ppsspp/UI/GameSettingsScreen.cpp

2117 lines
97 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 <algorithm>
#include <set>
#include "Common/Net/Resolve.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/Root.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/Context.h"
#include "Common/VR/PPSSPPVR.h"
#include "Common/System/Display.h" // Only to check screen aspect ratio with pixel_yres/pixel_xres
#include "Common/System/Request.h"
#include "Common/Battery/Battery.h"
#include "Common/System/NativeApp.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Math/curves.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Data/Encoding/Utf8.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/GPUDriverTestScreen.h"
#include "UI/MemStickScreen.h"
#include "UI/Theme.h"
#include "UI/RetroAchievementScreens.h"
#include "Common/File/FileUtil.h"
#include "Common/File/AndroidContentURI.h"
#include "Common/OSVersion.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/KeyMap.h"
#include "Core/TiltEventProcessor.h"
#include "Core/Instance.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/WebServer.h"
#include "Core/HLE/sceUsbCam.h"
#include "Core/HLE/sceUsbMic.h"
#include "GPU/Common/TextureReplacer.h"
#include "GPU/Common/PostShader.h"
#include "android/jni/TestRunner.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
#include "UI/DarwinFileSystemServices.h"
#endif
#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(ANDROID)
#include "android/jni/AndroidAudio.h"
extern AndroidAudioState *g_audioState;
#endif
GameSettingsScreen::GameSettingsScreen(const Path &gamePath, std::string gameID, bool editThenRestore)
: TabbedUIDialogScreenWithGameBackground(gamePath), gameID_(gameID), editThenRestore_(editThenRestore) {
prevInflightFrames_ = g_Config.iInflightFrames;
analogSpeedMapped_ = KeyMap::InputMappingsFromPspButton(VIRTKEY_SPEED_ANALOG, nullptr, true);
}
// This needs before run CheckGPUFeatures()
// TODO: Remove this if fix the issue
bool CheckSupportShaderTessellationGLES() {
#if PPSSPP_PLATFORM(UWP)
return true;
#else
// TODO: Make work with non-GL backends
int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation
bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float;
bool hasTexelFetch = gl_extensions.GLES3 || (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 3, 0)) || gl_extensions.EXT_gpu_shader4;
return vertexTexture && textureFloat && hasTexelFetch;
#endif
}
bool DoesBackendSupportHWTess() {
switch (GetGPUBackend()) {
case GPUBackend::OPENGL:
return CheckSupportShaderTessellationGLES();
case GPUBackend::VULKAN:
case GPUBackend::DIRECT3D11:
return true;
default:
return false;
}
}
static bool UsingHardwareTextureScaling() {
// For now, Vulkan only.
return g_Config.bTexHardwareScaling && GetGPUBackend() == GPUBackend::VULKAN && !g_Config.bSoftwareRendering;
}
static std::string TextureTranslateName(const char *value) {
auto ts = GetI18NCategory(I18NCat::TEXTURESHADERS);
const TextureShaderInfo *info = GetTextureShaderInfo(value);
if (info) {
return ts->T(value, info ? info->name.c_str() : value);
} else {
return value;
}
}
static std::string *GPUDeviceNameSetting() {
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN) {
return &g_Config.sVulkanDevice;
}
#ifdef _WIN32
if (g_Config.iGPUBackend == (int)GPUBackend::DIRECT3D11) {
return &g_Config.sD3D11Device;
}
#endif
return nullptr;
}
bool PathToVisualUsbPath(Path path, std::string &outPath) {
switch (path.Type()) {
case PathType::NATIVE:
if (path.StartsWith(g_Config.memStickDirectory)) {
return g_Config.memStickDirectory.ComputePathTo(path, outPath);
}
break;
case PathType::CONTENT_URI:
#if PPSSPP_PLATFORM(ANDROID)
{
// Try to parse something sensible out of the content URI.
AndroidContentURI uri(path.ToString());
outPath = uri.RootPath();
if (startsWith(outPath, "primary:")) {
outPath = "/" + outPath.substr(8);
}
return true;
}
#endif
default:
break;
}
return false;
}
static std::string PostShaderTranslateName(const char *value) {
auto ps = GetI18NCategory(I18NCat::POSTSHADERS);
const ShaderInfo *info = GetPostShaderInfo(value);
if (info) {
return ps->T(value, info ? info->name.c_str() : value);
} else {
return value;
}
}
void GameSettingsScreen::PreCreateViews() {
ReloadAllPostShaderInfo(screenManager()->getDrawContext());
ReloadAllThemeInfo();
if (editThenRestore_) {
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
g_Config.loadGameConfig(gameID_, info->GetTitle());
}
iAlternateSpeedPercent1_ = g_Config.iFpsLimit1 < 0 ? -1 : (g_Config.iFpsLimit1 * 100) / 60;
iAlternateSpeedPercent2_ = g_Config.iFpsLimit2 < 0 ? -1 : (g_Config.iFpsLimit2 * 100) / 60;
iAlternateSpeedPercentAnalog_ = (g_Config.iAnalogFpsLimit * 100) / 60;
}
void GameSettingsScreen::CreateTabs() {
using namespace UI;
auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
LinearLayout *graphicsSettings = AddTab("GameSettingsGraphics", ms->T("Graphics"));
CreateGraphicsSettings(graphicsSettings);
LinearLayout *controlsSettings = AddTab("GameSettingsControls", ms->T("Controls"));
CreateControlsSettings(controlsSettings);
LinearLayout *audioSettings = AddTab("GameSettingsAudio", ms->T("Audio"));
CreateAudioSettings(audioSettings);
LinearLayout *networkingSettings = AddTab("GameSettingsNetworking", ms->T("Networking"));
CreateNetworkingSettings(networkingSettings);
LinearLayout *tools = AddTab("GameSettingsTools", ms->T("Tools"));
CreateToolsSettings(tools);
LinearLayout *systemSettings = AddTab("GameSettingsSystem", ms->T("System"));
systemSettings->SetSpacing(0);
CreateSystemSettings(systemSettings);
int deviceType = System_GetPropertyInt(SYSPROP_DEVICE_TYPE);
if (deviceType == DEVICE_TYPE_VR) {
LinearLayout *vrSettings = AddTab("GameSettingsVR", ms->T("VR"));
CreateVRSettings(vrSettings);
}
}
// Graphics
void GameSettingsScreen::CreateGraphicsSettings(UI::ViewGroup *graphicsSettings) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto vr = GetI18NCategory(I18NCat::VR);
using namespace UI;
graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode")));
Draw::DrawContext *draw = screenManager()->getDrawContext();
#if !PPSSPP_PLATFORM(UWP)
static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan" };
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, (int)GPUBackend::OPENGL, ARRAY_SIZE(renderingBackend), I18NCat::GRAPHICS, screenManager()));
if (g_Config.iGPUBackend != (int)GPUBackend::DIRECT3D9 && !draw->GetDeviceCaps().supportsD3D9) {
renderingBackendChoice->HideChoice(1);
}
renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
if (!g_Config.IsBackendEnabled(GPUBackend::OPENGL))
renderingBackendChoice->HideChoice((int)GPUBackend::OPENGL);
if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D9))
renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D9);
if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D11))
renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D11);
if (!g_Config.IsBackendEnabled(GPUBackend::VULKAN))
renderingBackendChoice->HideChoice((int)GPUBackend::VULKAN);
if (!IsFirstInstance()) {
// If we're not the first instance, can't save the setting, and it requires a restart, so...
renderingBackendChoice->SetEnabled(false);
}
#endif
// Backends that don't allow a device choice will only expose one device.
if (draw->GetDeviceList().size() > 1) {
std::string *deviceNameSetting = GPUDeviceNameSetting();
if (deviceNameSetting) {
PopupMultiChoiceDynamic *deviceChoice = graphicsSettings->Add(new PopupMultiChoiceDynamic(deviceNameSetting, gr->T("Device"), draw->GetDeviceList(), I18NCat::NONE, screenManager()));
deviceChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingDevice);
}
}
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" };
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), I18NCat::GRAPHICS, screenManager()));
resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
resolutionChoice_->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && !g_Config.bSkipBufferEffects;
});
int deviceType = System_GetPropertyInt(SYSPROP_DEVICE_TYPE);
if (deviceType != DEVICE_TYPE_VR) {
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (slow)")));
softwareGPU->SetEnabled(!PSP_IsInited());
}
if (draw->GetDeviceCaps().multiSampleLevelsMask != 1) {
static const char *msaaModes[] = { "Off", "2x", "4x", "8x", "16x" };
auto msaaChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iMultiSampleLevel, gr->T("Antialiasing (MSAA)"), msaaModes, 0, ARRAY_SIZE(msaaModes), I18NCat::GRAPHICS, screenManager()));
msaaChoice->OnChoice.Add([&](UI::EventParams &) -> UI::EventReturn {
System_PostUIMessage("gpu_renderResized", "");
return UI::EVENT_DONE;
});
msaaChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
// Hide unsupported levels.
for (int i = 1; i < 5; i++) {
if ((draw->GetDeviceCaps().multiSampleLevelsMask & (1 << i)) == 0) {
msaaChoice->HideChoice(i);
}
}
}
#if PPSSPP_PLATFORM(ANDROID)
if ((deviceType != DEVICE_TYPE_TV) && (deviceType != DEVICE_TYPE_VR)) {
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, I18NCat::GRAPHICS, screenManager()));
hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange); // To refresh the display mode
}
#endif
if (deviceType != DEVICE_TYPE_VR) {
#if !defined(MOBILE_DEVICE)
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) {
CheckBox *fullscreenMulti = new CheckBox(&g_Config.bFullScreenMulti, gr->T("Use all displays"));
fullscreenMulti->SetEnabledFunc([] {
return g_Config.UseFullScreen();
});
graphicsSettings->Add(fullscreenMulti)->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenMultiChange);
}
#endif
#if !(PPSSPP_PLATFORM(ANDROID) || defined(USING_QT_UI) || PPSSPP_PLATFORM(UWP) || PPSSPP_PLATFORM(IOS))
CheckBox *vSync = graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gr->T("VSync")));
vSync->OnClick.Add([=](EventParams &e) {
NativeResized();
return UI::EVENT_CONTINUE;
});
#endif
#if PPSSPP_PLATFORM(ANDROID)
// Hide Immersive Mode on pre-kitkat Android
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
// Let's reuse the Fullscreen translation string from desktop.
