ppsspp/UI/MainScreen.cpp
Henrik Rydgard 3ba629081b Temporary: Exit "hard" on Android again.
This is to prevent more unforeseen issues like the rotation lock
problem in the bugfix release.

Will be reverted again later.
2014-02-15 10:00:29 +01:00

1178 lines
37 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 <cmath>
#include <algorithm>
#include "base/colorutil.h"
#include "base/timeutil.h"
#include "file/path.h"
#include "gfx_es2/draw_buffer.h"
#include "math/curves.h"
#include "base/stringutil.h"
#include "ui/ui_context.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "Common/FileUtil.h"
#include "Core/System.h"
#include "Core/Host.h"
#include "Core/Reporting.h"
#include "Core/SaveState.h"
#include "UI/EmuScreen.h"
#include "UI/MainScreen.h"
#include "UI/GameScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GameSettingsScreen.h"
#include "UI/CwCheatScreen.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/Store.h"
#include "UI/ui_atlas.h"
#include "Core/Config.h"
#include "GPU/GPUInterface.h"
#include "i18n/i18n.h"
#include "Core/HLE/sceUmd.h"
#ifdef _WIN32
#include "Windows/W32Util/ShellUtil.h"
#include "Windows/WndMainWindow.h"
#endif
#ifdef USING_QT_UI
#include <QFileDialog>
#include <QFile>
#include <QDir>
#endif
#include <sstream>
bool MainScreen::showHomebrewTab = false;
class GameButton : public UI::Clickable {
public:
GameButton(const std::string &gamePath, bool gridStyle, UI::LayoutParams *layoutParams = 0)
: UI::Clickable(layoutParams), gridStyle_(gridStyle), gamePath_(gamePath), holdFrameCount_(0), holdEnabled_(true) {}
virtual void Draw(UIContext &dc);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const {
if (gridStyle_) {
w = 144;
h = 80;
} else {
w = 500;
h = 50;
}
}
const std::string &GamePath() const { return gamePath_; }
void SetHoldEnabled(bool hold) {
holdEnabled_ = hold;
}
virtual void Touch(const TouchInput &input) {
UI::Clickable::Touch(input);
hovering_ = bounds_.Contains(input.x, input.y);
if (input.flags & TOUCH_UP) {
holdFrameCount_ = 0;
}
}
virtual void Key(const KeyInput &key) {
std::vector<int> pspKeys;
bool showInfo = false;
if (KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &pspKeys)) {
for (auto it = pspKeys.begin(), end = pspKeys.end(); it != end; ++it) {
// If the button mapped to triangle, then show the info.
if (HasFocus() && (key.flags & KEY_UP) && *it == CTRL_TRIANGLE) {
showInfo = true;
}
}
} else if (hovering_ && key.deviceId == DEVICE_ID_MOUSE && key.keyCode == NKCODE_EXT_MOUSEBUTTON_2) {
// If it's the right mouse button, and it's not otherwise mapped, show the info also.
if (key.flags & KEY_UP) {
showInfo = true;
}
}
if (showInfo) {
TriggerOnHoldClick();
return;
}
Clickable::Key(key);
}
virtual void Update(const InputState &input_state) {
if (down_ && holdEnabled_)
holdFrameCount_++;
else
holdFrameCount_ = 0;
// Hold button for 1.5 seconds to launch the game options
if (holdFrameCount_ > 90) {
TriggerOnHoldClick();
}
}
UI::Event OnHoldClick;
private:
void TriggerOnHoldClick() {
holdFrameCount_ = 0;
UI::EventParams e;
e.v = this;
e.s = gamePath_;
down_ = false;
OnHoldClick.Trigger(e);
}
bool gridStyle_;
std::string gamePath_;
std::string title_;
int holdFrameCount_;
bool holdEnabled_;
bool hovering_;
};
void GameButton::Draw(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, false);
Texture *texture = 0;
u32 color = 0, shadowColor = 0;
if (ginfo->iconTexture) {
texture = ginfo->iconTexture;
}
int x = bounds_.x;
int y = bounds_.y;
int w = 144;
int h = bounds_.h;
UI::Style style = dc.theme->itemStyle;
if (down_)
style = dc.theme->itemDownStyle;
if (!gridStyle_ || !texture) {
h = 50;
if (HasFocus())
style = down_ ? dc.theme->itemDownStyle : dc.theme->itemFocusedStyle;
Drawable bg = style.background;
dc.Draw()->Flush();
dc.RebindTexture();
dc.FillRect(bg, bounds_);
dc.Draw()->Flush();
}
if (texture) {
color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
float tw = texture->Width();
float th = texture->Height();
// Adjust position so we don't stretch the image vertically or horizontally.
