mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
504 lines
18 KiB
C++
504 lines
18 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#include <algorithm>
|
|
|
|
#include "Common/System/Display.h"
|
|
#include "Common/System/System.h"
|
|
#include "Common/Render/TextureAtlas.h"
|
|
#include "Common/Render/DrawBuffer.h"
|
|
#include "Common/UI/Context.h"
|
|
#include "Common/UI/View.h"
|
|
#include "Common/UI/UIScreen.h"
|
|
#include "Common/Math/math_util.h"
|
|
#include "Common/System/Display.h"
|
|
#include "Common/System/NativeApp.h"
|
|
#include "Common/VR/PPSSPPVR.h"
|
|
#include "Common/StringUtils.h"
|
|
|
|
#include "Common/Data/Color/RGBAUtil.h"
|
|
#include "Common/Data/Text/I18n.h"
|
|
#include "UI/DisplayLayoutScreen.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/ConfigValues.h"
|
|
#include "Core/System.h"
|
|
#include "GPU/Common/FramebufferManagerCommon.h"
|
|
#include "GPU/Common/PresentationCommon.h"
|
|
|
|
static const int leftColumnWidth = 200;
|
|
static const float orgRatio = 1.764706f; // 480.0 / 272.0
|
|
|
|
enum Mode {
|
|
MODE_INACTIVE = 0,
|
|
MODE_MOVE = 1,
|
|
MODE_RESIZE = 2,
|
|
};
|
|
|
|
static Bounds FRectToBounds(FRect rc) {
|
|
Bounds b;
|
|
b.x = rc.x * g_dpi_scale_x;
|
|
b.y = rc.y * g_dpi_scale_y;
|
|
b.w = rc.w * g_dpi_scale_x;
|
|
b.h = rc.h * g_dpi_scale_y;
|
|
return b;
|
|
}
|
|
|
|
class DisplayLayoutBackground : public UI::View {
|
|
public:
|
|
DisplayLayoutBackground(UI::ChoiceStrip *mode, UI::LayoutParams *layoutParams) : UI::View(layoutParams), mode_(mode) {}
|
|
|
|
bool Touch(const TouchInput &touch) override {
|
|
int mode = mode_ ? mode_->GetSelection() : 0;
|
|
|
|
if ((touch.flags & TOUCH_MOVE) != 0 && dragging_) {
|
|
float relativeTouchX = touch.x - startX_;
|
|
float relativeTouchY = touch.y - startY_;
|
|
|
|
switch (mode) {
|
|
case MODE_MOVE:
|
|
g_Config.fDisplayOffsetX = clamp_value(startDisplayOffsetX_ + relativeTouchX / bounds_.w, 0.0f, 1.0f);
|
|
g_Config.fDisplayOffsetY = clamp_value(startDisplayOffsetY_ + relativeTouchY / bounds_.h, 0.0f, 1.0f);
|
|
break;
|
|
case MODE_RESIZE:
|
|
{
|
|
// Resize. Vertical = scaling; Up should be bigger so let's negate in that direction
|
|
float diffYProp = -relativeTouchY * 0.007f;
|
|
g_Config.fDisplayScale = clamp_value(startScale_ * powf(2.0f, diffYProp), 0.2f, 2.0f);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((touch.flags & TOUCH_DOWN) != 0 && !dragging_) {
|
|
// Check that we're in the central 80% of the screen.
|
|
// If outside, it may be a drag from displaying the back button on phones
|
|
// where you have to drag from the side, etc.
|
|
if (touch.x >= bounds_.w * 0.1f && touch.x <= bounds_.w * 0.9f &&
|
|
touch.y >= bounds_.h * 0.1f && touch.y <= bounds_.h * 0.9f) {
|
|
dragging_ = true;
|
|
startX_ = touch.x;
|
|
startY_ = touch.y;
|
|
startDisplayOffsetX_ = g_Config.fDisplayOffsetX;
|
|
startDisplayOffsetY_ = g_Config.fDisplayOffsetY;
|
|
startScale_ = g_Config.fDisplayScale;
|
|
}
|
|
}
|
|
|
|
if ((touch.flags & TOUCH_UP) != 0 && dragging_) {
|
|
dragging_ = false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
UI::ChoiceStrip *mode_;
|
|
bool dragging_ = false;
|
|
|
|
// Touch down state for drag to resize etc
|
|
float startX_ = 0.0f;
|
|
float startY_ = 0.0f;
|
|
float startScale_ = -1.0f;
|
|
float startDisplayOffsetX_ = -1.0f;
|
|
float startDisplayOffsetY_ = -1.0f;
|
|
};
|
|
|
|
DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename) {
|
|
// Show background at full brightness
|
|
darkenGameBackground_ = false;
|
|
forceTransparent_ = true;
|
|
}
|
|
|
|
void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
|
|
if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
|
|
// We normally rely on the PSP screen.
