ppsspp/UI/GameSettingsScreen.cpp
Henrik Rydgård e017a17dbb Show homebrew as a list by default, allow changing the view mode
Homebrew often has poor icons, making the names important.

Also fix an issue with touch button scaling.

Conflicts:
	Core/Config.cpp
	UI/MainScreen.cpp
2013-12-02 12:34:09 +01:00

599 lines
25 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 "base/colorutil.h"
#include "base/timeutil.h"
#include "math/curves.h"
#include "gfx_es2/draw_buffer.h"
#include "i18n/i18n.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "ui/ui_context.h"
#include "UI/EmuScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GamepadEmu.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DevScreens.h"
#include "UI/TouchControlLayoutScreen.h"
#include "UI/TouchControlVisibilityScreen.h"
#include "UI/TiltAnalogSettingsScreen.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/MIPS/JitCommon/JitCommon.h"
#include "android/jni/TestRunner.h"
#include "GPU/GPUInterface.h"
#include "Common/KeyMap.h"
#ifdef _WIN32
namespace MainWindow {
extern HWND hwndMain;
}
#endif
#ifdef IOS
extern bool iosCanUseJit;
#endif
static const int alternateSpeedTable[9] = {
0, 15, 30, 45, 60, 75, 90, 120, 180
};
void GameSettingsScreen::CreateViews() {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
showDebugStats_ = g_Config.bShowDebugStats;
iAlternateSpeedPercent_ = 3;
for (int i = 0; i < 8; i++) {
if (g_Config.iFpsLimit <= alternateSpeedTable[i]) {
iAlternateSpeedPercent_ = i;
break;
}
}
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *c = GetI18NCategory("Controls");
I18NCategory *a = GetI18NCategory("Audio");
I18NCategory *s = GetI18NCategory("System");
I18NCategory *ms = GetI18NCategory("MainSettings");
I18NCategory *dev = GetI18NCategory("Developer");
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
root_->Add(leftColumn);
root_->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
root_->Add(tabHolder);
// TODO: These currently point to global settings, not game specific ones.
// Graphics
ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
graphicsSettings->SetSpacing(0);
graphicsSettingsScroll->Add(graphicsSettings);
tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);
graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()))->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
static const char *frameSkip[] = {"Off", "Auto", "1", "2", "3", "4", "5", "6", "7", "8"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gs->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gs, screenManager()));
graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));
static const char *customSpeed[] = {"Unlimited", "25%", "50%", "75%", "100%", "125%", "150%", "200%", "300%"};
graphicsSettings->Add(new PopupMultiChoice(&iAlternateSpeedPercent_, gs->T("Alternative Speed"), customSpeed, 0, ARRAY_SIZE(customSpeed), gs, screenManager()));
graphicsSettings->Add(new ItemHeader(gs->T("Features")));
postProcChoice_ = graphicsSettings->Add(new Choice(gs->T("Postprocessing Shader")));
postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
postProcChoice_->SetEnabled(g_Config.iRenderingMode != 0);
#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
#endif
graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
if (pixel_xres < pixel_yres * 1.3) // Smaller than 4:3
graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gs->T("Partial Vertical Stretch")));
graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
graphicsSettings->Add(new ItemHeader(gs->T("Performance")));
#ifndef USING_GLES2
static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP", "6x PSP", "7x PSP", "8x PSP", "9x PSP", "10x PSP" };
#else
static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
#endif
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gs->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()));
resolutionChoice_->OnClick.Handle(this, &GameSettingsScreen::OnResolutionChange);
resolutionChoice_->SetEnabled(g_Config.iRenderingMode != 0);
#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
#endif
graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gs->T("Software Skinning")));
graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
// Seems solid, so we hide the setting.
CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gs->T("Vertex Decoder JIT")));
if (PSP_IsInited()) {
swSkin->SetEnabled(false);
vtxJit->SetEnabled(false);
}
graphicsSettings->Add(new CheckBox(&g_Config.bLowQualitySplineBezier, gs->T("LowCurves", "Low quality spline/bezier curves")));
// This setting is not really useful for anyone atm.
// graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
// In case we're going to add few other antialiasing option like MSAA in the future.
// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gs->T("FXAA")));
graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
#ifndef USING_GLES2
static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x","4x", "5x"};
#else
static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x"};
#endif
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 0, ARRAY_SIZE(texScaleLevels), gs, screenManager()));
static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gs, screenManager()));
graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gs->T("Deposterize")));
graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gs, screenManager()));
static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gs, screenManager()));
graphicsSettings->Add(new ItemHeader(gs->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gs->T("Timer Hack")));
// Maybe hide this on non-PVR?
graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gs->T("Disable Alpha Test (PowerVR speedup)")))->OnClick.Handle(this, &GameSettingsScreen::OnShaderChange);
graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gs->T("Disable Stencil Test")));
graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gs->T("Always Depth Write")));
CheckBox *prescale = graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gs->T("Texture Coord Speedhack")));
if (PSP_IsInited())
prescale->SetEnabled(false);
graphicsSettings->Add(new ItemHeader(gs->T("Overlay Information")));
static const char *fpsChoices[] = {
"None", "Speed", "FPS", "Both"
#ifdef BLACKBERRY
, "Statistics"
#endif
};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gs, screenManager()));
graphicsSettings->Add(new CheckBox(&showDebugStats_, gs->T("Show Debug Statistics")));
// Developer tools are not accessible ingame, so it goes here.
graphicsSettings->Add(new ItemHeader(gs->T("Debugging")));
Choice *dump = graphicsSettings->Add(new Choice(gs->T("Dump next frame to log")));
dump->OnClick.Handle(this, &GameSettingsScreen::OnDumpNextFrameToLog);
if (!PSP_IsInited())
dump->SetEnabled(false);
// We normally use software rendering to debug so put it in debugging.
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gs->T("Software Rendering", "Software Rendering (experimental)")));
if (PSP_IsInited())
softwareGPU->SetEnabled(false);
// Audio
ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *audioSettings = new LinearLayout(ORIENT_VERTICAL);
audioSettings->SetSpacing(0);
audioSettingsScroll->Add(audioSettings);
tabHolder->AddTab(ms->T("Audio"), audioSettingsScroll);
audioSettings->Add(new ItemHeader(ms->T("Audio")));
audioSettings->Add(new PopupSliderChoice(&g_Config.iSFXVolume, 0, MAX_CONFIG_VOLUME, a->T("SFX volume"), screenManager()));
audioSettings->Add(new PopupSliderChoice(&g_Config.iBGMVolume, 0, MAX_CONFIG_VOLUME, a->T("BGM volume"), screenManager()));
audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
audioSettings->Add(new CheckBox(&g_Config.bLowLatencyAudio, a->T("Low latency audio")));
// Control
ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
controlsSettings->SetSpacing(0);
controlsSettingsScroll->Add(controlsSettings);
tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
controlsSettings->Add(new ItemHeader(ms->T("Controls")));
controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
#if defined(USING_GLES2)
controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, c->T("HapticFeedback", "Haptic Feedback (vibration)")));
controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
Choice *tiltAnalog = controlsSettings->Add(new Choice(c->T("Customize tilt")));
tiltAnalog->OnClick.Handle(this, &GameSettingsScreen::OnTiltAnalogSettings);
tiltAnalog->SetEnabledPtr(&g_Config.bAccelerometerToAnalogHoriz);
#endif
controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
layoutEditorChoice_ = controlsSettings->Add(new Choice(c->T("Custom layout...")));
layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 0.80, 2.0, c->T("Button Scaling"), screenManager()))
->OnChange.Handle(this, &GameSettingsScreen::OnChangeControlScaling);
// System
ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *systemSettings = new LinearLayout(ORIENT_VERTICAL);
systemSettings->SetSpacing(0);
systemSettingsScroll->Add(systemSettings);
tabHolder->AddTab(ms->T("System"), systemSettingsScroll);
systemSettings->Add(new ItemHeader(s->T("UI Language")));
systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);
systemSettings->Add(new ItemHeader(s->T("Emulation")));
systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (Unstable)")));
systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, s->T("Multithreaded (experimental)")))->SetEnabled(!PSP_IsInited());
systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, s->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, s->T("Change CPU Clock", "Change CPU Clock (0 = default)"), screenManager()));
systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindFlipFrequency, 0, 1800, s->T("Rewind Snapshot Frequency", "Rewind Snapshot Frequency (0 = off, mem hog)"), screenManager()));
systemSettings->Add(new CheckBox(&g_Config.bAtomicAudioLocks, s->T("Atomic Audio locks (experimental)")))->SetEnabled(!PSP_IsInited());
enableReports_ = Reporting::IsEnabled();
//#ifndef ANDROID
systemSettings->Add(new ItemHeader(s->T("Cheats", "Cheats (experimental, see forums)")));
systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, s->T("Enable Cheats")));
//#endif
LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
systemSettings->SetSpacing(0);
systemSettings->Add(new ItemHeader(s->T("General")));
systemSettings->Add(new Choice(s->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);
systemSettings->Add(new Choice(s->T("Clear Recent Games List")))->OnClick.Handle(this, &GameSettingsScreen::OnClearRecents);
systemSettings->Add(new Choice(s->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings);
systemSettings->Add(new CheckBox(&g_Config.bEnableAutoLoad, s->T("Auto Load Newest Savestate")));
enableReportsCheckbox_ = new CheckBox(&enableReports_, s->T("Enable Compatibility Server Reports"));
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
systemSettings->Add(enableReportsCheckbox_);
systemSettings->Add(new ItemHeader(s->T("PSP Settings")));
// TODO: Come up with a way to display a keyboard for mobile users,
// so until then, this is Windows/Desktop only.
