ppsspp/UI/EmuScreen.cpp
2024-07-25 14:52:41 +02:00

1645 lines
53 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
#include <algorithm>
#include <functional>
using namespace std::placeholders;
#include "Common/Render/TextureAtlas.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Render/Text/draw_text.h"
#include "Common/File/FileUtil.h"
#include "Common/Battery/Battery.h"
#include "Common/UI/Root.h"
#include "Common/UI/UI.h"
#include "Common/UI/Context.h"
#include "Common/UI/Tween.h"
#include "Common/UI/View.h"
#include "Common/UI/AsyncImageFileView.h"
#include "Common/VR/PPSSPPVR.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Input/InputState.h"
#include "Common/Log.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/System/NativeApp.h"
#include "Common/System/Request.h"
#include "Common/System/OSD.h"
#include "Common/Profiler/Profiler.h"
#include "Common/Math/curves.h"
#include "Common/TimeUtil.h"
#ifndef MOBILE_DEVICE
#include "Core/AVIDump.h"
#endif
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/Core.h"
#include "Core/KeyMap.h"
#include "Core/MemFault.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/FileSystems/VirtualDiscFileSystem.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#if !PPSSPP_PLATFORM(UWP)
#include "GPU/Vulkan/DebugVisVulkan.h"
#endif
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceSas.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/RetroAchievements.h"
#include "Core/SaveState.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/HLE/proAdhoc.h"
#include "Core/HW/Display.h"
#include "UI/BackgroundAudio.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GamepadEmu.h"
#include "UI/PauseScreen.h"
#include "UI/MainScreen.h"
#include "UI/EmuScreen.h"
#include "UI/DevScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/ProfilerDraw.h"
#include "UI/DiscordIntegration.h"
#include "UI/ChatScreen.h"
#include "UI/DebugOverlay.h"
#include "Core/Reporting.h"
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
#include "Windows/MainWindow.h"
#endif
#ifndef MOBILE_DEVICE
static AVIDump avi;
#endif
// TODO: Ugly!
static bool frameStep_;
static int lastNumFlips;
static bool startDumping;
extern bool g_TakeScreenshot;
static void __EmuScreenVblank()
{
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (frameStep_ && lastNumFlips != gpuStats.numFlips)
{
frameStep_ = false;
Core_EnableStepping(true, "ui.frameAdvance", 0);
lastNumFlips = gpuStats.numFlips;
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && !startDumping)
{
avi.Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
g_OSD.Show(OSDType::MESSAGE_INFO, sy->T("AVI Dump started."), 1.0f);
startDumping = true;
}
if (g_Config.bDumpFrames && startDumping)
{
avi.AddFrame();
}
else if (!g_Config.bDumpFrames && startDumping)
{
avi.Stop();
g_OSD.Show(OSDType::MESSAGE_INFO, sy->T("AVI Dump stopped."), 1.0f);
startDumping = false;
}
#endif
}
// Handles control rotation due to internal screen rotation.
static void SetPSPAnalog(int stick, float x, float y) {
switch (g_Config.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL:
// Standard rotation. No change.
break;
case ROTATION_LOCKED_HORIZONTAL180:
x = -x;
y = -y;
break;
case ROTATION_LOCKED_VERTICAL:
{
float new_y = -x;
x = y;
y = new_y;
break;
}
case ROTATION_LOCKED_VERTICAL180:
{
float new_y = y = x;
x = -y;
y = new_y;
break;
}
default:
break;
}
__CtrlSetAnalogXY(stick, x, y);
}
EmuScreen::EmuScreen(const Path &filename)
: gamePath_(filename) {
saveStateSlot_ = SaveState::GetCurrentSlot();
__DisplayListenVblank(__EmuScreenVblank);
frameStep_ = false;
lastNumFlips = gpuStats.numFlips;
startDumping = false;
controlMapper_.SetCallbacks(
std::bind(&EmuScreen::onVKey, this, _1, _2),
std::bind(&EmuScreen::onVKeyAnalog, this, _1, _2),
[](uint32_t bitsToSet, uint32_t bitsToClear) {
__CtrlUpdateButtons(bitsToSet, bitsToClear);
},
&SetPSPAnalog,
nullptr);
// Make sure we don't leave it at powerdown after the last game.
// TODO: This really should be handled elsewhere if it isn't.
if (coreState == CORE_POWERDOWN)
coreState = CORE_STEPPING;
OnDevMenu.Handle(this, &EmuScreen::OnDevTools);
OnChatMenu.Handle(this, &EmuScreen::OnChat);
// Usually, we don't want focus movement enabled on this screen, so disable on start.
// Only if you open chat or dev tools do we want it to start working.
UI::EnableFocusMovement(false);
}
bool EmuScreen::bootAllowStorage(const Path &filename) {
// No permissions needed. The easy life.
if (filename.Type() == PathType::HTTP)
return true;
if (!System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS))
return true;
PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE);
switch (status) {
case PERMISSION_STATUS_UNKNOWN:
System_AskForPermission(SYSTEM_PERMISSION_STORAGE);
return false;
case PERMISSION_STATUS_DENIED:
stopRender_ = true;
screenManager()->switchScreen(new MainScreen());
return false;
case PERMISSION_STATUS_PENDING:
// Keep waiting.
return false;
case PERMISSION_STATUS_GRANTED:
return true;
}
_assert_(false);
return false;
}
void EmuScreen::bootGame(const Path &filename) {
if (Achievements::IsBlockingExecution()) {
// Keep waiting.
return;
}
if (PSP_IsRebooting())
return;
if (PSP_IsInited()) {
bootPending_ = false;
invalid_ = false;
bootComplete();
return;
}
if (PSP_IsIniting()) {
std::string error_string = "(unknown error)";
bootPending_ = !PSP_InitUpdate(&error_string);
if (!bootPending_) {
invalid_ = !PSP_IsInited();
if (invalid_) {
errorMessage_ = error_string;
ERROR_LOG(Log::Boot, "isIniting bootGame error: %s", errorMessage_.c_str());
return;
}
bootComplete();
}
return;
}
g_BackgroundAudio.SetGame(Path());
// Check permission status first, in case we came from a shortcut.
if (!bootAllowStorage(filename))
return;
invalid_ = true;
// We don't want to boot with the wrong game specific config, so wait until info is ready.
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, filename, GameInfoFlags::PARAM_SFO);
if (!info->Ready(GameInfoFlags::PARAM_SFO)) {
return;
}
auto sc = GetI18NCategory(I18NCat::SCREEN);
if (info->fileType == IdentifiedFileType::PSP_DISC_DIRECTORY) {
// Check for existence of ppsspp-index.lst - if it exists, the user likely knows what they're doing.
