mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
4590e44954
touch button.
589 lines
16 KiB
C++
589 lines
16 KiB
C++
// Copyright (c) 2012- 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 "android/app-android.h"
|
|
#include "base/logging.h"
|
|
|
|
#include "gfx_es2/glsl_program.h"
|
|
#include "gfx_es2/gl_state.h"
|
|
#include "gfx_es2/draw_text.h"
|
|
#include "gfx_es2/fbo.h"
|
|
|
|
#include "input/input_state.h"
|
|
#include "ui/ui.h"
|
|
#include "ui/ui_context.h"
|
|
#include "i18n/i18n.h"
|
|
|
|
#include "Common/KeyMap.h"
|
|
|
|
#include "Core/Config.h"
|
|
#include "Core/CoreTiming.h"
|
|
#include "Core/CoreParameter.h"
|
|
#include "Core/Core.h"
|
|
#include "Core/Host.h"
|
|
#include "Core/System.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/GPUInterface.h"
|
|
#include "Core/HLE/sceCtrl.h"
|
|
#include "Core/HLE/sceDisplay.h"
|
|
#include "Core/Debugger/SymbolMap.h"
|
|
|
|
#include "UI/OnScreenDisplay.h"
|
|
#include "UI/ui_atlas.h"
|
|
#include "UI/GamepadEmu.h"
|
|
#include "UI/UIShader.h"
|
|
|
|
#include "UI/MainScreen.h"
|
|
#include "UI/EmuScreen.h"
|
|
#include "UI/DevScreens.h"
|
|
#include "UI/GameInfoCache.h"
|
|
#include "UI/MiscScreens.h"
|
|
#include "UI/ControlMappingScreen.h"
|
|
#include "UI/GameSettingsScreen.h"
|
|
|
|
|
|
EmuScreen::EmuScreen(const std::string &filename)
|
|
: booted_(false), gamePath_(filename), invalid_(true), pauseTrigger_(false) {
|
|
}
|
|
|
|
void EmuScreen::bootGame(const std::string &filename) {
|
|
booted_ = true;
|
|
std::string fileToStart = filename;
|
|
// This is probably where we should start up the emulated PSP.
|
|
INFO_LOG(BOOT, "Starting up hardware.");
|
|
|
|
CoreParameter coreParam;
|
|
coreParam.cpuCore = g_Config.bJit ? CPU_JIT : CPU_INTERPRETER;
|
|
coreParam.gpuCore = g_Config.bSoftwareRendering ? GPU_SOFTWARE : GPU_GLES;
|
|
coreParam.enableSound = g_Config.bEnableSound;
|
|
coreParam.fileToStart = fileToStart;
|
|
coreParam.mountIso = "";
|
|
coreParam.startPaused = false;
|
|
coreParam.enableDebugging = false;
|
|
coreParam.printfEmuLog = false;
|
|
coreParam.headLess = false;
|
|
|
|
if (g_Config.iInternalResolution == 0) {
|
|
coreParam.renderWidth = dp_xres;
|
|
coreParam.renderHeight = dp_yres;
|
|
} else {
|
|
if (g_Config.iInternalResolution < 0)
|
|
g_Config.iInternalResolution = 1;
|
|
coreParam.renderWidth = 480 * g_Config.iInternalResolution;
|
|
coreParam.renderHeight = 272 * g_Config.iInternalResolution;
|
|
}
|
|
|
|
coreParam.outputWidth = dp_xres;
|
|
coreParam.outputHeight = dp_yres;
|
|
coreParam.pixelWidth = pixel_xres;
|
|
coreParam.pixelHeight = pixel_yres;
|
|
|
|
std::string error_string;
|
|
if (PSP_Init(coreParam, &error_string)) {
|
|
invalid_ = false;
|
|
} else {
|
|
invalid_ = true;
|
|
errorMessage_ = error_string;
|
|
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
|
|
return;
|
|
}
|
|
|
|
globalUIState = UISTATE_INGAME;
|
|
host->BootDone();
|
|
host->UpdateDisassembly();
|
|
|
|
g_gameInfoCache.FlushBGs();
|
|
|
|
NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str());
|
|
I18NCategory *s = GetI18NCategory("Screen");
|
|
|
|
#ifdef _WIN32
|
|
if (g_Config.bFirstRun) {
|
|
osm.Show(s->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
|
|
}
|
|
#endif
|
|
memset(virtKeys, 0, sizeof(virtKeys));
|
|
|
|
const char *renderer = (const char*)glGetString(GL_RENDERER);
|
|
if (strstr(renderer, "Chainfire3D") != 0) {
|
|
osm.Show(s->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
|
|
}
|
|
}
|
|
|
|
EmuScreen::~EmuScreen() {
|
|
if (!invalid_) {
|
|
// If we were invalid, it would already be shutdown.