#ifdef _WIN32
systemSettings->Add(new Choice(s->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
// Screenshot functionality is not yet available on non-Windows
systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, s->T("Screenshots as PNG")));
#endif
systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, s->T("Day Light Saving")));
static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, s->T("Date Format"), dateFormat, 1, 3, s, screenManager()));
static const char *timeFormat[] = { "12HR", "24HR"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, s->T("Time Format"), timeFormat, 1, 2, s, screenManager()));
static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, s->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
}
UI::EventReturn GameSettingsScreen::OnChangeControlScaling(UI::EventParams &e) {
UpdateDpadRadius();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
// We do not want to report when rendering mode is Framebuffer to memory - so many issues
// are caused by that (framebuffer copies overwriting display lists, etc).
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
postProcChoice_->SetEnabled(g_Config.iRenderingMode != 0);
resolutionChoice_->SetEnabled(g_Config.iRenderingMode != 0);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnClearRecents(UI::EventParams &e) {
g_Config.recentIsos.clear();
OnRecentChanged.Trigger(e);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
// Hmm, strange mechanism.
g_Config.bReloadCheats = true;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
host->GoFullscreen(g_Config.bFullScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) {
if (gpu) {
gpu->Resized();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnShaderChange(UI::EventParams &e) {
if (gpu) {
gpu->ClearShaderCache();
}
return UI::EVENT_DONE;
}
void DrawBackground(float alpha);
UI::EventReturn GameSettingsScreen::OnDumpNextFrameToLog(UI::EventParams &e) {
if (gpu) {
gpu->DumpNextFrame();
}
return UI::EVENT_DONE;
}
void GameSettingsScreen::DrawBackground(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true);
dc.Flush();
dc.RebindTexture();
::DrawBackground(1.0f);
dc.Flush();
if (ginfo && ginfo->pic1Texture) {
ginfo->pic1Texture->Bind(0);
uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color);
dc.Flush();
dc.RebindTexture();
}
/*
if (ginfo && ginfo->pic0Texture) {
ginfo->pic0Texture->Bind(0);
// Pic0 is drawn in the bottom right corner, overlaying pic1.
float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width();
float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height();
uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0;
ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color);
ui_draw2d.Flush();
dc.RebindTexture();
}*/
}
void GameSettingsScreen::update(InputState &input) {
UIScreen::update(input);
g_Config.iForceMaxEmulatedFPS = cap60FPS_ ? 60 : 0;
g_Config.iFpsLimit = alternateSpeedTable[iAlternateSpeedPercent_];
if (g_Config.bShowDebugStats != showDebugStats_) {
// This affects the jit.
if (MIPSComp::jit) {
MIPSComp::jit->ClearCache();
}
g_Config.bShowDebugStats = showDebugStats_;
}
}
void GameSettingsScreen::sendMessage(const char *message, const char *value) {
// Always call the base class method first to handle the most common messages.