// TODO: Better would be to check that it was loaded successfully.
if (!File::Exists(filename / INDEX_FILENAME)) {
g_OSD.Show(OSDType::MESSAGE_CENTERED_WARNING, sc->T("ExtractedIsoWarning", "Extracted ISOs often don't work.\nPlay the ISO file directly."), gamePath_.ToVisualString(), 7.0f);
} else {
INFO_LOG(Log::Loader, "Extracted ISO loaded without warning - %s is present.", INDEX_FILENAME.c_str());
}
}
extraAssertInfoStr_ = info->id + " " + info->GetTitle();
SetExtraAssertInfo(extraAssertInfoStr_.c_str());
if (!info->id.empty()) {
g_Config.loadGameConfig(info->id, info->GetTitle());
// Reset views in case controls are in a different place.
RecreateViews();
g_Discord.SetPresenceGame(info->GetTitle());
} else {
g_Discord.SetPresenceGame(sc->T("Untitled PSP game"));
}
CoreParameter coreParam{};
coreParam.cpuCore = (CPUCore)g_Config.iCpuCore;
coreParam.gpuCore = GPUCORE_GLES;
switch (GetGPUBackend()) {
case GPUBackend::DIRECT3D11:
coreParam.gpuCore = GPUCORE_DIRECTX11;
break;
#if !PPSSPP_PLATFORM(UWP)
#if PPSSPP_API(ANY_GL)
case GPUBackend::OPENGL:
coreParam.gpuCore = GPUCORE_GLES;
break;
#endif
case GPUBackend::DIRECT3D9:
coreParam.gpuCore = GPUCORE_DIRECTX9;
break;
case GPUBackend::VULKAN:
coreParam.gpuCore = GPUCORE_VULKAN;
break;
#endif
}
// Preserve the existing graphics context.
coreParam.graphicsContext = PSP_CoreParameter().graphicsContext;
coreParam.enableSound = g_Config.bEnableSound;
coreParam.fileToStart = filename;
coreParam.mountIso.clear();
coreParam.mountRoot.clear();
coreParam.startBreak = !g_Config.bAutoRun;
coreParam.headLess = false;
if (g_Config.iInternalResolution == 0) {
coreParam.renderWidth = g_display.pixel_xres;
coreParam.renderHeight = g_display.pixel_yres;
} else {
if (g_Config.iInternalResolution < 0)
g_Config.iInternalResolution = 1;
coreParam.renderWidth = 480 * g_Config.iInternalResolution;
coreParam.renderHeight = 272 * g_Config.iInternalResolution;
}
coreParam.pixelWidth = g_display.pixel_xres;
coreParam.pixelHeight = g_display.pixel_yres;
std::string error_string;
if (!PSP_InitStart(coreParam, &error_string)) {
bootPending_ = false;
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(Log::Boot, "InitStart bootGame error: %s", errorMessage_.c_str());
}
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.bSkipBufferEffects) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 10.0f);
}
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.iSkipGPUReadbackMode != (int)SkipGPUReadbackMode::NO_SKIP && !PSP_CoreParameter().compat.flags().ForceEnableGPUReadback) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("BlockTransferRequired", "Warning: This game requires Skip GPU Readbacks be set to No."), 10.0f);
}
if (PSP_CoreParameter().compat.flags().RequireDefaultCPUClock && g_Config.iLockedCPUSpeed != 0) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("DefaultCPUClockRequired", "Warning: This game requires the CPU clock to be set to default."), 10.0f);
}
loadingViewColor_->Divert(0xFFFFFFFF, 0.75f);
loadingViewVisible_->Divert(UI::V_VISIBLE, 0.75f);
screenManager()->getDrawContext()->ResetStats();
if (bootPending_) {
System_PostUIMessage(UIMessage::GAME_SELECTED, filename.c_str());
}
}
void EmuScreen::bootComplete() {
UpdateUIState(UISTATE_INGAME);
System_Notify(SystemNotification::BOOT_DONE);
System_Notify(SystemNotification::DISASSEMBLY);
NOTICE_LOG(Log::Boot, "Booted %s...", PSP_CoreParameter().fileToStart.c_str());
if (!Achievements::HardcoreModeActive()) {
// Don't auto-load savestates in hardcore mode.
autoLoad();
}
auto sc = GetI18NCategory(I18NCat::SCREEN);
#ifndef MOBILE_DEVICE
if (g_Config.bFirstRun) {
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("PressESC", "Press ESC to open the pause menu"));
}
#endif
#if !PPSSPP_PLATFORM(UWP)
if (GetGPUBackend() == GPUBackend::OPENGL) {
const char *renderer = gl_extensions.model;
if (strstr(renderer, "Chainfire3D") != 0) {
g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f);
} else if (strstr(renderer, "GLTools") != 0) {
g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f);
}
if (g_Config.bGfxDebugOutput) {
g_OSD.Show(OSDType::MESSAGE_WARNING, "WARNING: GfxDebugOutput is enabled via ppsspp.ini. Things may be slow.", 10.0f);
}
}
#endif
if (Core_GetPowerSaving()) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
#ifdef __ANDROID__
g_OSD.Show(OSDType::MESSAGE_WARNING, sy->T("WARNING: Android battery save mode is on"), 2.0f, "core_powerSaving");
#else
g_OSD.Show(OSDType::MESSAGE_WARNING, sy->T("WARNING: Battery save mode is on"), 2.0f, "core_powerSaving");
#endif
}
if (g_Config.bStereoRendering) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto di = GetI18NCategory(I18NCat::DIALOG);
// Stereo rendering is experimental, so let's notify the user it's being used.
// Carefully reuse translations for this rare warning.
g_OSD.Show(OSDType::MESSAGE_WARNING, std::string(gr->T("Stereo rendering")) + ": " + std::string(di->T("Enabled")));
}
saveStateSlot_ = SaveState::GetCurrentSlot();
loadingViewColor_->Divert(0x00FFFFFF, 0.2f);
loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f);
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
g_Config.TimeTracker().Start(gameID);
}
EmuScreen::~EmuScreen() {
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
g_Config.TimeTracker().Stop(gameID);
// If we were invalid, it would already be shutdown.
if (!invalid_ || bootPending_) {
PSP_Shutdown();
}
System_PostUIMessage(UIMessage::GAME_SELECTED, "");
g_OSD.ClearAchievementStuff();
SetExtraAssertInfo(nullptr);
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && startDumping)
{
avi.Stop();
g_OSD.Show(OSDType::MESSAGE_INFO, "AVI Dump stopped.", 2.0f);
startDumping = false;
}
#endif
if (GetUIState() == UISTATE_EXIT)
g_Discord.ClearPresence();
else
g_Discord.SetPresenceMenu();
}
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
// TODO: improve the way with which we got commands from PauseMenu.