// TODO: Add a param to specify fit? The below assumes it's never too wide.
float nw = h * tw / th;
x += (w - nw) / 2.0f;
w = nw;
}
int txOffset = down_ ? 4 : 0;
if (!gridStyle_) txOffset = 0;
Bounds overlayBounds = bounds_;
u32 overlayColor = 0;
if (holdEnabled_)
overlayColor = whiteAlpha((holdFrameCount_ - 15) * 0.01f);
// Render button
int dropsize = 10;
if (texture) {
if (txOffset) {
dropsize = 3;
y += txOffset * 2;
overlayBounds.y += txOffset * 2;
}
if (HasFocus()) {
dc.Draw()->Flush();
dc.RebindTexture();
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, 1.0f), 1.0f);
dc.Draw()->Flush();
} else {
dc.Draw()->Flush();
dc.RebindTexture();
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);
dc.Draw()->Flush();
}
}
if (texture) {
dc.Draw()->Flush();
texture->Bind(0);
if (holdFrameCount_ > 60) {
// Blink before launching by holding
if (((holdFrameCount_ >> 3) & 1) == 0)
color = darkenColor(color);
}
dc.Draw()->DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color);
dc.Draw()->Flush();
}
char discNumInfo[8];
if (ginfo->disc_total > 1)
sprintf(discNumInfo, "-DISC%d", ginfo->disc_number);
else
strcpy(discNumInfo, "");
dc.Draw()->Flush();
dc.RebindTexture();
dc.SetFontStyle(dc.theme->uiFont);
if (!gridStyle_) {
float tw, th;
dc.Draw()->Flush();
dc.PushScissor(bounds_);
if (title_.empty() && !ginfo->title.empty()) {
title_ = ReplaceAll(ginfo->title + discNumInfo, "&", "&&");
title_ = ReplaceAll(title_, "\n", " ");
}
dc.MeasureText(dc.GetFontStyle(), title_.c_str(), &tw, &th, 0);
int availableWidth = bounds_.w - 150;
float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f;
float tx = 150;
if (availableWidth < tw) {
tx -= (1.0f + sin(time_now_d() * 1.5f)) * sineWidth;
Bounds tb = bounds_;
tb.x = bounds_.x + 150;
tb.w = bounds_.w - 150;
dc.PushScissor(tb);
}
dc.DrawText(title_.c_str(), bounds_.x + tx, bounds_.centerY(), style.fgColor, ALIGN_VCENTER);
if (availableWidth < tw) {
dc.PopScissor();
}
dc.Draw()->Flush();
dc.PopScissor();
} else if (!texture) {
dc.Draw()->Flush();
dc.PushScissor(bounds_);
dc.DrawText(title_.c_str(), bounds_.x + 4, bounds_.centerY(), style.fgColor, ALIGN_VCENTER);
dc.Draw()->Flush();
dc.PopScissor();
} else {
dc.Draw()->Flush();
}
if (overlayColor) {
dc.FillRect(Drawable(overlayColor), overlayBounds);
}
dc.RebindTexture();
}
enum GameBrowserFlags {
FLAG_HOMEBREWSTOREBUTTON = 1
};
class DirButton : public UI::Button {
public:
DirButton(const std::string &path, UI::LayoutParams *layoutParams)
: UI::Button(path, layoutParams), path_(path), absolute_(false) {}
DirButton(const std::string &path, const std::string &text, LayoutParams *layoutParams = 0)
: UI::Button(text, layoutParams), path_(path), absolute_(true) {}
virtual void Draw(UIContext &dc);
const std::string GetPath() const {
return path_;
}
bool PathAbsolute() const {
return absolute_;
}
private:
std::string path_;
bool absolute_;
};
void DirButton::Draw(UIContext &dc) {
Style style = dc.theme->buttonStyle;
if (HasFocus()) style = dc.theme->buttonFocusedStyle;
if (down_) style = dc.theme->buttonDownStyle;
if (!IsEnabled()) style = dc.theme->buttonDisabledStyle;
dc.FillRect(style.background, bounds_);
const std::string text = GetText();
int image = I_FOLDER;
if (text == "..") {
image = I_UP_DIRECTORY;
}
float tw, th;
dc.MeasureText(dc.GetFontStyle(), text.c_str(), &tw, &th, 0);
bool compact = bounds_.w < 180;
if (compact) {
// No icon, except "up"
dc.PushScissor(bounds_);
if (image == I_FOLDER) {
dc.DrawText(text.c_str(), bounds_.x + 5, bounds_.centerY(), style.fgColor, ALIGN_VCENTER);
} else {
dc.Draw()->DrawImage(image, bounds_.centerX(), bounds_.centerY(), 1.0f, 0xFFFFFFFF, ALIGN_CENTER);
}
dc.PopScissor();
} else {
bool scissor = false;
if (tw + 150 > bounds_.w) {
dc.PushScissor(bounds_);
scissor = true;
}
dc.Draw()->DrawImage(image, bounds_.x + 72, bounds_.centerY(), .88f, 0xFFFFFFFF, ALIGN_CENTER);
dc.DrawText(text.c_str(), bounds_.x + 150, bounds_.centerY(), style.fgColor, ALIGN_VCENTER);
if (scissor) {
dc.PopScissor();
}
}
}
class GameBrowser : public UI::LinearLayout {
public:
GameBrowser(std::string path, bool allowBrowsing, bool *gridStyle_, std::string lastText, std::string lastLink, int flags = 0, UI::LayoutParams *layoutParams = 0);
