mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-04 20:06:51 +00:00
e6b5fbb40a
Fixes #5030.
374 lines
12 KiB
C++
374 lines
12 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "base/colorutil.h"
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#include "base/timeutil.h"
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#include "gfx_es2/draw_buffer.h"
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#include "i18n/i18n.h"
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#include "math/curves.h"
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#include "util/text/utf8.h"
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#include "ui/ui_context.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "UI/SavedataScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/ui_atlas.h"
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#include "UI/PauseScreen.h"
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#include "Common/FileUtil.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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class SavedataButton;
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std::string GetFileDateAsString(std::string filename) {
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tm time;
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if (File::GetModifTime(filename, time)) {
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char buf[256];
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// TODO: Use local time format? Americans and some others might not like ISO standard :)
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strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
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return std::string(buf);
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}
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return "";
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}
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class SavedataPopupScreen : public PopupScreen {
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public:
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SavedataPopupScreen(std::string savePath, std::string title) : PopupScreen(title), savePath_(savePath) {
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}
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void CreatePopupContents(UI::ViewGroup *parent) override {
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using namespace UI;
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GameInfo *ginfo = g_gameInfoCache.GetInfo(screenManager()->getThin3DContext(), savePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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LinearLayout *root = new LinearLayout(ORIENT_VERTICAL);
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parent->Add(root);
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if (!ginfo)
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return;
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LinearLayout *toprow = new LinearLayout(ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
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root->Add(toprow);
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I18NCategory *sa = GetI18NCategory("Savedata");
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if (ginfo->fileType == FILETYPE_PSP_SAVEDATA_DIRECTORY) {
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std::string savedata_detail = ginfo->paramSFO.GetValueString("SAVEDATA_DETAIL");
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std::string savedata_title = ginfo->paramSFO.GetValueString("SAVEDATA_TITLE");
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if (ginfo->iconTexture) {
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toprow->Add(new Thin3DTextureView(ginfo->iconTexture, IS_FIXED, new LinearLayoutParams(Margins(10, 5))));
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}
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LinearLayout *topright = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
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topright->SetSpacing(1.0f);
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topright->Add(new TextView(savedata_title, 0, false));
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topright->Add(new TextView(StringFromFormat("%d kB", ginfo->gameSize / 1024), 0, true));
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topright->Add(new TextView(GetFileDateAsString(savePath_ + "/PARAM.SFO"), 0, true));
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toprow->Add(topright);
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root->Add(new Spacer(3.0));
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root->Add(new TextView(savedata_detail, 0, true, new LinearLayoutParams(Margins(10, 0))));
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root->Add(new Spacer(3.0));
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} else {
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std::string image_path = ReplaceAll(savePath_, "ppst", "jpg");
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if (File::Exists(image_path)) {
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PrioritizedWorkQueue *wq = g_gameInfoCache.WorkQueue();
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toprow->Add(new AsyncImageFileView(image_path, IS_DEFAULT, wq, new UI::LayoutParams(500, 500/16*9)));
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} else {
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toprow->Add(new TextView(sa->T("No screenshot"), new LinearLayoutParams(Margins(10, 5))));
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}
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root->Add(new TextView(GetFileDateAsString(savePath_), 0, true, new LinearLayoutParams(Margins(10, 5))));
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}
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I18NCategory *di = GetI18NCategory("Dialog");
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LinearLayout *buttons = new LinearLayout(ORIENT_HORIZONTAL);
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buttons->Add(new Button(di->T("Back"), new LinearLayoutParams(1.0)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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buttons->Add(new Button(di->T("Delete"), new LinearLayoutParams(1.0)))->OnClick.Handle(this, &SavedataPopupScreen::OnDeleteButtonClick);
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root->Add(buttons);
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}
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private:
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UI::EventReturn OnDeleteButtonClick(UI::EventParams &e);
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std::string savePath_;
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};
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class SavedataButton : public UI::Clickable {
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public:
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SavedataButton(const std::string &gamePath, UI::LayoutParams *layoutParams = 0)
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: UI::Clickable(layoutParams), savePath_(gamePath) {}
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void Draw(UIContext &dc) override;
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
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w = 500;
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h = 74;
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}
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const std::string &GamePath() const { return savePath_; }
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std::string GetGamePath() const { return savePath_; }
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private:
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std::string savePath_;
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std::string title_;
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std::string subtitle_;
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};
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UI::EventReturn SavedataPopupScreen::OnDeleteButtonClick(UI::EventParams &e) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(nullptr, savePath_, GAMEINFO_WANTSIZE);
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ginfo->Delete();
