ppsspp/UI/GameSettingsScreen.cpp

1492 lines
67 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 "ppsspp_config.h"
#include "base/display.h" // Only to check screen aspect ratio with pixel_yres/pixel_xres
#include "base/colorutil.h"
#include "base/timeutil.h"
#include "math/curves.h"
#include "gfx_es2/gpu_features.h"
#include "gfx_es2/draw_buffer.h"
#include "i18n/i18n.h"
#include "util/text/utf8.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "ui/ui_context.h"
#include "UI/EmuScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GamepadEmu.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DevScreens.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/RemoteISOScreen.h"
#include "UI/SavedataScreen.h"
#include "UI/TouchControlLayoutScreen.h"
#include "UI/TouchControlVisibilityScreen.h"
#include "UI/TiltAnalogSettingsScreen.h"
#include "UI/TiltEventProcessor.h"
#include "UI/ComboKeyMappingScreen.h"
#include "Common/KeyMap.h"
#include "Common/FileUtil.h"
#include "Common/OSVersion.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "android/jni/TestRunner.h"
#include "GPU/GPUInterface.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
#pragma warning(disable:4091) // workaround bug in VS2015 headers
#include "Windows/MainWindow.h"
#include <shlobj.h>
#include "Windows/W32Util/ShellUtil.h"
#endif
#if !PPSSPP_PLATFORM(UWP)
#include "gfx/gl_common.h"
#endif
#ifdef IOS
extern bool iosCanUseJit;
extern bool targetIsJailbroken;
#endif
GameSettingsScreen::GameSettingsScreen(std::string gamePath, std::string gameID, bool editThenRestore)
: UIDialogScreenWithGameBackground(gamePath), gameID_(gameID), enableReports_(false), editThenRestore_(editThenRestore) {
lastVertical_ = UseVerticalLayout();
}
bool GameSettingsScreen::UseVerticalLayout() const {
return dp_yres > dp_xres * 1.1f;
}
// This needs before run CheckGPUFeatures()
// TODO: Remove this if fix the issue
bool CheckSupportInstancedTessellationGLES() {
#if PPSSPP_PLATFORM(UWP)
return true;
#else
// TODO: Make work with non-GL backends
int maxVertexTextureImageUnits;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits);
bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation
bool instanceRendering = gl_extensions.GLES3 || gl_extensions.EXT_gpu_shader4
|| (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 1)/*GLSL 1.4*/);
bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float;
return instanceRendering && vertexTexture && textureFloat;
#endif
}
bool IsBackendSupportHWTess() {
switch (g_Config.iGPUBackend) {
case GPU_BACKEND_OPENGL:
return CheckSupportInstancedTessellationGLES();
case GPU_BACKEND_VULKAN:
case GPU_BACKEND_DIRECT3D11:
return true;
}
return false;
}
void GameSettingsScreen::CreateViews() {
GameInfo *info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
if (editThenRestore_) {
g_Config.loadGameConfig(gameID_);
}
cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
iAlternateSpeedPercent_ = (g_Config.iFpsLimit * 100) / 60;
bool vertical = UseVerticalLayout();
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
I18NCategory *di = GetI18NCategory("Dialog");
I18NCategory *gr = GetI18NCategory("Graphics");
I18NCategory *co = GetI18NCategory("Controls");
I18NCategory *a = GetI18NCategory("Audio");
I18NCategory *sa = GetI18NCategory("Savedata");
I18NCategory *sy = GetI18NCategory("System");
I18NCategory *n = GetI18NCategory("Networking");
I18NCategory *ms = GetI18NCategory("MainSettings");
I18NCategory *dev = GetI18NCategory("Developer");
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
TabHolder *tabHolder;
if (vertical) {
LinearLayout *verticalLayout = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
tabHolder = new TabHolder(ORIENT_HORIZONTAL, 200, new LinearLayoutParams(1.0f));
verticalLayout->Add(tabHolder);
verticalLayout->Add(new Choice(di->T("Back"), "", false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 0.0f, Margins(0))))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
root_->Add(verticalLayout);
} else {
tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
root_->Add(tabHolder);
AddStandardBack(root_);
}
tabHolder->SetTag("GameSettings");
root_->SetDefaultFocusView(tabHolder);
float leftSide = 40.0f;
if (!vertical) {
leftSide += 200.0f;
}
settingInfo_ = new SettingInfoMessage(ALIGN_CENTER | FLAG_WRAP_TEXT, new AnchorLayoutParams(dp_xres - leftSide - 40.0f, WRAP_CONTENT, leftSide, dp_yres - 80.0f - 40.0f, NONE, NONE));
settingInfo_->SetBottomCutoff(dp_yres - 200.0f);
root_->Add(settingInfo_);
// TODO: These currently point to global settings, not game specific ones.
// Graphics
ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
graphicsSettingsScroll->SetTag("GameSettingsGraphics");
LinearLayout *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
graphicsSettings->SetSpacing(0);
graphicsSettingsScroll->Add(graphicsSettings);
tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);
graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode")));
static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan (experimental)" };
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gr->GetName(), screenManager()));
renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
#if !defined(_WIN32)
renderingBackendChoice->HideChoice(1); // D3D9
renderingBackendChoice->HideChoice(2); // D3D11
#else
if (!DoesVersionMatchWindows(6, 0, 0, 0, true)) {
// Hide the D3D11 choice if Windows version is older than Windows Vista.
renderingBackendChoice->HideChoice(2); // D3D11
}
#endif
#if !defined(_WIN32)
// TODO: Add dynamic runtime check for Vulkan support on Android
renderingBackendChoice->HideChoice(3);
#endif
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gr->GetName(), screenManager()));
renderingModeChoice->OnChoice.Add([=](EventParams &e) {
switch (g_Config.iRenderingMode) {
case FB_NON_BUFFERED_MODE:
settingInfo_->Show(gr->T("RenderingMode NonBuffered Tip", "Faster, but nothing may draw in some games"), e.v);
break;
case FB_BUFFERED_MODE:
break;
#ifndef USING_GLES2
case FB_READFBOMEMORY_CPU:
#endif
case FB_READFBOMEMORY_GPU:
settingInfo_->Show(gr->T("RenderingMode ReadFromMemory Tip", "Causes crashes in many games, not recommended"), e.v);
break;
}
return UI::EVENT_CONTINUE;
});
renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gr->GetName(), screenManager()));
frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip")));
frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
graphicsSettings->Add(new CheckBox(&cap60FPS_, gr->T("Force max 60 FPS (helps GoW)")));
PopupSliderChoice *altSpeed = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 1000, gr->T("Alternative Speed", "Alternative speed"), 5, screenManager(), gr->T("%, 0:unlimited")));
altSpeed->SetFormat("%i%%");
altSpeed->SetZeroLabel(gr->T("Unlimited"));
graphicsSettings->Add(new ItemHeader(gr->T("Features")));
I18NCategory *ps = GetI18NCategory("PostShaders");
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), ps->GetName()));
postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
postProcChoice_->SetEnabledPtr(&postProcEnable_);
#if !defined(MOBILE_DEVICE)
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
#endif
// Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc.
