mirror of
https://github.com/hrydgard/ppsspp.git
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11eb5fa0c2
UI: Add button to show memstick folder
246 lines
8.6 KiB
C++
246 lines
8.6 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "ppsspp_config.h"
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include "Common/UI/UIScreen.h"
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#include "UI/MiscScreens.h"
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// Per-game settings screen - enables you to configure graphic options, control options, etc
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// per game.
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class GameSettingsScreen : public UIDialogScreenWithGameBackground {
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public:
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GameSettingsScreen(const Path &gamePath, std::string gameID = "", bool editThenRestore = false);
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void update() override;
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void onFinish(DialogResult result) override;
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std::string tag() const override { return "settings"; }
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protected:
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void sendMessage(const char *message, const char *value) override;
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void CreateViews() override;
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void CallbackRestoreDefaults(bool yes);
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void CallbackRenderingBackend(bool yes);
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void CallbackRenderingDevice(bool yes);
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void CallbackInflightFrames(bool yes);
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void CallbackMemstickFolder(bool yes);
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bool UseVerticalLayout() const;
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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void RecreateViews() override;
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private:
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UI::LinearLayout *AddTab(const char *tag, const std::string &title, bool isSearch = false);
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void ApplySearchFilter();
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void TriggerRestart(const char *why);
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std::string gameID_;
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bool lastVertical_;
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UI::CheckBox *enableReportsCheckbox_;
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UI::Choice *layoutEditorChoice_;
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UI::Choice *postProcChoice_;
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UI::Choice *displayEditor_;
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UI::Choice *backgroundChoice_ = nullptr;
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UI::PopupMultiChoice *resolutionChoice_;
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UI::CheckBox *frameSkipAuto_;
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SettingInfoMessage *settingInfo_;
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UI::Choice *clearSearchChoice_;
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UI::TextView *noSearchResults_;
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#ifdef _WIN32
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UI::CheckBox *SavePathInMyDocumentChoice;
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UI::CheckBox *SavePathInOtherChoice;
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// Used to enable/disable the above two options.
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bool installed_;
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bool otherinstalled_;
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#endif
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std::string memstickDisplay_;
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UI::TabHolder *tabHolder_;
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std::vector<UI::LinearLayout *> settingTabContents_;
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std::vector<UI::TextView *> settingTabFilterNotices_;
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// Event handlers
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UI::EventReturn OnControlMapping(UI::EventParams &e);
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UI::EventReturn OnCalibrateAnalogs(UI::EventParams &e);
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UI::EventReturn OnTouchControlLayout(UI::EventParams &e);
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UI::EventReturn OnDumpNextFrameToLog(UI::EventParams &e);
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UI::EventReturn OnTiltTypeChange(UI::EventParams &e);
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UI::EventReturn OnTiltCustomize(UI::EventParams &e);
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// Global settings handlers
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UI::EventReturn OnLanguage(UI::EventParams &e);
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UI::EventReturn OnLanguageChange(UI::EventParams &e);
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UI::EventReturn OnAutoFrameskip(UI::EventParams &e);
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UI::EventReturn OnPostProcShaderChange(UI::EventParams &e);
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UI::EventReturn OnTextureShader(UI::EventParams &e);
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UI::EventReturn OnTextureShaderChange(UI::EventParams &e);
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UI::EventReturn OnDeveloperTools(UI::EventParams &e);
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UI::EventReturn OnRemoteISO(UI::EventParams &e);
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UI::EventReturn OnChangeQuickChat0(UI::EventParams &e);
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UI::EventReturn OnChangeQuickChat1(UI::EventParams &e);
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UI::EventReturn OnChangeQuickChat2(UI::EventParams &e);
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UI::EventReturn OnChangeQuickChat3(UI::EventParams &e);
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UI::EventReturn OnChangeQuickChat4(UI::EventParams &e);
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UI::EventReturn OnChangeNickname(UI::EventParams &e);
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UI::EventReturn OnChangeproAdhocServerAddress(UI::EventParams &e);
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UI::EventReturn OnChangeMacAddress(UI::EventParams &e);
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UI::EventReturn OnChangeBackground(UI::EventParams &e);
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UI::EventReturn OnFullscreenChange(UI::EventParams &e);
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UI::EventReturn OnDisplayLayoutEditor(UI::EventParams &e);
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UI::EventReturn OnResolutionChange(UI::EventParams &e);
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UI::EventReturn OnHwScaleChange(UI::EventParams &e);
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UI::EventReturn OnRestoreDefaultSettings(UI::EventParams &e);
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UI::EventReturn OnRenderingMode(UI::EventParams &e);
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UI::EventReturn OnRenderingBackend(UI::EventParams &e);
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UI::EventReturn OnRenderingDevice(UI::EventParams &e);
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UI::EventReturn OnInflightFramesChoice(UI::EventParams &e);
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UI::EventReturn OnCameraDeviceChange(UI::EventParams& e);
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UI::EventReturn OnMicDeviceChange(UI::EventParams& e);
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UI::EventReturn OnAudioDevice(UI::EventParams &e);
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UI::EventReturn OnJitAffectingSetting(UI::EventParams &e);
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UI::EventReturn OnChangeMemStickDir(UI::EventParams &e);
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UI::EventReturn OnOpenMemStick(UI::EventParams &e);
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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UI::EventReturn OnSavePathMydoc(UI::EventParams &e);
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UI::EventReturn OnSavePathOther(UI::EventParams &e);
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#endif
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UI::EventReturn OnSoftwareRendering(UI::EventParams &e);
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UI::EventReturn OnHardwareTransform(UI::EventParams &e);
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UI::EventReturn OnScreenRotation(UI::EventParams &e);
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UI::EventReturn OnImmersiveModeChange(UI::EventParams &e);
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UI::EventReturn OnSustainedPerformanceModeChange(UI::EventParams &e);
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UI::EventReturn OnAdhocGuides(UI::EventParams &e);
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UI::EventReturn OnSavedataManager(UI::EventParams &e);
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UI::EventReturn OnSysInfo(UI::EventParams &e);
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UI::EventReturn OnChangeSearchFilter(UI::EventParams &e);
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UI::EventReturn OnClearSearchFilter(UI::EventParams &e);
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// Temporaries to convert setting types, cache enabled, etc.