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
}
#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 && Effects")));
displayEditor_->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
screenManager()->push(new DisplayLayoutScreen(gamePath_));
return UI::EVENT_DONE;
});
}
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), I18NCat::GRAPHICS, screenManager()));
static const char *frameSkipType[] = {"Number of Frames", "Percent of FPS"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkipType, gr->T("Frame Skipping Type"), frameSkipType, 0, ARRAY_SIZE(frameSkipType), I18NCat::GRAPHICS, screenManager()));
frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip")));
frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
PopupSliderChoice *altSpeed1 = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent1_, 0, 1000, NO_DEFAULT_INT, gr->T("Alternative Speed", "Alternative speed"), 5, screenManager(), gr->T("%, 0:unlimited")));
altSpeed1->SetFormat("%i%%");
altSpeed1->SetZeroLabel(gr->T("Unlimited"));
altSpeed1->SetNegativeDisable(gr->T("Disabled"));
PopupSliderChoice *altSpeed2 = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent2_, 0, 1000, NO_DEFAULT_INT, gr->T("Alternative Speed 2", "Alternative speed 2 (in %, 0 = unlimited)"), 5, screenManager(), gr->T("%, 0:unlimited")));
altSpeed2->SetFormat("%i%%");
altSpeed2->SetZeroLabel(gr->T("Unlimited"));
altSpeed2->SetNegativeDisable(gr->T("Disabled"));
if (analogSpeedMapped_) {
PopupSliderChoice *analogSpeed = graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercentAnalog_, 1, 1000, NO_DEFAULT_INT, gr->T("Analog Alternative Speed", "Analog alternative speed (in %)"), 5, screenManager(), gr->T("%")));
altSpeed2->SetFormat("%i%%");
}
graphicsSettings->Add(new ItemHeader(gr->T("Speed Hacks", "Speed Hacks (can cause rendering errors!)")));
CheckBox *skipBufferEffects = graphicsSettings->Add(new CheckBox(&g_Config.bSkipBufferEffects, gr->T("Skip Buffer Effects")));
skipBufferEffects->OnClick.Add([=](EventParams &e) {
if (g_Config.bSkipBufferEffects) {
settingInfo_->Show(gr->T("RenderingMode NonBuffered Tip", "Faster, but graphics may be missing in some games"), e.v);
g_Config.bAutoFrameSkip = false;
}
System_PostUIMessage("gpu_renderResized", "");
return UI::EVENT_DONE;
});
skipBufferEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *skipGPUReadbacks = graphicsSettings->Add(new CheckBox(&g_Config.bSkipGPUReadbacks, gr->T("Skip GPU Readbacks")));
skipGPUReadbacks->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;
});
vtxCache->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.bHardwareTransform && g_Config.iGPUBackend != (int)GPUBackend::OPENGL;
});
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)")));
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
texBackoff->OnClick.Add([=](EventParams& e) {
settingInfo_->Show(gr->T("Lazy texture caching Tip", "Faster, but can cause text problems in a few games"), e.v);
return UI::EVENT_CONTINUE;
});
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), I18NCat::GRAPHICS, screenManager()));
beziersChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iSplineBezierQuality != 0) {
settingInfo_->Show(gr->T("LowCurves Tip", "Only used by some games, controls smoothness of curves"), e.v);
}
return UI::EVENT_CONTINUE;
});
graphicsSettings->Add(new ItemHeader(gr->T("Performance")));
CheckBox *frameDuplication = graphicsSettings->Add(new CheckBox(&g_Config.bRenderDuplicateFrames, gr->T("Render duplicate frames to 60hz")));
frameDuplication->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("RenderDuplicateFrames Tip", "Can make framerate smoother in games that run at lower framerates"), e.v);
return UI::EVENT_CONTINUE;
});
frameDuplication->SetEnabledFunc([] {
return !g_Config.bSkipBufferEffects && g_Config.iFrameSkip == 0;
});
if (GetGPUBackend() == GPUBackend::VULKAN || GetGPUBackend() == GPUBackend::OPENGL) {
static const char *bufferOptions[] = { "No buffer", "Up to 1", "Up to 2" };
PopupMultiChoice *inflightChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInflightFrames, gr->T("Buffer graphics commands (faster, input lag)"), bufferOptions, 1, ARRAY_SIZE(bufferOptions), I18NCat::GRAPHICS, screenManager()));
inflightChoice->OnChoice.Handle(this, &GameSettingsScreen::OnInflightFramesChoice);
}
if (GetGPUBackend() == GPUBackend::VULKAN) {
const bool usable = !draw->GetBugs().Has(Draw::Bugs::GEOMETRY_SHADERS_SLOW_OR_BROKEN);
const bool vertexSupported = draw->GetDeviceCaps().clipDistanceSupported && draw->GetDeviceCaps().cullDistanceSupported;
if (usable && !vertexSupported) {
CheckBox *geometryCulling = graphicsSettings->Add(new CheckBox(&g_Config.bUseGeometryShader, gr->T("Geometry shader culling")));
geometryCulling->SetDisabledPtr(&g_Config.bSoftwareRendering);
}
}
if (deviceType != DEVICE_TYPE_VR) {
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
}
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
swSkin->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("SoftwareSkinning Tip", "Combine skinned model draws on the CPU, faster in most games"), e.v);
return UI::EVENT_CONTINUE;
});
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation")));
tessellationHW->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves"), e.v);
return UI::EVENT_CONTINUE;
});
tessellationHW->SetEnabledFunc([]() {
return DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
});
// 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 *texScaleLevels[] = {"Off", "2x", "3x", "4x", "5x"};
#else
static const char *texScaleLevels[] = {"Off", "2x", "3x"};
#endif
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), I18NCat::GRAPHICS, screenManager()));
texScalingType->SetEnabledFunc([]() {
return !g_Config.bSoftwareRendering && !UsingHardwareTextureScaling();
});
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 1, ARRAY_SIZE(texScaleLevels), I18NCat::GRAPHICS, 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 && !UsingHardwareTextureScaling()) {
settingInfo_->Show(gr->T("UpscaleLevel Tip", "CPU heavy - some scaling may be delayed to avoid stutter"), e.v);
}
return UI::EVENT_CONTINUE;
});
texScalingChoice->SetEnabledFunc([]() {
return !g_Config.bSoftwareRendering && !UsingHardwareTextureScaling();
});
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
deposterize->OnClick.Add([=](EventParams &e) {
if (g_Config.bTexDeposterize == true) {
settingInfo_->Show(gr->T("Deposterize Tip", "Fixes visual banding glitches in upscaled textures"), e.v);
}
return UI::EVENT_CONTINUE;
});
deposterize->SetEnabledFunc([]() {
return !g_Config.bSoftwareRendering && !UsingHardwareTextureScaling();
});
ChoiceWithValueDisplay *textureShaderChoice = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sTextureShaderName, gr->T("Texture Shader"), &TextureTranslateName));
textureShaderChoice->OnClick.Handle(this, &GameSettingsScreen::OnTextureShader);
textureShaderChoice->SetEnabledFunc([]() {
return GetGPUBackend() == GPUBackend::VULKAN && !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), I18NCat::GRAPHICS, screenManager()));
anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Auto Max Quality"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), I18NCat::GRAPHICS, screenManager()));
#if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS)
bool showCardboardSettings = deviceType != DEVICE_TYPE_VR;
#else
// If you enabled it through the ini, you can see this. Useful for testing.
bool showCardboardSettings = g_Config.bEnableCardboardVR;
#endif
if (showCardboardSettings) {
graphicsSettings->Add(new ItemHeader(gr->T("Cardboard VR Settings", "Cardboard VR Settings")));
graphicsSettings->Add(new CheckBox(&g_Config.bEnableCardboardVR, gr->T("Enable Cardboard VR", "Enable Cardboard VR")));
PopupSliderChoice *cardboardScreenSize = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardScreenSize, 30, 150, 50, gr->T("Cardboard Screen Size", "Screen Size (in % of the viewport)"), 1, screenManager(), gr->T("% of viewport")));
cardboardScreenSize->SetEnabledPtr(&g_Config.bEnableCardboardVR);
PopupSliderChoice *cardboardXShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardXShift, -150, 150, 0, gr->T("Cardboard Screen X Shift", "X Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void")));
cardboardXShift->SetEnabledPtr(&g_Config.bEnableCardboardVR);
PopupSliderChoice *cardboardYShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardYShift, -100, 100, 0, gr->T("Cardboard Screen Y Shift", "Y Shift (in % of the void)"), 1, screenManager(), gr->T("% of the void")));
cardboardYShift->SetEnabledPtr(&g_Config.bEnableCardboardVR);
}
std::vector<std::string> cameraList = Camera::getDeviceList();
if (cameraList.size() >= 1) {
graphicsSettings->Add(new ItemHeader(gr->T("Camera")));
PopupMultiChoiceDynamic *cameraChoice = graphicsSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sCameraDevice, gr->T("Camera Device"), cameraList, I18NCat::NONE, screenManager()));
cameraChoice->OnChoice.Handle(this, &GameSettingsScreen::OnCameraDeviceChange);
}
graphicsSettings->Add(new ItemHeader(gr->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
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), I18NCat::GRAPHICS, screenManager()));
bloomHack->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.iInternalResolution != 1;
});
graphicsSettings->Add(new ItemHeader(gr->T("Overlay Information")));
BitCheckBox *showFPSCtr = graphicsSettings->Add(new BitCheckBox(&g_Config.iShowStatusFlags, (int)ShowStatusFlags::FPS_COUNTER, gr->T("Show FPS Counter")));
BitCheckBox *showSpeed = graphicsSettings->Add(new BitCheckBox(&g_Config.iShowStatusFlags, (int)ShowStatusFlags::SPEED_COUNTER, gr->T("Show Speed")));
#ifdef CAN_DISPLAY_CURRENT_BATTERY_CAPACITY
BitCheckBox *showBattery = graphicsSettings->Add(new BitCheckBox(&g_Config.iShowStatusFlags, (int)ShowStatusFlags::BATTERY_PERCENT, gr->T("Show Battery %")));
#endif
graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
}
void GameSettingsScreen::CreateAudioSettings(UI::ViewGroup *audioSettings) {
using namespace UI;
auto a = GetI18NCategory(I18NCat::AUDIO);
auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
audioSettings->Add(new ItemHeader(ms->T("Audio")));
CheckBox *enableSound = audioSettings->Add(new CheckBox(&g_Config.bEnableSound,a->T("Enable Sound")));
PopupSliderChoice *volume = audioSettings->Add(new PopupSliderChoice(&g_Config.iGlobalVolume, VOLUME_OFF, VOLUME_FULL, VOLUME_FULL, a->T("Global volume"), screenManager()));
volume->SetEnabledPtr(&g_Config.bEnableSound);
volume->SetZeroLabel(a->T("Mute"));
PopupSliderChoice *altVolume = audioSettings->Add(new PopupSliderChoice(&g_Config.iAltSpeedVolume, VOLUME_OFF, VOLUME_FULL, NO_DEFAULT_INT, a->T("Alternate speed volume"), screenManager()));
altVolume->SetEnabledPtr(&g_Config.bEnableSound);
altVolume->SetZeroLabel(a->T("Mute"));
altVolume->SetNegativeDisable(a->T("Use global volume"));
PopupSliderChoice *reverbVolume = audioSettings->Add(new PopupSliderChoice(&g_Config.iReverbVolume, VOLUME_OFF, 2 * VOLUME_FULL, VOLUME_FULL, a->T("Reverb volume"), screenManager()));
reverbVolume->SetEnabledPtr(&g_Config.bEnableSound);
reverbVolume->SetZeroLabel(a->T("Disabled"));
// Hide the backend selector in UWP builds (we only support XAudio2 there).