displayEditor_ = graphicsSettings->Add(new Choice(gr->T("Display layout editor")));
displayEditor_->OnClick.Handle(this, &GameSettingsScreen::OnDisplayLayoutEditor);
#ifdef __ANDROID__
// Hide Immersive Mode on pre-kitkat Android
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("Immersive Mode")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
}
#endif
graphicsSettings->Add(new ItemHeader(gr->T("Performance")));
#ifndef MOBILE_DEVICE
static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP", "6x PSP", "7x PSP", "8x PSP", "9x PSP", "10x PSP" };
#else
static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
#endif
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gr->GetName(), screenManager()));
resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionChoice_->SetEnabledPtr(&resolutionEnable_);
#ifdef __ANDROID__
static const char *deviceResolutions[] = { "Native device resolution", "Auto (same as Rendering)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
int max_res_temp = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 2;
if (max_res_temp == 3)
max_res_temp = 4; // At least allow 2x
int max_res = std::min(max_res_temp, (int)ARRAY_SIZE(deviceResolutions));
UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gr->T("Display Resolution (HW scaler)"), deviceResolutions, 0, max_res, gr->GetName(), screenManager()));
hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange); // To refresh the display mode
#endif
#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gr->T("VSync")));
#endif
CheckBox *mipmapping = graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gr->T("Mipmapping")));
mipmapping->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
vtxCache->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("VertexCache Tip", "Faster, but may cause temporary flicker"), e.v);
return UI::EVENT_CONTINUE;
});
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
vtxCache->SetEnabledPtr(&vtxCacheEnable_);
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)")));
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gr->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));
texSecondary_->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("RetainChangedTextures Tip", "Makes many games slower, but some games a lot faster"), e.v);
return UI::EVENT_CONTINUE;
});
texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gr->T("Disable slower effects (speedup)")));
framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
// Seems solid, so we hide the setting.
/*CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT")));
if (PSP_IsInited()) {
vtxJit->SetEnabled(false);
}*/
static const char *quality[] = { "Low", "Medium", "High"};
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager()));
beziersChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iSplineBezierQuality != 0) {
settingInfo_->Show(gr->T("LowCurves Tip", "This option will significantly improve/reduce the quality of rendered splines and bezier curves"), e.v);
}
return UI::EVENT_CONTINUE;
});
bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
beziersChoice->SetDisabledPtr(&bezierChoiceDisable_);
CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation")));
tessellationHW->OnClick.Add([=](EventParams &e) {
bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
return UI::EVENT_CONTINUE;
});
tessHWEnable_ = IsBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
tessellationHW->SetEnabledPtr(&tessHWEnable_);
// In case we're going to add few other antialiasing option like MSAA in the future.
// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gr->T("FXAA")));
graphicsSettings->Add(new ItemHeader(gr->T("Texture Scaling")));
#ifndef MOBILE_DEVICE
static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x", "4x", "5x"};
#else
static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x"};
#endif
static const char **texScaleLevels = texScaleLevelsNPOT;
static int numTexScaleLevels = ARRAY_SIZE(texScaleLevelsNPOT);
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gr->GetName(), screenManager()));
// TODO: Better check? When it won't work, it scales down anyway.
if (!gl_extensions.OES_texture_npot && GetGPUBackend() == GPUBackend::OPENGL) {
texScalingChoice->HideChoice(3); // 3x
texScalingChoice->HideChoice(5); // 5x
}
texScalingChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iTexScalingLevel != 1) {
settingInfo_->Show(gr->T("UpscaleLevel Tip", "CPU heavy - some scaling may be delayed to avoid stutter"), e.v);
}
return UI::EVENT_CONTINUE;
});
texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gr->GetName(), screenManager()));
texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
deposterize->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("Deposterize Tip", "Fixes small in-texture glitches that may happen when the texture is upscaled"), e.v);
return UI::EVENT_CONTINUE;
});
deposterize->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new ItemHeader(gr->T("Texture Filtering")));
static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gr->GetName(), screenManager()));
anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager()));
texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bufFilters[] = { "Linear", "Nearest", };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
#ifdef __ANDROID__
graphicsSettings->Add(new ItemHeader(gr->T("Cardboard Settings", "Cardboard Settings")));
CheckBox *cardboardMode = graphicsSettings->Add(new CheckBox(&g_Config.bEnableCardboard, gr->T("Enable Cardboard", "Enable Cardboard")));
cardboardMode->SetDisabledPtr(&g_Config.bSoftwareRendering);
PopupSliderChoice * cardboardScreenSize = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardScreenSize, 30, 100, gr->T("Cardboard Screen Size", "Screen Size (in % of the viewport)"), 1, screenManager(), gr->T("% of viewport")));
cardboardScreenSize->SetDisabledPtr(&g_Config.bSoftwareRendering);
PopupSliderChoice *cardboardXShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardXShift, -100, 100, gr->T("Cardboard Screen X Shift", "X Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void")));
cardboardXShift->SetDisabledPtr(&g_Config.bSoftwareRendering);
PopupSliderChoice *cardboardYShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardYShift, -100, 100, gr->T("Cardboard Screen Y Shift", "Y Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void")));
cardboardYShift->SetDisabledPtr(&g_Config.bSoftwareRendering);
#endif
graphicsSettings->Add(new ItemHeader(gr->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
CheckBox *timerHack = graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gr->T("Timer Hack")));
timerHack->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("TimerHack Tip", "Faster some games when emulation speed is slower , but may cause glitches/breaking"), e.v);
return UI::EVENT_CONTINUE;
});
CheckBox *alphaHack = graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gr->T("Disable Alpha Test (PowerVR speedup)")));
alphaHack->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("DisableAlphaTest Tip", "Faster by sometimes drawing ugly boxes around things"), e.v);
return UI::EVENT_CONTINUE;
});
alphaHack->OnClick.Handle(this, &GameSettingsScreen::OnShaderChange);
alphaHack->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *stencilTest = graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gr->T("Disable Stencil Test")));
stencilTest->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *depthWrite = graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gr->T("Always Depth Write")));
depthWrite->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr->GetName(), screenManager()));
bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
bloomHack->SetEnabledPtr(&bloomHackEnable_);
graphicsSettings->Add(new ItemHeader(gr->T("Overlay Information")));
static const char *fpsChoices[] = {
"None", "Speed", "FPS", "Both"
};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gr->GetName(), screenManager()));
graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
// Developer tools are not accessible ingame, so it goes here.
graphicsSettings->Add(new ItemHeader(gr->T("Debugging")));
Choice *dump = graphicsSettings->Add(new Choice(gr->T("Dump next frame to log")));
dump->OnClick.Handle(this, &GameSettingsScreen::OnDumpNextFrameToLog);
if (!PSP_IsInited())
dump->SetEnabled(false);
// We normally use software rendering to debug so put it in debugging.
