ppsspp/UI/MiscScreens.cpp
2023-09-23 14:03:06 -07:00

1131 lines
35 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 <functional>
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/UI.h"
#include "Common/System/Display.h"
#include "Common/System/NativeApp.h"
#include "Common/System/System.h"
#include "Common/System/Request.h"
#include "Common/Math/curves.h"
#include "Common/File/VFS/VFS.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Data/Random/Rng.h"
#include "Common/TimeUtil.h"
#include "Common/File/FileUtil.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/MIPS/JitCommon/JitCommon.h"
#include "Core/HLE/sceUtility.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/PostShader.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/EmuScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GameSettingsScreen.h"
#include "UI/MainScreen.h"
#include "UI/MiscScreens.h"
#include "UI/MemStickScreen.h"
#ifdef _MSC_VER
#pragma execution_character_set("utf-8")
#endif
static const ImageID symbols[4] = {
ImageID("I_CROSS"),
ImageID("I_CIRCLE"),
ImageID("I_SQUARE"),
ImageID("I_TRIANGLE"),
};
static const uint32_t colors[4] = {
0xC0FFFFFF,
0xC0FFFFFF,
0xC0FFFFFF,
0xC0FFFFFF,
};
static std::unique_ptr<ManagedTexture> bgTexture;
class Animation {
public:
virtual ~Animation() {}
virtual void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) = 0;
};
static constexpr float XFAC = 0.3f;
static constexpr float YFAC = 0.3f;
static constexpr float ZFAC = 0.12f;
static constexpr float XSPEED = 0.05f;
static constexpr float YSPEED = 0.05f;
static constexpr float ZSPEED = 0.1f;
class MovingBackground : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override {
if (!bgTexture)
return;
dc.Flush();
dc.GetDrawContext()->BindTexture(0, bgTexture->GetTexture());
Bounds bounds = dc.GetBounds();
x = std::min(std::max(x/bounds.w, 0.0f), 1.0f) * XFAC;
y = std::min(std::max(y/bounds.h, 0.0f), 1.0f) * YFAC;
z = 1.0f + std::max(XFAC, YFAC) + (z-1.0f) * ZFAC;
lastX_ = abs(x-lastX_) > 0.001f ? x*XSPEED+lastX_*(1.0f-XSPEED) : x;
lastY_ = abs(y-lastY_) > 0.001f ? y*YSPEED+lastY_*(1.0f-YSPEED) : y;
lastZ_ = abs(z-lastZ_) > 0.001f ? z*ZSPEED+lastZ_*(1.0f-ZSPEED) : z;
float u1 = lastX_/lastZ_;
float v1 = lastY_/lastZ_;
float u2 = (1.0f+lastX_)/lastZ_;
float v2 = (1.0f+lastY_)/lastZ_;
dc.Draw()->DrawTexRect(bounds, u1, v1, u2, v2, whiteAlpha(alpha));
dc.Flush();
dc.RebindTexture();
}
private:
float lastX_ = 0.0f;
float lastY_ = 0.0f;
float lastZ_ = 1.0f + std::max(XFAC, YFAC);
};
class WaveAnimation : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override {
const uint32_t color = colorAlpha(0xFFFFFFFF, alpha * 0.2f);
const float speed = 1.0;
Bounds bounds = dc.GetBounds();
dc.Flush();
dc.BeginNoTex();
// 500 is enough for any resolution really. 24 * 500 = 12000 which fits handily in our UI vertex buffer (max 65536 per flush).
const int steps = std::max(20, std::min((int)g_display.dp_xres, 500));
float stepSize = (float)g_display.dp_xres / (float)steps;
t *= speed;
float stepx = x;
for (int n = 0; n < steps; n++) {
float nextx = stepx + stepSize;
// Round actual x and width to prevent gaps between waves.