// DR_CANCEL/DR_BACK means clicked on "continue", DR_OK means clicked on "back to menu",
// DR_YES means a message sent to PauseMenu by System_PostUIMessage.
if (result == DR_OK || quit_) {
screenManager()->switchScreen(new MainScreen());
quit_ = false;
}
// Returning to the PauseScreen, unless we're stepping, means we should go back to controls.
if (Core_IsActive())
UI::EnableFocusMovement(false);
RecreateViews();
SetExtraAssertInfo(extraAssertInfoStr_.c_str());
}
static void AfterSaveStateAction(SaveState::Status status, std::string_view message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
g_OSD.Show(status == SaveState::Status::SUCCESS ? OSDType::MESSAGE_SUCCESS : OSDType::MESSAGE_ERROR, message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
}
static void AfterStateBoot(SaveState::Status status, std::string_view message, void *ignored) {
AfterSaveStateAction(status, message, ignored);
Core_EnableStepping(false);
System_Notify(SystemNotification::DISASSEMBLY);
}
void EmuScreen::focusChanged(ScreenFocusChange focusChange) {
Screen::focusChanged(focusChange);
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
if (gameID.empty()) {
// startup or shutdown
return;
}
switch (focusChange) {
case ScreenFocusChange::FOCUS_LOST_TOP:
g_Config.TimeTracker().Stop(gameID);
controlMapper_.ReleaseAll();
break;
case ScreenFocusChange::FOCUS_BECAME_TOP:
g_Config.TimeTracker().Start(gameID);
break;
}
}
void EmuScreen::sendMessage(UIMessage message, const char *value) {
// External commands, like from the Windows UI.
if (message == UIMessage::REQUEST_GAME_PAUSE && screenManager()->topScreen() == this) {
screenManager()->push(new GamePauseScreen(gamePath_));
} else if (message == UIMessage::REQUEST_GAME_STOP) {
// We will push MainScreen in update().
PSP_Shutdown();
bootPending_ = false;
stopRender_ = true;
invalid_ = true;
System_Notify(SystemNotification::DISASSEMBLY);
} else if (message == UIMessage::REQUEST_GAME_RESET) {
PSP_Shutdown();
bootPending_ = true;
invalid_ = true;
System_Notify(SystemNotification::DISASSEMBLY);
std::string resetError;
if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
ERROR_LOG(Log::Loader, "Error resetting: %s", resetError.c_str());
stopRender_ = true;
screenManager()->switchScreen(new MainScreen());
return;
}
} else if (message == UIMessage::REQUEST_GAME_BOOT) {
// TODO: Ignore or not if it's the same game that's already running?
if (gamePath_ == Path(value)) {
WARN_LOG(Log::Loader, "Game already running, ignoring");
return;
}
const char *ext = strrchr(value, '.');
if (ext != nullptr && !strcmp(ext, ".ppst")) {
SaveState::Load(Path(value), -1, &AfterStateBoot);
} else {
PSP_Shutdown();
bootPending_ = true;
gamePath_ = Path(value);
// Don't leave it on CORE_POWERDOWN, we'll sometimes aggressively bail.
Core_UpdateState(CORE_POWERUP);
}
} else if (message == UIMessage::CONFIG_LOADED) {
// In case we need to position touch controls differently.
RecreateViews();
} else if (message == UIMessage::SHOW_CONTROL_MAPPING && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new ControlMappingScreen(gamePath_));
} else if (message == UIMessage::SHOW_DISPLAY_LAYOUT_EDITOR && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new DisplayLayoutScreen(gamePath_));
} else if (message == UIMessage::SHOW_SETTINGS && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new GameSettingsScreen(gamePath_));
} else if (message == UIMessage::REQUEST_GPU_DUMP_NEXT_FRAME) {
if (gpu)
gpu->DumpNextFrame();
} else if (message == UIMessage::REQUEST_CLEAR_JIT) {
currentMIPS->ClearJitCache();
if (PSP_IsInited()) {
currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
}
} else if (message == UIMessage::WINDOW_MINIMIZED) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
} else if (message == UIMessage::SHOW_CHAT_SCREEN) {
if (g_Config.bEnableNetworkChat) {
if (!chatButton_)
RecreateViews();
#if defined(USING_WIN_UI)
// temporary workaround for hotkey its freeze the ui when open chat screen using hotkey and native keyboard is enable
if (g_Config.bBypassOSKWithKeyboard) {
// TODO: Make translatable.
g_OSD.Show(OSDType::MESSAGE_INFO, "Disable \"Use system native keyboard\" to use ctrl + c hotkey", 2.0f);
} else {
UI::EventParams e{};
OnChatMenu.Trigger(e);
}
#else
UI::EventParams e{};
OnChatMenu.Trigger(e);
#endif
}
} else if (message == UIMessage::APP_RESUMED && screenManager()->topScreen() == this) {
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_TV) {
if (!KeyMap::IsKeyMapped(DEVICE_ID_PAD_0, VIRTKEY_PAUSE) || !KeyMap::IsKeyMapped(DEVICE_ID_PAD_1, VIRTKEY_PAUSE)) {
// If it's a TV (so no built-in back button), and there's no back button mapped to a pad,
// use this as the fallback way to get into the menu.
screenManager()->push(new GamePauseScreen(gamePath_));
}
}
} else if (message == UIMessage::REQUEST_PLAY_SOUND) {
if (g_Config.bAchievementsSoundEffects && g_Config.bEnableSound) {
float achievementVolume = g_Config.iAchievementSoundVolume * 0.1f;
// TODO: Handle this some nicer way.
if (!strcmp(value, "achievement_unlocked")) {
g_BackgroundAudio.SFX().Play(UI::UISound::ACHIEVEMENT_UNLOCKED, achievementVolume * 1.0f);
}
if (!strcmp(value, "leaderboard_submitted")) {
g_BackgroundAudio.SFX().Play(UI::UISound::LEADERBOARD_SUBMITTED, achievementVolume * 1.0f);
}
}
}
}
bool EmuScreen::UnsyncTouch(const TouchInput &touch) {
System_Notify(SystemNotification::ACTIVITY);
if (chatMenu_ && chatMenu_->GetVisibility() == UI::V_VISIBLE) {
// Avoid pressing touch button behind the chat
if (chatMenu_->Contains(touch.x, touch.y)) {
chatMenu_->Touch(touch);
return true;
} else if ((touch.flags & TOUCH_DOWN) != 0) {
chatMenu_->Close();
if (chatButton_)
chatButton_->SetVisibility(UI::V_VISIBLE);
UI::EnableFocusMovement(false);
}
}
GamepadTouch();
if (root_) {
UIScreen::UnsyncTouch(touch);
}
return true;
}
void EmuScreen::onVKey(int virtualKeyCode, bool down) {
auto sc = GetI18NCategory(I18NCat::SCREEN);
auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS);
switch (virtualKeyCode) {
case VIRTKEY_FASTFORWARD:
if (down) {
if (coreState == CORE_STEPPING) {
Core_EnableStepping(false);
}
PSP_CoreParameter().fastForward = true;
} else {
PSP_CoreParameter().fastForward = false;
}
break;
case VIRTKEY_SPEED_TOGGLE:
if (down) {
// Cycle through enabled speeds.