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (experimental)")));
softwareGPU->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("SoftGPU Tip", "Currently VERY slow"), e.v);
bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
return UI::EVENT_CONTINUE;
});
softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering);
if (PSP_IsInited())
softwareGPU->SetEnabled(false);
// Audio
ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
audioSettingsScroll->SetTag("GameSettingsAudio");
LinearLayout *audioSettings = new LinearLayout(ORIENT_VERTICAL);
audioSettings->SetSpacing(0);
audioSettingsScroll->Add(audioSettings);
tabHolder->AddTab(ms->T("Audio"), audioSettingsScroll);
audioSettings->Add(new ItemHeader(ms->T("Audio")));
audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
PopupSliderChoice *volume = audioSettings->Add(new PopupSliderChoice(&g_Config.iGlobalVolume, VOLUME_OFF, VOLUME_MAX, a->T("Global volume"), screenManager()));
volume->SetEnabledPtr(&g_Config.bEnableSound);
#ifdef _WIN32
if (IsVistaOrHigher()) {
static const char *backend[] = { "Auto", "DSound (compatible)", "WASAPI (fast)" };
PopupMultiChoice *audioBackend = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioBackend, a->T("Audio backend", "Audio backend (restart req.)"), backend, 0, ARRAY_SIZE(backend), a->GetName(), screenManager()));
audioBackend->SetEnabledPtr(&g_Config.bEnableSound);
}
#endif
static const char *latency[] = { "Low", "Medium", "High" };
PopupMultiChoice *lowAudio = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioLatency, a->T("Audio Latency"), latency, 0, ARRAY_SIZE(latency), gr->GetName(), screenManager()));
lowAudio->SetEnabledPtr(&g_Config.bEnableSound);
#if defined(__ANDROID__)
CheckBox *extraAudio = audioSettings->Add(new CheckBox(&g_Config.bExtraAudioBuffering, a->T("AudioBufferingForBluetooth", "Bluetooth-friendly buffer (slower)")));
extraAudio->SetEnabledPtr(&g_Config.bEnableSound);
#endif
if (System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE) == 44100) {
CheckBox *resampling = audioSettings->Add(new CheckBox(&g_Config.bAudioResampler, a->T("Audio sync", "Audio sync (resampling)")));
resampling->SetEnabledPtr(&g_Config.bEnableSound);
}
audioSettings->Add(new ItemHeader(a->T("Audio hacks")));
audioSettings->Add(new CheckBox(&g_Config.bSoundSpeedHack, a->T("Sound speed hack (DOA etc.)")));
// Control
ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
controlsSettingsScroll->SetTag("GameSettingsControls");
LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
controlsSettings->SetSpacing(0);
controlsSettingsScroll->Add(controlsSettings);
tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
controlsSettings->Add(new ItemHeader(ms->T("Controls")));
controlsSettings->Add(new Choice(co->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
#if defined(USING_WIN_UI)
controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, co->T("Ignore gamepads when not focused")));
#endif
#if defined(MOBILE_DEVICE)
controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, co->T("HapticFeedback", "Haptic Feedback (vibration)")));
static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons", "L/R Trigger Buttons"};
controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, co->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), co->GetName(), screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange);
Choice *customizeTilt = controlsSettings->Add(new Choice(co->T("Customize tilt")));
customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCustomize);
customizeTilt->SetEnabledPtr((bool *)&g_Config.iTiltInputType); //<- dirty int-to-bool cast
#endif
// TVs don't have touch control, at least not yet.
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_TV) {
controlsSettings->Add(new ItemHeader(co->T("OnScreen", "On-Screen Touch Controls")));
controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, co->T("OnScreen", "On-Screen Touch Controls")));
layoutEditorChoice_ = controlsSettings->Add(new Choice(co->T("Custom layout...")));
layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
// Re-centers itself to the touch location on touch-down.
CheckBox *floatingAnalog = controlsSettings->Add(new CheckBox(&g_Config.bAutoCenterTouchAnalog, co->T("Auto-centering analog stick")));
floatingAnalog->SetEnabledPtr(&g_Config.bShowTouchControls);
// Combo key setup
Choice *comboKey = controlsSettings->Add(new Choice(co->T("Combo Key Setup")));
comboKey->OnClick.Handle(this, &GameSettingsScreen::OnCombo_key);
comboKey->SetEnabledPtr(&g_Config.bShowTouchControls);
// On non iOS systems, offer to let the user see this button.
// Some Windows touch devices don't have a back button or other button to call up the menu.
#if !defined(IOS)
CheckBox *enablePauseBtn = controlsSettings->Add(new CheckBox(&g_Config.bShowTouchPause, co->T("Show Touch Pause Menu Button")));
// Don't allow the user to disable it once in-game, so they can't lock themselves out of the menu.