|
|
UIDialogScreenWithGameBackground::DrawBackground(dc);
|
|
} else {
|
|
// But if it's not present (we're not in game, or skip buffer effects is used),
|
|
// we have to draw a substitute ourselves.
|
|
|
|
// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
|
|
FRect screenFrame = GetScreenFrame(pixel_xres, pixel_yres);
|
|
FRect rc;
|
|
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
|
|
|
|
dc.Flush();
|
|
ImageID bg = ImageID("I_PSP_DISPLAY");
|
|
dc.Draw()->DrawImageStretch(bg, FRectToBounds(rc), 0x7FFFFFFF);
|
|
}
|
|
}
|
|
|
|
void DisplayLayoutScreen::onFinish(DialogResult reason) {
|
|
g_Config.Save("DisplayLayoutScreen::onFinish");
|
|
}
|
|
|
|
void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) {
|
|
RecreateViews();
|
|
}
|
|
|
|
UI::EventReturn DisplayLayoutScreen::OnPostProcShaderChange(UI::EventParams &e) {
|
|
// Remove the virtual "Off" entry. TODO: Get rid of it generally.
|
|
g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end());
|
|
FixPostShaderOrder(&g_Config.vPostShaderNames);
|
|
|
|
NativeMessageReceived("gpu_configChanged", "");
|
|
NativeMessageReceived("gpu_renderResized", ""); // To deal with shaders that can change render resolution like upscaling.
|
|
NativeMessageReceived("postshader_updated", "");
|
|
|
|
if (gpu) {
|
|
gpu->NotifyConfigChanged();
|
|
}
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
static std::string PostShaderTranslateName(const char *value) {
|
|
auto gr = GetI18NCategory("Graphics");
|
|
auto ps = GetI18NCategory("PostShaders");
|
|
if (!strcmp(value, "Off")) {
|
|
// Off is a legacy fake item (gonna migrate off it later).
|
|
return gr->T("Add postprocessing shader");
|
|
}
|
|
|
|
const ShaderInfo *info = GetPostShaderInfo(value);
|
|
if (info) {
|
|
return ps->T(value, info ? info->name.c_str() : value);
|
|
} else {
|
|
return value;
|
|
}
|
|
}
|
|
|
|
void DisplayLayoutScreen::sendMessage(const char *message, const char *value) {
|
|
UIDialogScreenWithGameBackground::sendMessage(message, value);
|
|
if (!strcmp(message, "postshader_updated")) {
|
|
g_Config.bShaderChainRequires60FPS = PostShaderChainRequires60FPS(GetFullPostShadersChain(g_Config.vPostShaderNames));
|
|
RecreateViews();
|
|
}
|
|
}
|
|
|
|
void DisplayLayoutScreen::CreateViews() {
|
|
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
|
|
|
|
using namespace UI;
|
|
|
|
auto di = GetI18NCategory("Dialog");
|
|
auto gr = GetI18NCategory("Graphics");
|
|
auto co = GetI18NCategory("Controls");
|
|
auto ps = GetI18NCategory("PostShaders");
|
|
|
|
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
|
|
|
|
bool vertical = bounds.h > bounds.w;
|
|
|
|
// Make it so that a touch can only affect one view. Makes manipulating the background through the buttons
|
|
// impossible.