float roundedx = floorf(stepx);
float w = floorf(nextx) - roundedx;
float i = stepx * 1280 / bounds.w;
float wave0 = sin(i*0.005+t*0.8)*0.05 + sin(i*0.002+t*0.25)*0.02 + sin(i*0.001+t*0.3)*0.03 + 0.625;
float wave1 = sin(i*0.0044+t*0.4)*0.07 + sin(i*0.003+t*0.1)*0.02 + sin(i*0.001+t*0.3)*0.01 + 0.625;
dc.Draw()->RectVGradient(roundedx, wave0*bounds.h, w, (1.0-wave0)*bounds.h, color, 0x00000000);
dc.Draw()->RectVGradient(roundedx, wave1*bounds.h, w, (1.0-wave1)*bounds.h, color, 0x00000000);
// Add some "antialiasing"
dc.Draw()->RectVGradient(roundedx, wave0*bounds.h-3.0f * g_display.pixel_in_dps_y, w, 3.0f * g_display.pixel_in_dps_y, 0x00000000, color);
dc.Draw()->RectVGradient(roundedx, wave1*bounds.h-3.0f * g_display.pixel_in_dps_y, w, 3.0f * g_display.pixel_in_dps_y, 0x00000000, color);
stepx = nextx;
}
dc.Flush();
dc.Begin();
}
};
class FloatingSymbolsAnimation : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override {
dc.Flush();
dc.Begin();
float xres = dc.GetBounds().w;
float yres = dc.GetBounds().h;
if (last_xres != xres || last_yres != yres) {
Regenerate(xres, yres);
}
for (int i = 0; i < COUNT; i++) {
float x = xbase[i] + dc.GetBounds().x;
float y = ybase[i] + dc.GetBounds().y + 40 * cosf(i * 7.2f + t * 1.3f);
float angle = (float)sin(i + t);
int n = i & 3;
ui_draw2d.DrawImageRotated(symbols[n], x, y, 1.0f, angle, colorAlpha(colors[n], alpha * 0.1f));
}
dc.Flush();
}
private:
static constexpr int COUNT = 100;
float xbase[COUNT]{};
float ybase[COUNT]{};
float last_xres = 0;
float last_yres = 0;
void Regenerate(int xres, int yres) {
GMRng rng;
for (int i = 0; i < COUNT; i++) {
xbase[i] = rng.F() * xres;
ybase[i] = rng.F() * yres;
}
last_xres = xres;
last_yres = yres;
}
};
class RecentGamesAnimation : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, float x, float y, float z) override {
if (lastIndex_ == nextIndex_) {
CheckNext(dc, t);
} else if (t > nextT_) {
lastIndex_ = nextIndex_;
}
if (g_Config.HasRecentIsos()) {
std::shared_ptr<GameInfo> lastInfo = GetInfo(dc, lastIndex_);
std::shared_ptr<GameInfo> nextInfo = GetInfo(dc, nextIndex_);
dc.Flush();
float lastAmount = Clamp((float)(nextT_ - t) * 1.0f / TRANSITION, 0.0f, 1.0f);
DrawTex(dc, lastInfo, lastAmount * alpha * 0.2f);
float nextAmount = lastAmount <= 0.0f ? 1.0f : 1.0f - lastAmount;
DrawTex(dc, nextInfo, nextAmount * alpha * 0.2f);
dc.RebindTexture();
}
}
private:
void CheckNext(UIContext &dc, double t) {
if (!g_Config.HasRecentIsos()) {
return;
}
for (int index = lastIndex_ + 1; index != lastIndex_; ++index) {
if (index < 0 || index >= (int)g_Config.RecentIsos().size()) {
if (lastIndex_ == -1)
break;
index = 0;
}
std::shared_ptr<GameInfo> ginfo = GetInfo(dc, index);
if (ginfo && ginfo->pending) {
// Wait for it to load. It might be the next one.
break;
}
if (ginfo && (ginfo->pic1.texture || ginfo->pic0.texture)) {
nextIndex_ = index;
nextT_ = t + INTERVAL;
break;
}
// Otherwise, keep going. This skips games with no BG.
}
}
std::shared_ptr<GameInfo> GetInfo(UIContext &dc, int index) {
if (index < 0) {
return nullptr;
}
const auto recentIsos = g_Config.RecentIsos();
if (index >= (int)recentIsos.size())
return nullptr;
return g_gameInfoCache->GetInfo(dc.GetDrawContext(), Path(recentIsos[index]), GAMEINFO_WANTBG);
}
void DrawTex(UIContext &dc, std::shared_ptr<GameInfo> &ginfo, float amount) {
if (!ginfo || amount <= 0.0f)
return;
GameInfoTex *pic = ginfo->GetBGPic();
if (!pic)
return;
dc.GetDrawContext()->BindTexture(0, pic->texture->GetTexture());
uint32_t color = whiteAlpha(amount) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color);
dc.Flush();
}
static constexpr double INTERVAL = 8.0;
static constexpr float TRANSITION = 3.0f;
int lastIndex_ = -1;
int nextIndex_ = -1;
double nextT_ = -INTERVAL;
};
// TODO: Add more styles. Remember to add to the enum in ConfigValues.h and the selector in GameSettings too.