if (!PSP_IsInited()) {
enablePauseBtn->SetEnabledPtr(&g_Config.bShowTouchControls);
} else {
enablePauseBtn->SetEnabled(false);
}
#endif
CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, co->T("Disable D-Pad diagonals (4-way touch)")));
disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls);
PopupSliderChoice *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, co->T("Button Opacity"), screenManager(), "%"));
opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
opacity->SetFormat("%i%%");
PopupSliderChoice *autoHide = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonHideSeconds, 0, 300, co->T("Auto-hide buttons after seconds"), screenManager(), co->T("seconds, 0 : off")));
autoHide->SetEnabledPtr(&g_Config.bShowTouchControls);
autoHide->SetFormat("%is");
autoHide->SetZeroLabel(co->T("Off"));
static const char *touchControlStyles[] = {"Classic", "Thin borders"};
View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), co->GetName(), screenManager()));
style->SetEnabledPtr(&g_Config.bShowTouchControls);
}
#ifdef _WIN32
static const char *inverseDeadzoneModes[] = { "Off", "X", "Y", "X + Y" };
controlsSettings->Add(new ItemHeader(co->T("DInput Analog Settings", "DInput Analog Settings")));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), 0.01f, screenManager(), "x"));
controlsSettings->Add(new ItemHeader(co->T("XInput Analog Settings", "XInput Analog Settings")));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), 0.01f, screenManager(), "/ 1.0"));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), 0.01f, screenManager(), "x"));
#endif
controlsSettings->Add(new ItemHeader(co->T("Keyboard", "Keyboard Control Settings")));
#if defined(USING_WIN_UI)
controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, co->T("Ignore Windows Key")));
#endif // #if defined(USING_WIN_UI)
auto analogLimiter = new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, co->T("Analog Limiter"), 0.10f, screenManager(), "/ 1.0");
controlsSettings->Add(analogLimiter);
analogLimiter->OnChange.Add([=](EventParams &e) {
settingInfo_->Show(co->T("AnalogLimiter Tip", "When the analog limiter button is pressed"), e.v);
return UI::EVENT_CONTINUE;
});
ViewGroup *networkingSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
networkingSettingsScroll->SetTag("GameSettingsNetworking");
LinearLayout *networkingSettings = new LinearLayout(ORIENT_VERTICAL);
networkingSettings->SetSpacing(0);
networkingSettingsScroll->Add(networkingSettings);
tabHolder->AddTab(ms->T("Networking"), networkingSettingsScroll);
networkingSettings->Add(new ItemHeader(ms->T("Networking")));
networkingSettings->Add(new Choice(n->T("Adhoc Multiplayer forum")))->OnClick.Handle(this, &GameSettingsScreen::OnAdhocGuides);
networkingSettings->Add(new CheckBox(&g_Config.bEnableWlan, n->T("Enable networking", "Enable networking/wlan (beta)")));
#ifdef _WIN32
networkingSettings->Add(new PopupTextInputChoice(&g_Config.proAdhocServer, n->T("Change proAdhocServer Address"), "", 255, screenManager()));
#elif defined(__ANDROID__)
networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.proAdhocServer, n->T("Change proAdhocServer Address"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeproAdhocServerAddress);
#else
networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.proAdhocServer, n->T("Change proAdhocServer Address"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeproAdhocServerAddress);
#endif
networkingSettings->Add(new CheckBox(&g_Config.bEnableAdhocServer, n->T("Enable built-in PRO Adhoc Server", "Enable built-in PRO Adhoc Server")));
networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sMACAddress, n->T("Change Mac Address"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeMacAddress);
networkingSettings->Add(new PopupSliderChoice(&g_Config.iPortOffset, 0, 60000, n->T("Port offset", "Port offset(0 = PSP compatibility)"), 100, screenManager()));
ViewGroup *toolsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
toolsScroll->SetTag("GameSettingsTools");
LinearLayout *tools = new LinearLayout(ORIENT_VERTICAL);
tools->SetSpacing(0);
toolsScroll->Add(tools);
tabHolder->AddTab(ms->T("Tools"), toolsScroll);
tools->Add(new ItemHeader(ms->T("Tools")));
// These were moved here so use the wrong translation objects, to avoid having to change all inis... This isn't a sustainable situation :P
tools->Add(new Choice(sa->T("Savedata Manager")))->OnClick.Handle(this, &GameSettingsScreen::OnSavedataManager);
tools->Add(new Choice(dev->T("System Information")))->OnClick.Handle(this, &GameSettingsScreen::OnSysInfo);
tools->Add(new Choice(sy->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);
tools->Add(new Choice(sy->T("Remote disc streaming")))->OnClick.Handle(this, &GameSettingsScreen::OnRemoteISO);
// System
ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
systemSettingsScroll->SetTag("GameSettingsSystem");
LinearLayout *systemSettings = new LinearLayout(ORIENT_VERTICAL);
systemSettings->SetSpacing(0);
systemSettingsScroll->Add(systemSettings);
tabHolder->AddTab(ms->T("System"), systemSettingsScroll);
systemSettings->Add(new ItemHeader(sy->T("UI Language")));
systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);
systemSettings->Add(new ItemHeader(sy->T("Help the PPSSPP team")));
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_ = new CheckBox(&enableReports_, sy->T("Enable Compatibility Server Reports"));
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
systemSettings->Add(enableReportsCheckbox_);
systemSettings->Add(new ItemHeader(sy->T("Emulation")));
systemSettings->Add(new CheckBox(&g_Config.bFastMemory, sy->T("Fast Memory", "Fast Memory (Unstable)")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
auto separateCPUThread = new CheckBox(&g_Config.bSeparateCPUThread, sy->T("Multithreaded (experimental)"));
systemSettings->Add(separateCPUThread);
separateCPUThread->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(sy->T("Multithreaded Tip", "Not always faster, causes glitches/crashing"), e.v);
return UI::EVENT_CONTINUE;
});
systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, sy->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" };
View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy->GetName(), screenManager()));
ioTimingMethod->SetEnabledPtr(&g_Config.bSeparateIOThread);
systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")));
PopupSliderChoice *lockedMhz = systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (unstable)"), screenManager(), sy->T("MHz, 0:default")));
lockedMhz->SetZeroLabel(sy->T("Auto"));
PopupSliderChoice *rewindFreq = systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindFlipFrequency, 0, 1800, sy->T("Rewind Snapshot Frequency", "Rewind Snapshot Frequency (mem hog)"), screenManager(), sy->T("frames, 0:off")));
rewindFreq->SetZeroLabel(sy->T("Off"));
systemSettings->Add(new CheckBox(&g_Config.bMemStickInserted, sy->T("Memory Stick inserted")));
systemSettings->Add(new ItemHeader(sy->T("General")));
#ifdef __ANDROID__
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
static const char *screenRotation[] = {"Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, co->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), co->GetName(), screenManager()));
rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation);
}
#endif
systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, sy->T("VersionCheck", "Check for new versions of PPSSPP")));
if (g_Config.iMaxRecent > 0)
systemSettings->Add(new Choice(sy->T("Clear Recent Games List")))->OnClick.Handle(this, &GameSettingsScreen::OnClearRecents);
systemSettings->Add(new Choice(sy->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings);
systemSettings->Add(new CheckBox(&g_Config.bEnableAutoLoad, sy->T("Auto Load Newest Savestate")));
#if defined(USING_WIN_UI)
systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, sy->T("Enable Windows native keyboard", "Enable Windows native keyboard")));
#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