UI::Event OnChoice;
UI::Event OnHoldChoice;
UI::Choice *HomebrewStoreButton() { return homebrewStoreButton_; }
private:
void Refresh();
bool IsCurrentPathPinned();
const std::vector<std::string> GetPinnedPaths();
const std::string GetBaseName(const std::string &path);
UI::EventReturn GameButtonClick(UI::EventParams &e);
UI::EventReturn GameButtonHoldClick(UI::EventParams &e);
UI::EventReturn NavigateClick(UI::EventParams &e);
UI::EventReturn LayoutChange(UI::EventParams &e);
UI::EventReturn LastClick(UI::EventParams &e);
UI::EventReturn HomeClick(UI::EventParams &e);
UI::EventReturn PinToggleClick(UI::EventParams &e);
UI::ViewGroup *gameList_;
PathBrowser path_;
bool *gridStyle_;
bool allowBrowsing_;
std::string lastText_;
std::string lastLink_;
int flags_;
UI::Choice *homebrewStoreButton_;
};
GameBrowser::GameBrowser(std::string path, bool allowBrowsing, bool *gridStyle, std::string lastText, std::string lastLink, int flags, UI::LayoutParams *layoutParams)
: LinearLayout(UI::ORIENT_VERTICAL, layoutParams), gameList_(0), path_(path), gridStyle_(gridStyle), allowBrowsing_(allowBrowsing), lastText_(lastText), lastLink_(lastLink), flags_(flags) {
using namespace UI;
Refresh();
}
UI::EventReturn GameBrowser::LayoutChange(UI::EventParams &e) {
*gridStyle_ = e.a == 0 ? true : false;
Refresh();
return UI::EVENT_DONE;
}
UI::EventReturn GameBrowser::LastClick(UI::EventParams &e) {
LaunchBrowser(lastLink_.c_str());
return UI::EVENT_DONE;
}
UI::EventReturn GameBrowser::HomeClick(UI::EventParams &e) {
#ifdef ANDROID
path_.SetPath(g_Config.memCardDirectory);
#elif defined(USING_QT_UI)
I18NCategory *m = GetI18NCategory("MainMenu");
QString fileName = QFileDialog::getExistingDirectory(NULL, "Browse for Folder", g_Config.currentDirectory.c_str());
if (QDir(fileName).exists())
path_.SetPath(fileName.toStdString());
else
return UI::EVENT_DONE;
#elif defined(_WIN32)
I18NCategory *m = GetI18NCategory("MainMenu");
std::string folder = W32Util::BrowseForFolder(MainWindow::GetHWND(), m->T("Choose folder"));
if (!folder.size())
return UI::EVENT_DONE;
path_.SetPath(folder);
#elif defined(BLACKBERRY)
path_.SetPath(std::string(getenv("PERIMETER_HOME")) + "/shared/misc");
#else
path_.SetPath(getenv("HOME"));
#endif
g_Config.currentDirectory = path_.GetPath();
Refresh();
return UI::EVENT_DONE;
}
UI::EventReturn GameBrowser::PinToggleClick(UI::EventParams &e) {
auto &pinnedPaths = g_Config.vPinnedPaths;
if (IsCurrentPathPinned()) {
pinnedPaths.erase(std::remove(pinnedPaths.begin(), pinnedPaths.end(), path_.GetPath()), pinnedPaths.end());
} else {
pinnedPaths.push_back(path_.GetPath());
}
Refresh();
return UI::EVENT_DONE;
}
void GameBrowser::Refresh() {
using namespace UI;
homebrewStoreButton_ = 0;
// Kill all the contents
Clear();
Add(new Spacer(1.0f));
I18NCategory *m = GetI18NCategory("MainMenu");
// No topbar on recent screen
if (path_.GetPath() != "!RECENT") {
LinearLayout *topBar = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
if (allowBrowsing_) {
topBar->Add(new Spacer(2.0f));
Margins pathMargins(5, 0);
topBar->Add(new TextView(path_.GetFriendlyPath().c_str(), ALIGN_VCENTER, true, new LinearLayoutParams(1.0f)));
#if defined(_WIN32) || defined(USING_QT_UI)
topBar->Add(new Choice(m->T("Browse", "Browse...")))->OnClick.Handle(this, &GameBrowser::HomeClick);
#else
topBar->Add(new Choice(m->T("Home")))->OnClick.Handle(this, &GameBrowser::HomeClick);
#endif
} else {
topBar->Add(new Spacer(new LinearLayoutParams(1.0f)));
}
ChoiceStrip *layoutChoice = topBar->Add(new ChoiceStrip(ORIENT_HORIZONTAL));
layoutChoice->AddChoice(I_GRID);
layoutChoice->AddChoice(I_LINES);
layoutChoice->SetSelection(*gridStyle_ ? 0 : 1);
layoutChoice->OnChoice.Handle(this, &GameBrowser::LayoutChange);
Add(topBar);
}
if (*gridStyle_) {
gameList_ = new UI::GridLayout(UI::GridLayoutSettings(150, 85), new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
} else {
UI::LinearLayout *gl = new UI::LinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
gl->SetSpacing(4.0f);
gameList_ = gl;
}
Add(gameList_);
// Find games in the current directory and create new ones.
