mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-25 06:36:05 +00:00
e0ff68b3f6
We want a proper C++11, not tr1. We don't target those compilers anyway.
462 lines
15 KiB
C++
462 lines
15 KiB
C++
// Copyright (c) 2014- 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 "i18n/i18n.h"
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#include "gfx_es2/draw_buffer.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/ui_screen.h"
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#include "thin3d/thin3d.h"
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#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/GPUState.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceUmd.h"
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#include "UI/PauseScreen.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/ReportScreen.h"
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#include "UI/CwCheatScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/GameInfoCache.h"
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void AsyncImageFileView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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if (texture_) {
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float texw = (float)texture_->Width();
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float texh = (float)texture_->Height();
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switch (sizeMode_) {
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case UI::IS_FIXED:
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w = fixedSizeW_;
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h = fixedSizeH_;
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break;
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case UI::IS_DEFAULT:
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default:
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w = texw;
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h = texh;
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break;
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}
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} else {
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w = 16;
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h = 16;
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}
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}
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void AsyncImageFileView::SetFilename(std::string filename) {
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if (filename_ != filename) {
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textureFailed_ = false;
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filename_ = filename;
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if (texture_) {
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texture_->Release();
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texture_ = nullptr;
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}
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}
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}
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void AsyncImageFileView::Draw(UIContext &dc) {
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if (!texture_ && !textureFailed_ && !filename_.empty()) {
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texture_ = dc.GetThin3DContext()->CreateTextureFromFile(filename_.c_str(), DETECT);
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if (!texture_)
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textureFailed_ = true;
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else if (textureAutoGen_)
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texture_->AutoGenMipmaps();
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}
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if (HasFocus()) {
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dc.FillRect(dc.theme->itemFocusedStyle.background, bounds_.Expand(3));
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}
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// TODO: involve sizemode
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if (texture_) {
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dc.Flush();
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dc.GetThin3DContext()->SetTexture(0, texture_);
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dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
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dc.Flush();
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dc.RebindTexture();
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if (!text_.empty()) {
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dc.DrawText(text_.c_str(), bounds_.centerX()+1, bounds_.centerY()+1, 0x80000000, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
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dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
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}
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} else {
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if (!filename_.empty()) {
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// draw a black rectangle to represent the missing screenshot.
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dc.FillRect(UI::Drawable(0xFF000000), GetBounds());
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} else {
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// draw a dark gray rectangle to represent no save state.
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dc.FillRect(UI::Drawable(0x50202020), GetBounds());
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}
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if (!text_.empty()) {
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dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
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}
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}
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}
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class ScreenshotViewScreen : public PopupScreen {
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public:
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ScreenshotViewScreen(std::string filename, std::string title, int slot, I18NCategory *i18n)
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: PopupScreen(title, i18n->T("Load State"), "Back"), filename_(filename), slot_(slot) {} // PopupScreen will translate Back on its own
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int GetSlot() const {
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return slot_;
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}
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std::string tag() const override {
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return "screenshot";
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}
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protected:
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virtual bool FillVertical() const override { return false; }
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bool ShowButtons() const override { return true; }
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virtual void CreatePopupContents(UI::ViewGroup *parent) override {
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// TODO: Find an appropriate size for the image view
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parent->Add(new AsyncImageFileView(filename_, UI::IS_DEFAULT, NULL, new UI::LayoutParams(480, 272)))->SetCanBeFocused(false);
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}
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private:
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std::string filename_;
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int slot_;
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};
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class SaveSlotView : public UI::LinearLayout {
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public:
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SaveSlotView(const std::string &gamePath, int slot, UI::LayoutParams *layoutParams = nullptr);
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
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w = 500; h = 90;
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}
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void Draw(UIContext &dc) override;
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int GetSlot() const {
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return slot_;
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}
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std::string GetScreenshotFilename() const {
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return screenshotFilename_;
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}
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std::string GetScreenshotTitle() const {
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return SaveState::GetSlotDateAsString(gamePath_, slot_);
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}
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UI::Event OnStateLoaded;
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UI::Event OnStateSaved;
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UI::Event OnScreenshotClicked;
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private:
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UI::EventReturn OnScreenshotClick(UI::EventParams &e);
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UI::EventReturn OnSaveState(UI::EventParams &e);
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UI::EventReturn OnLoadState(UI::EventParams &e);
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UI::Button *saveStateButton_;
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UI::Button *loadStateButton_;
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int slot_;
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std::string gamePath_;
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std::string screenshotFilename_;
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};