SavePathInMyDocumentChoice = systemSettings->Add(new CheckBox(&installed_, sy->T("Save path in My Documents", "Save path in My Documents")));
SavePathInMyDocumentChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathMydoc);
SavePathInOtherChoice = systemSettings->Add(new CheckBox(&otherinstalled_, sy->T("Save path in installed.txt", "Save path in installed.txt")));
SavePathInOtherChoice->SetEnabled(false);
SavePathInOtherChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathOther);
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string PPSSPPpath = File::GetExeDirectory();
const std::string installedFile = PPSSPPpath + "installed.txt";
installed_ = File::Exists(installedFile);
otherinstalled_ = false;
if (!installed_ && result == S_OK) {
if (File::CreateEmptyFile(PPSSPPpath + "installedTEMP.txt")) {
// Disable the setting whether cannot create & delete file
if (!(File::Delete(PPSSPPpath + "installedTEMP.txt")))
SavePathInMyDocumentChoice->SetEnabled(false);
else
SavePathInOtherChoice->SetEnabled(true);
} else
SavePathInMyDocumentChoice->SetEnabled(false);
} else {
if (installed_ && (result == S_OK)) {
std::ifstream inputFile(ConvertUTF8ToWString(installedFile));
if (!inputFile.fail() && inputFile.is_open()) {
std::string tempString;
std::getline(inputFile, tempString);
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
if (tempString.substr(0, 3) == "\xEF\xBB\xBF")
tempString = tempString.substr(3);
SavePathInOtherChoice->SetEnabled(true);
if (!(tempString == "")) {
installed_ = false;
otherinstalled_ = true;
}
}
inputFile.close();
} else if (result != S_OK)
SavePathInMyDocumentChoice->SetEnabled(false);
}
#endif
#if defined(_M_X64)
systemSettings->Add(new CheckBox(&g_Config.bCacheFullIsoInRam, sy->T("Cache ISO in RAM", "Cache full ISO in RAM")));
#endif
//#ifndef __ANDROID__
systemSettings->Add(new ItemHeader(sy->T("Cheats", "Cheats (experimental, see forums)")));
systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, sy->T("Enable Cheats")));
//#endif
systemSettings->SetSpacing(0);
systemSettings->Add(new ItemHeader(sy->T("PSP Settings")));
static const char *models[] = {"PSP-1000" , "PSP-2000/3000"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, sy->T("PSP Model"), models, 0, ARRAY_SIZE(models), sy->GetName(), screenManager()))->SetEnabled(!PSP_IsInited());
// TODO: Come up with a way to display a keyboard for mobile users,
// so until then, this is Windows/Desktop only.
#if defined(_WIN32) // TODO: Add all platforms where KEY_CHAR support is added
systemSettings->Add(new PopupTextInputChoice(&g_Config.sNickName, sy->T("Change Nickname"), "", 32, screenManager()));
#elif defined(USING_QT_UI)
systemSettings->Add(new Choice(sy->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#elif defined(__ANDROID__)
systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.sNickName, sy->T("Change Nickname"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#endif
#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
// Screenshot functionality is not yet available on non-Windows/non-Qt
systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, sy->T("Screenshots as PNG")));
systemSettings->Add(new CheckBox(&g_Config.bDumpFrames, sy->T("Record Display")));
systemSettings->Add(new CheckBox(&g_Config.bUseFFV1, sy->T("Use Lossless Video Codec (FFV1)")));
systemSettings->Add(new CheckBox(&g_Config.bDumpAudio, sy->T("Record Audio")));
#endif
systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, sy->T("Day Light Saving")));
static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, sy->T("Date Format"), dateFormat, 1, 3, sy->GetName(), screenManager()));
static const char *timeFormat[] = { "12HR", "24HR"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 1, 2, sy->GetName(), screenManager()));
static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, sy->T("Confirmation Button"), buttonPref, 0, 2, sy->GetName(), screenManager()));
}
UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {
if (g_Config.bAutoFrameSkip && g_Config.iFrameSkip == 0) {
g_Config.iFrameSkip = 1;
}
if (g_Config.bAutoFrameSkip && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.iRenderingMode = FB_BUFFERED_MODE;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
tessHWEnable_ = IsBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHardwareTransform(UI::EventParams &e) {
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
tessHWEnable_ = IsBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnScreenRotation(UI::EventParams &e) {
ILOG("New display rotation: %d", g_Config.iScreenRotation);
ILOG("Sending rotate");
System_SendMessage("rotate", "");
ILOG("Got back from rotate");
return UI::EVENT_DONE;
}
static void RecreateActivity() {
const int SYSTEM_JELLYBEAN = 16;
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= SYSTEM_JELLYBEAN) {
ILOG("Sending recreate");
System_SendMessage("recreate", "");
ILOG("Got back from recreate");
} else {
I18NCategory *gr = GetI18NCategory("Graphics");
System_SendMessage("toast", gr->T("Must Restart", "You must restart PPSSPP for this change to take effect"));
}
}
UI::EventReturn GameSettingsScreen::OnAdhocGuides(UI::EventParams &e) {
LaunchBrowser("http://forums.ppsspp.org/forumdisplay.php?fid=34");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnImmersiveModeChange(UI::EventParams &e) {
System_SendMessage("immersive", "");
const int SYSTEM_JELLYBEAN = 16;
// recreate doesn't seem reliable on earlier versions.
if (g_Config.iAndroidHwScale != 0) {
RecreateActivity();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
// We do not want to report when rendering mode is Framebuffer to memory - so many issues
// are caused by that (framebuffer copies overwriting display lists, etc).
Reporting::UpdateConfig();
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.bAutoFrameSkip = false;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnJitAffectingSetting(UI::EventParams &e) {
NativeMessageReceived("clear jit", "");
return UI::EVENT_DONE;
}
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
UI::EventReturn GameSettingsScreen::OnSavePathMydoc(UI::EventParams &e) {
const std::string PPSSPPpath = File::GetExeDirectory();
const std::string installedFile = PPSSPPpath + "installed.txt";
installed_ = File::Exists(installedFile);
if (otherinstalled_) {
File::Delete(PPSSPPpath + "installed.txt");
File::CreateEmptyFile(PPSSPPpath + "installed.txt");
otherinstalled_ = false;
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
g_Config.memStickDirectory = myDocsPath;
}
else if (installed_) {
File::Delete(PPSSPPpath + "installed.txt");
installed_ = false;
g_Config.memStickDirectory = PPSSPPpath + "memstick/";
}
else {
std::ofstream myfile;
myfile.open(PPSSPPpath + "installed.txt");
if (myfile.is_open()){
myfile.close();
}
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
g_Config.memStickDirectory = myDocsPath;
installed_ = true;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSavePathOther(UI::EventParams &e) {
const std::string PPSSPPpath = File::GetExeDirectory();
if (otherinstalled_) {
I18NCategory *di = GetI18NCategory("Dialog");
std::string folder = W32Util::BrowseForFolder(MainWindow::GetHWND(), di->T("Choose PPSSPP save folder"));
if (folder.size()) {
g_Config.memStickDirectory = folder;
FILE *f = File::OpenCFile(PPSSPPpath + "installed.txt", "wb");
if (f) {
std::string utfstring("\xEF\xBB\xBF");
utfstring.append(folder);
fwrite(utfstring.c_str(), 1, utfstring.length(), f);
fclose(f);
}
installed_ = false;
}
else
otherinstalled_ = false;
}
else {
File::Delete(PPSSPPpath + "installed.txt");
SavePathInMyDocumentChoice->SetEnabled(true);
otherinstalled_ = false;
installed_ = false;
g_Config.memStickDirectory = PPSSPPpath + "memstick/";
}
return UI::EVENT_DONE;
}
#endif
UI::EventReturn GameSettingsScreen::OnClearRecents(UI::EventParams &e) {
g_Config.recentIsos.clear();
OnRecentChanged.Trigger(e);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
// Hmm, strange mechanism.
