ppsspp/UI/EmuScreen.cpp

1466 lines
45 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/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/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/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/CwCheat.h"
#include "Core/Host.h"
#include "Core/KeyMap.h"
#include "Core/MemFault.h"
#include "Core/Reporting.h"
#include "Core/System.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/HLE/sceCtrl.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceSas.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/SaveState.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/HLE/proAdhoc.h"
#include "Core/HLE/Plugins.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"
#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("System");
if (frameStep_ && lastNumFlips != gpuStats.numFlips)
{
frameStep_ = false;
Core_EnableStepping(true);
lastNumFlips = gpuStats.numFlips;
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && !startDumping)
{
avi.Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
osm.Show(sy->T("AVI Dump started."), 0.5f);
startDumping = true;
}
if (g_Config.bDumpFrames && startDumping)
{
avi.AddFrame();
}
else if (!g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show(sy->T("AVI Dump stopped."), 1.0f);
startDumping = false;
}
#endif
}
// Handles control rotation due to internal screen rotation.
// TODO: This should be a callback too, so we don't actually call the __Ctrl functions
// from settings screens, etc.
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::onVKeyDown, this, _1),
std::bind(&EmuScreen::onVKeyUp, this, _1),
&SetPSPAnalog);
// 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);
}
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());
System_SendMessage("event", "failstartgame");
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 (PSP_IsIniting()) {
std::string error_string;
bootPending_ = !PSP_InitUpdate(&error_string);
if (!bootPending_) {
invalid_ = !PSP_IsInited();
if (invalid_) {
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
return;
}
bootComplete();
}
return;
}
g_BackgroundAudio.SetGame(Path());
// Check permission status first, in case we came from a shortcut.
if (!bootAllowStorage(filename))
return;
auto sc = GetI18NCategory("Screen");
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, 0);
if (!info || info->pending)
return;
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().c_str());
} 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.printfEmuLog = false;
coreParam.headLess = false;
if (g_Config.iInternalResolution == 0) {
coreParam.renderWidth = pixel_xres;
coreParam.renderHeight = 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 = pixel_xres;
coreParam.pixelHeight = pixel_yres;
std::string error_string;
if (!PSP_InitStart(coreParam, &error_string)) {
bootPending_ = false;
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
}
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
auto gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.bBlockTransferGPU == false) {
auto gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BlockTransferRequired", "Warning: This game requires Simulate Block Transfer Mode to be set to On."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireDefaultCPUClock && g_Config.iLockedCPUSpeed != 0) {
auto gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("DefaultCPUClockRequired", "Warning: This game requires the CPU clock to be set to default."), 15.0f);
}
loadingViewColor_->Divert(0xFFFFFFFF, 0.75f);
loadingViewVisible_->Divert(UI::V_VISIBLE, 0.75f);
}
void EmuScreen::bootComplete() {
UpdateUIState(UISTATE_INGAME);
host->BootDone();
host->UpdateDisassembly();
NOTICE_LOG(BOOT, "Loading %s...", PSP_CoreParameter().fileToStart.c_str());
autoLoad();
auto sc = GetI18NCategory("Screen");
#ifndef MOBILE_DEVICE
if (g_Config.bFirstRun) {
osm.Show(sc->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
}
#endif
#if !PPSSPP_PLATFORM(UWP)
if (GetGPUBackend() == GPUBackend::OPENGL) {
const char *renderer = gl_extensions.model;
if (strstr(renderer, "Chainfire3D") != 0) {
osm.Show(sc->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
} else if (strstr(renderer, "GLTools") != 0) {
osm.Show(sc->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
}
if (g_Config.bGfxDebugOutput) {
osm.Show("WARNING: GfxDebugOutput is enabled via ppsspp.ini. Things may be slow.", 10.0f, 0xFF30a0FF, -1, true);
}
}
#endif
if (Core_GetPowerSaving()) {
auto sy = GetI18NCategory("System");
#ifdef __ANDROID__
osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#else
osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#endif
}
System_SendMessage("event", "startgame");
saveStateSlot_ = SaveState::GetCurrentSlot();
loadingViewColor_->Divert(0x00FFFFFF, 0.2f);
loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f);
}
EmuScreen::~EmuScreen() {
if (!invalid_ || bootPending_) {
// If we were invalid, it would already be shutdown.