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
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), I18NCat::AUDIO, screenManager()));
audioBackend->SetEnabledPtr(&g_Config.bEnableSound);
}
#endif
bool sdlAudio = false;
#if defined(SDL)
std::vector<std::string> audioDeviceList;
SplitString(System_GetProperty(SYSPROP_AUDIO_DEVICE_LIST), '\0', audioDeviceList);
audioDeviceList.insert(audioDeviceList.begin(), a->T("Auto"));
PopupMultiChoiceDynamic *audioDevice = audioSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sAudioDevice, a->T("Device"), audioDeviceList, I18NCat::NONE, screenManager()));
audioDevice->OnChoice.Handle(this, &GameSettingsScreen::OnAudioDevice);
sdlAudio = true;
#endif
if (sdlAudio || g_Config.iAudioBackend == AUDIO_BACKEND_WASAPI) {
audioSettings->Add(new CheckBox(&g_Config.bAutoAudioDevice, a->T("Use new audio devices automatically")));
}
#if PPSSPP_PLATFORM(ANDROID)
CheckBox *extraAudio = audioSettings->Add(new CheckBox(&g_Config.bExtraAudioBuffering, a->T("AudioBufferingForBluetooth", "Bluetooth-friendly buffer (slower)")));
extraAudio->SetEnabledPtr(&g_Config.bEnableSound);
// Show OpenSL debug info
const std::string audioErrorStr = AndroidAudio_GetErrorString(g_audioState);
if (!audioErrorStr.empty()) {
audioSettings->Add(new InfoItem(a->T("Audio Error"), audioErrorStr));
}
#endif
std::vector<std::string> micList = Microphone::getDeviceList();
if (!micList.empty()) {
audioSettings->Add(new ItemHeader(a->T("Microphone")));
PopupMultiChoiceDynamic *MicChoice = audioSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sMicDevice, a->T("Microphone Device"), micList, I18NCat::NONE, screenManager()));
MicChoice->OnChoice.Handle(this, &GameSettingsScreen::OnMicDeviceChange);
}
}
void GameSettingsScreen::CreateControlsSettings(UI::ViewGroup *controlsSettings) {
using namespace UI;
auto co = GetI18NCategory(I18NCat::CONTROLS);
auto di = GetI18NCategory(I18NCat::DIALOG);
auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
int deviceType = System_GetPropertyInt(SYSPROP_DEVICE_TYPE);
controlsSettings->Add(new ItemHeader(ms->T("Controls")));
controlsSettings->Add(new Choice(co->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
controlsSettings->Add(new Choice(co->T("Calibrate Analog Stick")))->OnClick.Handle(this, &GameSettingsScreen::OnCalibrateAnalogs);
#if defined(USING_WIN_UI)
controlsSettings->Add(new CheckBox(&g_Config.bSystemControls, co->T("Enable standard shortcut keys")));
controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, co->T("Ignore gamepads when not focused")));
#endif
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
Choice *customizeTilt = controlsSettings->Add(new Choice(co->T("Tilt control setup")));
customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCustomize);
} else if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_VR) {
controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, co->T("HapticFeedback", "Haptic Feedback (vibration)")));
}
// TVs don't have touch control, at least not yet.
if ((deviceType != DEVICE_TYPE_TV) && (deviceType != DEVICE_TYPE_VR)) {
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("Customize Touch Controls")));
layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
Choice *gesture = controlsSettings->Add(new Choice(co->T("Gesture mapping")));
gesture->OnClick.Add([=](EventParams &e) {
screenManager()->push(new GestureMappingScreen(gamePath_));
return UI::EVENT_DONE;
});
gesture->SetEnabledPtr(&g_Config.bShowTouchControls);
static const char *touchControlStyles[] = { "Classic", "Thin borders", "Glowing borders" };
View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), I18NCat::CONTROLS, screenManager()));
style->SetEnabledPtr(&g_Config.bShowTouchControls);
PopupSliderChoice *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, 65, co->T("Button Opacity"), screenManager(), "%"));
opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
opacity->SetFormat("%i%%");
PopupSliderChoice *autoHide = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonHideSeconds, 0, 300, 20, co->T("Auto-hide buttons after delay"), screenManager(), di->T("seconds, 0:off")));
autoHide->SetEnabledPtr(&g_Config.bShowTouchControls);
autoHide->SetFormat(di->T("%d seconds"));
autoHide->SetZeroLabel(co->T("Off"));
// Hide stick background, useful when increasing the size
CheckBox *hideStickBackground = controlsSettings->Add(new CheckBox(&g_Config.bHideStickBackground, co->T("Hide touch analog stick background circle")));
hideStickBackground->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);
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, co->T("HapticFeedback", "Haptic Feedback (vibration)")));
}
// 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 (System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON)) {
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);
}
}
CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, co->T("Disable D-Pad diagonals (4-way touch)")));
disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls);
}
if (deviceType != DEVICE_TYPE_VR) {
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, 0.6f, 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;
});
#if defined(USING_WIN_UI) || defined(SDL)
controlsSettings->Add(new ItemHeader(co->T("Mouse", "Mouse settings")));
CheckBox *mouseControl = controlsSettings->Add(new CheckBox(&g_Config.bMouseControl, co->T("Use Mouse Control")));
mouseControl->OnClick.Add([=](EventParams &e) {
if (g_Config.bMouseControl)
settingInfo_->Show(co->T("MouseControl Tip", "You can now map mouse in control mapping screen by pressing the 'M' icon."), e.v);
return UI::EVENT_CONTINUE;
});
controlsSettings->Add(new CheckBox(&g_Config.bMouseConfine, co->T("Confine Mouse", "Trap mouse within window/display area")))->SetEnabledPtr(&g_Config.bMouseControl);
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSensitivity, 0.01f, 1.0f, 0.1f, co->T("Mouse sensitivity"), 0.01f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSmoothing, 0.0f, 0.95f, 0.9f, co->T("Mouse smoothing"), 0.05f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
#endif
}
}
void GameSettingsScreen::CreateNetworkingSettings(UI::ViewGroup *networkingSettings) {
using namespace UI;
auto n = GetI18NCategory(I18NCat::NETWORKING);
auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
networkingSettings->Add(new ItemHeader(ms->T("Networking")));
networkingSettings->Add(new Choice(n->T("Open PPSSPP Multiplayer Wiki Page")))->OnClick.Handle(this, &GameSettingsScreen::OnAdhocGuides);
networkingSettings->Add(new CheckBox(&g_Config.bEnableWlan, n->T("Enable networking", "Enable networking/wlan (beta)")));
networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sMACAddress, n->T("Change Mac Address"), I18NCat::NONE))->OnClick.Handle(this, &GameSettingsScreen::OnChangeMacAddress);
static const char* wlanChannels[] = { "Auto", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11" };
auto wlanChannelChoice = networkingSettings->Add(new PopupMultiChoice(&g_Config.iWlanAdhocChannel, n->T("WLAN Channel"), wlanChannels, 0, ARRAY_SIZE(wlanChannels), I18NCat::NETWORKING, screenManager()));
for (int i = 0; i < 4; i++) {
wlanChannelChoice->HideChoice(i + 2);
wlanChannelChoice->HideChoice(i + 7);
}
networkingSettings->Add(new CheckBox(&g_Config.bDiscordPresence, n->T("Send Discord Presence information")));
networkingSettings->Add(new ItemHeader(n->T("AdHoc Server")));
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.proAdhocServer, n->T("Change proAdhocServer Address", "Change proAdhocServer Address (localhost = multiple instance)"), I18NCat::NONE))->OnClick.Handle(this, &GameSettingsScreen::OnChangeproAdhocServerAddress);
networkingSettings->Add(new ItemHeader(n->T("UPnP (port-forwarding)")));
networkingSettings->Add(new CheckBox(&g_Config.bEnableUPnP, n->T("Enable UPnP", "Enable UPnP (need a few seconds to detect)")));
auto useOriPort = networkingSettings->Add(new CheckBox(&g_Config.bUPnPUseOriginalPort, n->T("UPnP use original port", "UPnP use original port (Enabled = PSP compatibility)")));
useOriPort->OnClick.Add([=](EventParams& e) {
if (g_Config.bUPnPUseOriginalPort)
settingInfo_->Show(n->T("UseOriginalPort Tip", "May not work for all devices or games, see wiki."), e.v);
return UI::EVENT_CONTINUE;
});
useOriPort->SetEnabledPtr(&g_Config.bEnableUPnP);
networkingSettings->Add(new ItemHeader(n->T("Chat")));
networkingSettings->Add(new CheckBox(&g_Config.bEnableNetworkChat, n->T("Enable network chat", "Enable network chat")));
static const char *chatButtonPositions[] = { "Bottom Left", "Bottom Center", "Bottom Right", "Top Left", "Top Center", "Top Right", "Center Left", "Center Right", "None" };
networkingSettings->Add(new PopupMultiChoice(&g_Config.iChatButtonPosition, n->T("Chat Button Position"), chatButtonPositions, 0, ARRAY_SIZE(chatButtonPositions), I18NCat::NETWORKING, screenManager()))->SetEnabledPtr(&g_Config.bEnableNetworkChat);
static const char *chatScreenPositions[] = { "Bottom Left", "Bottom Center", "Bottom Right", "Top Left", "Top Center", "Top Right" };
networkingSettings->Add(new PopupMultiChoice(&g_Config.iChatScreenPosition, n->T("Chat Screen Position"), chatScreenPositions, 0, ARRAY_SIZE(chatScreenPositions), I18NCat::NETWORKING, screenManager()))->SetEnabledPtr(&g_Config.bEnableNetworkChat);
#if (!defined(MOBILE_DEVICE) && !defined(USING_QT_UI)) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) // Missing only iOS?
