ppsspp/UI/PauseScreen.cpp
2021-08-07 13:28:43 +02:00

566 lines
19 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <memory>
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/Context.h"
#include "Common/UI/UIScreen.h"
#include "Common/GPU/thin3d.h"
#include "Common/Data/Text/I18n.h"
#include "Common/StringUtils.h"
#include "Common/System/System.h"
#include "Core/Reporting.h"
#include "Core/SaveState.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceUmd.h"
#include "GPU/GPUCommon.h"
#include "GPU/GPUState.h"
#include "UI/PauseScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/ReportScreen.h"
#include "UI/CwCheatScreen.h"
#include "UI/MainScreen.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GameInfoCache.h"
AsyncImageFileView::AsyncImageFileView(const Path &filename, UI::ImageSizeMode sizeMode, UI::LayoutParams *layoutParams)
: UI::Clickable(layoutParams), canFocus_(true), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), textureFailed_(false), fixedSizeW_(0.0f), fixedSizeH_(0.0f) {}
AsyncImageFileView::~AsyncImageFileView() {}
static float DesiredSize(float sz, float contentSize, UI::MeasureSpec spec) {
float measured;
UI::MeasureBySpec(sz, contentSize, spec, &measured);
return measured;
}
void AsyncImageFileView::GetContentDimensionsBySpec(const UIContext &dc, UI::MeasureSpec horiz, UI::MeasureSpec vert, float &w, float &h) const {
if (texture_ && texture_->GetTexture()) {
float texw = (float)texture_->Width();
float texh = (float)texture_->Height();
float desiredW = DesiredSize(layoutParams_->width, w, horiz);
float desiredH = DesiredSize(layoutParams_->height, h, vert);
switch (sizeMode_) {
case UI::IS_FIXED:
w = fixedSizeW_;
h = fixedSizeH_;
break;
case UI::IS_KEEP_ASPECT:
w = texw;
h = texh;
if (desiredW != w || desiredH != h) {
float aspect = w / h;
// We need the other dimension based on the desired scale to find the best aspect.
float desiredWOther = DesiredSize(layoutParams_->height, h * (desiredW / w), vert);
float desiredHOther = DesiredSize(layoutParams_->width, w * (desiredH / h), horiz);
float diffW = fabsf(aspect - desiredW / desiredWOther);
float diffH = fabsf(aspect - desiredH / desiredHOther);
if (diffW < diffH) {
w = desiredW;
h = desiredWOther;
} else {
w = desiredHOther;
h = desiredH;
}
}
break;
case UI::IS_DEFAULT:
default:
w = texw;
h = texh;
break;
}
} else {
w = 16;
h = 16;
}
}
void AsyncImageFileView::SetFilename(const Path &filename) {
if (filename_ != filename) {
textureFailed_ = false;
filename_ = filename;
texture_.reset(nullptr);
}
}
void AsyncImageFileView::DeviceLost() {
if (texture_.get())
texture_->DeviceLost();
}
void AsyncImageFileView::DeviceRestored(Draw::DrawContext *draw) {
if (texture_.get())
texture_->DeviceRestored(draw);
}
void AsyncImageFileView::Draw(UIContext &dc) {
using namespace Draw;
if (!texture_ && !textureFailed_ && !filename_.empty()) {
texture_ = CreateTextureFromFile(dc.GetDrawContext(), filename_.c_str(), DETECT, true);
if (!texture_.get())
textureFailed_ = true;
}
if (HasFocus()) {
dc.FillRect(dc.theme->itemFocusedStyle.background, bounds_.Expand(3));
}
// TODO: involve sizemode
if (texture_ && texture_->GetTexture()) {
dc.Flush();
dc.GetDrawContext()->BindTexture(0, texture_->GetTexture());
dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
dc.Flush();
dc.RebindTexture();
if (!text_.empty()) {
dc.DrawText(text_.c_str(), bounds_.centerX()+1, bounds_.centerY()+1, 0x80000000, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
}
} else {
if (!filename_.empty()) {
// draw a black rectangle to represent the missing screenshot.
dc.FillRect(UI::Drawable(0xFF000000), GetBounds());
} else {
// draw a dark gray rectangle to represent no save state.