std::vector<DirButton *> dirButtons;
std::vector<GameButton *> gameButtons;
if (path_.GetPath() == "!RECENT") {
for (size_t i = 0; i < g_Config.recentIsos.size(); i++) {
gameButtons.push_back(new GameButton(g_Config.recentIsos[i], *gridStyle_, new UI::LinearLayoutParams(*gridStyle_ == true ? UI::WRAP_CONTENT : UI::FILL_PARENT, UI::WRAP_CONTENT)));
}
} else {
std::vector<FileInfo> fileInfo;
path_.GetListing(fileInfo, "iso:cso:pbp:elf:prx:");
for (size_t i = 0; i < fileInfo.size(); i++) {
bool isGame = !fileInfo[i].isDirectory;
// Check if eboot directory
if (!isGame && path_.GetPath().size() >= 4 && File::Exists(path_.GetPath() + fileInfo[i].name + "/EBOOT.PBP"))
isGame = true;
else if (!isGame && File::Exists(path_.GetPath() + fileInfo[i].name + "/PSP_GAME/SYSDIR"))
isGame = true;
if (!isGame) {
if (allowBrowsing_) {
dirButtons.push_back(new DirButton(fileInfo[i].name, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)));
}
} else {
gameButtons.push_back(new GameButton(fileInfo[i].fullName, *gridStyle_, new UI::LinearLayoutParams(*gridStyle_ == true ? UI::WRAP_CONTENT : UI::FILL_PARENT, UI::WRAP_CONTENT)));
}
}
// Put RAR/ZIP files at the end to get them out of the way. They're only shown so that people
// can click them and get an explanation that they need to unpack them. This is necessary due
// to a flood of support email...
if (allowBrowsing_) {
fileInfo.clear();
path_.GetListing(fileInfo, "zip:rar:r01:");
if (!fileInfo.empty()) {
UI::LinearLayout *zl = new UI::LinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
zl->SetSpacing(4.0f);
Add(zl);
for (size_t i = 0; i < fileInfo.size(); i++) {
if (!fileInfo[i].isDirectory) {
GameButton *b = zl->Add(new GameButton(fileInfo[i].fullName, false, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
b->OnClick.Handle(this, &GameBrowser::GameButtonClick);
b->SetHoldEnabled(false);
}
}
}
}
}
if (allowBrowsing_) {
gameList_->Add(new DirButton("..", new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)))->
OnClick.Handle(this, &GameBrowser::NavigateClick);
// Add any pinned paths before other directories.
auto pinnedPaths = GetPinnedPaths();
for (auto it = pinnedPaths.begin(), end = pinnedPaths.end(); it != end; ++it) {
gameList_->Add(new DirButton(*it, GetBaseName(*it), new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)))->
OnClick.Handle(this, &GameBrowser::NavigateClick);
}
}
for (size_t i = 0; i < dirButtons.size(); i++) {
gameList_->Add(dirButtons[i])->OnClick.Handle(this, &GameBrowser::NavigateClick);
}
for (size_t i = 0; i < gameButtons.size(); i++) {
GameButton *b = gameList_->Add(gameButtons[i]);
b->OnClick.Handle(this, &GameBrowser::GameButtonClick);
b->OnHoldClick.Handle(this, &GameBrowser::GameButtonHoldClick);
}
// Show a button to toggle pinning at the very end.
if (allowBrowsing_) {
std::string caption = IsCurrentPathPinned() ? "-" : "+";
if (!*gridStyle_) {
caption = IsCurrentPathPinned() ? m->T("UnpinPath", "Unpin") : m->T("PinPath", "Pin");
}
gameList_->Add(new UI::Button(caption, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)))->
OnClick.Handle(this, &GameBrowser::PinToggleClick);
}
if (g_Config.bHomebrewStore && (flags_ & FLAG_HOMEBREWSTOREBUTTON)) {
Add(new Spacer());
homebrewStoreButton_ = Add(new Choice(m->T("DownloadFromStore", "Download from the PPSSPP Homebrew Store"), new UI::LinearLayoutParams(UI::WRAP_CONTENT, UI::WRAP_CONTENT)));
} else {
homebrewStoreButton_ = 0;
}
if (!lastText_.empty() && gameButtons.empty()) {
Add(new Spacer());
Add(new Choice(lastText_, new UI::LinearLayoutParams(UI::WRAP_CONTENT, UI::WRAP_CONTENT)))->OnClick.Handle(this, &GameBrowser::LastClick);
}
}
bool GameBrowser::IsCurrentPathPinned() {
const auto paths = g_Config.vPinnedPaths;
return std::find(paths.begin(), paths.end(), path_.GetPath()) != paths.end();
}
const std::vector<std::string> GameBrowser::GetPinnedPaths() {
#ifndef _WIN32
static const std::string sepChars = "/";
#else
static const std::string sepChars = "/\\";
#endif
const std::string currentPath = path_.GetPath();
const std::vector<std::string> paths = g_Config.vPinnedPaths;
std::vector<std::string> results;
for (size_t i = 0; i < paths.size(); ++i) {
// We want to exclude the current path, and its direct children.