networkingSettings->Add(new ItemHeader(n->T("QuickChat", "Quick Chat")));
CheckBox *qc = networkingSettings->Add(new CheckBox(&g_Config.bEnableQuickChat, n->T("EnableQuickChat", "Enable Quick Chat")));
qc->SetEnabledPtr(&g_Config.bEnableNetworkChat);
#endif
#if !defined(MOBILE_DEVICE) && !defined(USING_QT_UI) // TODO: Add all platforms where KEY_CHAR support is added
PopupTextInputChoice *qc1 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat0, n->T("Quick Chat 1"), "", 32, screenManager()));
PopupTextInputChoice *qc2 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat1, n->T("Quick Chat 2"), "", 32, screenManager()));
PopupTextInputChoice *qc3 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat2, n->T("Quick Chat 3"), "", 32, screenManager()));
PopupTextInputChoice *qc4 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat3, n->T("Quick Chat 4"), "", 32, screenManager()));
PopupTextInputChoice *qc5 = networkingSettings->Add(new PopupTextInputChoice(&g_Config.sQuickChat4, n->T("Quick Chat 5"), "", 32, screenManager()));
#elif defined(USING_QT_UI)
Choice *qc1 = networkingSettings->Add(new Choice(n->T("Quick Chat 1")));
Choice *qc2 = networkingSettings->Add(new Choice(n->T("Quick Chat 2")));
Choice *qc3 = networkingSettings->Add(new Choice(n->T("Quick Chat 3")));
Choice *qc4 = networkingSettings->Add(new Choice(n->T("Quick Chat 4")));
Choice *qc5 = networkingSettings->Add(new Choice(n->T("Quick Chat 5")));
#elif PPSSPP_PLATFORM(ANDROID)
ChoiceWithValueDisplay *qc1 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat0, n->T("Quick Chat 1"), I18NCat::NONE));
ChoiceWithValueDisplay *qc2 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat1, n->T("Quick Chat 2"), I18NCat::NONE));
ChoiceWithValueDisplay *qc3 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat2, n->T("Quick Chat 3"), I18NCat::NONE));
ChoiceWithValueDisplay *qc4 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat3, n->T("Quick Chat 4"), I18NCat::NONE));
ChoiceWithValueDisplay *qc5 = networkingSettings->Add(new ChoiceWithValueDisplay(&g_Config.sQuickChat4, n->T("Quick Chat 5"), I18NCat::NONE));
#endif
#if (!defined(MOBILE_DEVICE) && !defined(USING_QT_UI)) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID)
qc1->SetEnabledFunc([] { return g_Config.bEnableQuickChat && g_Config.bEnableNetworkChat; });
qc2->SetEnabledFunc([] { return g_Config.bEnableQuickChat && g_Config.bEnableNetworkChat; });
qc3->SetEnabledFunc([] { return g_Config.bEnableQuickChat && g_Config.bEnableNetworkChat; });
qc4->SetEnabledFunc([] { return g_Config.bEnableQuickChat && g_Config.bEnableNetworkChat; });
qc5->SetEnabledFunc([] { return g_Config.bEnableQuickChat && g_Config.bEnableNetworkChat; });
#endif
#if defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID)
if (System_GetPropertyBool(SYSPROP_HAS_KEYBOARD)) {
qc1->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat0);
qc2->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat1);
qc3->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat2);
qc4->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat3);
qc5->OnClick.Handle(this, &GameSettingsScreen::OnChangeQuickChat4);
}
#endif
networkingSettings->Add(new ItemHeader(n->T("Misc", "Misc (default = compatibility)")));
networkingSettings->Add(new PopupSliderChoice(&g_Config.iPortOffset, 0, 60000, 10000, n->T("Port offset", "Port offset (0 = PSP compatibility)"), 100, screenManager()));
networkingSettings->Add(new PopupSliderChoice(&g_Config.iMinTimeout, 0, 15000, 0, n->T("Minimum Timeout", "Minimum Timeout (override in ms, 0 = default)"), 50, screenManager()));
networkingSettings->Add(new CheckBox(&g_Config.bForcedFirstConnect, n->T("Forced First Connect", "Forced First Connect (faster Connect)")));
}
void GameSettingsScreen::CreateToolsSettings(UI::ViewGroup *tools) {
using namespace UI;
auto sa = GetI18NCategory(I18NCat::SAVEDATA);
auto sy = GetI18NCategory(I18NCat::SYSTEM);
auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
auto ri = GetI18NCategory(I18NCat::REMOTEISO);
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(ri->T("Remote disc streaming")))->OnClick.Handle(this, &GameSettingsScreen::OnRemoteISO);
}
void GameSettingsScreen::CreateSystemSettings(UI::ViewGroup *systemSettings) {
using namespace UI;
auto sy = GetI18NCategory(I18NCat::SYSTEM);
auto di = GetI18NCategory(I18NCat::DIALOG);
auto vr = GetI18NCategory(I18NCat::VR);
auto th = GetI18NCategory(I18NCat::THEMES);
systemSettings->Add(new ItemHeader(sy->T("UI")));
systemSettings->Add(new Choice(sy->T("RetroAchievements")))->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
screenManager()->push(new RetroAchievementsSettingsScreen(gamePath_));
return UI::EVENT_DONE;
});
auto langCodeToName = [](const char *value) -> std::string {
auto &mapping = g_Config.GetLangValuesMapping();
auto iter = mapping.find(value);
if (iter != mapping.end()) {
return iter->second.first;
}
return value;
};
systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.sLanguageIni, sy->T("Language"), langCodeToName))->OnClick.Add([&](UI::EventParams &e) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
auto langScreen = new NewLanguageScreen(sy->T("Language"));
langScreen->OnChoice.Add([&](UI::EventParams &e) {
screenManager()->RecreateAllViews();
System_Notify(SystemNotification::UI);
return UI::EVENT_DONE;
});
if (e.v)
langScreen->SetPopupOrigin(e.v);
screenManager()->push(langScreen);
return UI::EVENT_DONE;
});
systemSettings->Add(new CheckBox(&g_Config.bUISound, sy->T("UI Sound")));
const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png";
const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg";
if (File::Exists(bgPng) || File::Exists(bgJpg)) {
backgroundChoice_ = systemSettings->Add(new Choice(sy->T("Clear UI background")));
} else if (System_GetPropertyBool(SYSPROP_HAS_IMAGE_BROWSER)) {
backgroundChoice_ = systemSettings->Add(new Choice(sy->T("Set UI background...")));
} else {
backgroundChoice_ = nullptr;
}
if (backgroundChoice_ != nullptr) {
backgroundChoice_->OnClick.Handle(this, &GameSettingsScreen::OnChangeBackground);
}
systemSettings->Add(new CheckBox(&g_Config.bTransparentBackground, sy->T("Transparent UI background")));
static const char *backgroundAnimations[] = { "No animation", "Floating symbols", "Recent games", "Waves", "Moving background" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iBackgroundAnimation, sy->T("UI background animation"), backgroundAnimations, 0, ARRAY_SIZE(backgroundAnimations), I18NCat::SYSTEM, screenManager()));
PopupMultiChoiceDynamic *theme = systemSettings->Add(new PopupMultiChoiceDynamic(&g_Config.sThemeName, sy->T("Theme"), GetThemeInfoNames(), I18NCat::THEMES, screenManager()));
theme->OnChoice.Add([=](EventParams &e) {
UpdateTheme(screenManager()->getUIContext());
return UI::EVENT_CONTINUE;
});
Draw::DrawContext *draw = screenManager()->getDrawContext();
if (!draw->GetBugs().Has(Draw::Bugs::RASPBERRY_SHADER_COMP_HANG)) {
// We use shaders without tint capability on hardware with this driver bug.
PopupSliderChoiceFloat *tint = new PopupSliderChoiceFloat(&g_Config.fUITint, 0.0f, 1.0f, 0.0f, sy->T("Color Tint"), 0.01f, screenManager());
tint->SetHasDropShadow(false);
tint->SetLiveUpdate(true);
systemSettings->Add(tint);
PopupSliderChoiceFloat *saturation = new PopupSliderChoiceFloat(&g_Config.fUISaturation, 0.0f, 2.0f, 1.0f, sy->T("Color Saturation"), 0.01f, screenManager());
saturation->SetHasDropShadow(false);
saturation->SetLiveUpdate(true);
systemSettings->Add(saturation);
}
systemSettings->Add(new ItemHeader(sy->T("PSP Memory Stick")));
if (System_GetPropertyBool(SYSPROP_HAS_OPEN_DIRECTORY)) {
systemSettings->Add(new Choice(sy->T("Show Memory Stick folder")))->OnClick.Add([](UI::EventParams &p) {
System_ShowFileInFolder(File::ResolvePath(g_Config.memStickDirectory.ToString()).c_str());
return UI::EVENT_DONE;
});
}
#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
systemSettings->Add(new Choice(sy->T("Set Memory Stick folder")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeMemStickDir);
#endif
#if PPSSPP_PLATFORM(ANDROID)
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_VR) {
memstickDisplay_ = g_Config.memStickDirectory.ToVisualString();
auto memstickPath = systemSettings->Add(new ChoiceWithValueDisplay(&memstickDisplay_, sy->T("Memory Stick folder", "Memory Stick folder"), I18NCat::NONE));
memstickPath->SetEnabled(!PSP_IsInited());
memstickPath->OnClick.Handle(this, &GameSettingsScreen::OnChangeMemStickDir);
// Display USB path for convenience.
std::string usbPath;
if (PathToVisualUsbPath(g_Config.memStickDirectory, usbPath)) {
if (usbPath.empty()) {
// Probably it's just the root. So let's add PSP to make it clear.