PSP_Shutdown();
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show("AVI Dump stopped.", 1.0f);
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 NativeMessageReceived.
if (result == DR_OK || quit_) {
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "exitgame");
quit_ = false;
}
RecreateViews();
}
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);
}
}
static void AfterStateBoot(SaveState::Status status, const std::string &message, void *ignored) {
AfterSaveStateAction(status, message, ignored);
Core_EnableStepping(false);
host->UpdateDisassembly();
}
void EmuScreen::sendMessage(const char *message, const char *value) {
// External commands, like from the Windows UI.
if (!strcmp(message, "pause") && screenManager()->topScreen() == this) {
screenManager()->push(new GamePauseScreen(gamePath_));
} else if (!strcmp(message, "stop")) {
// We will push MainScreen in update().
PSP_Shutdown();
bootPending_ = false;
stopRender_ = true;
invalid_ = true;
host->UpdateDisassembly();
} else if (!strcmp(message, "reset")) {
PSP_Shutdown();
bootPending_ = true;
invalid_ = true;
host->UpdateDisassembly();
std::string resetError;
if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
ERROR_LOG(LOADER, "Error resetting: %s", resetError.c_str());
stopRender_ = true;
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "failstartgame");
return;
}
} else if (!strcmp(message, "boot")) {
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 (!strcmp(message, "config_loaded")) {
// In case we need to position touch controls differently.
RecreateViews();
} else if (!strcmp(message, "control mapping") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new ControlMappingScreen());
} else if (!strcmp(message, "display layout editor") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new DisplayLayoutScreen());
} else if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new GameSettingsScreen(gamePath_));
} else if (!strcmp(message, "gpu dump next frame")) {
if (gpu)
gpu->DumpNextFrame();
} else if (!strcmp(message, "clear jit")) {
currentMIPS->ClearJitCache();
if (PSP_IsInited()) {
currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
}
} else if (!strcmp(message, "window minimized")) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
} else if (!strcmp(message, "chat screen")) {
#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) {
osm.Show("Disable windows native keyboard options to use ctrl + c hotkey", 2.0f);
} else {
if (g_Config.bEnableNetworkChat) {
UI::EventParams e{};
OnChatMenu.Trigger(e);
}
}
#else
if (g_Config.bEnableNetworkChat) {
UI::EventParams e{};
OnChatMenu.Trigger(e);
}
#endif
} else if (!strcmp(message, "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_));
}
}
}
}
//tiltInputCurve implements a smooth deadzone as described here:
//http://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php
inline float tiltInputCurve(float x) {
const float deadzone = g_Config.fDeadzoneRadius;
const float factor = 1.0f / (1.0f - deadzone);
if (x > deadzone) {
return (x - deadzone) * (x - deadzone) * factor;
} else if (x < -deadzone) {
return -(x + deadzone) * (x + deadzone) * factor;
} else {
return 0.0f;
}
}
inline float clamp1(float x) {
if (x > 1.0f) return 1.0f;
if (x < -1.0f) return -1.0f;
return x;
}
bool EmuScreen::touch(const TouchInput &touch) {
Core_NotifyActivity();
if (root_) {
root_->Touch(touch);
return true;
} else {
return false;
}
}
void EmuScreen::onVKeyDown(int virtualKeyCode) {
auto sc = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_FASTFORWARD:
if (coreState == CORE_STEPPING) {
Core_EnableStepping(false);
}
PSP_CoreParameter().fastForward = true;
break;
case VIRTKEY_SPEED_TOGGLE:
// Cycle through enabled speeds.
