ppsspp/UI/GameScreen.cpp
Peter Tissen aa6985f5c2 Save after changing recent list
regarding #7472 . If this is not done then the config file (the main config,
the per-game config files do not have recent entries) is loaded when a game
with game-specific settings is touched.
2015-02-13 10:27:11 +01:00

311 lines
11 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 "base/colorutil.h"
#include "base/timeutil.h"
#include "gfx_es2/draw_buffer.h"
#include "i18n/i18n.h"
#include "math/curves.h"
#include "util/text/utf8.h"
#include "ui/ui_context.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "UI/EmuScreen.h"
#include "UI/GameScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/MiscScreens.h"
#include "UI/MainScreen.h"
#include "UI/BackgroundAudio.h"
#include "Core/Host.h"
#include "Core/Config.h"
GameScreen::GameScreen(const std::string &gamePath) : UIDialogScreenWithGameBackground(gamePath) {
SetBackgroundAudioGame(gamePath);
}
GameScreen::~GameScreen() {
SetBackgroundAudioGame("");
}
void GameScreen::CreateViews() {
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
root_ = new LinearLayout(ORIENT_HORIZONTAL);
ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
root_->Add(leftColumn);
leftColumn->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack);
if (info) {
texvGameIcon_ = leftColumn->Add(new Thin3DTextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
tvTitle_ = leftColumn->Add(new TextView(info->title, ALIGN_LEFT, false, new AnchorLayoutParams(10, 200, NONE, NONE)));
// This one doesn't need to be updated.
leftColumn->Add(new TextView(gamePath_, ALIGN_LEFT, true, new AnchorLayoutParams(10, 250, NONE, NONE)));
tvGameSize_ = leftColumn->Add(new TextView("...", ALIGN_LEFT, true, new AnchorLayoutParams(10, 290, NONE, NONE)));
tvSaveDataSize_ = leftColumn->Add(new TextView("...", ALIGN_LEFT, true, new AnchorLayoutParams(10, 320, NONE, NONE)));
tvInstallDataSize_ = leftColumn->Add(new TextView("", ALIGN_LEFT, true, new AnchorLayoutParams(10, 350, NONE, NONE)));
tvRegion_ = leftColumn->Add(new TextView("", ALIGN_LEFT, true, new AnchorLayoutParams(10, 380, NONE, NONE)));
}
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumnItems->SetSpacing(0.0f);
rightColumn->Add(rightColumnItems);
Choice *play = new Choice(ga->T("Play"));
rightColumnItems->Add(play)->OnClick.Handle(this, &GameScreen::OnPlay);
if (info && !info->id.empty())
{
if (g_Config.hasGameConfig(info->id))
{
rightColumnItems->Add(new Choice(ga->T("Game Settings")))->OnClick.Handle(this, &GameScreen::OnGameSettings);
rightColumnItems->Add(new Choice(ga->T("Delete Game Config")))->OnClick.Handle(this, &GameScreen::OnDeleteConfig);
}
else
{
rightColumnItems->Add(new Choice(ga->T("Create Game Config")))->OnClick.Handle(this, &GameScreen::OnCreateConfig);
}
}
std::vector<std::string> saveDirs = info->GetSaveDataDirectories();
if (saveDirs.size()) {
rightColumnItems->Add(new Choice(ga->T("Delete Save Data")))->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
}
rightColumnItems->Add(new Choice(ga->T("Delete Game")))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
if (host->CanCreateShortcut()) {
rightColumnItems->Add(new Choice(ga->T("Create Shortcut")))->OnClick.Handle(this, &GameScreen::OnCreateShortcut);
}
if (isRecentGame(gamePath_)) {
rightColumnItems->Add(new Choice(ga->T("Remove From Recent")))->OnClick.Handle(this, &GameScreen::OnRemoveFromRecent);
}
#ifdef _WIN32
rightColumnItems->Add(new Choice(ga->T("Show In Folder")))->OnClick.Handle(this, &GameScreen::OnShowInFolder);
#endif
UI::SetFocusedView(play);
}
UI::EventReturn GameScreen::OnCreateConfig(UI::EventParams &e)
{
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_,0);
g_Config.createGameConfig(info->id);
g_Config.saveGameConfig(info->id);
screenManager()->topScreen()->RecreateViews();
return UI::EVENT_DONE;
}
void GameScreen::CallbackDeleteConfig(bool yes)
{
if (yes)
{
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
g_Config.deleteGameConfig(info->id);
screenManager()->RecreateAllViews();
}
}
UI::EventReturn GameScreen::OnDeleteConfig(UI::EventParams &e)
{
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
screenManager()->push(
new PromptScreen(d->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), d->T("Cancel"),
std::bind(&GameScreen::CallbackDeleteConfig, this, placeholder::_1)));
return UI::EVENT_DONE;
}
void GameScreen::update(InputState &input) {
UIScreen::update(input);
I18NCategory *ga = GetI18NCategory("Game");
Thin3DContext *thin3d = screenManager()->getThin3DContext();
GameInfo *info = g_gameInfoCache.GetInfo(thin3d, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
if (tvTitle_)
tvTitle_->SetText(info->title + " (" + info->id + ")");
if (info->iconTexture && texvGameIcon_) {
texvGameIcon_->SetTexture(info->iconTexture);
// Fade the icon with the background.