static BackgroundAnimation g_CurBackgroundAnimation = BackgroundAnimation::OFF;
static std::unique_ptr<Animation> g_Animation;
static bool bgTextureInited = false;
void UIBackgroundInit(UIContext &dc) {
const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png";
const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg";
if (File::Exists(bgPng) || File::Exists(bgJpg)) {
const Path &bgFile = File::Exists(bgPng) ? bgPng : bgJpg;
bgTexture = CreateTextureFromFile(dc.GetDrawContext(), bgFile.c_str(), DETECT, true);
}
}
void UIBackgroundShutdown() {
bgTexture.reset(nullptr);
g_Animation.reset(nullptr);
g_CurBackgroundAnimation = BackgroundAnimation::OFF;
bgTextureInited = false;
}
void DrawBackground(UIContext &dc, float alpha, float x, float y, float z) {
if (!bgTextureInited) {
UIBackgroundInit(dc);
bgTextureInited = true;
}
if (g_CurBackgroundAnimation != (BackgroundAnimation)g_Config.iBackgroundAnimation) {
g_CurBackgroundAnimation = (BackgroundAnimation)g_Config.iBackgroundAnimation;
switch (g_CurBackgroundAnimation) {
case BackgroundAnimation::FLOATING_SYMBOLS:
g_Animation.reset(new FloatingSymbolsAnimation());
break;
case BackgroundAnimation::RECENT_GAMES:
g_Animation.reset(new RecentGamesAnimation());
break;
case BackgroundAnimation::WAVE:
g_Animation.reset(new WaveAnimation());
break;
case BackgroundAnimation::MOVING_BACKGROUND:
g_Animation.reset(new MovingBackground());
break;
default:
g_Animation.reset(nullptr);
}
}
uint32_t bgColor = whiteAlpha(alpha);
if (bgTexture != nullptr) {
dc.Flush();
dc.Begin();
dc.GetDrawContext()->BindTexture(0, bgTexture->GetTexture());
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, bgColor);
dc.Flush();
dc.RebindTexture();
} else {
// I_BG original color: 0xFF754D24
ImageID img = ImageID("I_BG");
dc.Begin();
dc.Draw()->DrawImageStretch(img, dc.GetBounds(), bgColor & dc.theme->backgroundColor);
dc.Flush();
}
#if PPSSPP_PLATFORM(IOS)
// iOS uses an old screenshot when restoring the task, so to avoid an ugly
// jitter we accumulate time instead.
static int frameCount = 0.0;
frameCount++;
double t = (double)frameCount / System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
#else
double t = time_now_d();
#endif
if (g_Animation) {
g_Animation->Draw(dc, t, alpha, x, y, z);
}
}
uint32_t GetBackgroundColorWithAlpha(const UIContext &dc) {
return colorAlpha(colorBlend(dc.GetTheme().backgroundColor, 0, 0.5f), 0.65f); // 0.65 = 166 = A6
}
void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, float z, bool transparent, bool darkenBackground) {
using namespace Draw;
using namespace UI;
if (transparent && PSP_IsInited() && !g_Config.bSkipBufferEffects) {
gpu->CheckDisplayResized();
gpu->CheckConfigChanged();
gpu->CopyDisplayToOutput(true);
DrawContext *draw = dc.GetDrawContext();
Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = g_display.pixel_xres;
viewport.Height = g_display.pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
draw->SetViewport(viewport);
dc.BeginFrame();
dc.RebindTexture();
dc.Begin();
if (darkenBackground) {
uint32_t color = GetBackgroundColorWithAlpha(dc);
dc.FillRect(UI::Drawable(color), dc.GetBounds());
dc.Flush();
}
return;
}
std::shared_ptr<GameInfo> ginfo;
if (!gamePath.empty())
ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath, GAMEINFO_WANTBG);
dc.Flush();
GameInfoTex *pic = ginfo ? ginfo->GetBGPic() : nullptr;
if (pic) {
dc.GetDrawContext()->BindTexture(0, pic->texture->GetTexture());
uint32_t color = whiteAlpha(ease((time_now_d() - pic->timeLoaded) * 3)) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(dc.GetBounds(), 0,0,1,1, color);
dc.Flush();
dc.RebindTexture();
} else {
::DrawBackground(dc, 1.0f, x, y, z);
dc.RebindTexture();
dc.Flush();
}
}
void HandleCommonMessages(const char *message, const char *value, ScreenManager *manager, const Screen *activeScreen) {
bool isActiveScreen = manager->topScreen() == activeScreen;
if (!strcmp(message, "clear jit") && PSP_IsInited()) {
if (MIPSComp::jit) {
std::lock_guard<std::recursive_mutex> guard(MIPSComp::jitLock);
if (MIPSComp::jit)
MIPSComp::jit->ClearCache();
}
currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
} else if (!strcmp(message, "control mapping") && isActiveScreen && std::string(activeScreen->tag()) != "ControlMapping") {
UpdateUIState(UISTATE_MENU);