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL && g_Config.iFpsLimit1 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("fixed", "Speed: alternate"), 1.0, "altspeed");
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit2 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0, "altspeed");
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 || PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("standard", "Speed: standard"), 1.0, "altspeed");
}
}
break;
case VIRTKEY_SPEED_CUSTOM1:
if (down) {
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("fixed", "Speed: alternate"), 1.0, "altspeed");
}
} else {
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("standard", "Speed: standard"), 1.0, "altspeed");
}
}
break;
case VIRTKEY_SPEED_CUSTOM2:
if (down) {
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0, "altspeed");
}
} else {
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("standard", "Speed: standard"), 1.0, "altspeed");
}
}
break;
case VIRTKEY_PAUSE:
if (down) {
// Trigger on key-up to partially avoid repetition problems.
// This is needed whenever we pop up a menu since the mapper
// might miss the key-up. Same as VIRTKEY_OPENCHAT.
pauseTrigger_ = true;
controlMapper_.ForceReleaseVKey(virtualKeyCode);
}
break;
case VIRTKEY_FRAME_ADVANCE:
if (!Achievements::WarnUserIfHardcoreModeActive(false)) {
if (down) {
// If game is running, pause emulation immediately. Otherwise, advance a single frame.
if (Core_IsStepping()) {
frameStep_ = true;
Core_EnableStepping(false);
} else if (!frameStep_) {
Core_EnableStepping(true, "ui.frameAdvance", 0);
}
}
}
break;
case VIRTKEY_OPENCHAT:
if (down && g_Config.bEnableNetworkChat) {
UI::EventParams e{};
OnChatMenu.Trigger(e);
controlMapper_.ForceReleaseVKey(virtualKeyCode);
}
break;
case VIRTKEY_AXIS_SWAP:
if (down) {
controlMapper_.ToggleSwapAxes();
g_OSD.Show(OSDType::MESSAGE_INFO, mc->T("AxisSwap")); // best string we have.
}
break;
case VIRTKEY_DEVMENU:
if (down) {
UI::EventParams e{};
OnDevMenu.Trigger(e);
}
break;
#ifndef MOBILE_DEVICE
case VIRTKEY_RECORD:
if (down) {
if (g_Config.bDumpFrames == g_Config.bDumpAudio) {
g_Config.bDumpFrames = !g_Config.bDumpFrames;
g_Config.bDumpAudio = !g_Config.bDumpAudio;
} else {
// This hotkey should always toggle both audio and video together.
// So let's make sure that's the only outcome even if video OR audio was already being dumped.
if (g_Config.bDumpFrames) {
AVIDump::Stop();
AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
g_Config.bDumpAudio = true;
} else {
WAVDump::Reset();
g_Config.bDumpFrames = true;
}
}
}
break;
#endif
case VIRTKEY_REWIND:
if (down && !Achievements::WarnUserIfHardcoreModeActive(false)) {
if (SaveState::CanRewind()) {
SaveState::Rewind(&AfterSaveStateAction);
} else {
g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("norewind", "No rewind save states available"), 2.0);
}
}
break;
case VIRTKEY_SAVE_STATE:
if (down && !Achievements::WarnUserIfHardcoreModeActive(true)) {
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
}
break;
case VIRTKEY_LOAD_STATE:
if (down && !Achievements::WarnUserIfHardcoreModeActive(false)) {
SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
}
break;
case VIRTKEY_PREVIOUS_SLOT:
if (down && !Achievements::WarnUserIfHardcoreModeActive(true)) {
SaveState::PrevSlot();
System_PostUIMessage(UIMessage::SAVESTATE_DISPLAY_SLOT);
}
break;
case VIRTKEY_NEXT_SLOT:
if (down && !Achievements::WarnUserIfHardcoreModeActive(true)) {
SaveState::NextSlot();
System_PostUIMessage(UIMessage::SAVESTATE_DISPLAY_SLOT);
}
break;
case VIRTKEY_TOGGLE_FULLSCREEN:
if (down)
System_ToggleFullscreenState("");
break;
case VIRTKEY_TOGGLE_TOUCH_CONTROLS:
if (down) {
if (g_Config.bShowTouchControls) {
// This just messes with opacity if enabled, so you can touch the screen again to bring them back.
if (GamepadGetOpacity() < 0.01f) {
GamepadTouch();
} else {
// Reset.
GamepadTouch(true);
}
} else {
// If touch controls are disabled though, they'll get enabled.
g_Config.bShowTouchControls = true;
RecreateViews();
GamepadTouch();
}
}
break;
case VIRTKEY_TOGGLE_MOUSE:
if (down) {
g_Config.bMouseControl = !g_Config.bMouseControl;
}
break;
case VIRTKEY_SCREENSHOT:
if (down)
g_TakeScreenshot = true;
break;
case VIRTKEY_TEXTURE_DUMP:
if (down) {
g_Config.bSaveNewTextures = !g_Config.bSaveNewTextures;
if (g_Config.bSaveNewTextures) {
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("saveNewTextures_true", "Textures will now be saved to your storage"), 2.0);
System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED);
} else {
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("saveNewTextures_false", "Texture saving was disabled"), 2.0);
}
}
break;
case VIRTKEY_TEXTURE_REPLACE:
if (down) {
g_Config.bReplaceTextures = !g_Config.bReplaceTextures;
if (g_Config.bReplaceTextures)
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("replaceTextures_true", "Texture replacement enabled"), 2.0);
else
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("replaceTextures_false", "Textures no longer are being replaced"), 2.0);
System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED);
}
break;
case VIRTKEY_RAPID_FIRE:
__CtrlSetRapidFire(down, g_Config.iRapidFireInterval);
break;
case VIRTKEY_MUTE_TOGGLE:
if (down)
g_Config.bEnableSound = !g_Config.bEnableSound;
break;
case VIRTKEY_SCREEN_ROTATION_VERTICAL:
if (down)
g_Config.iInternalScreenRotation = ROTATION_LOCKED_VERTICAL;
break;
case VIRTKEY_SCREEN_ROTATION_VERTICAL180:
if (down)
g_Config.iInternalScreenRotation = ROTATION_LOCKED_VERTICAL180;
break;
case VIRTKEY_SCREEN_ROTATION_HORIZONTAL:
if (down)
g_Config.iInternalScreenRotation = ROTATION_LOCKED_HORIZONTAL;
break;
case VIRTKEY_SCREEN_ROTATION_HORIZONTAL180:
if (down)
g_Config.iInternalScreenRotation = ROTATION_LOCKED_HORIZONTAL180;
break;
case VIRTKEY_TOGGLE_WLAN:
if (down) {
auto n = GetI18NCategory(I18NCat::NETWORKING);
auto di = GetI18NCategory(I18NCat::DIALOG);
g_Config.bEnableWlan = !g_Config.bEnableWlan;
// Try to avoid adding more strings so we piece together a message from existing ones.