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screenManager()->finishDialog(this, DR_NO);
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return UI::EVENT_DONE;
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}
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static std::string CleanSaveString(std::string str) {
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std::string s = ReplaceAll(str, "&", "&&");
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s = ReplaceAll(s, "\n", " ");
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s = ReplaceAll(s, "\r", " ");
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return s;
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}
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void SavedataButton::Draw(UIContext &dc) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), savePath_, GAMEINFO_WANTSIZE);
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Thin3DTexture *texture = 0;
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u32 color = 0, shadowColor = 0;
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using namespace UI;
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if (ginfo->iconTexture) {
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texture = ginfo->iconTexture;
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}
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int x = bounds_.x;
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int y = bounds_.y;
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int w = 144;
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int h = bounds_.h;
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UI::Style style = dc.theme->itemStyle;
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if (down_)
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style = dc.theme->itemDownStyle;
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h = bounds_.h;
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if (HasFocus())
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style = down_ ? dc.theme->itemDownStyle : dc.theme->itemFocusedStyle;
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Drawable bg = style.background;
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dc.Draw()->Flush();
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dc.RebindTexture();
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dc.FillRect(bg, bounds_);
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dc.Draw()->Flush();
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if (texture) {
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color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
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shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
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float tw = texture->Width();
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float th = texture->Height();
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// Adjust position so we don't stretch the image vertically or horizontally.
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// TODO: Add a param to specify fit? The below assumes it's never too wide.
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float nw = h * tw / th;
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x += (w - nw) / 2.0f;
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w = nw;
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}
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int txOffset = down_ ? 4 : 0;
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txOffset = 0;
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Bounds overlayBounds = bounds_;
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// Render button
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int dropsize = 10;
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if (texture) {
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if (txOffset) {
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dropsize = 3;
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y += txOffset * 2;
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overlayBounds.y += txOffset * 2;
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}
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if (HasFocus()) {
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dc.Draw()->Flush();
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dc.RebindTexture();
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float pulse = sinf(time_now() * 7.0f) * 0.25 + 0.8;
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dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize*1.5f, y - dropsize*1.5f, x + w + dropsize*1.5f, y + h + dropsize*1.5f, alphaMul(color, pulse), 1.0f);
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dc.Draw()->Flush();
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} else {
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dc.Draw()->Flush();
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dc.RebindTexture();
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dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize, y - dropsize*0.5f, x + w + dropsize, y + h + dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f);
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dc.Draw()->Flush();
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}
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}
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if (texture) {
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dc.Draw()->Flush();
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dc.GetThin3DContext()->SetTexture(0, texture);
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dc.Draw()->DrawTexRect(x, y, x + w, y + h, 0, 0, 1, 1, color);
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dc.Draw()->Flush();
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}
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dc.Draw()->Flush();
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dc.RebindTexture();
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dc.SetFontStyle(dc.theme->uiFont);
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float tw, th;
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dc.Draw()->Flush();
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dc.PushScissor(bounds_);
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const std::string currentTitle = ginfo->GetTitle();
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if (!currentTitle.empty()) {
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title_ = CleanSaveString(currentTitle);
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}
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if (subtitle_.empty() && ginfo->gameSize > 0) {
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std::string savedata_title = ginfo->paramSFO.GetValueString("SAVEDATA_TITLE");
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subtitle_ = CleanSaveString(savedata_title) + StringFromFormat(" (%d kB)", ginfo->gameSize / 1024);
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}
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dc.MeasureText(dc.GetFontStyle(), title_.c_str(), &tw, &th, 0);
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int availableWidth = bounds_.w - 150;
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float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f;
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float tx = 150;
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if (availableWidth < tw) {
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float overageRatio = 1.5f * availableWidth * 1.0f / tw;
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tx -= (1.0f + sin(time_now_d() * overageRatio)) * sineWidth;
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Bounds tb = bounds_;
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tb.x = bounds_.x + 150;
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tb.w = bounds_.w - 150;
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dc.PushScissor(tb);
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}
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dc.DrawText(title_.c_str(), bounds_.x + tx, bounds_.y + 4, style.fgColor, ALIGN_TOPLEFT);
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dc.SetFontScale(0.6f, 0.6f);
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dc.DrawText(subtitle_.c_str(), bounds_.x + tx, bounds_.y2() - 7, style.fgColor, ALIGN_BOTTOM);