manager->push(new ControlMappingScreen(Path()));
} else if (!strcmp(message, "display layout editor") && isActiveScreen && std::string(activeScreen->tag()) != "DisplayLayout") {
UpdateUIState(UISTATE_MENU);
manager->push(new DisplayLayoutScreen(Path()));
} else if (!strcmp(message, "settings") && isActiveScreen && std::string(activeScreen->tag()) != "GameSettings") {
UpdateUIState(UISTATE_MENU);
manager->push(new GameSettingsScreen(Path()));
} else if (!strcmp(message, "language screen") && isActiveScreen) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
auto langScreen = new NewLanguageScreen(sy->T("Language"));
langScreen->OnChoice.Add([](UI::EventParams &) {
System_PostUIMessage("recreateviews", "");
System_Notify(SystemNotification::UI);
return UI::EVENT_DONE;
});
manager->push(langScreen);
} else if (!strcmp(message, "window minimized")) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
}
}
void UIScreenWithBackground::DrawBackground(UIContext &dc) {
float x, y, z;
screenManager()->getFocusPosition(x, y, z);
::DrawBackground(dc, 1.0f, x, y, z);
dc.Flush();
}
void UIScreenWithGameBackground::DrawBackground(UIContext &dc) {
float x, y, z;
screenManager()->getFocusPosition(x, y, z);
if (!gamePath_.empty()) {
DrawGameBackground(dc, gamePath_, x, y, z, (g_Config.bTransparentBackground || forceTransparent_), darkenGameBackground_);
} else {
::DrawBackground(dc, 1.0f, x, y, z);
dc.Flush();
}
}
void UIScreenWithGameBackground::sendMessage(const char *message, const char *value) {
if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
screenManager()->push(new GameSettingsScreen(gamePath_));
} else {
UIScreenWithBackground::sendMessage(message, value);
}
}
void UIDialogScreenWithGameBackground::DrawBackground(UIContext &dc) {
using namespace UI;
using namespace Draw;
float x, y, z;
screenManager()->getFocusPosition(x, y, z);
if (!gamePath_.empty()) {
DrawGameBackground(dc, gamePath_, x, y, z, (g_Config.bTransparentBackground || forceTransparent_), darkenGameBackground_);
} else {
::DrawBackground(dc, 1.0f, x, y, z);
dc.Flush();
}
}
void UIDialogScreenWithGameBackground::sendMessage(const char *message, const char *value) {
if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
screenManager()->push(new GameSettingsScreen(gamePath_));
} else {
UIDialogScreenWithBackground::sendMessage(message, value);
}
}
void UIScreenWithBackground::sendMessage(const char *message, const char *value) {
HandleCommonMessages(message, value, screenManager(), this);
}
void UIDialogScreenWithBackground::DrawBackground(UIContext &dc) {
float x, y, z;
screenManager()->getFocusPosition(x, y, z);
::DrawBackground(dc, 1.0f, x, y, z);
dc.Flush();
}
void UIDialogScreenWithBackground::AddStandardBack(UI::ViewGroup *parent) {
using namespace UI;
auto di = GetI18NCategory(I18NCat::DIALOG);
parent->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, 64, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
void UIDialogScreenWithBackground::sendMessage(const char *message, const char *value) {
HandleCommonMessages(message, value, screenManager(), this);
}
PromptScreen::PromptScreen(const Path &gamePath, std::string message, std::string yesButtonText, std::string noButtonText, std::function<void(bool)> callback)
: UIDialogScreenWithGameBackground(gamePath), message_(message), callback_(callback) {
auto di = GetI18NCategory(I18NCat::DIALOG);
yesButtonText_ = di->T(yesButtonText.c_str());
noButtonText_ = di->T(noButtonText.c_str());
}
void PromptScreen::CreateViews() {
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
root_ = new AnchorLayout();
root_->Add(new TextView(message_, ALIGN_LEFT | FLAG_WRAP_TEXT, false, new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 15, 15, 330, 10)))->SetClip(false);
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(300, WRAP_CONTENT, NONE, 15, 15, NONE));
root_->Add(rightColumnItems);
Choice *yesButton = rightColumnItems->Add(new Choice(yesButtonText_));
yesButton->OnClick.Handle(this, &PromptScreen::OnYes);
root_->SetDefaultFocusView(yesButton);
if (!noButtonText_.empty()) {
rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo);
} else {
// This is an information screen, not a question.
// Sneak in the version of PPSSPP in the corner, for debug-reporting user screenshots.