if (paths[i] == currentPath) {
continue;
}
if (startsWith(paths[i], currentPath)) {
std::string descendant = paths[i].substr(currentPath.size());
// If there's only one separator (or none), its a direct child.
if (descendant.find_last_of(sepChars) == descendant.find_first_of(sepChars)) {
continue;
}
}
results.push_back(paths[i]);
}
return results;
}
const std::string GameBrowser::GetBaseName(const std::string &path) {
#ifndef _WIN32
static const std::string sepChars = "/";
#else
static const std::string sepChars = "/\\";
#endif
auto trailing = path.find_last_not_of(sepChars);
if (trailing != path.npos) {
size_t start = path.find_last_of(sepChars, trailing);
if (start != path.npos) {
return path.substr(start + 1, trailing - start);
}
return path.substr(0, trailing);
}
size_t start = path.find_last_of(sepChars);
if (start != path.npos) {
return path.substr(start + 1);
}
return path;
}
UI::EventReturn GameBrowser::GameButtonClick(UI::EventParams &e) {
GameButton *button = static_cast<GameButton *>(e.v);
UI::EventParams e2;
e2.s = button->GamePath();
// Insta-update - here we know we are already on the right thread.
OnChoice.Trigger(e2);
return UI::EVENT_DONE;
}
UI::EventReturn GameBrowser::GameButtonHoldClick(UI::EventParams &e) {
GameButton *button = static_cast<GameButton *>(e.v);
UI::EventParams e2;
e2.s = button->GamePath();
// Insta-update - here we know we are already on the right thread.
OnHoldChoice.Trigger(e2);
return UI::EVENT_DONE;
}
UI::EventReturn GameBrowser::NavigateClick(UI::EventParams &e) {
DirButton *button = static_cast<DirButton *>(e.v);
std::string text = button->GetPath();
if (button->PathAbsolute()) {
path_.SetPath(text);
} else {
path_.Navigate(text);
}
g_Config.currentDirectory = path_.GetPath();
Refresh();
return UI::EVENT_DONE;
}
MainScreen::MainScreen() : backFromStore_(false) {
System_SendMessage("event", "mainscreen");
}
void MainScreen::CreateViews() {
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
// Vertical mode is not finished.
bool vertical = false; // dp_yres > dp_xres;
I18NCategory *m = GetI18NCategory("MainMenu");
Margins actionMenuMargins(0, 10, 10, 0);
TabHolder *leftColumn = new TabHolder(ORIENT_HORIZONTAL, 64);
tabHolder_ = leftColumn;
leftColumn->SetClip(true);
ScrollView *scrollRecentGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
ScrollView *scrollAllGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
ScrollView *scrollHomebrew = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
GameBrowser *tabRecentGames = new GameBrowser(
"!RECENT", false, &g_Config.bGridView1, "", "", 0,
new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
GameBrowser *tabAllGames = new GameBrowser(g_Config.currentDirectory, true, &g_Config.bGridView2,
m->T("How to get games"), "http://www.ppsspp.org/getgames.html", 0,
new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
GameBrowser *tabHomebrew = new GameBrowser(GetSysDirectory(DIRECTORY_GAME), false, &g_Config.bGridView3,
m->T("How to get homebrew & demos", "How to get homebrew && demos"), "http://www.ppsspp.org/gethomebrew.html",
FLAG_HOMEBREWSTOREBUTTON,
new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
Choice *hbStore = tabHomebrew->HomebrewStoreButton();
if (hbStore) {
hbStore->OnClick.Handle(this, &MainScreen::OnHomebrewStore);
}
scrollRecentGames->Add(tabRecentGames);
scrollAllGames->Add(tabAllGames);
scrollHomebrew->Add(tabHomebrew);
leftColumn->AddTab(m->T("Recent"), scrollRecentGames);
leftColumn->AddTab(m->T("Games"), scrollAllGames);
leftColumn->AddTab(m->T("Homebrew & Demos"), scrollHomebrew);
tabRecentGames->OnChoice.Handle(this, &MainScreen::OnGameSelectedInstant);
tabAllGames->OnChoice.Handle(this, &MainScreen::OnGameSelectedInstant);
tabHomebrew->OnChoice.Handle(this, &MainScreen::OnGameSelectedInstant);
tabRecentGames->OnHoldChoice.Handle(this, &MainScreen::OnGameSelected);
tabAllGames->OnHoldChoice.Handle(this, &MainScreen::OnGameSelected);
tabHomebrew->OnHoldChoice.Handle(this, &MainScreen::OnGameSelected);
if (g_Config.recentIsos.size() > 0) {
leftColumn->SetCurrentTab(0);
} else {
leftColumn->SetCurrentTab(1);
}
if (backFromStore_ || showHomebrewTab) {
leftColumn->SetCurrentTab(2);