|
|
PSP_Shutdown();
|
|
}
|
|
}
|
|
|
|
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
|
|
// TODO: improve the way with which we got commands from PauseMenu.
|
|
// DR_CANCEL/DR_BACK means clicked on "continue", DR_OK means clicked on "back to menu",
|
|
// DR_YES means a message sent to PauseMenu by NativeMessageReceived.
|
|
if (result == DR_OK) {
|
|
screenManager()->switchScreen(new MainScreen());
|
|
}
|
|
RecreateViews();
|
|
}
|
|
|
|
void EmuScreen::sendMessage(const char *message, const char *value) {
|
|
// External commands, like from the Windows UI.
|
|
if (!strcmp(message, "pause")) {
|
|
screenManager()->push(new GamePauseScreen(gamePath_));
|
|
} else if (!strcmp(message, "stop")) {
|
|
// We will push MainScreen in update().
|
|
PSP_Shutdown();
|
|
} else if (!strcmp(message, "reset")) {
|
|
PSP_Shutdown();
|
|
std::string resetError;
|
|
if (!PSP_Init(PSP_CoreParameter(), &resetError)) {
|
|
ELOG("Error resetting: %s", resetError.c_str());
|
|
screenManager()->switchScreen(new MainScreen());
|
|
return;
|
|
}
|
|
host->BootDone();
|
|
host->UpdateDisassembly();
|
|
#ifdef _WIN32
|
|
if (g_Config.bAutoRun) {
|
|
Core_EnableStepping(false);
|
|
} else {
|
|
Core_EnableStepping(true);
|
|
}
|
|
#endif
|
|
}
|
|
else if (!strcmp(message, "boot")) {
|
|
PSP_Shutdown();
|
|
bootGame(value);
|
|
}
|
|
else if (!strcmp(message, "control mapping")) {
|
|
UpdateUIState(UISTATE_MENU);
|
|
screenManager()->push(new ControlMappingScreen());
|
|
}
|
|
else if (!strcmp(message, "settings")) {
|
|
UpdateUIState(UISTATE_MENU);
|
|
screenManager()->push(new GameSettingsScreen(gamePath_));
|
|
}
|
|
else if (!strcmp(message, "gpu resized")) {
|
|
if (gpu) gpu->Resized();
|
|
}
|
|
else if (!strcmp(message, "gpu clear cache")) {
|
|
if (gpu) gpu->ClearCacheNextFrame();
|
|
}
|
|
else if (!strcmp(message, "gpu dump next frame")) {
|
|
if (gpu) gpu->DumpNextFrame();
|
|
}
|
|
}
|
|
|
|
inline float curve1(float x) {
|
|
const float deadzone = 0.15f;
|
|
const float factor = 1.0f / (1.0f - deadzone);
|
|
if (x > deadzone) {
|
|
return (x - deadzone) * (x - deadzone) * factor;
|
|
} else if (x < -0.1f) {
|
|
return -(x + deadzone) * (x + deadzone) * factor;
|
|
} else {
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
inline float clamp1(float x) {
|
|
if (x > 1.0f) return 1.0f;
|
|
if (x < -1.0f) return -1.0f;
|
|
return x;
|
|
}
|
|
|
|
void EmuScreen::touch(const TouchInput &touch) {
|
|
if (root_)
|
|
root_->Touch(touch);
|
|
}
|
|
|
|
void EmuScreen::onVKeyDown(int virtualKeyCode) {
|
|
I18NCategory *s = GetI18NCategory("Screen");
|
|
|
|
switch (virtualKeyCode) {
|
|
case VIRTKEY_UNTHROTTLE:
|
|
PSP_CoreParameter().unthrottle = true;
|
|
break;
|
|
|
|
case VIRTKEY_SPEED_TOGGLE:
|
|
if (PSP_CoreParameter().fpsLimit == 0) {
|
|
PSP_CoreParameter().fpsLimit = 1;
|
|
osm.Show(s->T("fixed", "Speed: alternate"), 1.0);
|
|
}
|
|
else if (PSP_CoreParameter().fpsLimit == 1) {
|
|
PSP_CoreParameter().fpsLimit = 0;
|
|
osm.Show(s->T("standard", "Speed: standard"), 1.0);
|
|
}
|
|
break;
|
|
|
|
case VIRTKEY_PAUSE:
|
|
pauseTrigger_ = true;
|
|
break;
|
|
|
|
case VIRTKEY_AXIS_X_MIN:
|
|
case VIRTKEY_AXIS_X_MAX:
|
|
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
|
|
break;
|
|
case VIRTKEY_AXIS_Y_MIN:
|
|
case VIRTKEY_AXIS_Y_MAX:
|
|
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
|
|
break;
|
|
|
|
case VIRTKEY_AXIS_RIGHT_X_MIN:
|
|
case VIRTKEY_AXIS_RIGHT_X_MAX:
|
|
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_Y_MIN:
|
|
case VIRTKEY_AXIS_RIGHT_Y_MAX:
|
|
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void EmuScreen::onVKeyUp(int virtualKeyCode) {
|
|
switch (virtualKeyCode) {
|
|
case VIRTKEY_UNTHROTTLE:
|
|
PSP_CoreParameter().unthrottle = false;
|
|
break;
|
|
|
|
case VIRTKEY_AXIS_X_MIN:
|
|
case VIRTKEY_AXIS_X_MAX:
|
|
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
|
|
break;
|
|
case VIRTKEY_AXIS_Y_MIN:
|
|
case VIRTKEY_AXIS_Y_MAX:
|
|
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
|
|
break;
|
|
|
|
case VIRTKEY_AXIS_RIGHT_X_MIN:
|
|
case VIRTKEY_AXIS_RIGHT_X_MAX:
|
|
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_Y_MIN:
|
|
case VIRTKEY_AXIS_RIGHT_Y_MAX:
|
|
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
inline void EmuScreen::setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax) {
|
|
float axis = 0.0f;
|
|
// The down events can repeat, so just trust the virtKeys array.