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SaveSlotView::SaveSlotView(const std::string &gameFilename, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot), gamePath_(gameFilename) {
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using namespace UI;
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screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION);
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PrioritizedWorkQueue *wq = g_gameInfoCache->WorkQueue();
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Add(new Spacer(5));
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AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, wq, new UI::LayoutParams(82 * 2, 47 * 2)));
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fv->SetOverlayText(StringFromFormat("%i", slot_ + 1));
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I18NCategory *pa = GetI18NCategory("Pause");
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LinearLayout *buttons = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
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buttons->SetSpacing(2.0);
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Add(buttons);
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saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
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saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState);
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fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
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if (SaveState::HasSaveInSlot(gamePath_, slot)) {
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loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
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loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
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std::string dateStr = SaveState::GetSlotDateAsString(gamePath_, slot_);
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std::vector<std::string> dateStrs;
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SplitString(dateStr, ' ', dateStrs);
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if (!dateStrs.empty() && !dateStrs[0].empty()) {
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LinearLayout *strs = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
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Add(strs);
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for (size_t i = 0; i < dateStrs.size(); i++) {
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strs->Add(new TextView(dateStrs[i], new LinearLayoutParams(0.0, G_VCENTER)))->SetShadow(true);
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}
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}
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} else {
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fv->SetFilename("");
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}
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}
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void SaveSlotView::Draw(UIContext &dc) {
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if (g_Config.iCurrentStateSlot == slot_) {
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dc.FillRect(UI::Drawable(0x70000000), GetBounds().Expand(3));
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dc.FillRect(UI::Drawable(0x70FFFFFF), GetBounds().Expand(3));
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}
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UI::LinearLayout::Draw(dc);
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}
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static void AfterSaveStateAction(bool status, const std::string &message, void *) {
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if (!message.empty()) {
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osm.Show(message, 2.0);
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}
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}
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UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
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UI::EventParams e2;
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e2.v = this;
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OnStateLoaded.Trigger(e2);
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return UI::EVENT_DONE;
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}
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UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
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UI::EventParams e2;
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e2.v = this;
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OnStateSaved.Trigger(e2);
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return UI::EVENT_DONE;
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}
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UI::EventReturn SaveSlotView::OnScreenshotClick(UI::EventParams &e) {
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UI::EventParams e2;
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e2.v = this;
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OnScreenshotClicked.Trigger(e2);
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::update(InputState &input) {
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UpdateUIState(UISTATE_PAUSEMENU);
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UIScreen::update(input);
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if (finishNextFrame_) {
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screenManager()->finishDialog(this, DR_CANCEL);
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finishNextFrame_ = false;
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}
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}
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GamePauseScreen::~GamePauseScreen() {
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__DisplaySetWasPaused();
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}
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void GamePauseScreen::CreateViews() {
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static const int NUM_SAVESLOTS = 5;
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using namespace UI;
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Margins scrollMargins(0, 20, 0, 0);
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Margins actionMenuMargins(0, 20, 15, 0);
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I18NCategory *gr = GetI18NCategory("Graphics");
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I18NCategory *pa = GetI18NCategory("Pause");
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0, scrollMargins));
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root_->Add(leftColumn);
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LinearLayout *leftColumnItems = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
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leftColumn->Add(leftColumnItems);
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leftColumnItems->Add(new Spacer(0.0));
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leftColumnItems->SetSpacing(10.0);
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for (int i = 0; i < NUM_SAVESLOTS; i++) {
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SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(gamePath_, i, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
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slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
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slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
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slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked);
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}
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leftColumnItems->Add(new Spacer(0.0));
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if (g_Config.iRewindFlipFrequency > 0) {
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UI::Choice *rewindButton = leftColumnItems->Add(new Choice(pa->T("Rewind")));
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rewindButton->SetEnabled(SaveState::CanRewind());
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rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
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}
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ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumn);
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LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
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rightColumn->Add(rightColumnItems);
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rightColumnItems->SetSpacing(0.0f);
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if (getUMDReplacePermit()) {
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rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
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}
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Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue")));
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root_->SetDefaultFocusView(continueChoice);
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continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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if (g_Config.hasGameConfig(gameId)) {
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rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
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} else {
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rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
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}
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if (g_Config.bEnableCheats) {
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rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
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}
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// TODO, also might be nice to show overall compat rating here?