backFromStore_ = false;
showHomebrewTab = false;
}
/* if (info) {
texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
tvTitle_ = leftColumn->Add(new TextView(0, info->title, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 200, NONE, NONE)));
tvGameSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 250, NONE, NONE)));
tvSaveDataSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 290, NONE, NONE)));
} */
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL);
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
rightColumnItems->SetSpacing(0.0f);
rightColumn->Add(rightColumnItems);
char versionString[256];
sprintf(versionString, "%s", PPSSPP_GIT_VERSION);
rightColumnItems->SetSpacing(0.0f);
LinearLayout *logos = new LinearLayout(ORIENT_HORIZONTAL);
#ifdef GOLD
logos->Add(new ImageView(I_ICONGOLD, IS_DEFAULT, new AnchorLayoutParams(64, 64, 10, 10, NONE, NONE, false)));
#else
logos->Add(new ImageView(I_ICON, IS_DEFAULT, new AnchorLayoutParams(64, 64, 10, 10, NONE, NONE, false)));
#endif
logos->Add(new ImageView(I_LOGO, IS_DEFAULT, new LinearLayoutParams(Margins(-12, 0, 0, 0))));
rightColumnItems->Add(logos);
rightColumnItems->Add(new TextView(versionString, new LinearLayoutParams(Margins(70, -6, 0, 0))))->SetSmall(true);
#if defined(_WIN32) || defined(USING_QT_UI)
rightColumnItems->Add(new Choice(m->T("Load","Load...")))->OnClick.Handle(this, &MainScreen::OnLoadFile);
#endif
rightColumnItems->Add(new Choice(m->T("Game Settings", "Settings")))->OnClick.Handle(this, &MainScreen::OnGameSettings);
rightColumnItems->Add(new Choice(m->T("Credits")))->OnClick.Handle(this, &MainScreen::OnCredits);
#ifndef __SYMBIAN32__
rightColumnItems->Add(new Choice(m->T("www.ppsspp.org")))->OnClick.Handle(this, &MainScreen::OnPPSSPPOrg);
#endif
#ifndef GOLD
Choice *gold = rightColumnItems->Add(new Choice(m->T("Support PPSSPP")));
gold->OnClick.Handle(this, &MainScreen::OnSupport);
gold->SetIcon(I_ICONGOLD);
#endif
rightColumnItems->Add(new Choice(m->T("Exit")))->OnClick.Handle(this, &MainScreen::OnExit);
if (vertical) {
root_ = new LinearLayout(ORIENT_VERTICAL);
rightColumn->ReplaceLayoutParams(new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
leftColumn->ReplaceLayoutParams(new LinearLayoutParams(1.0));
root_->Add(rightColumn);
root_->Add(leftColumn);
} else {
root_ = new LinearLayout(ORIENT_HORIZONTAL);
leftColumn->ReplaceLayoutParams(new LinearLayoutParams(1.0));
rightColumn->ReplaceLayoutParams(new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(leftColumn);
root_->Add(rightColumn);
}
I18NCategory *u = GetI18NCategory("Upgrade");
upgradeBar_ = 0;
if (!g_Config.upgradeMessage.empty()) {
upgradeBar_ = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
UI::Margins textMargins(10, 5);
UI::Margins buttonMargins(0, 0);
UI::Drawable solid(0xFFbd9939);
upgradeBar_->SetBG(solid);
upgradeBar_->Add(new TextView(u->T("New version of PPSSPP available") + std::string(": ") + g_Config.upgradeVersion, new LinearLayoutParams(1.0f, textMargins)));
upgradeBar_->Add(new Button(u->T("Download"), new LinearLayoutParams(buttonMargins)))->OnClick.Handle(this, &MainScreen::OnDownloadUpgrade);
upgradeBar_->Add(new Button(u->T("Dismiss"), new LinearLayoutParams(buttonMargins)))->OnClick.Handle(this, &MainScreen::OnDismissUpgrade);
// Slip in under root_
LinearLayout *newRoot = new LinearLayout(ORIENT_VERTICAL);
newRoot->Add(root_);
newRoot->Add(upgradeBar_);
root_->ReplaceLayoutParams(new LinearLayoutParams(1.0));
root_ = newRoot;
}
}
UI::EventReturn MainScreen::OnDownloadUpgrade(UI::EventParams &e) {
#ifdef ANDROID
// Go to app store
#ifdef GOLD
LaunchBrowser("market://details?id=org.ppsspp.ppssppgold");
#else
LaunchBrowser("market://details?id=org.ppsspp.ppsspp");
#endif
#else
// Go directly to ppsspp.org and let the user sort it out
LaunchBrowser("http://www.ppsspp.org/downloads.html");
#endif
return EVENT_DONE;
}
UI::EventReturn MainScreen::OnDismissUpgrade(UI::EventParams &e) {
g_Config.DismissUpgrade();
upgradeBar_->SetVisibility(V_GONE);
return EVENT_DONE;
}
void MainScreen::sendMessage(const char *message, const char *value) {
// Always call the base class method first to handle the most common messages.