std::string version = System_GetProperty(SYSPROP_BUILD_VERSION);
root_->Add(new TextView(version, 0, true, new AnchorLayoutParams(10.0f, NONE, NONE, 10.0f)));
}
}
UI::EventReturn PromptScreen::OnYes(UI::EventParams &e) {
TriggerFinish(DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn PromptScreen::OnNo(UI::EventParams &e) {
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}
void PromptScreen::TriggerFinish(DialogResult result) {
callback_(result == DR_OK || result == DR_YES);
UIDialogScreenWithBackground::TriggerFinish(result);
}
TextureShaderScreen::TextureShaderScreen(const std::string &title) : ListPopupScreen(title) {}
void TextureShaderScreen::CreateViews() {
auto ps = GetI18NCategory(I18NCat::TEXTURESHADERS);
ReloadAllPostShaderInfo(screenManager()->getDrawContext());
shaders_ = GetAllTextureShaderInfo();
std::vector<std::string> items;
int selected = -1;
for (int i = 0; i < (int)shaders_.size(); i++) {
if (shaders_[i].section == g_Config.sTextureShaderName)
selected = i;
items.push_back(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str()));
}
adaptor_ = UI::StringVectorListAdaptor(items, selected);
ListPopupScreen::CreateViews();
}
void TextureShaderScreen::OnCompleted(DialogResult result) {
if (result != DR_OK)
return;
g_Config.sTextureShaderName = shaders_[listView_->GetSelected()].section;
}
NewLanguageScreen::NewLanguageScreen(const std::string &title) : ListPopupScreen(title) {
// Disable annoying encoding warning
#ifdef _MSC_VER
#pragma warning(disable:4566)
#endif
auto &langValuesMapping = g_Config.GetLangValuesMapping();
std::vector<File::FileInfo> tempLangs;
g_VFS.GetFileListing("lang", &tempLangs, "ini");
std::vector<std::string> listing;
int selected = -1;
int counter = 0;
for (size_t i = 0; i < tempLangs.size(); i++) {
// Skip README
if (tempLangs[i].name.find("README") != std::string::npos) {
continue;
}
// We only support Arabic on platforms where we have support for the native text rendering
// APIs, as proper Arabic support is way too difficult to implement ourselves.
#if !(defined(USING_QT_UI) || PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID))
if (tempLangs[i].name.find("ar_AE") != std::string::npos) {
continue;
}
if (tempLangs[i].name.find("fa_IR") != std::string::npos) {
continue;
}
#endif
File::FileInfo lang = tempLangs[i];
langs_.push_back(lang);
std::string code;
size_t dot = lang.name.find('.');
if (dot != std::string::npos)
code = lang.name.substr(0, dot);
std::string buttonTitle = lang.name;
if (!code.empty()) {
auto iter = langValuesMapping.find(code);
if (iter == langValuesMapping.end()) {
// No title found, show locale code
buttonTitle = code;
} else {
buttonTitle = iter->second.first;
}
}
if (g_Config.sLanguageIni == code)
selected = counter;
listing.push_back(buttonTitle);
counter++;
}
adaptor_ = UI::StringVectorListAdaptor(listing, selected);
}
void NewLanguageScreen::OnCompleted(DialogResult result) {
if (result != DR_OK)
return;
std::string oldLang = g_Config.sLanguageIni;
std::string iniFile = langs_[listView_->GetSelected()].name;
size_t dot = iniFile.find('.');
std::string code;
if (dot != std::string::npos)
code = iniFile.substr(0, dot);
if (code.empty())
return;
g_Config.sLanguageIni = code;
bool iniLoadedSuccessfully = false;
// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
// test new languages without recompiling the entire app, which is a hassle).
const Path langOverridePath = GetSysDirectory(DIRECTORY_SYSTEM) / "lang";
// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
iniLoadedSuccessfully = g_i18nrepo.LoadIni(g_Config.sLanguageIni);
else
iniLoadedSuccessfully = g_i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
if (iniLoadedSuccessfully) {
RecreateViews();
} else {
// Failed to load the language ini. Shouldn't really happen, but let's just switch back to the old language.
g_Config.sLanguageIni = oldLang;
}
}
void LogoScreen::Next() {
if (!switched_) {
switched_ = true;
Path gamePath = boot_filename;
switch (afterLogoScreen_) {
case AfterLogoScreen::TO_GAME_SETTINGS:
if (!gamePath.empty()) {
screenManager()->switchScreen(new EmuScreen(gamePath));
} else {
screenManager()->switchScreen(new MainScreen());
}
screenManager()->push(new GameSettingsScreen(gamePath));
break;
case AfterLogoScreen::MEMSTICK_SCREEN_INITIAL_SETUP:
screenManager()->switchScreen(new MemStickScreen(true));
break;
case AfterLogoScreen::DEFAULT:
default:
if (boot_filename.size()) {
screenManager()->switchScreen(new EmuScreen(gamePath));
} else {
screenManager()->switchScreen(new MainScreen());
}
break;
}
}
}
const float logoScreenSeconds = 2.5f;
LogoScreen::LogoScreen(AfterLogoScreen afterLogoScreen)
: afterLogoScreen_(afterLogoScreen) {
}
void LogoScreen::update() {
UIScreen::update();
double rate = std::max(30.0, (double)System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE));
if ((double)frames_ / rate > logoScreenSeconds) {
Next();
}
frames_++;
sinceStart_ = (double)frames_ / rate;
}
void LogoScreen::sendMessage(const char *message, const char *value) {
if (!strcmp(message, "boot") && screenManager()->topScreen() == this) {
screenManager()->switchScreen(new EmuScreen(Path(value)));
}
}
bool LogoScreen::key(const KeyInput &key) {
if (key.deviceId != DEVICE_ID_MOUSE && (key.flags & KEY_DOWN)) {
Next();
return true;
}
return false;
}
void LogoScreen::touch(const TouchInput &touch) {
if (touch.flags & TOUCH_DOWN) {
Next();
}
}
void LogoScreen::render() {
using namespace Draw;
UIScreen::render();
UIContext &dc = *screenManager()->getUIContext();
const Bounds &bounds = dc.GetBounds();
dc.Begin();
float t = (float)sinceStart_ / (logoScreenSeconds / 3.0f);
float alpha = t;
if (t > 1.0f)
alpha = 1.0f;
float alphaText = alpha;
if (t > 2.0f)
alphaText = 3.0f - t;
uint32_t textColor = colorAlpha(dc.theme->infoStyle.fgColor, alphaText);
float x, y, z;
screenManager()->getFocusPosition(x, y, z);
::DrawBackground(dc, alpha, x, y, z);
auto cr = GetI18NCategory(I18NCat::PSPCREDITS);
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
char temp[256];
// Manually formatting UTF-8 is fun. \xXX doesn't work everywhere.