g_OSD.Show(OSDType::MESSAGE_INFO, StringFromFormat(
"%s: %s", n->T("Enable networking"), g_Config.bEnableWlan ? di->T("Enabled") : di->T("Disabled")), 2.0, "toggle_wlan");
}
break;
case VIRTKEY_EXIT_APP:
System_ExitApp();
break;
}
}
void EmuScreen::onVKeyAnalog(int virtualKeyCode, float value) {
if (virtualKeyCode != VIRTKEY_SPEED_ANALOG) {
return;
}
// We only handle VIRTKEY_SPEED_ANALOG here.
// Xbox controllers need a pretty big deadzone here to not leave behind small values
// on occasion when releasing the trigger. Still feels right.
static constexpr float DEADZONE_THRESHOLD = 0.2f;
static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
FPSLimit &limitMode = PSP_CoreParameter().fpsLimit;
// If we're using an alternate speed already, let that win.
if (limitMode != FPSLimit::NORMAL && limitMode != FPSLimit::ANALOG)
return;
// Don't even try if the limit is invalid.
if (g_Config.iAnalogFpsLimit <= 0)
return;
// Apply a small deadzone (against the resting position.)
value = std::max(0.0f, (value - DEADZONE_THRESHOLD) * DEADZONE_SCALE);
// If target is above 60, value is how much to speed up over 60. Otherwise, it's how much slower.
// So normalize the target.
int target = g_Config.iAnalogFpsLimit - 60;
PSP_CoreParameter().analogFpsLimit = 60 + (int)(target * value);
// If we've reset back to normal, turn it off.
limitMode = PSP_CoreParameter().analogFpsLimit == 60 ? FPSLimit::NORMAL : FPSLimit::ANALOG;
}
bool EmuScreen::UnsyncKey(const KeyInput &key) {
System_Notify(SystemNotification::ACTIVITY);
if (UI::IsFocusMovementEnabled()) {
return UIScreen::UnsyncKey(key);
}
return controlMapper_.Key(key, &pauseTrigger_);
}
bool EmuScreen::key(const KeyInput &key) {
bool retval = UIScreen::key(key);
if (!retval && (key.flags & KEY_DOWN) != 0 && UI::IsEscapeKey(key)) {
if (chatMenu_)
chatMenu_->Close();
if (chatButton_)
chatButton_->SetVisibility(UI::V_VISIBLE);
UI::EnableFocusMovement(false);
return true;
}
return retval;
}
void EmuScreen::UnsyncAxis(const AxisInput *axes, size_t count) {
System_Notify(SystemNotification::ACTIVITY);
if (UI::IsFocusMovementEnabled()) {
return UIScreen::UnsyncAxis(axes, count);
}
return controlMapper_.Axis(axes, count);
}
class GameInfoBGView : public UI::InertView {
public:
GameInfoBGView(const Path &gamePath, UI::LayoutParams *layoutParams) : InertView(layoutParams), gamePath_(gamePath) {
}
void Draw(UIContext &dc) override {
// Should only be called when visible.
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, GameInfoFlags::BG);
dc.Flush();
// PIC1 is the loading image, so let's only draw if it's available.
if (ginfo->Ready(GameInfoFlags::BG) && ginfo->pic1.texture) {
Draw::Texture *texture = ginfo->pic1.texture;
if (texture) {
dc.GetDrawContext()->BindTexture(0, texture);
double loadTime = ginfo->pic1.timeLoaded;
uint32_t color = alphaMul(color_, ease((time_now_d() - loadTime) * 3));
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color);
dc.Flush();
dc.RebindTexture();
}
}
}
std::string DescribeText() const override {
return "";
}
void SetColor(uint32_t c) {
color_ = c;
}
protected:
Path gamePath_;
uint32_t color_ = 0xFFC0C0C0;
};
// TODO: Shouldn't actually need bounds for this, Anchor can center too.
static UI::AnchorLayoutParams *AnchorInCorner(const Bounds &bounds, int corner, float xOffset, float yOffset) {
using namespace UI;
switch ((ScreenEdgePosition)g_Config.iChatButtonPosition) {
case ScreenEdgePosition::BOTTOM_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, NONE, NONE, yOffset, true);
case ScreenEdgePosition::BOTTOM_CENTER: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), NONE, NONE, yOffset, true);
case ScreenEdgePosition::BOTTOM_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, NONE, xOffset, yOffset, true);
case ScreenEdgePosition::TOP_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, yOffset, NONE, NONE, true);
case ScreenEdgePosition::TOP_CENTER: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), yOffset, NONE, NONE, true);
case ScreenEdgePosition::TOP_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, yOffset, xOffset, NONE, true);
case ScreenEdgePosition::CENTER_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, bounds.centerY(), NONE, NONE, true);
case ScreenEdgePosition::CENTER_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, bounds.centerY(), xOffset, NONE, true);
default: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, NONE, NONE, yOffset, true);
}
}
void EmuScreen::CreateViews() {
using namespace UI;
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
auto sc = GetI18NCategory(I18NCat::SCREEN);
const Bounds &bounds = screenManager()->getUIContext()->GetLayoutBounds();
InitPadLayout(bounds.w, bounds.h);
// Devices without a back button like iOS need an on-screen touch back button.
bool showPauseButton = !System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON) || g_Config.bShowTouchPause;
root_ = CreatePadLayout(bounds.w, bounds.h, &pauseTrigger_, showPauseButton, &controlMapper_);
if (g_Config.bShowDeveloperMenu) {
root_->Add(new Button(dev->T("DevMenu")))->OnClick.Handle(this, &EmuScreen::OnDevTools);
}
LinearLayout *buttons = new LinearLayout(Orientation::ORIENT_HORIZONTAL, new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 60, true));
buttons->SetSpacing(20.0f);
root_->Add(buttons);
resumeButton_ = buttons->Add(new Button(dev->T("Resume")));
resumeButton_->OnClick.Handle(this, &EmuScreen::OnResume);
resumeButton_->SetVisibility(V_GONE);
resetButton_ = buttons->Add(new Button(dev->T("Reset")));
resetButton_->OnClick.Handle(this, &EmuScreen::OnReset);
resetButton_->SetVisibility(V_GONE);
cardboardDisableButton_ = root_->Add(new Button(sc->T("Cardboard VR OFF"), new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 30, true)));
cardboardDisableButton_->OnClick.Handle(this, &EmuScreen::OnDisableCardboard);
cardboardDisableButton_->SetVisibility(V_GONE);
cardboardDisableButton_->SetScale(0.65f); // make it smaller - this button can be in the way otherwise.