UIScreenWithBackground::sendMessage(message, value);
if (!strcmp(message, "boot")) {
screenManager()->switchScreen(new EmuScreen(value));
}
if (!strcmp(message, "control mapping")) {
UpdateUIState(UISTATE_MENU);
screenManager()->push(new ControlMappingScreen());
}
if (!strcmp(message, "settings")) {
UpdateUIState(UISTATE_MENU);
screenManager()->push(new GameSettingsScreen(""));
}
}
void MainScreen::update(InputState &input) {
UIScreen::update(input);
UpdateUIState(UISTATE_MENU);
}
UI::EventReturn MainScreen::OnLoadFile(UI::EventParams &e) {
#if defined(USING_QT_UI)
QString fileName = QFileDialog::getOpenFileName(NULL, "Load ROM", g_Config.currentDirectory.c_str(), "PSP ROMs (*.iso *.cso *.pbp *.elf *.zip)");
if (QFile::exists(fileName)) {
QDir newPath;
g_Config.currentDirectory = newPath.filePath(fileName).toStdString();
g_Config.Save();
screenManager()->switchScreen(new EmuScreen(fileName.toStdString()));
}
#elif defined(USING_WIN_UI)
MainWindow::BrowseAndBoot("");
#endif
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
#ifdef _WIN32
std::string path = ReplaceAll(e.s, "\\", "/");
#else
std::string path = e.s;
#endif
screenManager()->push(new GameScreen(path));
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnGameSelectedInstant(UI::EventParams &e) {
#ifdef _WIN32
std::string path = ReplaceAll(e.s, "\\", "/");
#else
std::string path = e.s;
#endif
// Go directly into the game.
screenManager()->switchScreen(new EmuScreen(path));
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnGameSettings(UI::EventParams &e) {
// screenManager()->push(new SettingsScreen());
auto gameSettings = new GameSettingsScreen("", "");
gameSettings->OnRecentChanged.Handle(this, &MainScreen::OnRecentChange);
screenManager()->push(gameSettings);
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnRecentChange(UI::EventParams &e) {
RecreateViews();
if (host) {
host->UpdateUI();
}
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnCredits(UI::EventParams &e) {
screenManager()->push(new CreditsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnHomebrewStore(UI::EventParams &e) {
screenManager()->push(new StoreScreen());
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnSupport(UI::EventParams &e) {
#ifdef ANDROID
LaunchBrowser("market://details?id=org.ppsspp.ppssppgold");
#else
LaunchBrowser("http://central.ppsspp.org/buygold");
#endif
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnPPSSPPOrg(UI::EventParams &e) {
LaunchBrowser("http://www.ppsspp.org");
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnForums(UI::EventParams &e) {
LaunchBrowser("http://forums.ppsspp.org");
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnExit(UI::EventParams &e) {
System_SendMessage("event", "exitprogram");
// Request the framework to exit cleanly.
System_SendMessage("finish", "");
// We shouldn't call NativeShutdown here at all, it should be done by the framework.