|
|
root_->SetExclusiveTouch(true);
|
|
|
|
LinearLayout *leftColumn;
|
|
if (!vertical) {
|
|
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(420.0f, FILL_PARENT, 0.f, 0.f, NONE, 0.f, false));
|
|
leftColumn = new LinearLayout(ORIENT_VERTICAL);
|
|
leftColumn->padding.SetAll(8.0f);
|
|
leftScrollView->Add(leftColumn);
|
|
leftScrollView->SetClickableBackground(true);
|
|
root_->Add(leftScrollView);
|
|
}
|
|
|
|
ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 0.f, 0.f, 0.f, false));
|
|
LinearLayout *rightColumn = new LinearLayout(ORIENT_VERTICAL);
|
|
rightColumn->padding.SetAll(8.0f);
|
|
rightScrollView->Add(rightColumn);
|
|
rightScrollView->SetClickableBackground(true);
|
|
root_->Add(rightScrollView);
|
|
|
|
LinearLayout *bottomControls;
|
|
if (vertical) {
|
|
bottomControls = new LinearLayout(ORIENT_HORIZONTAL);
|
|
rightColumn->Add(bottomControls);
|
|
leftColumn = rightColumn;
|
|
} else {
|
|
bottomControls = new LinearLayout(ORIENT_HORIZONTAL, new AnchorLayoutParams(NONE, NONE, NONE, 10.0f, false));
|
|
root_->Add(bottomControls);
|
|
}
|
|
|
|
// Set backgrounds for readability
|
|
Drawable backgroundWithAlpha(GetBackgroundColorWithAlpha(*screenManager()->getUIContext()));
|
|
leftColumn->SetBG(backgroundWithAlpha);
|
|
rightColumn->SetBG(backgroundWithAlpha);
|
|
|
|
if (!IsVREnabled()) {
|
|
auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch"));
|
|
rightColumn->Add(stretch);
|
|
|
|
PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.5f, 2.0f, gr->T("Aspect Ratio"), screenManager());
|
|
rightColumn->Add(aspectRatio);
|
|
aspectRatio->SetDisabledPtr(&g_Config.bDisplayStretch);
|
|
aspectRatio->SetHasDropShadow(false);
|
|
aspectRatio->SetLiveUpdate(true);
|
|
|
|
#if PPSSPP_PLATFORM(ANDROID)
|
|
// Hide insets option if no insets, or OS too old.
|
|
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 &&
|
|
(System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT) != 0.0f ||
|
|
System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP) != 0.0f ||
|
|
System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT) != 0.0f ||
|
|
System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM) != 0.0f)) {
|
|
rightColumn->Add(new CheckBox(&g_Config.bIgnoreScreenInsets, gr->T("Ignore camera notch when centering")));
|
|
}
|
|
#endif
|
|
|
|
mode_ = new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
|
|
mode_->AddChoice(di->T("Inactive"));
|
|
mode_->AddChoice(di->T("Move"));
|
|
mode_->AddChoice(di->T("Resize"));
|
|
mode_->SetSelection(0, false);
|
|
bottomControls->Add(mode_);
|
|
|
|
static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
|
|
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager());
|
|
rotation->SetEnabledFunc([] {
|
|
return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
|
|
});
|
|
rightColumn->Add(rotation);
|
|
|
|
Choice *center = new Choice(di->T("Reset"));
|
|
center->OnClick.Add([&](UI::EventParams &) {
|
|
g_Config.fDisplayAspectRatio = 1.0f;
|
|
g_Config.fDisplayScale = 1.0f;
|
|
g_Config.fDisplayOffsetX = 0.5f;
|
|
g_Config.fDisplayOffsetY = 0.5f;
|
|
return UI::EVENT_DONE;
|
|
});
|
|
rightColumn->Add(center);
|
|
|
|
rightColumn->Add(new Spacer(12.0f));
|
|
}
|
|
|
|
Choice *back = new Choice(di->T("Back"), "", false);
|
|
back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
|
|
rightColumn->Add(back);
|
|
|
|
if (vertical) {
|
|
leftColumn->Add(new Spacer(24.0f));
|
|
}
|
|
|
|
static const char *bufFilters[] = { "Linear", "Nearest", };
|
|
leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
|
|
|
|
Draw::DrawContext *draw = screenManager()->getDrawContext();
|
|
|
|
bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;
|
|
|
|
auto enableStereo = [=]() -> bool {
|
|
return g_Config.bStereoRendering && multiViewSupported;
|
|
};
|
|
|
|
leftColumn->Add(new ItemHeader(gr->T("Postprocessing shaders")));
|
|
|
|
std::set<std::string> alreadyAddedShader;
|
|
// If there's a single post shader and we're just entering the dialog,
|
|
// auto-open the settings.