if (g_Config.bEnableNetworkChat) {
if (g_Config.iChatButtonPosition != 8) {
auto n = GetI18NCategory(I18NCat::NETWORKING);
AnchorLayoutParams *layoutParams = AnchorInCorner(bounds, g_Config.iChatButtonPosition, 80.0f, 50.0f);
ChoiceWithValueDisplay *btn = new ChoiceWithValueDisplay(&newChatMessages_, n->T("Chat"), layoutParams);
root_->Add(btn)->OnClick.Handle(this, &EmuScreen::OnChat);
chatButton_ = btn;
}
chatMenu_ = root_->Add(new ChatMenu(GetRequesterToken(), screenManager()->getUIContext()->GetBounds(), new LayoutParams(FILL_PARENT, FILL_PARENT)));
chatMenu_->SetVisibility(UI::V_GONE);
} else {
chatButton_ = nullptr;
chatMenu_ = nullptr;
}
saveStatePreview_ = new AsyncImageFileView(Path(), IS_FIXED, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, true));
saveStatePreview_->SetFixedSize(160, 90);
saveStatePreview_->SetColor(0x90FFFFFF);
saveStatePreview_->SetVisibility(V_GONE);
saveStatePreview_->SetCanBeFocused(false);
root_->Add(saveStatePreview_);
GameInfoBGView *loadingBG = root_->Add(new GameInfoBGView(gamePath_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT)));
TextView *loadingTextView = root_->Add(new TextView(sc->T(PSP_GetLoading()), new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 40, true)));
loadingTextView_ = loadingTextView;
static const ImageID symbols[4] = {
ImageID("I_CROSS"),
ImageID("I_CIRCLE"),
ImageID("I_SQUARE"),
ImageID("I_TRIANGLE"),
};
Spinner *loadingSpinner = root_->Add(new Spinner(symbols, ARRAY_SIZE(symbols), new AnchorLayoutParams(NONE, NONE, 45, 45, true)));
loadingSpinner_ = loadingSpinner;
loadingBG->SetTag("LoadingBG");
loadingTextView->SetTag("LoadingText");
loadingSpinner->SetTag("LoadingSpinner");
// Don't really need this, and it creates a lot of strings to translate...
loadingTextView->SetVisibility(V_GONE);
loadingTextView->SetShadow(true);
loadingViewColor_ = loadingSpinner->AddTween(new CallbackColorTween(0x00FFFFFF, 0x00FFFFFF, 0.2f, &bezierEaseInOut));
loadingViewColor_->SetCallback([loadingBG, loadingTextView, loadingSpinner](View *v, uint32_t c) {
loadingBG->SetColor(c & 0xFFC0C0C0);
loadingTextView->SetTextColor(c);
loadingSpinner->SetColor(alphaMul(c, 0.7f));
});
loadingViewColor_->Persist();
// We start invisible here, in case of recreated views.
loadingViewVisible_ = loadingSpinner->AddTween(new VisibilityTween(UI::V_INVISIBLE, UI::V_INVISIBLE, 0.2f, &bezierEaseInOut));
loadingViewVisible_->Persist();
loadingViewVisible_->Finish.Add([loadingBG, loadingSpinner](EventParams &p) {
loadingBG->SetVisibility(p.v->GetVisibility());
// If we just became invisible, flush BGs since we don't need them anymore.
// Saves some VRAM for the game, but don't do it before we fade out...
if (p.v->GetVisibility() == V_INVISIBLE) {
g_gameInfoCache->FlushBGs();
// And we can go away too. This means the tween will never run again.
loadingBG->SetVisibility(V_GONE);
loadingSpinner->SetVisibility(V_GONE);
}
return EVENT_DONE;
});
// Will become visible along with the loadingView.
loadingBG->SetVisibility(V_INVISIBLE);
}
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams &params) {
DevMenuScreen *devMenu = new DevMenuScreen(gamePath_, I18NCat::DEVELOPER);
if (params.v)
devMenu->SetPopupOrigin(params.v);
screenManager()->push(devMenu);
return UI::EVENT_DONE;
}
UI::EventReturn EmuScreen::OnDisableCardboard(UI::EventParams &params) {
g_Config.bEnableCardboardVR = false;
return UI::EVENT_DONE;
}
UI::EventReturn EmuScreen::OnChat(UI::EventParams &params) {
if (chatButton_ != nullptr && chatButton_->GetVisibility() == UI::V_VISIBLE) {
chatButton_->SetVisibility(UI::V_GONE);
}
if (chatMenu_ != nullptr) {
chatMenu_->SetVisibility(UI::V_VISIBLE);
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(SDL)
UI::EnableFocusMovement(true);
root_->SetDefaultFocusView(chatMenu_);
chatMenu_->SetFocus();
UI::View *focused = UI::GetFocusedView();
if (focused) {
root_->SubviewFocused(focused);
}
#endif
}
return UI::EVENT_DONE;
}
UI::EventReturn EmuScreen::OnResume(UI::EventParams &params) {
if (coreState == CoreState::CORE_RUNTIME_ERROR) {
// Force it!
Memory::MemFault_IgnoreLastCrash();
coreState = CoreState::CORE_RUNNING;
}
return UI::EVENT_DONE;
}
UI::EventReturn EmuScreen::OnReset(UI::EventParams &params) {
if (coreState == CoreState::CORE_RUNTIME_ERROR) {
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
}
return UI::EVENT_DONE;
}
void EmuScreen::update() {
using namespace UI;
UIScreen::update();
resumeButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR && Memory::MemFault_MayBeResumable() ? V_VISIBLE : V_GONE);
resetButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR ? V_VISIBLE : V_GONE);
if (chatButton_ && chatMenu_) {
if (chatMenu_->GetVisibility() != V_GONE) {
chatMessages_ = GetChatMessageCount();
newChatMessages_ = 0;
} else {
int diff = GetChatMessageCount() - chatMessages_;
// Cap the count at 50.
newChatMessages_ = diff > 50 ? 50 : diff;
}
}
if (bootPending_) {
// Keep trying the boot until bootPending_ is lifted.
// It may be delayed due to RetroAchievements or any other cause.
bootGame(gamePath_);
}
// Simply forcibly update to the current screen size every frame. Doesn't cost much.
// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
// TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too.