usbPath = "/PSP";
}
systemSettings->Add(new InfoItem(sy->T("USB"), usbPath))->SetChoiceStyle(true);
}
}
#elif defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
SavePathInMyDocumentChoice = systemSettings->Add(new CheckBox(&installed_, sy->T("Save path in My Documents", "Save path in My Documents")));
SavePathInMyDocumentChoice->SetEnabled(!PSP_IsInited());
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);
const bool myDocsExists = W32Util::UserDocumentsPath().size() != 0;
const Path &PPSSPPpath = File::GetExeDirectory();
const Path installedFile = PPSSPPpath / "installed.txt";
installed_ = File::Exists(installedFile);
otherinstalled_ = false;
if (!installed_ && myDocsExists) {
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(!PSP_IsInited());
} else
SavePathInMyDocumentChoice->SetEnabled(false);
} else {
if (installed_ && myDocsExists) {
FILE *testInstalled = File::OpenCFile(installedFile, "rt");
if (testInstalled) {
char temp[2048];
char *tempStr = fgets(temp, sizeof(temp), testInstalled);
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
if (tempStr && strncmp(tempStr, "\xEF\xBB\xBF", 3) == 0) {
tempStr += 3;
}
SavePathInOtherChoice->SetEnabled(!PSP_IsInited());
if (tempStr && strlen(tempStr) != 0 && strcmp(tempStr, "\n") != 0) {
installed_ = false;
otherinstalled_ = true;
}
fclose(testInstalled);
}
} else if (!myDocsExists) {
SavePathInMyDocumentChoice->SetEnabled(false);
}
}
#endif
systemSettings->Add(new CheckBox(&g_Config.bMemStickInserted, sy->T("Memory Stick inserted")));
UI::PopupSliderChoice *sizeChoice = systemSettings->Add(new PopupSliderChoice(&g_Config.iMemStickSizeGB, 1, 32, 16, sy->T("Memory Stick size", "Memory Stick size"), screenManager(), "GB"));
sizeChoice->SetFormat("%d GB");
systemSettings->Add(new ItemHeader(sy->T("Help the PPSSPP team")));
if (!enableReportsSet_)
enableReports_ = Reporting::IsEnabled();
enableReportsSet_ = true;
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")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
systemSettings->Add(new CheckBox(&g_Config.bIgnoreBadMemAccess, sy->T("Ignore bad memory accesses")));
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), I18NCat::SYSTEM, screenManager()));
systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")))->SetDisabledPtr(&g_Config.bAutoFrameSkip);
PopupSliderChoice *lockedMhz = systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, 0, sy->T("Change CPU Clock", "Change CPU Clock (unstable)"), screenManager(), sy->T("MHz, 0:default")));
lockedMhz->OnChange.Add([&](UI::EventParams &) {
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
return UI::EVENT_CONTINUE;
});
lockedMhz->SetZeroLabel(sy->T("Auto"));
PopupSliderChoice *rewindInterval = systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindSnapshotInterval, 0, 60, 0, sy->T("Rewind Snapshot Interval"), screenManager(), di->T("seconds, 0:off")));
rewindInterval->SetFormat(di->T("%d seconds"));
rewindInterval->SetZeroLabel(sy->T("Off"));
systemSettings->Add(new ItemHeader(sy->T("General")));
#if PPSSPP_PLATFORM(ANDROID)
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
auto co = GetI18NCategory(I18NCat::CONTROLS);
static const char *screenRotation[] = { "Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed", "Landscape Auto" };
PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, co->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), I18NCat::CONTROLS, screenManager()));
rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation);
if (System_GetPropertyBool(SYSPROP_SUPPORTS_SUSTAINED_PERF_MODE)) {
systemSettings->Add(new CheckBox(&g_Config.bSustainedPerformanceMode, sy->T("Sustained performance mode")))->OnClick.Handle(this, &GameSettingsScreen::OnSustainedPerformanceModeChange);
}
}
#endif
systemSettings->Add(new Choice(sy->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings);
systemSettings->Add(new CheckBox(&g_Config.bEnableStateUndo, sy->T("Savestate slot backups")));
static const char *autoLoadSaveStateChoices[] = { "Off", "Oldest Save", "Newest Save", "Slot 1", "Slot 2", "Slot 3", "Slot 4", "Slot 5" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iAutoLoadSaveState, sy->T("Auto Load Savestate"), autoLoadSaveStateChoices, 0, ARRAY_SIZE(autoLoadSaveStateChoices), I18NCat::SYSTEM, screenManager()));
if (System_GetPropertyBool(SYSPROP_HAS_KEYBOARD))
systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, sy->T("Use system native keyboard")));
systemSettings->Add(new CheckBox(&g_Config.bCacheFullIsoInRam, sy->T("Cache ISO in RAM", "Cache full ISO in RAM")))->SetEnabled(!PSP_IsInited());
systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, sy->T("VersionCheck", "Check for new versions of PPSSPP")));
systemSettings->Add(new ItemHeader(sy->T("Cheats", "Cheats")));
CheckBox *enableCheats = systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, sy->T("Enable Cheats")));
enableCheats->OnClick.Add([&](UI::EventParams &) {
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
return UI::EVENT_CONTINUE;
});
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), I18NCat::SYSTEM, screenManager()))->SetEnabled(!PSP_IsInited());
systemSettings->Add(new PopupTextInputChoice(&g_Config.sNickName, sy->T("Change Nickname"), "", 32, screenManager()));
systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, sy->T("Screenshots as PNG")));
#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
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.bDumpVideoOutput, sy->T("Use output buffer (with overlay) for recording")));
systemSettings->Add(new CheckBox(&g_Config.bDumpAudio, sy->T("Record Audio")));
systemSettings->Add(new CheckBox(&g_Config.bSaveLoadResetsAVdumping, sy->T("Reset Recording on Save/Load State")));
#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, 0, 3, I18NCat::SYSTEM, screenManager()));
static const char *timeFormat[] = { "24HR", "12HR" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 0, 2, I18NCat::SYSTEM, 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, I18NCat::SYSTEM, screenManager()));
}
void GameSettingsScreen::CreateVRSettings(UI::ViewGroup *vrSettings) {
using namespace UI;
auto vr = GetI18NCategory(I18NCat::VR);
vrSettings->Add(new ItemHeader(vr->T("Virtual reality")));
vrSettings->Add(new CheckBox(&g_Config.bEnableVR, vr->T("Virtual reality")));
CheckBox *vr6DoF = vrSettings->Add(new CheckBox(&g_Config.bEnable6DoF, vr->T("6DoF movement")));
vr6DoF->SetEnabledPtr(&g_Config.bEnableVR);
vrSettings->Add(new CheckBox(&g_Config.bEnableStereo, vr->T("Stereoscopic vision (Experimental)")));
vrSettings->Add(new CheckBox(&g_Config.bForce72Hz, vr->T("Force 72Hz update")));
if (IsPassthroughSupported()) {
vrSettings->Add(new CheckBox(&g_Config.bPassthrough, vr->T("Enable passthrough")));
}
vrSettings->Add(new ItemHeader(vr->T("VR camera")));
vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fCanvasDistance, 1.0f, 15.0f, 12.0f, vr->T("Distance to 2D menus and scenes"), 1.0f, screenManager(), ""));
vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fFieldOfViewPercentage, 100.0f, 200.0f, 100.0f, vr->T("Field of view scale"), 10.0f, screenManager(), vr->T("% of native FoV")));
vrSettings->Add(new CheckBox(&g_Config.bRescaleHUD, vr->T("Heads-up display detection")));
PopupSliderChoiceFloat* vrHudScale = vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fHeadUpDisplayScale, 0.0f, 1.5f, 0.3f, vr->T("Heads-up display scale"), 0.1f, screenManager(), ""));
vrHudScale->SetEnabledPtr(&g_Config.bRescaleHUD);
vrSettings->Add(new CheckBox(&g_Config.bManualForceVR, vr->T("Manual switching between flat screen and VR using SCREEN key")));
vrSettings->Add(new ItemHeader(vr->T("Experts only")));
vrSettings->Add(new CheckBox(&g_Config.bHeadRotationEnabled, vr->T("Map HMD rotations on keys instead of VR camera")));
PopupSliderChoiceFloat *vrHeadRotationScale = vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fHeadRotationScale, 0.1f, 10.0f, 5.0f, vr->T("Game camera rotation step per frame"), 0.1f, screenManager(), "°"));
vrHeadRotationScale->SetEnabledPtr(&g_Config.bHeadRotationEnabled);
CheckBox *vrHeadRotationSmoothing = vrSettings->Add(new CheckBox(&g_Config.bHeadRotationSmoothing, vr->T("Game camera uses rotation smoothing")));
vrHeadRotationSmoothing->SetEnabledPtr(&g_Config.bHeadRotationEnabled);
vrSettings->Add(new CheckBox(&g_Config.bEnableMotions, vr->T("Map controller movements to keys")));
PopupSliderChoiceFloat *vrMotions = vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMotionLength, 0.3f, 1.0f, 0.5f, vr->T("Motion needed to generate action"), 0.1f, screenManager(), vr->T("m")));
vrMotions->SetEnabledPtr(&g_Config.bEnableMotions);
static const char *cameraPitchModes[] = { "Disabled", "Top view -> First person", "First person -> Top view" };
vrSettings->Add(new PopupMultiChoice(&g_Config.iCameraPitch, vr->T("Camera type"), cameraPitchModes, 0, 3, I18NCat::NONE, screenManager()));
}
UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {
g_Config.UpdateAfterSettingAutoFrameSkip();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnScreenRotation(UI::EventParams &e) {
INFO_LOG(SYSTEM, "New display rotation: %d", g_Config.iScreenRotation);
INFO_LOG(SYSTEM, "Sending rotate");
System_Notify(SystemNotification::ROTATE_UPDATED);
INFO_LOG(SYSTEM, "Got back from rotate");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnAdhocGuides(UI::EventParams &e) {
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_LaunchUrl(LaunchUrlType::BROWSER_URL, n->T("MultiplayerHowToURL", "https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP"));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnImmersiveModeChange(UI::EventParams &e) {
System_Notify(SystemNotification::IMMERSIVE_MODE_CHANGE);
if (g_Config.iAndroidHwScale != 0) {
System_RecreateActivity();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSustainedPerformanceModeChange(UI::EventParams &e) {
System_Notify(SystemNotification::SUSTAINED_PERF_CHANGE);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnJitAffectingSetting(UI::EventParams &e) {
System_PostUIMessage("clear jit", "");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeMemStickDir(UI::EventParams &e) {
#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
System_BrowseForFolder("", [](const std::string &value, int) {
DarwinFileSystemServices::setUserPreferredMemoryStickDirectory(Path(value));
});
#else
screenManager()->push(new MemStickScreen(false));
#endif
return UI::EVENT_DONE;
}
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
UI::EventReturn GameSettingsScreen::OnSavePathMydoc(UI::EventParams &e) {
const Path &PPSSPPpath = File::GetExeDirectory();
const Path installedFile = PPSSPPpath / "installed.txt";
installed_ = File::Exists(installedFile);
if (otherinstalled_) {
File::Delete(PPSSPPpath / "installed.txt");
File::CreateEmptyFile(PPSSPPpath / "installed.txt");
otherinstalled_ = false;
const std::string myDocsPath = W32Util::UserDocumentsPath() + "/PPSSPP/";
g_Config.memStickDirectory = Path(myDocsPath);
} else if (installed_) {
File::Delete(PPSSPPpath / "installed.txt");
installed_ = false;
g_Config.memStickDirectory = PPSSPPpath / "memstick";
} else {
FILE *f = File::OpenCFile(PPSSPPpath / "installed.txt", "wb");
if (f) {
fclose(f);
}
const std::string myDocsPath = W32Util::UserDocumentsPath() + "/PPSSPP/";
g_Config.memStickDirectory = Path(myDocsPath);
installed_ = true;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSavePathOther(UI::EventParams &e) {
const Path &PPSSPPpath = File::GetExeDirectory();
if (otherinstalled_) {
auto di = GetI18NCategory(I18NCat::DIALOG);
std::string folder = W32Util::BrowseForFolder(MainWindow::GetHWND(), di->T("Choose PPSSPP save folder"));
if (folder.size()) {
g_Config.memStickDirectory = Path(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::OnChangeBackground(UI::EventParams &e) {
const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png";
const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg";
if (File::Exists(bgPng) || File::Exists(bgJpg)) {
File::Delete(bgPng);
File::Delete(bgJpg);
UIBackgroundShutdown();
} else {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
System_BrowseForImage(sy->T("Set UI background..."), [](const std::string &value, int) {
if (!value.empty()) {
Path dest = GetSysDirectory(DIRECTORY_SYSTEM) / (endsWithNoCase(value, ".jpg") ? "background.jpg" : "background.png");
File::Copy(Path(value), dest);
}
// It will init again automatically. We can't init outside a frame on Vulkan.