g_Config.bReloadCheats = true;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
#if defined(USING_WIN_UI) || defined(USING_QT_UI)
host->GoFullscreen(g_Config.bFullScreen);
#else
// SDL, basically.
System_SendMessage("toggle_fullscreen", "");
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDisplayLayoutEditor(UI::EventParams &e) {
screenManager()->push(new DisplayLayoutScreen());
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) {
if (gpu) {
gpu->Resized();
}
if (g_Config.iAndroidHwScale == 1) {
RecreateActivity();
}
Reporting::UpdateConfig();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHwScaleChange(UI::EventParams &e) {
RecreateActivity();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnShaderChange(UI::EventParams &e) {
if (gpu) {
gpu->ClearShaderCache();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDumpNextFrameToLog(UI::EventParams &e) {
if (gpu) {
gpu->DumpNextFrame();
}
return UI::EVENT_DONE;
}
void GameSettingsScreen::update(InputState &input) {
UIScreen::update(input);
g_Config.iForceMaxEmulatedFPS = cap60FPS_ ? 60 : 0;
g_Config.iFpsLimit = (iAlternateSpeedPercent_ * 60) / 100;
bool vertical = UseVerticalLayout();
if (vertical != lastVertical_) {
RecreateViews();
lastVertical_ = vertical;
}
}
void GameSettingsScreen::sendMessage(const char *message, const char *value) {
// Always call the base class method first to handle the most common messages.
UIDialogScreenWithBackground::sendMessage(message, value);
if (!strcmp(message, "control mapping")) {
UpdateUIState(UISTATE_MENU);
screenManager()->push(new ControlMappingScreen());
}
if (!strcmp(message, "display layout editor")) {
UpdateUIState(UISTATE_MENU);
screenManager()->push(new DisplayLayoutScreen());
}
}
void GameSettingsScreen::onFinish(DialogResult result) {
if (g_Config.bEnableSound) {
if (PSP_IsInited() && !IsAudioInitialised())
Audio_Init();
}
Reporting::Enable(enableReports_, "report.ppsspp.org");
Reporting::UpdateConfig();
g_Config.Save();
if (editThenRestore_) {
g_Config.unloadGameConfig();
}
host->UpdateUI();
KeyMap::UpdateNativeMenuKeys();
}
/*
void GlobalSettingsScreen::CreateViews() {
using namespace UI;
root_ = new ScrollView(ORIENT_VERTICAL);
enableReports_ = Reporting::IsEnabled();
}*/
void GameSettingsScreen::CallbackRenderingBackend(bool yes) {
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
// If the user ends up deciding not to restart, set the config back to the current backend
// so it doesn't get switched by accident.
if (yes) {
g_Config.bRestartRequired = true;
PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0);
} else {
g_Config.iGPUBackend = (int)GetGPUBackend();
}
#endif
}
UI::EventReturn GameSettingsScreen::OnRenderingBackend(UI::EventParams &e) {
#if defined(_WIN32)
I18NCategory *di = GetI18NCategory("Dialog");
// It only makes sense to show the restart prompt if the backend was actually changed.
if (g_Config.iGPUBackend != (int)GetGPUBackend()) {
screenManager()->push(new PromptScreen(di->T("ChangingGPUBackends", "Changing GPU backends requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"),
std::bind(&GameSettingsScreen::CallbackRenderingBackend, this, std::placeholders::_1)));
}
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeNickname(UI::EventParams &e) {
#if defined(_WIN32) || defined(USING_QT_UI)
const size_t name_len = 256;
char name[name_len];
memset(name, 0, sizeof(name));
if (System_InputBoxGetString("Enter a new PSP nickname", g_Config.sNickName.c_str(), name, name_len)) {
g_Config.sNickName = name;
}
#elif defined(__ANDROID__)
System_SendMessage("inputbox", ("nickname:" + g_Config.sNickName).c_str());
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeproAdhocServerAddress(UI::EventParams &e) {
#if defined(_WIN32) || defined(USING_QT_UI)
if (!g_Config.bFullScreen) {
const size_t name_len = 256;
char name[name_len];
memset(name, 0, sizeof(name));
if (System_InputBoxGetString("Enter an IP address", g_Config.proAdhocServer.c_str(), name, name_len)) {
g_Config.proAdhocServer = name;
}
}
else
screenManager()->push(new ProAdhocServerScreen);
#elif defined(__ANDROID__)
System_SendMessage("inputbox", ("IP:" + g_Config.proAdhocServer).c_str());
#else
screenManager()->push(new ProAdhocServerScreen);
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeMacAddress(UI::EventParams &e) {
g_Config.sMACAddress = std::string(CreateRandMAC());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnCombo_key(UI::EventParams &e) {
screenManager()->push(new Combo_keyScreen(&g_Config.iComboMode));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguage(UI::EventParams &e) {
I18NCategory *dev = GetI18NCategory("Developer");
auto langScreen = new NewLanguageScreen(dev->T("Language"));
langScreen->OnChoice.Handle(this, &GameSettingsScreen::OnLanguageChange);
screenManager()->push(langScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguageChange(UI::EventParams &e) {
screenManager()->RecreateAllViews();
if (host) {
host->UpdateUI();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnPostProcShader(UI::EventParams &e) {
I18NCategory *gr = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"));
procScreen->OnChoice.Handle(this, &GameSettingsScreen::OnPostProcShaderChange);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnPostProcShaderChange(UI::EventParams &e) {
if (gpu) {
gpu->Resized();
}
Reporting::UpdateConfig();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDeveloperTools(UI::EventParams &e) {
screenManager()->push(new DeveloperToolsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRemoteISO(UI::EventParams &e) {
screenManager()->push(new RemoteISOScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnControlMapping(UI::EventParams &e) {
screenManager()->push(new ControlMappingScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTouchControlLayout(UI::EventParams &e) {
screenManager()->push(new TouchControlLayoutScreen());
return UI::EVENT_DONE;
}
//when the tilt event type is modified, we need to reset all tilt settings.