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL && g_Config.iFpsLimit1 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
} else if (PSP_CoreParameter().fpsLimit != FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
osm.Show(sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0);
} else if (PSP_CoreParameter().fpsLimit != FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM1:
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM2:
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
osm.Show(sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0);
}
break;
case VIRTKEY_PAUSE:
pauseTrigger_ = true;
break;
case VIRTKEY_FRAME_ADVANCE:
// 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);
}
break;
case VIRTKEY_OPENCHAT:
if (g_Config.bEnableNetworkChat) {
UI::EventParams e{};
OnChatMenu.Trigger(e);
}
break;
case VIRTKEY_AXIS_SWAP:
KeyMap::SwapAxis();
break;
case VIRTKEY_DEVMENU:
{
UI::EventParams e{};
OnDevMenu.Trigger(e);
break;
}
#ifndef MOBILE_DEVICE
case VIRTKEY_RECORD:
{
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 (SaveState::CanRewind()) {
SaveState::Rewind(&AfterSaveStateAction);
} else {
osm.Show(sc->T("norewind", "No rewind save states available"), 2.0);
}
break;
case VIRTKEY_SAVE_STATE:
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_LOAD_STATE:
SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_NEXT_SLOT:
SaveState::NextSlot();
NativeMessageReceived("savestate_displayslot", "");
break;
case VIRTKEY_TOGGLE_FULLSCREEN:
System_SendMessage("toggle_fullscreen", "");
break;
case VIRTKEY_SCREENSHOT:
g_TakeScreenshot = true;
break;
case VIRTKEY_TEXTURE_DUMP:
g_Config.bSaveNewTextures = !g_Config.bSaveNewTextures;
if (g_Config.bSaveNewTextures) {
osm.Show(sc->T("saveNewTextures_true", "Textures will now be saved to your storage"), 2.0);
NativeMessageReceived("gpu_clearCache", "");
} else {
osm.Show(sc->T("saveNewTextures_false", "Texture saving was disabled"), 2.0);
}
break;
case VIRTKEY_TEXTURE_REPLACE:
g_Config.bReplaceTextures = !g_Config.bReplaceTextures;
if (g_Config.bReplaceTextures)
osm.Show(sc->T("replaceTextures_true", "Texture replacement enabled"), 2.0);
else
osm.Show(sc->T("replaceTextures_false", "Textures no longer are being replaced"), 2.0);
NativeMessageReceived("gpu_clearCache", "");
break;
case VIRTKEY_RAPID_FIRE:
__CtrlSetRapidFire(true);
break;
case VIRTKEY_MUTE_TOGGLE:
g_Config.bEnableSound = !g_Config.bEnableSound;
break;
}
}
void EmuScreen::onVKeyUp(int virtualKeyCode) {
auto sc = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_FASTFORWARD:
PSP_CoreParameter().fastForward = false;
break;
case VIRTKEY_SPEED_CUSTOM1:
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM2:
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_RAPID_FIRE:
__CtrlSetRapidFire(false);
break;
default:
break;
}
}
bool EmuScreen::key(const KeyInput &key) {
Core_NotifyActivity();
return controlMapper_.Key(key, &pauseTrigger_);
}
bool EmuScreen::axis(const AxisInput &axis) {
Core_NotifyActivity();
return controlMapper_.Axis(axis);
}
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_, GAMEINFO_WANTBG);
dc.Flush();
// PIC1 is the loading image, so let's only draw if it's available.
if (ginfo && ginfo->pic1.texture) {
Draw::Texture *texture = ginfo->pic1.texture->GetTexture();
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;
};
void EmuScreen::CreateViews() {
using namespace UI;
auto dev = GetI18NCategory("Developer");
auto n = GetI18NCategory("Networking");
auto sc = GetI18NCategory("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 && g_Config.iChatButtonPosition != 8) {
AnchorLayoutParams *layoutParams = nullptr;
switch (g_Config.iChatButtonPosition) {
case 0:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, 80, NONE, NONE, 50, true);
break;
case 1:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, bounds.centerX(), NONE, NONE, 50, true);
break;
case 2:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, NONE, NONE, 80, 50, true);
break;
case 3:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, 80, 50, NONE, NONE, true);
break;
case 4:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, bounds.centerX(), 50, NONE, NONE, true);
break;
case 5:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, NONE, 50, 80, NONE, true);
break;
case 6:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, 80, bounds.centerY(), NONE, NONE, true);
break;
case 7:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, NONE, bounds.centerY(), 80, NONE, true);
break;
default:
layoutParams = new AnchorLayoutParams(130, WRAP_CONTENT, 80, NONE, NONE, 50, true);
break;
}
ChoiceWithValueDisplay *btn = new ChoiceWithValueDisplay(&newChat, n->T("Chat"), layoutParams);
root_->Add(btn)->OnClick.Handle(this, &EmuScreen::OnChat);
chatButton_ = btn;
} else {
chatButton_ = 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_);
onScreenMessagesView_ = root_->Add(new OnScreenMessagesView(new AnchorLayoutParams((Size)bounds.w, (Size)bounds.h)));