dc.FillRect(UI::Drawable(0x50202020), GetBounds());
}
if (!text_.empty()) {
dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
}
}
}
static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
}
class ScreenshotViewScreen : public PopupScreen {
public:
ScreenshotViewScreen(const Path &filename, std::string title, int slot, std::shared_ptr<I18NCategory> i18n, Path gamePath)
: PopupScreen(title), filename_(filename), slot_(slot), gamePath_(gamePath) {} // PopupScreen will translate Back on its own
int GetSlot() const {
return slot_;
}
std::string tag() const override {
return "screenshot";
}
protected:
bool FillVertical() const override { return false; }
UI::Size PopupWidth() const override { return 500; }
bool ShowButtons() const override { return true; }
void CreatePopupContents(UI::ViewGroup *parent) override {
using namespace UI;
auto pa = GetI18NCategory("Pause");
auto di = GetI18NCategory("Dialog");
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, 50, 1.0f));
LinearLayout *content = new LinearLayout(ORIENT_VERTICAL);
Margins contentMargins(10, 0);
content->Add(new AsyncImageFileView(filename_, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
GridLayoutSettings gridsettings(240, 64, 5);
gridsettings.fillCells = true;
GridLayout *grid = content->Add(new GridLayoutList(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
Choice *back = new Choice(di->T("Back"));
Choice *undoButton = new Choice(pa->T("Undo last save"));
undoButton->SetEnabled(SaveState::HasUndoSaveInSlot(gamePath_, slot_));
grid->Add(new Choice(pa->T("Save State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnSaveState);
grid->Add(new Choice(pa->T("Load State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnLoadState);
grid->Add(back)->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
grid->Add(undoButton)->OnClick.Handle(this, &ScreenshotViewScreen::OnUndoState);
scroll->Add(content);
parent->Add(scroll);
}
private:
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::EventReturn OnUndoState(UI::EventParams &e);
Path filename_;
Path gamePath_;
int slot_;
};
UI::EventReturn ScreenshotViewScreen::OnSaveState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK); //OK will close the pause screen as well
return UI::EVENT_DONE;
}
UI::EventReturn ScreenshotViewScreen::OnLoadState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn ScreenshotViewScreen::OnUndoState(UI::EventParams &e) {
SaveState::UndoSaveSlot(gamePath_, slot_);
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}
class SaveSlotView : public UI::LinearLayout {
public:
SaveSlotView(const Path &gamePath, int slot, UI::LayoutParams *layoutParams = nullptr);
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
w = 500; h = 90;
}
void Draw(UIContext &dc) override;
int GetSlot() const {
return slot_;
}
Path GetScreenshotFilename() const {
return screenshotFilename_;
}
std::string GetScreenshotTitle() const {
return SaveState::GetSlotDateAsString(gamePath_, slot_);
}
UI::Event OnStateLoaded;
UI::Event OnStateSaved;
UI::Event OnScreenshotClicked;
private:
UI::EventReturn OnScreenshotClick(UI::EventParams &e);
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::Button *saveStateButton_ = nullptr;
UI::Button *loadStateButton_ = nullptr;
int slot_;
Path gamePath_;
Path screenshotFilename_;
};
SaveSlotView::SaveSlotView(const Path &gameFilename, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot), gamePath_(gameFilename) {
using namespace UI;
screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION);
Add(new Spacer(5));
AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, new UI::LayoutParams(82 * 2, 47 * 2)));
fv->SetOverlayText(StringFromFormat("%d", slot_ + 1));
auto pa = GetI18NCategory("Pause");
LinearLayout *buttons = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
buttons->SetSpacing(2.0);
Add(buttons);
saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState);
fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
if (SaveState::HasSaveInSlot(gamePath_, slot)) {
loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
std::string dateStr = SaveState::GetSlotDateAsString(gamePath_, slot_);
std::vector<std::string> dateStrs;
SplitString(dateStr, ' ', dateStrs);
if (!dateStrs.empty() && !dateStrs[0].empty()) {
LinearLayout *strs = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
Add(strs);
for (size_t i = 0; i < dateStrs.size(); i++) {
strs->Add(new TextView(dateStrs[i], new LinearLayoutParams(0.0, G_VCENTER)))->SetShadow(true);
}
}
} else {
fv->SetFilename(Path());
}
}
void SaveSlotView::Draw(UIContext &dc) {
if (g_Config.iCurrentStateSlot == slot_) {
dc.FillRect(UI::Drawable(0x70000000), GetBounds().Expand(3));
dc.FillRect(UI::Drawable(0x70FFFFFF), GetBounds().Expand(3));
}
UI::LinearLayout::Draw(dc);
}
UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
UI::EventParams e2{};
e2.v = this;
OnStateLoaded.Trigger(e2);
return UI::EVENT_DONE;
}
UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
UI::EventParams e2{};
e2.v = this;
OnStateSaved.Trigger(e2);
return UI::EVENT_DONE;
}
UI::EventReturn SaveSlotView::OnScreenshotClick(UI::EventParams &e) {
UI::EventParams e2{};
e2.v = this;
OnScreenshotClicked.Trigger(e2);
return UI::EVENT_DONE;
}
void GamePauseScreen::update() {
UpdateUIState(UISTATE_PAUSEMENU);
UIScreen::update();
if (finishNextFrame_) {
TriggerFinish(DR_CANCEL);
finishNextFrame_ = false;
}
}
GamePauseScreen::~GamePauseScreen() {
__DisplaySetWasPaused();
}