|
|
if (settingsVisible_.empty() && g_Config.vPostShaderNames.size() == 1) {
|
|
settingsVisible_.push_back(true);
|
|
} else if (settingsVisible_.size() < g_Config.vPostShaderNames.size()) {
|
|
settingsVisible_.resize(g_Config.vPostShaderNames.size());
|
|
}
|
|
|
|
static ContextMenuItem postShaderContextMenu[] = {
|
|
{ "Move Up", "I_ARROW_UP" },
|
|
{ "Move Down", "I_ARROW_DOWN" },
|
|
{ "Remove", "I_TRASHCAN" },
|
|
};
|
|
|
|
for (int i = 0; i < (int)g_Config.vPostShaderNames.size() + 1 && i < ARRAY_SIZE(shaderNames_); ++i) {
|
|
// Vector element pointer get invalidated on resize, cache name to have always a valid reference in the rendering thread
|
|
shaderNames_[i] = i == g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[i];
|
|
|
|
LinearLayout *shaderRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT));
|
|
shaderRow->SetSpacing(4.0f);
|
|
leftColumn->Add(shaderRow);
|
|
|
|
if (shaderNames_[i] != "Off") {
|
|
postProcChoice_ = shaderRow->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName, new LinearLayoutParams(1.0f)));
|
|
} else {
|
|
postProcChoice_ = shaderRow->Add(new Choice(ImageID("I_PLUS")));
|
|
}
|
|
postProcChoice_->OnClick.Add([=](EventParams &e) {
|
|
auto gr = GetI18NCategory("Graphics");
|
|
auto procScreen = new PostProcScreen(gr->T("Postprocessing shaders"), i, false);
|
|
procScreen->SetHasDropShadow(false);
|
|
procScreen->OnChoice.Handle(this, &DisplayLayoutScreen::OnPostProcShaderChange);
|
|
if (e.v)
|
|
procScreen->SetPopupOrigin(e.v);
|
|
screenManager()->push(procScreen);
|
|
return UI::EVENT_DONE;
|
|
});
|
|
postProcChoice_->SetEnabledFunc([=] {
|
|
return !g_Config.bSkipBufferEffects && !enableStereo();
|
|
});
|
|
|
|
if (i < g_Config.vPostShaderNames.size()) {
|
|
bool hasSettings = false;
|
|
std::vector<const ShaderInfo *> shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
|
|
for (auto shaderInfo : shaderChain) {
|
|
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
|
|
auto &setting = shaderInfo->settings[i];
|
|
if (!setting.name.empty()) {
|
|
hasSettings = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (hasSettings) {
|
|
CheckBox *checkBox = new CheckBox(&settingsVisible_[i], ImageID("I_SLIDERS"), new LinearLayoutParams(0.0f));
|
|
auto settingsButton = shaderRow->Add(checkBox);
|
|
settingsButton->OnClick.Add([=](EventParams &e) {
|
|
RecreateViews();
|
|
return UI::EVENT_DONE;
|
|
});
|
|
}
|
|
|
|
auto removeButton = shaderRow->Add(new Choice(ImageID("I_TRASHCAN"), new LinearLayoutParams(0.0f)));
|
|
removeButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn {
|
|
g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i);
|
|
NativeMessageReceived("gpu_configChanged", "");
|
|
RecreateViews();
|
|
return UI::EVENT_DONE;
|
|
});
|
|
|
|
auto moreButton = shaderRow->Add(new Choice(ImageID("I_THREE_DOTS"), new LinearLayoutParams(0.0f)));
|
|
moreButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn {
|
|
PopupContextMenuScreen *contextMenu = new UI::PopupContextMenuScreen(postShaderContextMenu, ARRAY_SIZE(postShaderContextMenu), di.get(), moreButton);
|
|
screenManager()->push(contextMenu);
|
|
const ShaderInfo *info = GetPostShaderInfo(g_Config.vPostShaderNames[i]);
|
|
bool usesLastFrame = info ? info->usePreviousFrame : false;
|
|
contextMenu->SetEnabled(0, i > 0 && !usesLastFrame);
|
|
contextMenu->SetEnabled(1, i < g_Config.vPostShaderNames.size() - 1);
|
|
contextMenu->OnChoice.Add([=](EventParams &e) -> UI::EventReturn {
|
|
switch (e.a) {
|
|
case 0: // Move up
|
|
std::swap(g_Config.vPostShaderNames[i - 1], g_Config.vPostShaderNames[i]);
|
|
break;
|
|
case 1: // Move down
|
|
std::swap(g_Config.vPostShaderNames[i], g_Config.vPostShaderNames[i + 1]);
|
|
break;
|
|
case 2: // Remove
|
|
g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i);
|
|
break;
|
|
default:
|
|
return UI::EVENT_DONE;
|
|
}
|
|
FixPostShaderOrder(&g_Config.vPostShaderNames);
|
|
NativeMessageReceived("gpu_configChanged", "");
|
|
RecreateViews();
|
|
return UI::EVENT_DONE;
|
|
});
|
|
return UI::EVENT_DONE;
|
|
});
|
|
}
|
|
|
|
|
|
// No need for settings on the last one.