UIBackgroundShutdown();
});
}
// Change to a browse or clear button.
RecreateViews();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
g_Config.iForceFullScreen = -1;
System_ToggleFullscreenState(g_Config.UseFullScreen() ? "1" : "0");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnFullscreenMultiChange(UI::EventParams &e) {
System_ToggleFullscreenState(g_Config.UseFullScreen() ? "1" : "0");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) {
if (g_Config.iAndroidHwScale == 1) {
System_RecreateActivity();
}
Reporting::UpdateConfig();
System_PostUIMessage("gpu_renderResized", "");
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHwScaleChange(UI::EventParams &e) {
System_RecreateActivity();
return UI::EVENT_DONE;
}
void GameSettingsScreen::onFinish(DialogResult result) {
Reporting::Enable(enableReports_, "report.ppsspp.org");
Reporting::UpdateConfig();
if (!g_Config.Save("GameSettingsScreen::onFinish")) {
System_Toast("Failed to save settings!\nCheck permissions, or try to restart the device.");
}
if (editThenRestore_) {
// In case we didn't have the title yet before, try again.
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
g_Config.changeGameSpecific(gameID_, info->GetTitle());
g_Config.unloadGameConfig();
}
System_Notify(SystemNotification::UI);
KeyMap::UpdateNativeMenuKeys();
// Wipe some caches after potentially changing settings.
// Let's not send resize messages here, handled elsewhere.
System_PostUIMessage("gpu_configChanged", "");
}
void GameSettingsScreen::dialogFinished(const Screen *dialog, DialogResult result) {
if (result == DialogResult::DR_OK) {
g_Config.iFpsLimit1 = iAlternateSpeedPercent1_ < 0 ? -1 : (iAlternateSpeedPercent1_ * 60) / 100;
g_Config.iFpsLimit2 = iAlternateSpeedPercent2_ < 0 ? -1 : (iAlternateSpeedPercent2_ * 60) / 100;
g_Config.iAnalogFpsLimit = (iAlternateSpeedPercentAnalog_ * 60) / 100;
RecreateViews();
}
bool mapped = KeyMap::InputMappingsFromPspButton(VIRTKEY_SPEED_ANALOG, nullptr, true);
if (mapped != analogSpeedMapped_) {
analogSpeedMapped_ = mapped;
RecreateViews();
}
}
void GameSettingsScreen::CallbackMemstickFolder(bool yes) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (yes) {
Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
std::string testWriteFile = pendingMemstickFolder_ + "/.write_verify_file";
// Already, create away.
if (!File::Exists(Path(pendingMemstickFolder_))) {
File::CreateFullPath(Path(pendingMemstickFolder_));
}
if (!File::WriteDataToFile(true, "1", 1, Path(testWriteFile))) {
settingInfo_->Show(sy->T("ChangingMemstickPathInvalid", "That path couldn't be used to save Memory Stick files."), nullptr);
return;
}
File::Delete(Path(testWriteFile));
if (!File::WriteDataToFile(true, pendingMemstickFolder_.c_str(), (unsigned int)pendingMemstickFolder_.size(), memstickDirFile)) {
WARN_LOG(SYSTEM, "Failed to write memstick folder to '%s'", memstickDirFile.c_str());
} else {
// Save so the settings, at least, are transferred.
g_Config.memStickDirectory = Path(pendingMemstickFolder_);
g_Config.Save("MemstickPathChanged");
}
screenManager()->RecreateAllViews();
}
}
void GameSettingsScreen::TriggerRestart(const char *why) {
// Extra save here to make sure the choice really gets saved even if there are shutdown bugs in
// the GPU backend code.
g_Config.Save(why);
std::string param = "--gamesettings";
if (editThenRestore_) {
// We won't pass the gameID, so don't resume back into settings.
param.clear();
} else if (!gamePath_.empty()) {
param += " \"" + ReplaceAll(ReplaceAll(gamePath_.ToString(), "\\", "\\\\"), "\"", "\\\"") + "\"";
}
// Make sure the new instance is considered the first.
ShutdownInstanceCounter();
System_RestartApp(param);
}
void GameSettingsScreen::CallbackRenderingBackend(bool yes) {
// 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) {
TriggerRestart("GameSettingsScreen::RenderingBackendYes");
} else {
g_Config.iGPUBackend = (int)GetGPUBackend();
}
}
void GameSettingsScreen::CallbackRenderingDevice(bool yes) {
// 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) {
TriggerRestart("GameSettingsScreen::RenderingDeviceYes");
} else {
std::string *deviceNameSetting = GPUDeviceNameSetting();
if (deviceNameSetting)
*deviceNameSetting = GetGPUBackendDevice();
// Needed to redraw the setting.
RecreateViews();
}
}
void GameSettingsScreen::CallbackInflightFrames(bool yes) {
if (yes) {
TriggerRestart("GameSettingsScreen::InflightFramesYes");
} else {
g_Config.iInflightFrames = prevInflightFrames_;
}
}
UI::EventReturn GameSettingsScreen::OnRenderingBackend(UI::EventParams &e) {
auto di = GetI18NCategory(I18NCat::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(gamePath_, 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)));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingDevice(UI::EventParams &e) {
auto di = GetI18NCategory(I18NCat::DIALOG);
// It only makes sense to show the restart prompt if the device was actually changed.
std::string *deviceNameSetting = GPUDeviceNameSetting();
if (deviceNameSetting && *deviceNameSetting != GetGPUBackendDevice()) {
screenManager()->push(new PromptScreen(gamePath_, di->T("ChangingGPUBackends", "Changing GPU backends requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"),
std::bind(&GameSettingsScreen::CallbackRenderingDevice, this, std::placeholders::_1)));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnInflightFramesChoice(UI::EventParams &e) {
auto di = GetI18NCategory(I18NCat::DIALOG);
if (g_Config.iInflightFrames != prevInflightFrames_) {
screenManager()->push(new PromptScreen(gamePath_, di->T("ChangingInflightFrames", "Changing graphics command buffering requires PPSSPP to restart. Restart now?"), di->T("Yes"), di->T("No"),
std::bind(&GameSettingsScreen::CallbackInflightFrames, this, std::placeholders::_1)));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnCameraDeviceChange(UI::EventParams& e) {
Camera::onCameraDeviceChange();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnMicDeviceChange(UI::EventParams& e) {
Microphone::onMicDeviceChange();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnAudioDevice(UI::EventParams &e) {
auto a = GetI18NCategory(I18NCat::AUDIO);
if (g_Config.sAudioDevice == a->T("Auto")) {
g_Config.sAudioDevice.clear();
}
System_Notify(SystemNotification::AUDIO_RESET_DEVICE);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat0(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(SWITCH)
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_InputBoxGetString(n->T("Enter Quick Chat 1"), g_Config.sQuickChat0, [](const std::string &value, int) {
g_Config.sQuickChat0 = value;
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat1(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(SWITCH)
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_InputBoxGetString(n->T("Enter Quick Chat 2"), g_Config.sQuickChat1, [](const std::string &value, int) {
g_Config.sQuickChat1 = value;
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat2(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(SWITCH)
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_InputBoxGetString(n->T("Enter Quick Chat 3"), g_Config.sQuickChat2, [](const std::string &value, int) {
g_Config.sQuickChat2 = value;
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat3(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(SWITCH)
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_InputBoxGetString(n->T("Enter Quick Chat 4"), g_Config.sQuickChat3, [](const std::string &value, int) {
g_Config.sQuickChat3 = value;
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeQuickChat4(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(SWITCH)
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_InputBoxGetString(n->T("Enter Quick Chat 5"), g_Config.sQuickChat4, [](const std::string &value, int) {
g_Config.sQuickChat4 = value;
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeNickname(UI::EventParams &e) {
#if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(SWITCH)
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_InputBoxGetString(n->T("Enter a new PSP nickname"), g_Config.sNickName, [](const std::string &value, int) {
g_Config.sNickName = StripSpaces(value);
});
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeproAdhocServerAddress(UI::EventParams &e) {
auto n = GetI18NCategory(I18NCat::NETWORKING);
screenManager()->push(new HostnameSelectScreen(&g_Config.proAdhocServer, n->T("proAdhocServer Address:")));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeMacAddress(UI::EventParams &e) {
auto n = GetI18NCategory(I18NCat::NETWORKING);
auto di = GetI18NCategory(I18NCat::DIALOG);
const char *confirmMessage = n->T("ChangeMacSaveConfirm", "Generate a new MAC address?");
const char *warningMessage = n->T("ChangeMacSaveWarning", "Some games verify the MAC address when loading savedata, so this may break old saves.");
std::string combined = std::string(confirmMessage) + "\n\n" + warningMessage;
auto confirmScreen = new PromptScreen(
gamePath_,
combined, di->T("Yes"), di->T("No"),
[&](bool success) {
if (success) {
g_Config.sMACAddress = CreateRandMAC();
}}
);
screenManager()->push(confirmScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTextureShader(UI::EventParams &e) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto shaderScreen = new TextureShaderScreen(gr->T("Texture Shader"));
shaderScreen->OnChoice.Handle(this, &GameSettingsScreen::OnTextureShaderChange);
if (e.v)
shaderScreen->SetPopupOrigin(e.v);
screenManager()->push(shaderScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTextureShaderChange(UI::EventParams &e) {
System_PostUIMessage("gpu_configChanged", "");
RecreateViews(); // Update setting name
g_Config.bTexHardwareScaling = g_Config.sTextureShaderName != "Off";
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDeveloperTools(UI::EventParams &e) {
screenManager()->push(new DeveloperToolsScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRemoteISO(UI::EventParams &e) {
screenManager()->push(new RemoteISOScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnControlMapping(UI::EventParams &e) {
screenManager()->push(new ControlMappingScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnCalibrateAnalogs(UI::EventParams &e) {
screenManager()->push(new AnalogSetupScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTouchControlLayout(UI::EventParams &e) {
screenManager()->push(new TouchControlLayoutScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTiltCustomize(UI::EventParams &e) {
screenManager()->push(new TiltAnalogSettingsScreen(gamePath_));
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnSavedataManager(UI::EventParams &e) {
auto saveData = new SavedataScreen(gamePath_);
screenManager()->push(saveData);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSysInfo(UI::EventParams &e) {
screenManager()->push(new SystemInfoScreen(gamePath_));
return UI::EVENT_DONE;
}
void DeveloperToolsScreen::CreateViews() {
using namespace UI;
root_ = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
ScrollView *settingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0f));
settingsScroll->SetTag("DevToolsSettings");
root_->Add(settingsScroll);
auto di = GetI18NCategory(I18NCat::DIALOG);
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto a = GetI18NCategory(I18NCat::AUDIO);
auto sy = GetI18NCategory(I18NCat::SYSTEM);
auto ps = GetI18NCategory(I18NCat::POSTSHADERS);
AddStandardBack(root_);
LinearLayout *list = settingsScroll->Add(new LinearLayoutList(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), I18NCat::SYSTEM, screenManager()));
core->OnChoice.Handle(this, &DeveloperToolsScreen::OnJitAffectingSetting);
core->OnChoice.Add([](UI::EventParams &) {
g_Config.NotifyUpdatedCpuCore();
return UI::EVENT_DONE;
});
if (!canUseJit) {
core->HideChoice(1);
}
list->Add(new Choice(dev->T("JIT debug tools")))->OnClick.Handle(this, &DeveloperToolsScreen::OnJitDebugTools);
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);
cpuTests->SetEnabled(TestsAvailable());
#endif
// For now, we only implement GPU driver tests for Vulkan and OpenGL. This is simply
// because the D3D drivers are generally solid enough to not need this type of investigation.
