
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if (ginfo && ginfo->pic0Texture) {
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ginfo->pic0Texture->Bind(0);
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// Pic0 is drawn in the bottom right corner, overlaying pic1.
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float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width();
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float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height();
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uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0;
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ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color);
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ui_draw2d.Flush();
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dc.RebindTexture();
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}*/
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}
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void GameSettingsScreen::update(InputState &input) {
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UIScreen::update(input);
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g_Config.iForceMaxEmulatedFPS = cap60FPS_ ? 60 : 0;
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}
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UI::EventReturn GameSettingsScreen::OnBack(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_OK);
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if(g_Config.bEnableSound) {
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if(PSP_IsInited() && !IsAudioInitialised())
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Audio_Init();
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}
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// It doesn't matter if audio is inited or not, it'll still output no sound
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// if the mixer isn't available, so go ahead and init/shutdown at our leisure.
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if(Atrac3plus_Decoder::IsInstalled()) {
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if(g_Config.bEnableAtrac3plus)
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Atrac3plus_Decoder::Init();
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else Atrac3plus_Decoder::Shutdown();
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}
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return UI::EVENT_DONE;
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}
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void GlobalSettingsScreen::CreateViews() {
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using namespace UI;
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root_ = new ScrollView(ORIENT_VERTICAL);
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enableReports_ = g_Config.sReportHost != "";
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I18NCategory *g = GetI18NCategory("General");
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I18NCategory *gs = GetI18NCategory("Graphics");
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LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
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list->Add(new ItemHeader(g->T("General")));
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list->Add(new CheckBox(&g_Config.bNewUI, gs->T("Enable New UI")));
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list->Add(new CheckBox(&enableReports_, gs->T("Enable Compatibility Server Reports")));
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list->Add(new CheckBox(&g_Config.bEnableCheats, gs->T("Enable Cheats")));
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list->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, gs->T("Screenshots as PNG")));
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list->Add(new Choice(gs->T("System Language")))->OnClick.Handle(this, &GlobalSettingsScreen::OnLanguage);
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list->Add(new Choice(gs->T("Developer Tools")))->OnClick.Handle(this, &GlobalSettingsScreen::OnDeveloperTools);
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list->Add(new Choice(g->T("Back")))->OnClick.Handle(this, &GlobalSettingsScreen::OnBack);
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}
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UI::EventReturn GlobalSettingsScreen::OnFactoryReset(UI::EventParams &e) {
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screenManager()->push(new PluginScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GlobalSettingsScreen::OnLanguage(UI::EventParams &e) {
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screenManager()->push(new NewLanguageScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GlobalSettingsScreen::OnDeveloperTools(UI::EventParams &e) {
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screenManager()->push(new DeveloperToolsScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnControlMapping(UI::EventParams &e) {
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screenManager()->push(new KeyMappingScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GlobalSettingsScreen::OnBack(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_OK);
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g_Config.sReportHost = enableReports_ ? "report.ppsspp.org" : "";
|
|
g_Config.Save();
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
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void DeveloperToolsScreen::CreateViews() {
|
|
using namespace UI;
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|
root_ = new ScrollView(ORIENT_VERTICAL);
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|
|
|
enableLogging_ = g_Config.bEnableLogging;
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|
|
|
I18NCategory *g = GetI18NCategory("General");
|
|
I18NCategory *d = GetI18NCategory("Developer");
|
|
I18NCategory *a = GetI18NCategory("Audio");
|
|
|
|
LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
|
|
list->Add(new ItemHeader(g->T("General")));
|
|
list->Add(new Choice(d->T("Run CPU Tests")))->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
|
|
list->Add(new CheckBox(&enableLogging_, d->T("Enable Debug Logging")));
|
|
list->Add(new Choice(g->T("Back")))->OnClick.Handle(this, &DeveloperToolsScreen::OnBack);
|
|
}
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|
|
|
UI::EventReturn DeveloperToolsScreen::OnBack(UI::EventParams &e) {
|
|
screenManager()->finishDialog(this, DR_OK);
|
|
|
|
g_Config.bEnableLogging = enableLogging_;
|
|
#ifdef _WIN32
|
|
PostMessage(MainWindow::hwndMain, MainWindow::WM_USER_LOG_STATUS_CHANGED, 0, 0);
|
|
#endif
|
|
g_Config.Save();
|
|
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn DeveloperToolsScreen::OnRunCPUTests(UI::EventParams &e) {
|
|
RunTests();
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GameSettingsScreen::OnDownloadPlugin(UI::EventParams &e) {
|
|
screenManager()->push(new PluginScreen());
|
|
return UI::EVENT_DONE;
|
|
}
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