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;
});
}
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams &params) {
auto dev = GetI18NCategory("Developer");
DevMenu *devMenu = new DevMenu(dev);
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);
}
screenManager()->push(new ChatMenu());
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) {
NativeMessageReceived("reset", "");
}
return UI::EVENT_DONE;
}
void EmuScreen::update() {
using namespace UI;
UIScreen::update();
onScreenMessagesView_->SetVisibility(g_Config.bShowOnScreenMessages ? V_VISIBLE : V_GONE);
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 (bootPending_) {
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 = pixel_xres * bounds.w / dp_xres;
PSP_CoreParameter().pixelHeight = pixel_yres * bounds.h / dp_yres;
#endif
if (!invalid_) {
UpdateUIState(coreState != CORE_RUNTIME_ERROR ? UISTATE_INGAME : UISTATE_EXCEPTION);
}
if (errorMessage_.size()) {
auto err = GetI18NCategory("Error");
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(errLoadingFile, "OK", ""));
errorMessage_ = "";
quit_ = true;
return;
}
if (invalid_)
return;
controlMapper_.Update();
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_ = time_now_d();
} else {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) {
double endTime = saveStatePreviewShownTime_ + 2.0;
float alpha = clamp_value((endTime - time_now_d()) * 4.0, 0.0, 1.0);
saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha));
if (time_now_d() - saveStatePreviewShownTime_ > 2) {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
}
}
void EmuScreen::checkPowerDown() {
if (coreState == CORE_POWERDOWN && !PSP_IsIniting()) {
if (PSP_IsInited()) {
PSP_Shutdown();
}
INFO_LOG(SYSTEM, "SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
bootPending_ = false;
invalid_ = true;
}
}
static void DrawDebugStats(DrawBuffer *draw2d, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
float left = std::max(bounds.w / 2 - 20.0f, 550.0f);
float right = bounds.w - left - 20.0f;
char statbuf[4096];
__DisplayGetDebugStats(statbuf, sizeof(statbuf));
draw2d->SetFontScale(.7f, .7f);
draw2d->DrawTextRect(ubuntu24, statbuf, bounds.x + 11, bounds.y + 31, left, bounds.h - 30, 0xc0000000, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
draw2d->DrawTextRect(ubuntu24, statbuf, bounds.x + 10, bounds.y + 30, left, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
__SasGetDebugStats(statbuf, sizeof(statbuf));
draw2d->DrawTextRect(ubuntu24, statbuf, bounds.x + left + 21, bounds.y + 31, right, bounds.h - 30, 0xc0000000, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
draw2d->DrawTextRect(ubuntu24, statbuf, bounds.x + left + 20, bounds.y + 30, right, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
draw2d->SetFontScale(1.0f, 1.0f);
}
static const char *CPUCoreAsString(int core) {
switch (core) {
case 0: return "Interpreter";
case 1: return "JIT";
case 2: return "IR Interpreter";
default: return "N/A";
}
}
static void DrawCrashDump(UIContext *ctx) {
const ExceptionInfo &info = Core_GetExceptionInfo();
FontID ubuntu24("UBUNTU24");
char statbuf[4096];
char versionString[256];
snprintf(versionString, sizeof(versionString), "%s", PPSSPP_GIT_VERSION);
// TODO: Draw a lot more information. Full register set, and so on.
#ifdef _DEBUG
char build[] = "debug";
#else
char build[] = "release";
#endif
std::string sysName = System_GetProperty(SYSPROP_NAME);
int sysVersion = System_GetPropertyInt(SYSPROP_SYSTEMVERSION);
// First column
ctx->Flush();
int x = 20 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT);
int y = 50 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP);
int columnWidth = (ctx->GetBounds().w - x - 10) / 2;
int height = ctx->GetBounds().h;
ctx->PushScissor(Bounds(x, y, columnWidth, height));
snprintf(statbuf, sizeof(statbuf), R"(%s
%s (%s)
%s (%s)
%s v%d (%s)
)",
ExceptionTypeAsString(info.type),
g_paramSFO.GetDiscID().c_str(), g_paramSFO.GetValueString("TITLE").c_str(),
versionString, build,
sysName.c_str(), sysVersion, GetCompilerABI()
);
ctx->Draw()->SetFontScale(.7f, .7f);
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 140;
if (info.type == ExceptionType::MEMORY) {
snprintf(statbuf, sizeof(statbuf), R"(
Access: %s at %08x
PC: %08x
%s)",
MemoryExceptionTypeAsString(info.memory_type),
info.address,
info.pc,
info.info.c_str());
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 180;
} else if (info.type == ExceptionType::BAD_EXEC_ADDR) {
snprintf(statbuf, sizeof(statbuf), R"(
Destination: %s to %08x
PC: %08x)",
ExecExceptionTypeAsString(info.exec_type),
info.address,
info.pc);
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 180;
} else {
snprintf(statbuf, sizeof(statbuf), R"(
BREAK
)");
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 180;
}
std::string kernelState = __KernelStateSummary();
ctx->Draw()->DrawTextShadow(ubuntu24, kernelState.c_str(), x, y, 0xFFFFFFFF);
ctx->PopScissor();
// Draw some additional stuff to the right.