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN || g_Config.iGPUBackend == (int)GPUBackend::OPENGL) {
list->Add(new Choice(dev->T("GPU Driver Test")))->OnClick.Handle(this, &DeveloperToolsScreen::OnGPUDriverTest);
}
list->Add(new CheckBox(&g_Config.bVendorBugChecksEnabled, dev->T("Enable driver bug workarounds")));
list->Add(new Choice(dev->T("Framedump tests")))->OnClick.Handle(this, &DeveloperToolsScreen::OnFramedumpTest);
list->Add(new Choice(dev->T("Touchscreen Test")))->OnClick.Handle(this, &DeveloperToolsScreen::OnTouchscreenTest);
allowDebugger_ = !WebServerStopped(WebServerFlags::DEBUGGER);
canAllowDebugger_ = !WebServerStopping(WebServerFlags::DEBUGGER);
CheckBox *allowDebugger = new CheckBox(&allowDebugger_, dev->T("Allow remote debugger"));
list->Add(allowDebugger)->OnClick.Handle(this, &DeveloperToolsScreen::OnRemoteDebugger);
allowDebugger->SetEnabledPtr(&canAllowDebugger_);
list->Add(new CheckBox(&g_Config.bShowOnScreenMessages, dev->T("Show on-screen messages")));
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 CheckBox(&g_Config.bLogFrameDrops, dev->T("Log Dropped Frame Statistics")));
if (GetGPUBackend() == GPUBackend::VULKAN) {
list->Add(new CheckBox(&g_Config.bGpuLogProfiler, dev->T("GPU log profiler")));
}
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")));
Choice *createTextureIni = list->Add(new Choice(dev->T("Create/Open textures.ini file for current game")));
createTextureIni->OnClick.Handle(this, &DeveloperToolsScreen::OnOpenTexturesIniFile);
createTextureIni->SetEnabledFunc([&] {
if (!PSP_IsInited())
return false;
// Disable the choice to Open/Create if the textures.ini file already exists, and we can't open it due to platform support limitations.
if (!System_GetPropertyBool(SYSPROP_SUPPORTS_OPEN_FILE_IN_EDITOR)) {
if (hasTexturesIni_ == HasIni::MAYBE)
hasTexturesIni_ = TextureReplacer::IniExists(g_paramSFO.GetDiscID()) ? HasIni::YES : HasIni::NO;
return hasTexturesIni_ != HasIni::YES;
}
return true;
});
Draw::DrawContext *draw = screenManager()->getDrawContext();
// Experimental, will move to main graphics settings later.
bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;
auto enableStereo = [=]() -> bool {
return g_Config.bStereoRendering && multiViewSupported;
};
if (draw->GetDeviceCaps().multiViewSupported) {
list->Add(new ItemHeader(gr->T("Stereo rendering")));
list->Add(new CheckBox(&g_Config.bStereoRendering, gr->T("Stereo rendering")));
std::vector<std::string> stereoShaderNames;
ChoiceWithValueDisplay *stereoShaderChoice = list->Add(new ChoiceWithValueDisplay(&g_Config.sStereoToMonoShader, gr->T("Stereo display shader"), &PostShaderTranslateName));
stereoShaderChoice->SetEnabledFunc(enableStereo);
stereoShaderChoice->OnClick.Add([=](EventParams &e) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto procScreen = new PostProcScreen(gr->T("Stereo display shader"), 0, true);
if (e.v)
procScreen->SetPopupOrigin(e.v);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
});
const ShaderInfo *shaderInfo = GetPostShaderInfo(g_Config.sStereoToMonoShader);
if (shaderInfo) {
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
auto &setting = shaderInfo->settings[i];
if (!setting.name.empty()) {
std::string key = StringFromFormat("%sSettingCurrentValue%d", shaderInfo->section.c_str(), i + 1);
bool keyExisted = g_Config.mPostShaderSetting.find(key) != g_Config.mPostShaderSetting.end();
auto &value = g_Config.mPostShaderSetting[key];
if (!keyExisted)
value = setting.value;
PopupSliderChoiceFloat *settingValue = list->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, setting.value, ps->T(setting.name), setting.step, screenManager()));
settingValue->SetEnabledFunc([=] {
return !g_Config.bSkipBufferEffects && enableStereo();
});
}
}
}
}
// Makes it easy to get savestates out of an iOS device. The file listing shown in MacOS doesn't allow
// you to descend into directories.
#if PPSSPP_PLATFORM(IOS)
list->Add(new Choice(dev->T("Copy savestates to memstick root")))->OnClick.Handle(this, &DeveloperToolsScreen::OnCopyStatesToRoot);
#endif
// Reconsider whenever recreating views.
hasTexturesIni_ = HasIni::MAYBE;
}
void DeveloperToolsScreen::onFinish(DialogResult result) {
g_Config.Save("DeveloperToolsScreen::onFinish");
System_PostUIMessage("gpu_configChanged", "");
}
void GameSettingsScreen::CallbackRestoreDefaults(bool yes) {
if (yes) {
g_Config.RestoreDefaults(RestoreSettingsBits::SETTINGS);
}
System_Notify(SystemNotification::UI);
}
UI::EventReturn GameSettingsScreen::OnRestoreDefaultSettings(UI::EventParams &e) {
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
auto di = GetI18NCategory(I18NCat::DIALOG);
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (g_Config.bGameSpecific) {
screenManager()->push(
new PromptScreen(gamePath_, 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 {
const char *title = sy->T("Restore Default Settings");
screenManager()->push(new RestoreSettingsScreen(title));
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoggingChanged(UI::EventParams &e) {
System_Notify(SystemNotification::TOGGLE_DEBUG_CONSOLE);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnRunCPUTests(UI::EventParams &e) {
#if !PPSSPP_PLATFORM(UWP)
RunTests();
#endif
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnOpenTexturesIniFile(UI::EventParams &e) {
std::string gameID = g_paramSFO.GetDiscID();
Path generatedFilename;
if (TextureReplacer::GenerateIni(gameID, generatedFilename)) {
if (System_GetPropertyBool(SYSPROP_SUPPORTS_OPEN_FILE_IN_EDITOR)) {
File::OpenFileInEditor(generatedFilename);
} else {
// Can't do much here, let's send a "toast" so the user sees that something happened.
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
System_Toast((generatedFilename.ToVisualString() + ": " + dev->T("Texture ini file created")).c_str());
}
hasTexturesIni_ = HasIni::YES;
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLogConfig(UI::EventParams &e) {
screenManager()->push(new LogConfigScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnJitDebugTools(UI::EventParams &e) {
screenManager()->push(new JitDebugScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnGPUDriverTest(UI::EventParams &e) {
screenManager()->push(new GPUDriverTestScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnFramedumpTest(UI::EventParams &e) {
screenManager()->push(new FrameDumpTestScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnTouchscreenTest(UI::EventParams &e) {
screenManager()->push(new TouchTestScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnJitAffectingSetting(UI::EventParams &e) {
System_PostUIMessage("clear jit", "");
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnCopyStatesToRoot(UI::EventParams &e) {
Path savestate_dir = GetSysDirectory(DIRECTORY_SAVESTATE);
Path root_dir = GetSysDirectory(DIRECTORY_MEMSTICK_ROOT);
std::vector<File::FileInfo> files;
GetFilesInDir(savestate_dir, &files, nullptr, 0);
for (const File::FileInfo &file : files) {
Path src = file.fullName;
Path dst = root_dir / file.name;
INFO_LOG(SYSTEM, "Copying file '%s' to '%s'", src.c_str(), dst.c_str());
File::Copy(src, dst);
}
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnRemoteDebugger(UI::EventParams &e) {
if (allowDebugger_) {
StartWebServer(WebServerFlags::DEBUGGER);
} else {
StopWebServer(WebServerFlags::DEBUGGER);
}
// Persist the setting. Maybe should separate?
g_Config.bRemoteDebuggerOnStartup = allowDebugger_;
return UI::EVENT_CONTINUE;
}
void DeveloperToolsScreen::update() {
UIDialogScreenWithBackground::update();
allowDebugger_ = !WebServerStopped(WebServerFlags::DEBUGGER);
canAllowDebugger_ = !WebServerStopping(WebServerFlags::DEBUGGER);
}
void HostnameSelectScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
auto sy = GetI18NCategory(I18NCat::SYSTEM);
auto di = GetI18NCategory(I18NCat::DIALOG);
auto n = GetI18NCategory(I18NCat::NETWORKING);
LinearLayout *valueRow = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, Margins(0, 0, 0, 10)));
addrView_ = new TextEdit(*value_, n->T("Hostname"), "");
addrView_->SetTextAlign(FLAG_DYNAMIC_ASCII);
valueRow->Add(addrView_);
parent->Add(valueRow);
LinearLayout *buttonsRow1 = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
LinearLayout *buttonsRow2 = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
parent->Add(buttonsRow1);
parent->Add(buttonsRow2);
buttonsRow1->Add(new Spacer(new LinearLayoutParams(1.0, G_LEFT)));
for (char c = '0'; c <= '9'; ++c) {
char label[] = { c, '\0' };
auto button = buttonsRow1->Add(new Button(label));
button->OnClick.Handle(this, &HostnameSelectScreen::OnNumberClick);
button->SetTag(label);
}
buttonsRow1->Add(new Button("."))->OnClick.Handle(this, &HostnameSelectScreen::OnPointClick);
buttonsRow1->Add(new Spacer(new LinearLayoutParams(1.0, G_RIGHT)));
buttonsRow2->Add(new Spacer(new LinearLayoutParams(1.0, G_LEFT)));
if (System_GetPropertyBool(SYSPROP_HAS_TEXT_INPUT_DIALOG)) {
buttonsRow2->Add(new Button(di->T("Edit")))->OnClick.Handle(this, &HostnameSelectScreen::OnEditClick);
}
buttonsRow2->Add(new Button(di->T("Delete")))->OnClick.Handle(this, &HostnameSelectScreen::OnDeleteClick);
buttonsRow2->Add(new Button(di->T("Delete all")))->OnClick.Handle(this, &HostnameSelectScreen::OnDeleteAllClick);
buttonsRow2->Add(new Button(di->T("Toggle List")))->OnClick.Handle(this, &HostnameSelectScreen::OnShowIPListClick);
buttonsRow2->Add(new Spacer(new LinearLayoutParams(1.0, G_RIGHT)));
std::vector<std::string> listIP = {"socom.cc", "psp.gameplayer.club", "myneighborsushicat.com", "localhost"}; // TODO: Add some saved recent history too?