UIDialogScreenWithBackground::sendMessage(message, value);
if (!strcmp(message, "control mapping")) {
UpdateUIState(UISTATE_MENU);
screenManager()->push(new ControlMappingScreen());
}
}
void GameSettingsScreen::onFinish(DialogResult result) {
if (g_Config.bEnableSound) {
if (PSP_IsInited() && !IsAudioInitialised())
Audio_Init();
}
Reporting::Enable(enableReports_, "report.ppsspp.org");
g_Config.Save();
host->UpdateUI();
KeyMap::UpdateConfirmCancelKeys();
}
/*
void GlobalSettingsScreen::CreateViews() {
using namespace UI;
root_ = new ScrollView(ORIENT_VERTICAL);
enableReports_ = Reporting::IsEnabled();
}*/
UI::EventReturn GameSettingsScreen::OnChangeNickname(UI::EventParams &e) {
#ifdef _WIN32
const size_t name_len = 256;
char name[name_len];
memset(name, 0, sizeof(name));
if (host->InputBoxGetString("Enter a new PSP nickname", g_Config.sNickName.c_str(), name, name_len)) {
g_Config.sNickName = name;
}
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguage(UI::EventParams &e) {
I18NCategory *de = GetI18NCategory("Developer");
auto langScreen = new NewLanguageScreen(de->T("Language"));
langScreen->OnChoice.Handle(this, &GameSettingsScreen::OnLanguageChange);
screenManager()->push(langScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguageChange(UI::EventParams &e) {
RecreateViews();
if (host) {
host->UpdateUI();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnPostProcShader(UI::EventParams &e) {
I18NCategory *g = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(g->T("Postprocessing Shader"));
procScreen->OnChoice.Handle(this, &GameSettingsScreen::OnPostProcShaderChange);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnPostProcShaderChange(UI::EventParams &e) {
if (gpu) {
gpu->Resized();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDeveloperTools(UI::EventParams &e) {
screenManager()->push(new DeveloperToolsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnControlMapping(UI::EventParams &e) {
screenManager()->push(new ControlMappingScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnTouchControlLayout(UI::EventParams &e) {
screenManager()->push(new TouchControlLayoutScreen());
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnTiltAnalogSettings(UI::EventParams &e){
screenManager()->push(new TiltAnalogSettingsScreen());
return UI::EVENT_DONE;
};
void DeveloperToolsScreen::CreateViews() {
using namespace UI;
root_ = new ScrollView(ORIENT_VERTICAL);
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *de = GetI18NCategory("Developer");
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *a = GetI18NCategory("Audio");
I18NCategory *s = GetI18NCategory("System");
LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
list->SetSpacing(0);
list->Add(new ItemHeader(s->T("General")));
#ifdef IOS
if (!iosCanUseJit) {
list->Add(new TextView(s->T("DynarecisJailed", "Dynarec (JIT) - (Not jailbroken - JIT not available)")));
} else {
list->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
}
#else
list->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
#endif
list->Add(new Choice(de->T("System Information")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSysInfo);
list->Add(new CheckBox(&g_Config.bShowDeveloperMenu, de->T("Show Developer Menu")));
Choice *cpuTests = new Choice(de->T("Run CPU Tests"));
list->Add(cpuTests)->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
#ifdef IOS
const std::string testDirectory = g_Config.flash0Directory + "../";
#else
const std::string testDirectory = g_Config.memCardDirectory;
#endif
if (!File::Exists(testDirectory + "pspautotests/tests/")) {
cpuTests->SetEnabled(false);
}
list->Add(new CheckBox(&g_Config.bEnableLogging, de->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
list->Add(new Choice(de->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
list->Add(new ItemHeader(de->T("Language")));
list->Add(new Choice(de->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
list->Add(new Choice(de->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
list->Add(new ItemHeader(""));
list->Add(new Choice(d->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
void DeveloperToolsScreen::onFinish(DialogResult result) {
g_Config.Save();
}
void GameSettingsScreen::CallbackRestoreDefaults(bool yes) {
if (yes)
g_Config.RestoreDefaults();
host->UpdateUI();
}
UI::EventReturn GameSettingsScreen::OnRestoreDefaultSettings(UI::EventParams &e) {
I18NCategory *de = GetI18NCategory("Developer");
I18NCategory *d = GetI18NCategory("Dialog");
screenManager()->push(
new PromptScreen(de->T("RestoreDefaultSettings", "Are you sure you want to restore all settings(except control mapping)\nback to their defaults?\nYou can't undo this.\nPlease restart PPSSPP after restoring settings."), d->T("OK"), d->T("Cancel"),
std::bind(&GameSettingsScreen::CallbackRestoreDefaults, this, placeholder::_1)));
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoggingChanged(UI::EventParams &e) {
host->ToggleDebugConsoleVisibility();
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnSysInfo(UI::EventParams &e) {
screenManager()->push(new SystemInfoScreen());
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnRunCPUTests(UI::EventParams &e) {
RunTests();
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnSaveLanguageIni(UI::EventParams &e) {
i18nrepo.SaveIni(g_Config.sLanguageIni);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoadLanguageIni(UI::EventParams &e) {
i18nrepo.LoadIni(g_Config.sLanguageIni);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLogConfig(UI::EventParams &e) {
screenManager()->push(new LogConfigScreen());
return UI::EVENT_DONE;
}