snprintf(temp, sizeof(temp), "%s Henrik Rydg%c%crd", cr->T("created", "Created by"), 0xC3, 0xA5);
if (System_GetPropertyBool(SYSPROP_APP_GOLD)) {
dc.Draw()->DrawImage(ImageID("I_ICONGOLD"), bounds.centerX() - 120, bounds.centerY() - 30, 1.2f, 0xFFFFFFFF, ALIGN_CENTER);
} else {
dc.Draw()->DrawImage(ImageID("I_ICON"), bounds.centerX() - 120, bounds.centerY() - 30, 1.2f, 0xFFFFFFFF, ALIGN_CENTER);
}
dc.Draw()->DrawImage(ImageID("I_LOGO"), bounds.centerX() + 40, bounds.centerY() - 30, 1.5f, 0xFFFFFFFF, ALIGN_CENTER);
//dc.Draw()->DrawTextShadow(UBUNTU48, "PPSSPP", bounds.w / 2, bounds.h / 2 - 30, textColor, ALIGN_CENTER);
dc.SetFontScale(1.0f, 1.0f);
dc.SetFontStyle(dc.theme->uiFont);
dc.DrawText(temp, bounds.centerX(), bounds.centerY() + 40, textColor, ALIGN_CENTER);
dc.DrawText(cr->T("license", "Free Software under GPL 2.0+"), bounds.centerX(), bounds.centerY() + 70, textColor, ALIGN_CENTER);
int ppsspp_org_y = bounds.h / 2 + 130;
dc.DrawText("www.ppsspp.org", bounds.centerX(), ppsspp_org_y, textColor, ALIGN_CENTER);
#if !PPSSPP_PLATFORM(UWP) || defined(_DEBUG)
// Draw the graphics API, except on UWP where it's always D3D11
std::string apiName = screenManager()->getDrawContext()->GetInfoString(InfoField::APINAME);
#ifdef _DEBUG
apiName += ", debug build ";
// Add some emoji for testing.
apiName += CodepointToUTF8(0x1F41B) + CodepointToUTF8(0x1F41C) + CodepointToUTF8(0x1F914);
#endif
dc.DrawText(gr->T(apiName), bounds.centerX(), ppsspp_org_y + 50, textColor, ALIGN_CENTER);
#endif
dc.Flush();
}
void CreditsScreen::CreateViews() {
using namespace UI;
auto di = GetI18NCategory(I18NCat::DIALOG);
auto cr = GetI18NCategory(I18NCat::PSPCREDITS);
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
Button *back = root_->Add(new Button(di->T("Back"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, 10, false)));
back->OnClick.Handle<UIScreen>(this, &UIScreen::OnOK);
root_->SetDefaultFocusView(back);
// Really need to redo this whole layout with some linear layouts...