double loadTime = info->timeIconWasLoaded;
if (info->pic1Texture) {
loadTime = std::max(loadTime, info->timePic1WasLoaded);
}
if (info->pic0Texture) {
loadTime = std::max(loadTime, info->timePic0WasLoaded);
}
uint32_t color = whiteAlpha(ease((time_now_d() - loadTime) * 3));
texvGameIcon_->SetColor(color);
}
if (info->gameSize) {
char temp[256];
sprintf(temp, "%s: %1.1f %s", ga->T("Game"), (float) (info->gameSize) / 1024.f / 1024.f, ga->T("MB"));
tvGameSize_->SetText(temp);
sprintf(temp, "%s: %1.2f %s", ga->T("SaveData"), (float) (info->saveDataSize) / 1024.f / 1024.f, ga->T("MB"));
tvSaveDataSize_->SetText(temp);
if (info->installDataSize > 0) {
sprintf(temp, "%s: %1.2f %s", ga->T("InstallData"), (float) (info->installDataSize) / 1024.f / 1024.f, ga->T("MB"));
tvInstallDataSize_->SetText(temp);
}
}
if (info->region >= 0 && info->region < GAMEREGION_MAX && info->region != GAMEREGION_OTHER) {
static const char *regionNames[GAMEREGION_MAX] = {
"Japan",
"USA",
"Europe",
"Hong Kong",
"Asia"
};
tvRegion_->SetText(ga->T(regionNames[info->region]));
}
}
UI::EventReturn GameScreen::OnShowInFolder(UI::EventParams &e) {
#ifdef _WIN32
std::string str = std::string("explorer.exe /select,\"") + ReplaceAll(gamePath_, "/", "\\") + "\"";
_wsystem(ConvertUTF8ToWString(str).c_str());
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameScreen::OnSwitchBack(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn GameScreen::OnPlay(UI::EventParams &e) {
screenManager()->switchScreen(new EmuScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GameScreen::OnGameSettings(UI::EventParams &e) {
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
if (info && info->paramSFOLoaded) {
std::string discID = info->paramSFO.GetValueString("DISC_ID");
screenManager()->push(new GameSettingsScreen(gamePath_, discID, true));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameScreen::OnDeleteSaveData(UI::EventParams &e) {
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
if (info) {
// Check that there's any savedata to delete
std::vector<std::string> saveDirs = info->GetSaveDataDirectories();
if (saveDirs.size()) {
screenManager()->push(
new PromptScreen(d->T("DeleteConfirmAll", "Do you really want to delete all\nyour save data for this game?"), ga->T("ConfirmDelete"), d->T("Cancel"),
std::bind(&GameScreen::CallbackDeleteSaveData, this, placeholder::_1)));
}
}
RecreateViews();
return UI::EVENT_DONE;
}
void GameScreen::CallbackDeleteSaveData(bool yes) {
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
if (yes) {
info->DeleteAllSaveData();
info->saveDataSize = 0;
info->installDataSize = 0;
}
}
UI::EventReturn GameScreen::OnDeleteGame(UI::EventParams &e) {
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
if (info) {
screenManager()->push(
new PromptScreen(d->T("DeleteConfirmGame", "Do you really want to delete this game\nfrom your device? You can't undo this."), ga->T("ConfirmDelete"), d->T("Cancel"),
std::bind(&GameScreen::CallbackDeleteGame, this, placeholder::_1)));
}
return UI::EVENT_DONE;
}
void GameScreen::CallbackDeleteGame(bool yes) {
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
if (yes) {
info->DeleteGame();
g_gameInfoCache.Clear();
screenManager()->switchScreen(new MainScreen());
}
}
UI::EventReturn GameScreen::OnCreateShortcut(UI::EventParams &e) {
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
if (info) {
host->CreateDesktopShortcut(gamePath_, info->title);
}
return UI::EVENT_DONE;
}
bool GameScreen::isRecentGame(const std::string &gamePath) {
if (g_Config.iMaxRecent <= 0)
return false;
for (auto it = g_Config.recentIsos.begin(); it != g_Config.recentIsos.end(); ++it) {
#ifdef _WIN32
if (!strcmpIgnore((*it).c_str(), gamePath.c_str(), "\\","/"))
#else
if (!strcmp((*it).c_str(), gamePath.c_str()))
#endif
return true;
}
return false;
}
UI::EventReturn GameScreen::OnRemoveFromRecent(UI::EventParams &e) {
if (g_Config.iMaxRecent <= 0)
return UI::EVENT_DONE;
for (auto it = g_Config.recentIsos.begin(); it != g_Config.recentIsos.end(); ++it) {
#ifdef _WIN32
if (!strcmpIgnore((*it).c_str(), gamePath_.c_str(), "\\","/")) {
#else
if (!strcmp((*it).c_str(), gamePath_.c_str())) {
#endif
g_Config.recentIsos.erase(it);
g_Config.Save();
screenManager()->switchScreen(new MainScreen());
return UI::EVENT_DONE;
}
}
return UI::EVENT_DONE;
}