x += columnWidth + 10;
y = 50;
snprintf(statbuf, sizeof(statbuf),
"CPU Core: %s (flags: %08x)\n"
"Locked CPU freq: %d MHz\n"
"Cheats: %s, Plugins: %s\n",
CPUCoreAsString(g_Config.iCpuCore), g_Config.uJitDisableFlags,
g_Config.iLockedCPUSpeed,
CheatsInEffect() ? "Y" : "N", HLEPlugins::HasEnabled() ? "Y" : "N");
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
}
static void DrawAudioDebugStats(DrawBuffer *draw2d, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
char statbuf[4096] = { 0 };
__AudioGetDebugStats(statbuf, sizeof(statbuf));
draw2d->SetFontScale(0.7f, 0.7f);
draw2d->DrawTextRect(ubuntu24, statbuf, bounds.x + 11, bounds.y + 31, bounds.w - 20, bounds.h - 30, 0xc0000000, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
draw2d->DrawTextRect(ubuntu24, statbuf, bounds.x + 10, bounds.y + 30, bounds.w - 20, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
draw2d->SetFontScale(1.0f, 1.0f);
}
static void DrawFPS(DrawBuffer *draw2d, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
float vps, fps, actual_fps;
__DisplayGetFPS(&vps, &fps, &actual_fps);
char fpsbuf[256];
switch (g_Config.iShowFPSCounter) {
case 1:
snprintf(fpsbuf, sizeof(fpsbuf), "Speed: %0.1f%%", vps / (59.94f / 100.0f)); break;
case 2:
snprintf(fpsbuf, sizeof(fpsbuf), "FPS: %0.1f", actual_fps); break;
case 3:
snprintf(fpsbuf, sizeof(fpsbuf), "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f)); break;
default:
return;
}
draw2d->SetFontScale(0.7f, 0.7f);
draw2d->DrawText(ubuntu24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
draw2d->DrawText(ubuntu24, fpsbuf, bounds.x2() - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
draw2d->SetFontScale(1.0f, 1.0f);
}
static void DrawFrameTimes(UIContext *ctx, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
int valid, pos;
double *sleepHistory;
double *history = __DisplayGetFrameTimes(&valid, &pos, &sleepHistory);
int scale = 7000;
int width = 600;
ctx->Flush();
ctx->BeginNoTex();
int bottom = bounds.y2();
for (int i = 0; i < valid; ++i) {
double activeTime = history[i] - sleepHistory[i];
ctx->Draw()->vLine(bounds.x + i, bottom, bottom - activeTime * scale, 0xFF3FFF3F);
ctx->Draw()->vLine(bounds.x + i, bottom - activeTime * scale, bottom - history[i] * scale, 0x7F3FFF3F);
}
ctx->Draw()->vLine(bounds.x + pos, bottom, bottom - 512, 0xFFff3F3f);
ctx->Draw()->hLine(bounds.x, bottom - 0.0333 * scale, bounds.x + width, 0xFF3f3Fff);
ctx->Draw()->hLine(bounds.x, bottom - 0.0167 * scale, bounds.x + width, 0xFF3f3Fff);
ctx->Flush();
ctx->Begin();
ctx->Draw()->SetFontScale(0.5f, 0.5f);
ctx->Draw()->DrawText(ubuntu24, "33.3ms", bounds.x + width, bottom - 0.0333 * scale, 0xFF3f3Fff, ALIGN_BOTTOMLEFT | FLAG_DYNAMIC_ASCII);
ctx->Draw()->DrawText(ubuntu24, "16.7ms", bounds.x + width, bottom - 0.0167 * scale, 0xFF3f3Fff, ALIGN_BOTTOMLEFT | FLAG_DYNAMIC_ASCII);
ctx->Draw()->SetFontScale(1.0f, 1.0f);
}
void EmuScreen::preRender() {
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
draw->BeginFrame();
// 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.