int rightYOffset = 0;
if (!System_GetPropertyBool(SYSPROP_APP_GOLD)) {
root_->Add(new Button(cr->T("Buy Gold"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, 84, false)))->OnClick.Handle(this, &CreditsScreen::OnSupport);
rightYOffset = 74;
}
root_->Add(new Button(cr->T("PPSSPP Forums"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 158, false)))->OnClick.Handle(this, &CreditsScreen::OnForums);
root_->Add(new Button(cr->T("Discord"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 232, false)))->OnClick.Handle(this, &CreditsScreen::OnDiscord);
root_->Add(new Button("www.ppsspp.org", new AnchorLayoutParams(260, 64, 10, NONE, NONE, 10, false)))->OnClick.Handle(this, &CreditsScreen::OnPPSSPPOrg);
root_->Add(new Button(cr->T("Privacy Policy"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 84, false)))->OnClick.Handle(this, &CreditsScreen::OnPrivacy);
root_->Add(new Button(cr->T("Twitter @PPSSPP_emu"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, rightYOffset + 84, false)))->OnClick.Handle(this, &CreditsScreen::OnTwitter);
#if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS)
root_->Add(new Button(cr->T("Share PPSSPP"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, rightYOffset + 158, false)))->OnClick.Handle(this, &CreditsScreen::OnShare);
#endif
if (System_GetPropertyBool(SYSPROP_APP_GOLD)) {
root_->Add(new ImageView(ImageID("I_ICONGOLD"), "", IS_DEFAULT, new AnchorLayoutParams(100, 64, 10, 10, NONE, NONE, false)));
} else {
root_->Add(new ImageView(ImageID("I_ICON"), "", IS_DEFAULT, new AnchorLayoutParams(100, 64, 10, 10, NONE, NONE, false)));
}
}
UI::EventReturn CreditsScreen::OnSupport(UI::EventParams &e) {
#ifdef __ANDROID__
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "market://details?id=org.ppsspp.ppssppgold");
#else
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://www.ppsspp.org/buygold");
#endif
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnTwitter(UI::EventParams &e) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://twitter.com/#!/PPSSPP_emu");
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnPPSSPPOrg(UI::EventParams &e) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://www.ppsspp.org");
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnPrivacy(UI::EventParams &e) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://www.ppsspp.org/privacy");
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnForums(UI::EventParams &e) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://forums.ppsspp.org");
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnDiscord(UI::EventParams &e) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://discord.gg/5NJB6dD");
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnShare(UI::EventParams &e) {
auto cr = GetI18NCategory(I18NCat::PSPCREDITS);
System_ShareText(cr->T("CheckOutPPSSPP", "Check out PPSSPP, the awesome PSP emulator: https://www.ppsspp.org/"));
return UI::EVENT_DONE;
}
CreditsScreen::CreditsScreen() {
startTime_ = time_now_d();
}
void CreditsScreen::update() {
UIScreen::update();
UpdateUIState(UISTATE_MENU);
}
void CreditsScreen::render() {
UIScreen::render();
auto cr = GetI18NCategory(I18NCat::PSPCREDITS);
std::string specialthanksMaxim = "Maxim ";
specialthanksMaxim += cr->T("specialthanksMaxim", "for his amazing Atrac3+ decoder work");
std::string specialthanksKeithGalocy = "Keith Galocy ";
specialthanksKeithGalocy += cr->T("specialthanksKeithGalocy", "at NVIDIA (hardware, advice)");
std::string specialthanksOrphis = "Orphis (";
specialthanksOrphis += cr->T("build server");
specialthanksOrphis += ')';
std::string specialthanksangelxwind = "angelxwind (";
specialthanksangelxwind += cr->T("iOS builds");
specialthanksangelxwind += ')';
std::string specialthanksW_MS = "W.MS (";
specialthanksW_MS += cr->T("iOS builds");
specialthanksW_MS += ')';
std::string specialthankssolarmystic = "solarmystic (";
specialthankssolarmystic += cr->T("testing");
specialthankssolarmystic += ')';
const char *credits[] = {
System_GetPropertyBool(SYSPROP_APP_GOLD) ? "PPSSPP Gold" : "PPSSPP",
"",
cr->T("title", "A fast and portable PSP emulator"),
"",
"",
cr->T("created", "Created by"),
"Henrik Rydg\xc3\xa5rd",
"",
"",
cr->T("contributors", "Contributors:"),
"unknownbrackets",
"oioitff",
"xsacha",
"raven02",
"tpunix",
"orphis",
"sum2012",
"mikusp",
"aquanull",
"The Dax",
"bollu",
"tmaul",
"artart78",
"ced2911",
"soywiz",
"kovensky",
"xele",
"chaserhjk",
"evilcorn",
"daniel dressler",
"makotech222",
"CPkmn",
"mgaver",
"jeid3",
"cinaera/BeaR",
"jtraynham",
"Kingcom",
"arnastia",
"lioncash",
"JulianoAmaralChaves",
"vnctdj",
"kaienfr",
"shenweip",
"Danyal Zia",
"Igor Calabria",
"Coldbird",
"Kyhel",
"xebra",
"LunaMoo",
"zminhquanz",
"ANR2ME",
"adenovan",
"iota97",
"Lubos",
"stenzek", // For retroachievements integration
"fp64",
"",
cr->T("specialthanks", "Special thanks to:"),
specialthanksMaxim.c_str(),
specialthanksKeithGalocy.c_str(),
specialthanksOrphis.c_str(),
specialthanksangelxwind.c_str(),
specialthanksW_MS.c_str(),
specialthankssolarmystic.c_str(),
cr->T("all the forum mods"),
"",
cr->T("this translation by", ""), // Empty string as this is the original :)
cr->T("translators1", ""),
cr->T("translators2", ""),
cr->T("translators3", ""),
cr->T("translators4", ""),
cr->T("translators5", ""),
cr->T("translators6", ""),
"",
cr->T("written", "Written in C++ for speed and portability"),
"",
"",
cr->T("tools", "Free tools used:"),
#ifdef __ANDROID__
"Android SDK + NDK",
#endif
#if defined(USING_QT_UI)
"Qt",
#endif
#if defined(SDL)
"SDL",
#endif
"CMake",
"freetype2",
"zlib",
"PSP SDK",
"",
"",
cr->T("website", "Check out the website:"),
"www.ppsspp.org",
cr->T("list", "compatibility lists, forums, and development info"),
"",
"",
cr->T("check", "Also check out Dolphin, the best Wii/GC emu around:"),
"https://www.dolphin-emu.org",
"",
"",
cr->T("info1", "PPSSPP is only intended to play games you own."),
cr->T("info2", "Please make sure that you own the rights to any games"),
cr->T("info3", "you play by owning the UMD or by buying the digital"),
cr->T("info4", "download from the PSN store on your real PSP."),
"",
"",
cr->T("info5", "PSP is a trademark by Sony, Inc."),
};
// TODO: This is kinda ugly, done on every frame...