void GamePauseScreen::CreateViews() {
static const int NUM_SAVESLOTS = 5;
using namespace UI;
Margins scrollMargins(0, 20, 0, 0);
Margins actionMenuMargins(0, 20, 15, 0);
auto gr = GetI18NCategory("Graphics");
auto pa = GetI18NCategory("Pause");
root_ = new LinearLayout(ORIENT_HORIZONTAL);
ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0, scrollMargins));
root_->Add(leftColumn);
LinearLayout *leftColumnItems = new LinearLayoutList(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
leftColumn->Add(leftColumnItems);
leftColumnItems->Add(new Spacer(0.0));
leftColumnItems->SetSpacing(10.0);
for (int i = 0; i < NUM_SAVESLOTS; i++) {
SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(gamePath_, i, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked);
}
leftColumnItems->Add(new Spacer(0.0));
LinearLayout *buttonRow = leftColumnItems->Add(new LinearLayout(ORIENT_HORIZONTAL));
if (g_Config.bEnableStateUndo) {
UI::Choice *loadUndoButton = buttonRow->Add(new Choice(pa->T("Undo last load")));
loadUndoButton->SetEnabled(SaveState::HasUndoLoad(gamePath_));
loadUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLoadUndo);
UI::Choice *saveUndoButton = buttonRow->Add(new Choice(pa->T("Undo last save")));
saveUndoButton->SetEnabled(SaveState::HasUndoLastSave(gamePath_));
saveUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLastSaveUndo);
}
if (g_Config.iRewindFlipFrequency > 0) {
UI::Choice *rewindButton = buttonRow->Add(new Choice(pa->T("Rewind")));
rewindButton->SetEnabled(SaveState::CanRewind());
rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
}
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
rightColumnItems->SetSpacing(0.0f);
if (getUMDReplacePermit()) {
rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
}
Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue")));
root_->SetDefaultFocusView(continueChoice);
continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
std::string gameId = g_paramSFO.GetDiscID();
if (g_Config.hasGameConfig(gameId)) {
rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
} else {
rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
}
if (g_Config.bEnableCheats) {
rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
}
// TODO, also might be nice to show overall compat rating here?
// Based on their platform or even cpu/gpu/config. Would add an API for it.
if (Reporting::IsSupported() && g_paramSFO.GetValueString("DISC_ID").size()) {
auto rp = GetI18NCategory("Reporting");
rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
}
rightColumnItems->Add(new Spacer(25.0));
if (g_Config.bPauseMenuExitsEmulator) {
auto mm = GetI18NCategory("MainMenu");
rightColumnItems->Add(new Choice(mm->T("Exit")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
} else {
rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
}
}
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnState(UI::EventParams &e) {
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}
void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
std::string tag = dialog->tag();
if (tag == "screenshot" && dr == DR_OK) {
finishNextFrame_ = true;
} else {
// There may have been changes to our savestates, so let's recreate.
RecreateViews();
}
}
UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
SaveSlotView *v = static_cast<SaveSlotView *>(e.v);
int slot = v->GetSlot();
g_Config.iCurrentStateSlot = v->GetSlot();
if (SaveState::HasSaveInSlot(gamePath_, slot)) {
Path fn = v->GetScreenshotFilename();
std::string title = v->GetScreenshotTitle();
auto pa = GetI18NCategory("Pause");
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), pa, gamePath_);
screenManager()->push(screen);
}
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
if (g_Config.bPauseMenuExitsEmulator) {
System_SendMessage("finish", "");
} else {
TriggerFinish(DR_OK);
}
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
screenManager()->push(new ReportScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
SaveState::Rewind(&AfterSaveStateAction);
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnLoadUndo(UI::EventParams &e) {
SaveState::UndoLoad(gamePath_, &AfterSaveStateAction);
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnLastSaveUndo(UI::EventParams &e) {
SaveState::UndoLastSave(gamePath_);
RecreateViews();
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
screenManager()->push(new CwCheatScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
screenManager()->push(new UmdReplaceScreen());
return UI::EVENT_DONE;
}
void GamePauseScreen::CallbackDeleteConfig(bool yes)
{
if (yes) {
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
g_Config.unloadGameConfig();
g_Config.deleteGameConfig(info->id);
info->hasConfig = false;
screenManager()->RecreateAllViews();
}
}
UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e)
{
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
std::string gameId = g_paramSFO.GetDiscID();
g_Config.createGameConfig(gameId);
g_Config.changeGameSpecific(gameId, info->GetTitle());
g_Config.saveGameConfig(gameId, info->GetTitle());
if (info) {
info->hasConfig = true;
}
screenManager()->topScreen()->RecreateViews();
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
{
auto di = GetI18NCategory("Dialog");
auto ga = GetI18NCategory("Game");
screenManager()->push(
new PromptScreen(di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"),
std::bind(&GamePauseScreen::CallbackDeleteConfig, this, std::placeholders::_1)));
return UI::EVENT_DONE;
}