//refer to the ResetTiltEvents() function for a detailed explanation.
UI::EventReturn GameSettingsScreen::OnTiltTypeChange(UI::EventParams &e){
TiltEventProcessor::ResetTiltEvents();
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnTiltCustomize(UI::EventParams &e){
screenManager()->push(new TiltAnalogSettingsScreen());
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnSavedataManager(UI::EventParams &e) {
auto saveData = new SavedataScreen("");
screenManager()->push(saveData);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSysInfo(UI::EventParams &e) {
screenManager()->push(new SystemInfoScreen());
return UI::EVENT_DONE;
}
void DeveloperToolsScreen::CreateViews() {
using namespace UI;
root_ = new ScrollView(ORIENT_VERTICAL);
root_->SetTag("DevToolsSettings");
I18NCategory *di = GetI18NCategory("Dialog");
I18NCategory *dev = GetI18NCategory("Developer");
I18NCategory *gr = GetI18NCategory("Graphics");
I18NCategory *a = GetI18NCategory("Audio");
I18NCategory *sy = GetI18NCategory("System");
LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
list->SetSpacing(0);
list->Add(new ItemHeader(sy->T("General")));
bool canUseJit = true;
// iOS can now use JIT on all modes, apparently.
// The bool may come in handy for future non-jit platforms though (UWP XB1?)
static const char *cpuCores[] = { "Interpreter", "Dynarec (JIT)", "IR Interpreter" };
PopupMultiChoice *core = list->Add(new PopupMultiChoice(&g_Config.iCpuCore, gr->T("CPU Core"), cpuCores, 0, ARRAY_SIZE(cpuCores), sy->GetName(), screenManager()));
core->OnChoice.Handle(this, &DeveloperToolsScreen::OnJitAffectingSetting);
if (!canUseJit) {
core->HideChoice(1);
}
list->Add(new CheckBox(&g_Config.bShowDeveloperMenu, dev->T("Show Developer Menu")));
list->Add(new CheckBox(&g_Config.bDumpDecryptedEboot, dev->T("Dump Decrypted Eboot", "Dump Decrypted EBOOT.BIN (If Encrypted) When Booting Game")));
#if !PPSSPP_PLATFORM(UWP)
Choice *cpuTests = new Choice(dev->T("Run CPU Tests"));
list->Add(cpuTests)->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
#ifdef IOS
const std::string testDirectory = g_Config.flash0Directory + "../";
#else
const std::string testDirectory = g_Config.memStickDirectory;
#endif
if (!File::Exists(testDirectory + "pspautotests/tests/")) {
cpuTests->SetEnabled(false);
}
#endif
list->Add(new CheckBox(&g_Config.bEnableLogging, dev->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
list->Add(new Choice(dev->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
list->Add(new ItemHeader(dev->T("Language")));
list->Add(new Choice(dev->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
list->Add(new Choice(dev->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
list->Add(new ItemHeader(dev->T("Texture Replacement")));
list->Add(new CheckBox(&g_Config.bSaveNewTextures, dev->T("Save new textures")));
list->Add(new CheckBox(&g_Config.bReplaceTextures, dev->T("Replace textures")));
#if !defined(MOBILE_DEVICE)
list->Add(new Choice(dev->T("Create/Open textures.ini file for current game")))->OnClick.Handle(this, &DeveloperToolsScreen::OnOpenTexturesIniFile);
#endif
list->Add(new ItemHeader(""));
list->Add(new Choice(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
void DeveloperToolsScreen::onFinish(DialogResult result) {
g_Config.Save();
}
void GameSettingsScreen::CallbackRestoreDefaults(bool yes) {
if (yes)
g_Config.RestoreDefaults();
host->UpdateUI();
}
UI::EventReturn GameSettingsScreen::OnRestoreDefaultSettings(UI::EventParams &e) {
I18NCategory *dev = GetI18NCategory("Developer");
I18NCategory *di = GetI18NCategory("Dialog");
if (g_Config.bGameSpecific)
{
screenManager()->push(
new PromptScreen(dev->T("RestoreGameDefaultSettings", "Are you sure you want to restore the game-specific settings back to the ppsspp defaults?\n"), di->T("OK"), di->T("Cancel"),
std::bind(&GameSettingsScreen::CallbackRestoreDefaults, this, std::placeholders::_1)));
}
else
{
screenManager()->push(
new PromptScreen(dev->T("RestoreDefaultSettings", "Are you sure you want to restore all settings(except control mapping)\nback to their defaults?\nYou can't undo this.\nPlease restart PPSSPP after restoring settings."), di->T("OK"), di->T("Cancel"),
std::bind(&GameSettingsScreen::CallbackRestoreDefaults, this, std::placeholders::_1)));
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoggingChanged(UI::EventParams &e) {
host->ToggleDebugConsoleVisibility();
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnRunCPUTests(UI::EventParams &e) {
#if !PPSSPP_PLATFORM(UWP)
RunTests();
#endif
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnSaveLanguageIni(UI::EventParams &e) {
i18nrepo.SaveIni(g_Config.sLanguageIni);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoadLanguageIni(UI::EventParams &e) {
i18nrepo.LoadIni(g_Config.sLanguageIni);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnOpenTexturesIniFile(UI::EventParams &e) {
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
std::string texturesDirectory = GetSysDirectory(DIRECTORY_TEXTURES) + gameID + "/";
bool enabled_ = !gameID.empty();
if (enabled_) {
if (!File::Exists(texturesDirectory)) {
File::CreateFullPath(texturesDirectory);
}
if (!File::Exists(texturesDirectory + "textures.ini")) {
FILE *f = File::OpenCFile(texturesDirectory + "textures.ini", "wb");
if (f) {
fwrite("\xEF\xBB\xBF", 0, 3, f);
fclose(f);
// Let's also write some defaults
std::fstream fs;
File::OpenCPPFile(fs, texturesDirectory + "textures.ini", std::ios::out | std::ios::ate);
fs << "# This file is optional\n";
fs << "# for syntax explanation check:\n";
fs << "# - https://github.com/hrydgard/ppsspp/pull/8715 \n";
fs << "# - https://github.com/hrydgard/ppsspp/pull/8792 \n";
fs << "[options]\n";
fs << "version = 1\n";
fs << "hash = quick\n";
fs << "\n";
fs << "[hashes]\n";
fs << "\n";
fs << "[hashranges]\n";
fs.close();
}
}
enabled_ = File::Exists(texturesDirectory + "textures.ini");
}
if (enabled_) {
File::openIniFile(texturesDirectory + "textures.ini");
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLogConfig(UI::EventParams &e) {