char temp[256];
if (System_GetPropertyBool(SYSPROP_APP_GOLD)) {
snprintf(temp, sizeof(temp), "PPSSPP Gold %s", PPSSPP_GIT_VERSION);
} else {
snprintf(temp, sizeof(temp), "PPSSPP %s", PPSSPP_GIT_VERSION);
}
credits[0] = (const char *)temp;
UIContext &dc = *screenManager()->getUIContext();
dc.Begin();
const Bounds &bounds = dc.GetLayoutBounds();
const int numItems = ARRAY_SIZE(credits);
int itemHeight = 36;
int totalHeight = numItems * itemHeight + bounds.h + 200;
float t = (float)(time_now_d() - startTime_) * 60.0;
float y = bounds.y2() - fmodf(t, (float)totalHeight);
for (int i = 0; i < numItems; i++) {
float alpha = linearInOut(y+32, 64, bounds.y2() - 192, 64);
uint32_t textColor = colorAlpha(dc.theme->infoStyle.fgColor, alpha);
if (alpha > 0.0f) {
dc.SetFontScale(ease(alpha), ease(alpha));
dc.DrawText(credits[i], bounds.centerX(), y, textColor, ALIGN_HCENTER);
dc.SetFontScale(1.0f, 1.0f);
}
y += itemHeight;
}
dc.Flush();
}
SettingInfoMessage::SettingInfoMessage(int align, float cutOffY, UI::AnchorLayoutParams *lp)
: UI::LinearLayout(UI::ORIENT_HORIZONTAL, lp), cutOffY_(cutOffY) {
using namespace UI;
SetSpacing(0.0f);
Add(new UI::Spacer(10.0f));
text_ = Add(new UI::TextView("", align, false, new LinearLayoutParams(1.0, Margins(0, 10))));
Add(new UI::Spacer(10.0f));
}
void SettingInfoMessage::Show(const std::string &text, const UI::View *refView) {
if (refView) {
Bounds b = refView->GetBounds();
const UI::AnchorLayoutParams *lp = GetLayoutParams()->As<UI::AnchorLayoutParams>();
if (cutOffY_ != -1.0f && b.y >= cutOffY_) {
ReplaceLayoutParams(new UI::AnchorLayoutParams(lp->width, lp->height, lp->left, 80.0f, lp->right, lp->bottom, lp->center));
} else {
ReplaceLayoutParams(new UI::AnchorLayoutParams(lp->width, lp->height, lp->left, g_display.dp_yres - 80.0f - 40.0f, lp->right, lp->bottom, lp->center));
}
}
text_->SetText(text);
timeShown_ = time_now_d();
}
void SettingInfoMessage::Draw(UIContext &dc) {
static const double FADE_TIME = 1.0;
static const float MAX_ALPHA = 0.9f;
// Let's show longer messages for more time (guesstimate at reading speed.)
// Note: this will give multibyte characters more time, but they often have shorter words anyway.
double timeToShow = std::max(1.5, text_->GetText().size() * 0.05);
double sinceShow = time_now_d() - timeShown_;
float alpha = MAX_ALPHA;
if (timeShown_ == 0.0 || sinceShow > timeToShow + FADE_TIME) {
alpha = 0.0f;
} else if (sinceShow > timeToShow) {
alpha = MAX_ALPHA - MAX_ALPHA * (float)((sinceShow - timeToShow) / FADE_TIME);
}
if (alpha >= 0.1f) {
UI::Style style = dc.theme->popupStyle;
style.background.color = colorAlpha(style.background.color, alpha - 0.1f);
dc.FillRect(style.background, bounds_);
}
text_->SetTextColor(whiteAlpha(alpha));
ViewGroup::Draw(dc);
showing_ = sinceShow <= timeToShow; // Don't consider fade time
}
std::string SettingInfoMessage::GetText() const {
return (showing_ && text_) ? text_->GetText() : "";
}