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if ((!useBufferedRendering && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
// 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::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_BackBuffer");
} else {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 }, "EmuScreen_BackBuffer");
}
Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = pixel_xres;
viewport.Height = pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
draw->SetViewports(1, &viewport);
}
draw->SetTargetSize(pixel_xres, pixel_yres);
}
void EmuScreen::postRender() {
Draw::DrawContext *draw = screenManager()->getDrawContext();
if (!draw)
return;
if (stopRender_)
draw->WipeQueue();
draw->EndFrame();
}
void EmuScreen::render() {
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
if (!thin3d)
return; // shouldn't really happen but I've seen a suspicious stack trace..
if (invalid_) {
// Loading, or after shutdown?
if (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.
checkPowerDown();
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
renderUI();
return;
}
// 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(SAVESTATE, "Failed to load freeze state (%s). Unfreezing.", errorString.c_str());
PSP_CoreParameter().frozen = false;
}
}
Core_UpdateDebugStats(g_Config.bShowDebugStats || g_Config.bLogFrameDrops);
PSP_BeginHostFrame();
PSP_RunLoopWhileState();
// 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 ExceptionInfo &info = Core_GetExceptionInfo();
if (info.type != ExceptionType::NONE) {
// Clear to blue background screen
bool dangerousSettings = !Reporting::IsSupported();
uint32_t color = dangerousSettings ? 0xFF900050 : 0xFF900000;
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE, color }, "EmuScreen_RuntimeError");
// 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.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
// Just to make sure.
if (PSP_IsInited()) {
gpu->CopyDisplayToOutput(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
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_NoFrame");
break;
}
checkPowerDown();
PSP_EndHostFrame();
if (invalid_)
return;
if (hasVisibleUI()) {
// In most cases, this should already be bound and a no-op.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");
cardboardDisableButton_->SetVisibility(g_Config.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE);
screenManager()->getUIContext()->BeginFrame();
renderUI();
}
}
bool EmuScreen::hasVisibleUI() {
// Regular but uncommon UI.
if (saveStatePreview_->GetVisibility() != UI::V_GONE || loadingSpinner_->GetVisibility() == UI::V_VISIBLE)
return true;
if (!osm.IsEmpty() || g_Config.bShowTouchControls || g_Config.iShowFPSCounter != 0)
return true;
if (g_Config.bEnableCardboardVR || g_Config.bEnableNetworkChat)
return true;
// Debug UI.
if (g_Config.bShowDebugStats || g_Config.bShowDeveloperMenu || g_Config.bShowAudioDebug || g_Config.bShowFrameProfiler)
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 = pixel_xres;
viewport.Height = pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
thin3d->SetViewports(1, &viewport);
if (root_) {
UI::LayoutViewHierarchy(*ctx, root_, false);
root_->Draw(*ctx);
}
DrawBuffer *draw2d = ctx->Draw();
if (g_Config.bShowDebugStats && !invalid_) {
DrawDebugStats(draw2d, ctx->GetLayoutBounds());
}
if (g_Config.bShowAudioDebug && !invalid_) {
DrawAudioDebugStats(draw2d, ctx->GetLayoutBounds());
}
if (g_Config.iShowFPSCounter && !invalid_) {
DrawFPS(draw2d, ctx->GetLayoutBounds());
}
if (g_Config.bDrawFrameGraph && !invalid_) {
DrawFrameTimes(ctx, ctx->GetLayoutBounds());
}
#if !PPSSPP_PLATFORM(UWP)
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowAllocatorDebug) {
DrawAllocatorVis(ctx, gpu);
}
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowGpuProfile) {
DrawGPUProfilerVis(ctx, gpu);
}
#endif
#ifdef USE_PROFILER
if (g_Config.bShowFrameProfiler && !invalid_) {
DrawProfile(*ctx);
}
#endif
if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_STEPPING) {
const ExceptionInfo &info = Core_GetExceptionInfo();
if (info.type != ExceptionType::NONE) {
DrawCrashDump(ctx);
}
}
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();
}