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// Based on their platform or even cpu/gpu/config. Would add an API for it.
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if (Reporting::IsSupported() && gameId.size() && gameId != "_") {
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I18NCategory *rp = GetI18NCategory("Reporting");
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rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
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}
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rightColumnItems->Add(new Spacer(25.0));
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rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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}
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UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
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screenManager()->push(new GameSettingsScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::onFinish(DialogResult result) {
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// Do we really always need to "gpu->Resized" here?
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if (gpu)
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gpu->Resized();
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Reporting::UpdateConfig();
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}
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UI::EventReturn GamePauseScreen::OnState(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
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std::string tag = dialog->tag();
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if (tag == "screenshot" && dr == DR_OK) {
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ScreenshotViewScreen *s = (ScreenshotViewScreen *)dialog;
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int slot = s->GetSlot();
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g_Config.iCurrentStateSlot = slot;
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SaveState::LoadSlot(gamePath_, slot, SaveState::Callback(), 0);
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finishNextFrame_ = true;
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} else {
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// There may have been changes to our savestates, so let's recreate.
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RecreateViews();
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}
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}
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UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
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SaveSlotView *v = static_cast<SaveSlotView *>(e.v);
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int slot = v->GetSlot();
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g_Config.iCurrentStateSlot = v->GetSlot();
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if (SaveState::HasSaveInSlot(gamePath_, slot)) {
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std::string fn = v->GetScreenshotFilename();
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std::string title = v->GetScreenshotTitle();
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I18NCategory *pa = GetI18NCategory("Pause");
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Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), pa);
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screenManager()->push(screen);
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}
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
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screenManager()->push(new ReportScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
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SaveState::Rewind(&AfterSaveStateAction);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
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screenManager()->push(new CwCheatScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
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screenManager()->push(new UmdReplaceScreen());
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::CallbackDeleteConfig(bool yes)
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{
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if (yes) {
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GameInfo *info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
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g_Config.unloadGameConfig();
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g_Config.deleteGameConfig(info->id);
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info->hasConfig = false;
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screenManager()->RecreateAllViews();
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}
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}
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UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e)
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{
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std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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g_Config.createGameConfig(gameId);
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g_Config.changeGameSpecific(gameId);
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g_Config.saveGameConfig(gameId);
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GameInfo *info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
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if (info) {
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info->hasConfig = true;
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}
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screenManager()->topScreen()->RecreateViews();
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
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{
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I18NCategory *di = GetI18NCategory("Dialog");
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I18NCategory *ga = GetI18NCategory("Game");
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screenManager()->push(
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new PromptScreen(di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"),
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std::bind(&GamePauseScreen::CallbackDeleteConfig, this, std::placeholders::_1)));
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::sendMessage(const char *message, const char *value) {
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UIDialogScreenWithGameBackground::sendMessage(message, value);
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// Since the language message isn't allowed to be in native, we have to have add this
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// to every screen which directly inherits from UIScreen(which are few right now, luckily).
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if (!strcmp(message, "language")) {
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screenManager()->RecreateAllViews();
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}
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}
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