#ifdef ANDROID
exit(0);
#endif
globalUIState = UISTATE_EXIT;
return UI::EVENT_DONE;
}
void MainScreen::dialogFinished(const Screen *dialog, DialogResult result) {
if (dialog->tag() == "store") {
backFromStore_ = true;
RecreateViews();
}
}
void GamePauseScreen::update(InputState &input) {
UpdateUIState(UISTATE_PAUSEMENU);
UIScreen::update(input);
}
GamePauseScreen::~GamePauseScreen() {
if (saveSlots_ != NULL) {
g_Config.iCurrentStateSlot = saveSlots_->GetSelection();
g_Config.Save();
}
}
void GamePauseScreen::CreateViews() {
static const int NUM_SAVESLOTS = 5;
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *i = GetI18NCategory("Pause");
root_ = new LinearLayout(ORIENT_HORIZONTAL);
ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(leftColumn);
root_->Add(new Spacer(new LinearLayoutParams(1.0)));
ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
leftColumn->Add(leftColumnItems);
saveSlots_ = leftColumnItems->Add(new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(300, WRAP_CONTENT)));
for (int i = 0; i < NUM_SAVESLOTS; i++){
std::stringstream saveSlotText;
saveSlotText << " " << i + 1 << " ";
saveSlots_->AddChoice(saveSlotText.str());
if (SaveState::HasSaveInSlot(i)) {
saveSlots_->HighlightChoice(i);
}
}
saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
saveSlots_->OnChoice.Handle(this, &GamePauseScreen::OnStateSelected);
saveStateButton_ = leftColumnItems->Add(new Choice(i->T("Save State")));
saveStateButton_->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
loadStateButton_ = leftColumnItems->Add(new Choice(i->T("Load State")));
loadStateButton_->OnClick.Handle(this, &GamePauseScreen::OnLoadState);
if (g_Config.iRewindFlipFrequency > 0) {
UI::Choice *rewindButton = leftColumnItems->Add(new Choice(i->T("Rewind")));
rewindButton->SetEnabled(SaveState::CanRewind());
rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
}
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
rightColumnItems->SetSpacing(0.0f);
if (getUMDReplacePermit()) {
rightColumnItems->Add(new Choice(i->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
}
rightColumnItems->Add(new Choice(i->T("Continue")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
if (g_Config.bEnableCheats) {
rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
}
rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
UI::EventParams e;
e.a = g_Config.iCurrentStateSlot;
saveSlots_->OnChoice.Trigger(e);
}
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
int st = e.a;
loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st));
return UI::EVENT_DONE;
}
void GamePauseScreen::onFinish(DialogResult result) {
// Do we really always need to "gpu->Resized" here?
if (gpu)
gpu->Resized();
Reporting::UpdateConfig();
}
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) {
SaveState::LoadSlot(saveSlots_->GetSelection(), 0, 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnSaveState(UI::EventParams &e) {
SaveState::SaveSlot(saveSlots_->GetSelection(), 0, 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
SaveState::Rewind(0, 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
screenManager()->push(new CwCheatScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
screenManager()->push(new UmdReplaceScreen());
return UI::EVENT_DONE;
}
void GamePauseScreen::sendMessage(const char *message, const char *value) {
// Since the language message isn't allowed to be in native, we have to have add this
// to every screen which directly inherits from UIScreen(which are few right now, luckily).
if (!strcmp(message, "language")) {
screenManager()->RecreateAllViews();
}
}
void UmdReplaceScreen::CreateViews() {
Margins actionMenuMargins(0, 100, 15, 0);
I18NCategory *m = GetI18NCategory("MainMenu");
I18NCategory *d = GetI18NCategory("Dialog");
TabHolder *leftColumn = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(1.0));
leftColumn->SetClip(true);
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(270, FILL_PARENT, actionMenuMargins));
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
rightColumnItems->SetSpacing(0.0f);
rightColumn->Add(rightColumnItems);
ScrollView *scrollRecentGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
ScrollView *scrollAllGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
GameBrowser *tabRecentGames = new GameBrowser(
"!RECENT", false, &g_Config.bGridView1, "", "", 0,
new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
GameBrowser *tabAllGames = new GameBrowser(g_Config.currentDirectory, true, &g_Config.bGridView2,
m->T("How to get games"), "http://www.ppsspp.org/getgames.html", 0,
new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
scrollRecentGames->Add(tabRecentGames);
scrollAllGames->Add(tabAllGames);
leftColumn->AddTab(m->T("Recent"), scrollRecentGames);
leftColumn->AddTab(m->T("Games"), scrollAllGames);
tabRecentGames->OnChoice.Handle(this, &UmdReplaceScreen::OnGameSelectedInstant);
tabAllGames->OnChoice.Handle(this, &UmdReplaceScreen::OnGameSelectedInstant);
tabRecentGames->OnHoldChoice.Handle(this, &UmdReplaceScreen::OnGameSelected);
tabAllGames->OnHoldChoice.Handle(this, &UmdReplaceScreen::OnGameSelected);
rightColumnItems->Add(new Choice(d->T("Cancel")))->OnClick.Handle(this, &UmdReplaceScreen::OnCancel);
rightColumnItems->Add(new Choice(m->T("Game Settings")))->OnClick.Handle(this, &UmdReplaceScreen::OnGameSettings);
if (g_Config.recentIsos.size() > 0) {
leftColumn->SetCurrentTab(0);
}else{
leftColumn->SetCurrentTab(1);
}
root_ = new LinearLayout(ORIENT_HORIZONTAL);
root_->Add(leftColumn);
root_->Add(rightColumn);
}
void UmdReplaceScreen::update(InputState &input) {
UpdateUIState(UISTATE_PAUSEMENU);
UIScreen::update(input);
}
UI::EventReturn UmdReplaceScreen::OnGameSelected(UI::EventParams &e) {
__UmdReplace(e.s);
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn UmdReplaceScreen:: OnCancel(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn UmdReplaceScreen:: OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(""));
return UI::EVENT_DONE;
}
UI::EventReturn UmdReplaceScreen:: OnGameSelectedInstant(UI::EventParams &e) {
__UmdReplace(e.s);
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}