net::GetIPList(listIP);
ipRows_ = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
ScrollView* scrollView = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
LinearLayout* innerView = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
if (listIP.size() > 0) {
for (const auto& label : listIP) {
// Filter out IP prefixed with "127." and "169.254." also "0." since they can be rendundant or unusable
if (label.find("127.") != 0 && label.find("169.254.") != 0 && label.find("0.") != 0) {
auto button = innerView->Add(new Button(label, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
button->OnClick.Handle(this, &HostnameSelectScreen::OnIPClick);
button->SetTag(label);
}
}
}
scrollView->Add(innerView);
ipRows_->Add(scrollView);
ipRows_->SetVisibility(V_GONE);
parent->Add(ipRows_);
listIP.clear(); listIP.shrink_to_fit();
progressView_ = parent->Add(new TextView(n->T("Validating address..."), ALIGN_HCENTER, false, new LinearLayoutParams(Margins(0, 5, 0, 0))));
progressView_->SetVisibility(UI::V_GONE);
}
void HostnameSelectScreen::SendEditKey(InputKeyCode keyCode, int flags) {
auto oldView = UI::GetFocusedView();
UI::SetFocusedView(addrView_);
KeyInput fakeKey{ DEVICE_ID_KEYBOARD, keyCode, KEY_DOWN | flags };
addrView_->Key(fakeKey);
UI::SetFocusedView(oldView);
}
UI::EventReturn HostnameSelectScreen::OnNumberClick(UI::EventParams &e) {
std::string text = e.v ? e.v->Tag() : "";
if (text.length() == 1 && text[0] >= '0' && text[0] <= '9') {
SendEditKey((InputKeyCode)text[0], KEY_CHAR); // ASCII for digits match keycodes.
}
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnPointClick(UI::EventParams &e) {
SendEditKey((InputKeyCode)'.', KEY_CHAR);
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnDeleteClick(UI::EventParams &e) {
SendEditKey(NKCODE_DEL);
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnDeleteAllClick(UI::EventParams &e) {
addrView_->SetText("");
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnEditClick(UI::EventParams& e) {
auto n = GetI18NCategory(I18NCat::NETWORKING);
System_InputBoxGetString(n->T("proAdhocServer Address:"), addrView_->GetText(), [this](const std::string& value, int) {
addrView_->SetText(value);
});
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnShowIPListClick(UI::EventParams& e) {
if (ipRows_->GetVisibility() == UI::V_GONE) {
ipRows_->SetVisibility(UI::V_VISIBLE);
}
else {
ipRows_->SetVisibility(UI::V_GONE);
}
return UI::EVENT_DONE;
}
UI::EventReturn HostnameSelectScreen::OnIPClick(UI::EventParams& e) {
std::string text = e.v ? e.v->Tag() : "";
if (text.length() > 0) {
addrView_->SetText(text);
// Copy the IP to clipboard for the host to easily share their IP through chatting apps.
System_CopyStringToClipboard(text);
}
return UI::EVENT_DONE;
}
void HostnameSelectScreen::ResolverThread() {
std::unique_lock<std::mutex> guard(resolverLock_);
while (resolverState_ != ResolverState::QUIT) {
resolverCond_.wait(guard);
if (resolverState_ == ResolverState::QUEUED) {
resolverState_ = ResolverState::PROGRESS;
addrinfo *resolved = nullptr;
std::string err;
toResolveResult_ = net::DNSResolve(toResolve_, "80", &resolved, err);
if (resolved)
net::DNSResolveFree(resolved);
resolverState_ = ResolverState::READY;
}
}
}
bool HostnameSelectScreen::CanComplete(DialogResult result) {
auto n = GetI18NCategory(I18NCat::NETWORKING);
if (result != DR_OK)
return true;
std::string value = addrView_->GetText();
if (lastResolved_ == value) {
return true;
}
// Currently running.
if (resolverState_ == ResolverState::PROGRESS)
return false;
std::lock_guard<std::mutex> guard(resolverLock_);
switch (resolverState_) {
case ResolverState::PROGRESS:
case ResolverState::QUIT:
return false;
case ResolverState::QUEUED:
case ResolverState::WAITING:
break;
case ResolverState::READY:
if (toResolve_ == value) {
// Reset the state, nothing there now.
resolverState_ = ResolverState::WAITING;
toResolve_.clear();
lastResolved_ = value;
lastResolvedResult_ = toResolveResult_;
if (lastResolvedResult_) {
progressView_->SetVisibility(UI::V_GONE);
} else {
progressView_->SetText(n->T("Invalid IP or hostname"));
progressView_->SetTextColor(0xFF3030FF);
progressView_->SetVisibility(UI::V_VISIBLE);
}
return true;
}
// Throw away that last result, it was for a different value.
break;
}
resolverState_ = ResolverState::QUEUED;
toResolve_ = value;
resolverCond_.notify_one();
progressView_->SetText(n->T("Validating address..."));
progressView_->SetTextColor(0xFFFFFFFF);
progressView_->SetVisibility(UI::V_VISIBLE);
return false;
}
void HostnameSelectScreen::OnCompleted(DialogResult result) {
if (result == DR_OK)
*value_ = StripSpaces(addrView_->GetText());
}
void GestureMappingScreen::CreateViews() {
using namespace UI;
auto di = GetI18NCategory(I18NCat::DIALOG);
auto co = GetI18NCategory(I18NCat::CONTROLS);
auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS);
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
AddStandardBack(root_);
TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
root_->Add(tabHolder);
ScrollView *rightPanel = new ScrollView(ORIENT_VERTICAL);
tabHolder->AddTab(co->T("Gesture"), rightPanel);
LinearLayout *vert = rightPanel->Add(new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT)));
vert->SetSpacing(0);
static const char *gestureButton[ARRAY_SIZE(GestureKey::keyList)+1];
gestureButton[0] = "None";
for (int i = 1; i < ARRAY_SIZE(gestureButton); ++i) {
gestureButton[i] = KeyMap::GetPspButtonNameCharPointer(GestureKey::keyList[i-1]);
}
vert->Add(new CheckBox(&g_Config.bGestureControlEnabled, co->T("Enable gesture control")));
vert->Add(new ItemHeader(co->T("Swipe")));
vert->Add(new PopupMultiChoice(&g_Config.iSwipeUp, mc->T("Swipe Up"), gestureButton, 0, ARRAY_SIZE(gestureButton), I18NCat::MAPPABLECONTROLS, screenManager()))->SetEnabledPtr(&g_Config.bGestureControlEnabled);
vert->Add(new PopupMultiChoice(&g_Config.iSwipeDown, mc->T("Swipe Down"), gestureButton, 0, ARRAY_SIZE(gestureButton), I18NCat::MAPPABLECONTROLS, screenManager()))->SetEnabledPtr(&g_Config.bGestureControlEnabled);
vert->Add(new PopupMultiChoice(&g_Config.iSwipeLeft, mc->T("Swipe Left"), gestureButton, 0, ARRAY_SIZE(gestureButton), I18NCat::MAPPABLECONTROLS, screenManager()))->SetEnabledPtr(&g_Config.bGestureControlEnabled);
vert->Add(new PopupMultiChoice(&g_Config.iSwipeRight, mc->T("Swipe Right"), gestureButton, 0, ARRAY_SIZE(gestureButton), I18NCat::MAPPABLECONTROLS, screenManager()))->SetEnabledPtr(&g_Config.bGestureControlEnabled);
vert->Add(new PopupSliderChoiceFloat(&g_Config.fSwipeSensitivity, 0.01f, 1.0f, 1.0f, co->T("Swipe sensitivity"), 0.01f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bGestureControlEnabled);
vert->Add(new PopupSliderChoiceFloat(&g_Config.fSwipeSmoothing, 0.0f, 0.95f, 0.3f, co->T("Swipe smoothing"), 0.05f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bGestureControlEnabled);
vert->Add(new ItemHeader(co->T("Double tap")));
vert->Add(new PopupMultiChoice(&g_Config.iDoubleTapGesture, mc->T("Double tap button"), gestureButton, 0, ARRAY_SIZE(gestureButton), I18NCat::MAPPABLECONTROLS, screenManager()))->SetEnabledPtr(&g_Config.bGestureControlEnabled);
}
RestoreSettingsScreen::RestoreSettingsScreen(const char *title)
: PopupScreen(title, "OK", "Cancel") {}
void RestoreSettingsScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
// Carefully re-use various translations.
auto ga = GetI18NCategory(I18NCat::GAME);
auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
auto mm = GetI18NCategory(I18NCat::MAINMENU);
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
const char *text = dev->T(
"RestoreDefaultSettings",
"Restore these settings back to their defaults?\nYou can't undo this.\nPlease restart PPSSPP after restoring settings.");
TextView *textView = parent->Add(new TextView(text, FLAG_WRAP_TEXT, false));
textView->SetPadding(10.0f);
parent->Add(new BitCheckBox(&restoreFlags_, (int)RestoreSettingsBits::SETTINGS, ga->T("Game Settings")));
parent->Add(new BitCheckBox(&restoreFlags_, (int)RestoreSettingsBits::CONTROLS, ms->T("Controls")));
parent->Add(new BitCheckBox(&restoreFlags_, (int)RestoreSettingsBits::RECENT, mm->T("Recent")));
}
void RestoreSettingsScreen::OnCompleted(DialogResult result) {
if (result == DialogResult::DR_OK) {
g_Config.RestoreDefaults((RestoreSettingsBits)restoreFlags_);
}
}