#ifndef _WIN32
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
PSP_CoreParameter().pixelWidth = g_display.pixel_xres * bounds.w / g_display.dp_xres;
PSP_CoreParameter().pixelHeight = g_display.pixel_yres * bounds.h / g_display.dp_yres;
#endif
if (!invalid_) {
UpdateUIState(coreState != CORE_RUNTIME_ERROR ? UISTATE_INGAME : UISTATE_EXCEPTION);
}
if (errorMessage_.size()) {
auto err = GetI18NCategory(I18NCat::ERRORS);
std::string errLoadingFile = gamePath_.ToVisualString() + "\n";
errLoadingFile.append(err->T("Error loading file", "Could not load game"));
errLoadingFile.append(" ");
errLoadingFile.append(err->T(errorMessage_.c_str()));
screenManager()->push(new PromptScreen(gamePath_, errLoadingFile, "OK", ""));
errorMessage_.clear();
quit_ = true;
return;
}
if (invalid_)
return;
double now = time_now_d();
controlMapper_.Update(now);
if (pauseTrigger_) {
pauseTrigger_ = false;
screenManager()->push(new GamePauseScreen(gamePath_));
}
if (saveStatePreview_ && !bootPending_) {
int currentSlot = SaveState::GetCurrentSlot();
if (saveStateSlot_ != currentSlot) {
saveStateSlot_ = currentSlot;
Path fn;
if (SaveState::HasSaveInSlot(gamePath_, currentSlot)) {
fn = SaveState::GenerateSaveSlotFilename(gamePath_, currentSlot, SaveState::SCREENSHOT_EXTENSION);
}
saveStatePreview_->SetFilename(fn);
if (!fn.empty()) {
saveStatePreview_->SetVisibility(UI::V_VISIBLE);
saveStatePreviewShownTime_ = now;
} else {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) {
double endTime = saveStatePreviewShownTime_ + 2.0;
float alpha = clamp_value((endTime - now) * 4.0, 0.0, 1.0);
saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha));
if (now - saveStatePreviewShownTime_ > 2) {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
}
}
bool EmuScreen::checkPowerDown() {
if (PSP_IsRebooting()) {
bootPending_ = true;
invalid_ = true;
}
if (coreState == CORE_POWERDOWN && !PSP_IsIniting() && !PSP_IsRebooting()) {
if (PSP_IsInited()) {
PSP_Shutdown();
}
INFO_LOG(Log::System, "SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
bootPending_ = false;
invalid_ = true;
return true;
}
return false;
}
ScreenRenderRole EmuScreen::renderRole(bool isTop) const {
auto CanBeBackground = [&]() -> bool {
if (g_Config.bSkipBufferEffects) {
return isTop || (g_Config.bTransparentBackground && Core_ShouldRunBehind());
}
if (!g_Config.bTransparentBackground && !isTop) {
if (Core_ShouldRunBehind() || screenManager()->topScreen()->wantBrightBackground())
return true;
return false;
}
return true;
};
ScreenRenderRole role = ScreenRenderRole::MUST_BE_FIRST;
if (CanBeBackground()) {
role |= ScreenRenderRole::CAN_BE_BACKGROUND;
}
return role;
}
void EmuScreen::darken() {
if (!screenManager()->topScreen()->wantBrightBackground()) {
UIContext &dc = *screenManager()->getUIContext();
uint32_t color = GetBackgroundColorWithAlpha(dc);
dc.Begin();
dc.RebindTexture();
dc.FillRect(UI::Drawable(color), dc.GetBounds());
dc.Flush();
}
}
ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
ScreenRenderFlags flags = ScreenRenderFlags::NONE;
Draw::Viewport viewport{ 0.0f, 0.0f, (float)g_display.pixel_xres, (float)g_display.pixel_yres, 0.0f, 1.0f };
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
if (!draw) {
return flags; // shouldn't really happen but I've seen a suspicious stack trace..
}
// Sanity check
#ifdef _DEBUG
Draw::BackendState state = draw->GetCurrentBackendState();
_dbg_assert_(!state.valid || state.passes == 0);
#endif
GamepadUpdateOpacity();
bool skipBufferEffects = g_Config.bSkipBufferEffects;
bool framebufferBound = false;
if (mode & ScreenRenderMode::FIRST) {
// Actually, always gonna be first when it exists (?)
// Here we do NOT bind the backbuffer or clear the screen, unless non-buffered.
// The emuscreen is different than the others - we really want to allow the game to render to framebuffers
// before we ever bind the backbuffer for rendering. On mobile GPUs, switching back and forth between render
// targets is a mortal sin so it's very important that we don't bind the backbuffer unnecessarily here.
// We only bind it in FramebufferManager::CopyDisplayToOutput (unless non-buffered)...
// We do, however, start the frame in other ways.
if (skipBufferEffects && !g_Config.bSoftwareRendering) {
// We need to clear here already so that drawing during the frame is done on a clean slate.
if (Core_IsStepping() && gpuStats.numFlips != 0) {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_BackBuffer");
} else {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 }, "EmuScreen_BackBuffer");
}
draw->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
skipBufferEffects = true;
framebufferBound = true;
}
draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
}
g_OSD.NudgeSidebar();
if (mode & ScreenRenderMode::TOP) {
System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
} else if (!Core_ShouldRunBehind() && strcmp(screenManager()->topScreen()->tag(), "DevMenu") != 0) {
// Just to make sure.
if (PSP_IsInited() && !skipBufferEffects) {
_dbg_assert_(gpu);
PSP_BeginHostFrame();
gpu->CopyDisplayToOutput(true);
PSP_EndHostFrame();
}
if (!framebufferBound && (!gpu || !gpu->PresentedThisFrame())) {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_Behind");
}
// Need to make sure the UI texture is available, for "darken".
screenManager()->getUIContext()->BeginFrame();
draw->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
darken();
return flags;
}
if (invalid_) {
// Loading, or after shutdown?
if (loadingTextView_ && loadingTextView_->GetVisibility() == UI::V_VISIBLE)
loadingTextView_->SetText(PSP_GetLoading());
// It's possible this might be set outside PSP_RunLoopFor().