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dc.SetFontScale(1.0f, 1.0f);
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if (availableWidth < tw) {
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dc.PopScissor();
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}
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dc.Draw()->Flush();
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dc.PopScissor();
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dc.RebindTexture();
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}
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SavedataBrowser::SavedataBrowser(std::string path, UI::LayoutParams *layoutParams)
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: LinearLayout(UI::ORIENT_VERTICAL, layoutParams), gameList_(0), path_(path) {
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Refresh();
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}
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SavedataBrowser::~SavedataBrowser() {
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g_gameInfoCache.PurgeType(FILETYPE_PPSSPP_SAVESTATE);
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g_gameInfoCache.PurgeType(FILETYPE_PSP_SAVEDATA_DIRECTORY);
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}
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void SavedataBrowser::Refresh() {
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using namespace UI;
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// Kill all the contents
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Clear();
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Add(new Spacer(1.0f));
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I18NCategory *mm = GetI18NCategory("MainMenu");
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I18NCategory *sa = GetI18NCategory("Savedata");
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UI::LinearLayout *gl = new UI::LinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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gl->SetSpacing(4.0f);
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gameList_ = gl;
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Add(gameList_);
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// Find games in the current directory and create new ones.
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std::vector<SavedataButton *> savedataButtons;
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std::vector<FileInfo> fileInfo;
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getFilesInDir(path_.c_str(), &fileInfo, "ppst:");
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for (size_t i = 0; i < fileInfo.size(); i++) {
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bool isState = !fileInfo[i].isDirectory;
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bool isSaveData = false;
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if (!isState && File::Exists(path_ + fileInfo[i].name + "/PARAM.SFO"))
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isSaveData = true;
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if (isSaveData) {
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savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
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} else if (isState) {
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savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
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}
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}
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for (size_t i = 0; i < savedataButtons.size(); i++) {
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SavedataButton *b = gameList_->Add(savedataButtons[i]);
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b->OnClick.Handle(this, &SavedataBrowser::SavedataButtonClick);
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}
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if (savedataButtons.empty()) {
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ViewGroup *group = new LinearLayout(ORIENT_VERTICAL, new UI::LinearLayoutParams(UI::Margins(12, 0)));
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group->Add(new TextView(sa->T("None yet. Things will appear here after you save.")));
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gameList_->Add(group);
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}
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}
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UI::EventReturn SavedataBrowser::SavedataButtonClick(UI::EventParams &e) {
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SavedataButton *button = static_cast<SavedataButton *>(e.v);
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UI::EventParams e2;
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e2.s = button->GamePath();
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// Insta-update - here we know we are already on the right thread.
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OnChoice.Trigger(e2);
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return UI::EVENT_DONE;
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}
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SavedataScreen::SavedataScreen(std::string gamePath) : UIDialogScreenWithGameBackground(gamePath) {
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}
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void SavedataScreen::CreateViews() {
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using namespace UI;
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I18NCategory *sa = GetI18NCategory("Savedata");
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I18NCategory *di = GetI18NCategory("Dialog");
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std::string savedata_dir = GetSysDirectory(DIRECTORY_SAVEDATA);
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std::string savestate_dir = GetSysDirectory(DIRECTORY_SAVESTATE);
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gridStyle_ = false;
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root_ = new LinearLayout(ORIENT_VERTICAL);
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TabHolder *tabs = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f));
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ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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browser_ = scroll->Add(new SavedataBrowser(savedata_dir, new LayoutParams(FILL_PARENT, FILL_PARENT)));
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browser_->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);
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tabs->AddTab(sa->T("Save Data"), scroll);
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ScrollView *scroll2 = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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SavedataBrowser *browser2 = scroll2->Add(new SavedataBrowser(savestate_dir));
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browser2->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);
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tabs->AddTab(sa->T("Save States"), scroll2);
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root_->Add(tabs);
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root_->Add(new Button(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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}
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UI::EventReturn SavedataScreen::OnSavedataButtonClick(UI::EventParams &e) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(screenManager()->getThin3DContext(), e.s, 0);
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screenManager()->push(new SavedataPopupScreen(e.s, ginfo->GetTitle()));
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// the game path: e.s;
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return UI::EVENT_DONE;
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}
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void SavedataScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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if (result == DR_NO) {
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RecreateViews();
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}
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}
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