screenManager()->push(new LogConfigScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnJitAffectingSetting(UI::EventParams &e) {
NativeMessageReceived("clear jit", "");
return UI::EVENT_DONE;
}
void ProAdhocServerScreen::CreateViews() {
using namespace UI;
I18NCategory *sy = GetI18NCategory("System");
I18NCategory *di = GetI18NCategory("Dialog");
tempProAdhocServer = g_Config.proAdhocServer;
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *leftColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
leftColumn->Add(new ItemHeader(sy->T("proAdhocServer Address:")));
addrView_ = new TextView(tempProAdhocServer, ALIGN_LEFT, false);
leftColumn->Add(addrView_);
LinearLayout *rightColumn = new LinearLayout(ORIENT_HORIZONTAL, new AnchorLayoutParams(0, 120, 10, NONE, NONE,10));
rightColumn->Add(new Button("0"))->OnClick.Handle(this, &ProAdhocServerScreen::On0Click);
rightColumn->Add(new Button("1"))->OnClick.Handle(this, &ProAdhocServerScreen::On1Click);
rightColumn->Add(new Button("2"))->OnClick.Handle(this, &ProAdhocServerScreen::On2Click);
rightColumn->Add(new Button("3"))->OnClick.Handle(this, &ProAdhocServerScreen::On3Click);
rightColumn->Add(new Button("4"))->OnClick.Handle(this, &ProAdhocServerScreen::On4Click);
rightColumn->Add(new Button("5"))->OnClick.Handle(this, &ProAdhocServerScreen::On5Click);
rightColumn->Add(new Button("6"))->OnClick.Handle(this, &ProAdhocServerScreen::On6Click);
rightColumn->Add(new Button("7"))->OnClick.Handle(this, &ProAdhocServerScreen::On7Click);
rightColumn->Add(new Button("8"))->OnClick.Handle(this, &ProAdhocServerScreen::On8Click);
rightColumn->Add(new Button("9"))->OnClick.Handle(this, &ProAdhocServerScreen::On9Click);
rightColumn->Add(new Button("."))->OnClick.Handle(this, &ProAdhocServerScreen::OnPointClick);
rightColumn->Add(new Button(di->T("Delete")))->OnClick.Handle(this, &ProAdhocServerScreen::OnDeleteClick);
rightColumn->Add(new Button(di->T("Delete all")))->OnClick.Handle(this, &ProAdhocServerScreen::OnDeleteAllClick);
rightColumn->Add(new Button(di->T("OK")))->OnClick.Handle(this, &ProAdhocServerScreen::OnOKClick);
rightColumn->Add(new Button(di->T("Cancel")))->OnClick.Handle(this, &ProAdhocServerScreen::OnCancelClick);
root_->Add(leftColumn);
root_->Add(rightColumn);
}
UI::EventReturn ProAdhocServerScreen::On0Click(UI::EventParams &e) {
if (tempProAdhocServer.length() > 0)
tempProAdhocServer.append("0");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On1Click(UI::EventParams &e) {
tempProAdhocServer.append("1");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On2Click(UI::EventParams &e) {
tempProAdhocServer.append("2");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On3Click(UI::EventParams &e) {
tempProAdhocServer.append("3");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On4Click(UI::EventParams &e) {
tempProAdhocServer.append("4");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On5Click(UI::EventParams &e) {
tempProAdhocServer.append("5");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On6Click(UI::EventParams &e) {
tempProAdhocServer.append("6");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On7Click(UI::EventParams &e) {
tempProAdhocServer.append("7");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On8Click(UI::EventParams &e) {
tempProAdhocServer.append("8");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On9Click(UI::EventParams &e) {
tempProAdhocServer.append("9");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnPointClick(UI::EventParams &e) {
if (tempProAdhocServer.length() > 0 && tempProAdhocServer.at(tempProAdhocServer.length() - 1) != '.')
tempProAdhocServer.append(".");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnDeleteClick(UI::EventParams &e) {
if (tempProAdhocServer.length() > 0)
tempProAdhocServer.erase(tempProAdhocServer.length() -1, 1);
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnDeleteAllClick(UI::EventParams &e) {
tempProAdhocServer = "";
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnOKClick(UI::EventParams &e) {
g_Config.proAdhocServer = tempProAdhocServer;
UIScreen::OnBack(e);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnCancelClick(UI::EventParams &e) {
tempProAdhocServer = g_Config.proAdhocServer;
UIScreen::OnBack(e);
return UI::EVENT_DONE;
}
void SettingInfoMessage::Show(const std::string &text, UI::View *refView) {
if (refView) {
Bounds b = refView->GetBounds();
const UI::AnchorLayoutParams *lp = GetLayoutParams()->As<UI::AnchorLayoutParams>();
if (b.y >= cutOffY_) {
ReplaceLayoutParams(new UI::AnchorLayoutParams(lp->width, lp->height, lp->left, 80.0f, lp->right, lp->bottom, lp->center));
} else {
ReplaceLayoutParams(new UI::AnchorLayoutParams(lp->width, lp->height, lp->left, dp_yres - 80.0f - 40.0f, lp->right, lp->bottom, lp->center));
}
}
SetText(text);
timeShown_ = time_now_d();
}
void SettingInfoMessage::GetContentDimensionsBySpec(const UIContext &dc, UI::MeasureSpec horiz, UI::MeasureSpec vert, float &w, float &h) const {
TextView::GetContentDimensionsBySpec(dc, horiz, vert, w, h);
w += 20.0f;
h += 20.0f;
}
void SettingInfoMessage::Draw(UIContext &dc) {
static const double FADE_TIME = 1.0;
static const float MAX_ALPHA = 0.9f;
// Let's show longer messages for more time (guesstimate at reading speed.)
// Note: this will give multibyte characters more time, but they often have shorter words anyway.
double timeToShow = std::max(1.5, GetText().size() * 0.05);
double sinceShow = time_now_d() - timeShown_;
float alpha = MAX_ALPHA;
if (timeShown_ == 0.0 || sinceShow > timeToShow + FADE_TIME) {
alpha = 0.0f;
} else if (sinceShow > timeToShow) {
alpha = MAX_ALPHA - MAX_ALPHA * (float)((sinceShow - timeToShow) / FADE_TIME);
}
if (alpha >= 0.1f) {
UI::Style style = dc.theme->popupTitle;
style.background.color = colorAlpha(style.background.color, alpha - 0.1f);
dc.FillRect(style.background, bounds_);
}
SetTextColor(whiteAlpha(alpha));
// Fake padding by adjusting bounds.
SetBounds(bounds_.Expand(-10.0f));
TextView::Draw(dc);
SetBounds(bounds_.Expand(10.0f));
}