|
|
if (i == g_Config.vPostShaderNames.size())
|
|
continue;
|
|
|
|
if (!settingsVisible_[i])
|
|
continue;
|
|
|
|
std::vector<const ShaderInfo *> shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
|
|
for (auto shaderInfo : shaderChain) {
|
|
// Disable duplicated shader slider
|
|
bool duplicated = alreadyAddedShader.find(shaderInfo->section) != alreadyAddedShader.end();
|
|
alreadyAddedShader.insert(shaderInfo->section);
|
|
|
|
LinearLayout *settingContainer = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT, UI::Margins(24.0f, 0.0f, 0.0f, 0.0f)));
|
|
leftColumn->Add(settingContainer);
|
|
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
|
|
auto &setting = shaderInfo->settings[i];
|
|
if (!setting.name.empty()) {
|
|
// This map lookup will create the setting in the mPostShaderSetting map if it doesn't exist, with a default value of 0.0.
|
|
std::string key = StringFromFormat("%sSettingCurrentValue%d", shaderInfo->section.c_str(), i + 1);
|
|
bool keyExisted = g_Config.mPostShaderSetting.find(key) != g_Config.mPostShaderSetting.end();
|
|
auto &value = g_Config.mPostShaderSetting[key];
|
|
if (!keyExisted)
|
|
value = setting.value;
|
|
|
|
if (duplicated) {
|
|
auto sliderName = StringFromFormat("%s %s", ps->T(setting.name), ps->T("(duplicated setting, previous slider will be used)"));
|
|
PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, sliderName, setting.step, screenManager()));
|
|
settingValue->SetEnabled(false);
|
|
} else {
|
|
PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
|
|
settingValue->SetLiveUpdate(true);
|
|
settingValue->SetHasDropShadow(false);
|
|
settingValue->SetEnabledFunc([=] {
|
|
return !g_Config.bSkipBufferEffects && !enableStereo();
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
root_->Add(new DisplayLayoutBackground(mode_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0.0f, 0.0f, 0.0f, 0.0f)));
|
|
}
|
|
|
|
void PostProcScreen::CreateViews() {
|
|
auto ps = GetI18NCategory("PostShaders");
|
|
ReloadAllPostShaderInfo(screenManager()->getDrawContext());
|
|
shaders_ = GetAllPostShaderInfo();
|
|
std::vector<std::string> items;
|
|
int selected = -1;
|
|
const std::string selectedName = id_ >= (int)g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[id_];
|
|
|
|
for (int i = 0; i < (int)shaders_.size(); i++) {
|
|
if (!shaders_[i].visible)
|
|
continue;
|
|
if (shaders_[i].isStereo != showStereoShaders_)
|
|
continue;
|
|
if (shaders_[i].section == selectedName)
|
|
selected = (int)indexTranslation_.size();
|
|
items.push_back(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str()));
|
|
indexTranslation_.push_back(i);
|
|
}
|
|
adaptor_ = UI::StringVectorListAdaptor(items, selected);
|
|
ListPopupScreen::CreateViews();
|
|
}
|
|
|
|
void PostProcScreen::OnCompleted(DialogResult result) {
|
|
if (result != DR_OK)
|
|
return;
|
|
const std::string &value = shaders_[indexTranslation_[listView_->GetSelected()]].section;
|
|
// I feel this logic belongs more in the caller, but eh...
|
|
if (showStereoShaders_) {
|
|
if (g_Config.sStereoToMonoShader != value) {
|
|
g_Config.sStereoToMonoShader = value;
|
|
NativeMessageReceived("gpu_configChanged", "");
|
|
}
|
|
} else {
|
|
if (id_ < (int)g_Config.vPostShaderNames.size()) {
|
|
if (g_Config.vPostShaderNames[id_] != value) {
|
|
g_Config.vPostShaderNames[id_] = value;
|
|
NativeMessageReceived("gpu_configChanged", "");
|
|
}
|
|
}
|
|
else {
|
|
g_Config.vPostShaderNames.push_back(value);
|
|
NativeMessageReceived("gpu_configChanged", "");
|
|
}
|
|
}
|
|
}
|