// In this case, we need to double check it here.
if (mode & ScreenRenderMode::TOP) {
checkPowerDown();
}
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
// Need to make sure the UI texture is available, for "darken".
screenManager()->getUIContext()->BeginFrame();
draw->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
renderUI();
return flags;
}
// Freeze-frame functionality (loads a savestate on every frame).
if (PSP_CoreParameter().freezeNext) {
PSP_CoreParameter().frozen = true;
PSP_CoreParameter().freezeNext = false;
SaveState::SaveToRam(freezeState_);
} else if (PSP_CoreParameter().frozen) {
std::string errorString;
if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_, &errorString)) {
ERROR_LOG(Log::SaveState, "Failed to load freeze state (%s). Unfreezing.", errorString.c_str());
PSP_CoreParameter().frozen = false;
}
}
Core_UpdateDebugStats((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::DEBUG_STATS || g_Config.bLogFrameDrops);
bool blockedExecution = Achievements::IsBlockingExecution();
uint32_t clearColor = 0;
if (!blockedExecution) {
PSP_BeginHostFrame();
PSP_RunLoopWhileState();
flags |= ScreenRenderFlags::HANDLED_THROTTLING;
// Hopefully coreState is now CORE_NEXTFRAME
switch (coreState) {
case CORE_NEXTFRAME:
// Reached the end of the frame, all good. Set back to running for the next frame
coreState = CORE_RUNNING;
break;
case CORE_STEPPING:
case CORE_RUNTIME_ERROR:
{
// If there's an exception, display information.
const MIPSExceptionInfo &info = Core_GetExceptionInfo();
if (info.type != MIPSExceptionType::NONE) {
// Clear to blue background screen
bool dangerousSettings = !Reporting::IsSupported();
clearColor = dangerousSettings ? 0xFF900050 : 0xFF900000;
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_RuntimeError");
framebufferBound = true;
// The info is drawn later in renderUI
} else {
// If we're stepping, it's convenient not to clear the screen entirely, so we copy display to output.
// This won't work in non-buffered, but that's fine.
if (!framebufferBound && PSP_IsInited()) {
// draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_Stepping");
gpu->CopyDisplayToOutput(true);
}
framebufferBound = true;
}
break;
}
default:
// Didn't actually reach the end of the frame, ran out of the blockTicks cycles.
// In this case we need to bind and wipe the backbuffer, at least.
// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
// So, we don't set framebufferBound here.
break;
}
if (framebufferBound && gpu) {
gpu->PresentedThisFrame();
}
PSP_EndHostFrame();
// This place rougly matches how libretro handles it (after retro_frame).
Achievements::FrameUpdate();
}
if (gpu && gpu->PresentedThisFrame()) {
framebufferBound = true;
}
if (!framebufferBound) {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_NoFrame");
draw->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
}
screenManager()->getUIContext()->BeginFrame();
if (!(mode & ScreenRenderMode::TOP)) {
// We're in run-behind mode, but we don't want to draw chat, debug UI and stuff.
// So, darken and bail here.
// Reset viewport/scissor to be sure.
draw->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
darken();
return flags;
}
// NOTE: We don't check for powerdown if we're not the top screen.
checkPowerDown();
if (hasVisibleUI()) {
draw->SetViewport(viewport);
cardboardDisableButton_->SetVisibility(g_Config.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE);
screenManager()->getUIContext()->BeginFrame();
renderUI();
}
if (chatMenu_ && (chatMenu_->GetVisibility() == UI::V_VISIBLE)) {
SetVRAppMode(VRAppMode::VR_DIALOG_MODE);
} else {
SetVRAppMode(screenManager()->topScreen() == this ? VRAppMode::VR_GAME_MODE : VRAppMode::VR_DIALOG_MODE);
}
if (!(mode & ScreenRenderMode::TOP)) {
darken();
}
return flags;
}
bool EmuScreen::hasVisibleUI() {
// Regular but uncommon UI.
if (saveStatePreview_->GetVisibility() != UI::V_GONE || loadingSpinner_->GetVisibility() == UI::V_VISIBLE)
return true;
if (!g_OSD.IsEmpty() || g_Config.bShowTouchControls || g_Config.iShowStatusFlags != 0)
return true;
if (g_Config.bEnableCardboardVR || g_Config.bEnableNetworkChat)
return true;
if (g_Config.bShowGPOLEDs)
return true;
// Debug UI.
if ((DebugOverlay)g_Config.iDebugOverlay != DebugOverlay::OFF || g_Config.bShowDeveloperMenu)
return true;
// Exception information.
if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_STEPPING) {
return true;
}
return false;
}
void EmuScreen::renderUI() {
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
UIContext *ctx = screenManager()->getUIContext();
ctx->BeginFrame();
// This sets up some important states but not the viewport.
ctx->Begin();
Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = g_display.pixel_xres;
viewport.Height = g_display.pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
thin3d->SetViewport(viewport);
if (root_) {
UI::LayoutViewHierarchy(*ctx, root_, false);
root_->Draw(*ctx);
}
if (!invalid_) {
if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::CONTROL) {
DrawControlMapperOverlay(ctx, ctx->GetLayoutBounds(), controlMapper_);
}
if (g_Config.iShowStatusFlags) {
DrawFPS(ctx, ctx->GetLayoutBounds());
}
}
#ifdef USE_PROFILER
if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::FRAME_PROFILE && !invalid_) {
DrawProfile(*ctx);
}
#endif
if (g_Config.bShowGPOLEDs) {
// Draw a vertical strip of LEDs at the right side of the screen.
const float ledSize = 24.0f;
const float spacing = 4.0f;
const float height = 8 * ledSize + 7 * spacing;
const float x = ctx->GetBounds().w - spacing - ledSize;
const float y = (ctx->GetBounds().h - height) * 0.5f;
ctx->FillRect(UI::Drawable(0xFF000000), Bounds(x - spacing, y - spacing, ledSize + spacing * 2, height + spacing * 2));
for (int i = 0; i < 8; i++) {
int bit = (g_GPOBits >> i) & 1;
uint32_t color = 0xFF30FF30;
if (!bit) {
color = darkenColor(darkenColor(color));
}
Bounds ledBounds(x, y + (spacing + ledSize) * i, ledSize, ledSize);
ctx->FillRect(UI::Drawable(color), ledBounds);
}
ctx->Flush();
}
if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_STEPPING) {
const MIPSExceptionInfo &info = Core_GetExceptionInfo();
if (info.type != MIPSExceptionType::NONE) {
DrawCrashDump(ctx, gamePath_);
} else {
// We're somehow in ERROR or STEPPING without a crash dump. This case is what lead
// to the bare "Resume" and "Reset" buttons without a crash dump before, in cases
// where we were unable to ignore memory errors.
}
}
ctx->Flush();
}
void EmuScreen::autoLoad() {
int autoSlot = -1;
//check if save state has save, if so, load
switch (g_Config.iAutoLoadSaveState) {
case (int)AutoLoadSaveState::OFF: // "AutoLoad Off"
return;
case (int)AutoLoadSaveState::OLDEST: // "Oldest Save"
autoSlot = SaveState::GetOldestSlot(gamePath_);
break;
case (int)AutoLoadSaveState::NEWEST: // "Newest Save"
autoSlot = SaveState::GetNewestSlot(gamePath_);
break;
default: // try the specific save state slot specified
autoSlot = (SaveState::HasSaveInSlot(gamePath_, g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1;
break;
}
if (g_Config.iAutoLoadSaveState && autoSlot != -1) {
SaveState::LoadSlot(gamePath_, autoSlot, &AfterSaveStateAction);
g_Config.iCurrentStateSlot = autoSlot;
}
}
void EmuScreen::resized() {
RecreateViews();
}