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int iAlternateSpeedPercent1_;
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int iAlternateSpeedPercent2_;
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int prevInflightFrames_;
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bool enableReports_ = false;
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bool enableReportsSet_ = false;
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bool tessHWEnable_;
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std::string shaderNames_[256];
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std::string searchFilter_;
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//edit the game-specific settings and restore the global settings after exiting
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bool editThenRestore_;
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// Android-only
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std::string pendingMemstickFolder_;
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// If we recreate the views while this is active we show it again
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std::string oldSettingInfo_;
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};
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class DeveloperToolsScreen : public UIDialogScreenWithBackground {
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public:
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DeveloperToolsScreen() {}
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void update() override;
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void onFinish(DialogResult result) override;
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protected:
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void CreateViews() override;
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private:
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UI::EventReturn OnRunCPUTests(UI::EventParams &e);
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UI::EventReturn OnLoggingChanged(UI::EventParams &e);
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UI::EventReturn OnLoadLanguageIni(UI::EventParams &e);
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UI::EventReturn OnSaveLanguageIni(UI::EventParams &e);
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UI::EventReturn OnOpenTexturesIniFile(UI::EventParams &e);
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UI::EventReturn OnLogConfig(UI::EventParams &e);
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UI::EventReturn OnJitAffectingSetting(UI::EventParams &e);
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UI::EventReturn OnJitDebugTools(UI::EventParams &e);
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UI::EventReturn OnRemoteDebugger(UI::EventParams &e);
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UI::EventReturn OnGPUDriverTest(UI::EventParams &e);
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UI::EventReturn OnFramedumpTest(UI::EventParams &e);
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UI::EventReturn OnTouchscreenTest(UI::EventParams &e);
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UI::EventReturn OnCopyStatesToRoot(UI::EventParams &e);
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bool allowDebugger_ = false;
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bool canAllowDebugger_ = true;
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};
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class HostnameSelectScreen : public PopupScreen {
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public:
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HostnameSelectScreen(std::string *value, const std::string &title)
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: PopupScreen(title, "OK", "Cancel"), value_(value) {
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resolver_ = std::thread([](HostnameSelectScreen *thiz) {
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thiz->ResolverThread();
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}, this);
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}
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~HostnameSelectScreen() {
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resolverState_ = ResolverState::QUIT;
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resolverCond_.notify_one();
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resolver_.join();
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}
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void CreatePopupContents(UI::ViewGroup *parent) override;
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protected:
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void OnCompleted(DialogResult result) override;
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bool CanComplete(DialogResult result) override;
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private:
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void ResolverThread();
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void SendEditKey(int keyCode, int flags = 0);
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UI::EventReturn OnNumberClick(UI::EventParams &e);
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UI::EventReturn OnPointClick(UI::EventParams &e);
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UI::EventReturn OnDeleteClick(UI::EventParams &e);
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UI::EventReturn OnDeleteAllClick(UI::EventParams &e);
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UI::EventReturn OnEditClick(UI::EventParams& e);
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UI::EventReturn OnShowIPListClick(UI::EventParams& e);
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UI::EventReturn OnIPClick(UI::EventParams& e);
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enum class ResolverState {
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WAITING,
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QUEUED,
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PROGRESS,
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READY,
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QUIT,
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};
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std::string *value_;
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UI::TextEdit *addrView_ = nullptr;
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UI::TextView *progressView_ = nullptr;
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UI::LinearLayout *ipRows_ = nullptr;
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std::thread resolver_;
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ResolverState resolverState_ = ResolverState::WAITING;
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std::mutex resolverLock_;
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std::condition_variable resolverCond_;
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std::string toResolve_ = "";
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bool toResolveResult_ = false;
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std::string lastResolved_ = "";
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bool lastResolvedResult_ = false;
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};
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class GestureMappingScreen : public UIDialogScreenWithBackground {
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public:
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void CreateViews() override;
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};
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