|
|
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
|
|
axis -= 1.0f;
|
|
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
|
|
axis += 1.0f;
|
|
__CtrlSetAnalogX(axis, stick);
|
|
}
|
|
|
|
inline void EmuScreen::setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax) {
|
|
float axis = 0.0f;
|
|
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
|
|
axis -= 1.0f;
|
|
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
|
|
axis += 1.0f;
|
|
__CtrlSetAnalogY(axis, stick);
|
|
}
|
|
|
|
void EmuScreen::key(const KeyInput &key) {
|
|
if (key.keyCode == NKCODE_BACK)
|
|
pauseTrigger_ = true;
|
|
|
|
int result = KeyMap::KeyToPspButton(key.deviceId, key.keyCode);
|
|
if (result == KEYMAP_ERROR_UNKNOWN_KEY)
|
|
return;
|
|
|
|
pspKey(result, key.flags);
|
|
}
|
|
|
|
void EmuScreen::pspKey(int pspKeyCode, int flags) {
|
|
if (pspKeyCode >= VIRTKEY_FIRST) {
|
|
int vk = pspKeyCode - VIRTKEY_FIRST;
|
|
if (flags & KEY_DOWN) {
|
|
virtKeys[vk] = true;
|
|
onVKeyDown(pspKeyCode);
|
|
}
|
|
if (flags & KEY_UP) {
|
|
virtKeys[vk] = false;
|
|
onVKeyUp(pspKeyCode);
|
|
}
|
|
} else {
|
|
// ILOG("pspKey %i %i", pspKeyCode, flags);
|
|
if (flags & KEY_DOWN)
|
|
__CtrlButtonDown(pspKeyCode);
|
|
if (flags & KEY_UP)
|
|
__CtrlButtonUp(pspKeyCode);
|
|
}
|
|
}
|
|
|
|
void EmuScreen::axis(const AxisInput &axis) {
|
|
if (axis.value > 0) {
|
|
processAxis(axis, 1);
|
|
} else if (axis.value < 0) {
|
|
processAxis(axis, -1);
|
|
} else if (axis.value == 0) {
|
|
// Both directions! Prevents sticking for digital input devices that are axises (like HAT)
|
|
processAxis(axis, 1);
|
|
processAxis(axis, -1);
|
|
}
|
|
}
|
|
|
|
void EmuScreen::processAxis(const AxisInput &axis, int direction) {
|
|
int result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, direction);
|
|
int resultOpposite = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, -direction);
|
|
|
|
if (result == KEYMAP_ERROR_UNKNOWN_KEY)
|
|
return;
|
|
|
|
switch (result) {
|
|
case VIRTKEY_AXIS_X_MIN:
|
|
__CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
case VIRTKEY_AXIS_X_MAX:
|
|
__CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
case VIRTKEY_AXIS_Y_MIN:
|
|
__CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
case VIRTKEY_AXIS_Y_MAX:
|
|
__CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
|
|
case VIRTKEY_AXIS_RIGHT_X_MIN:
|
|
__CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_RIGHT);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_X_MAX:
|
|
__CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_RIGHT);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_Y_MIN:
|
|
__CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_RIGHT);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_Y_MAX:
|
|
__CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_RIGHT);
|
|
break;
|
|
|
|
default:
|
|
if (axis.value >= AXIS_BIND_THRESHOLD || axis.value <= -AXIS_BIND_THRESHOLD) {
|
|
pspKey(result, KEY_DOWN);
|
|
|
|
// Also unpress the other direction.
|
|
result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, axis.value >= 0 ? -1 : 1);
|
|
if (result != KEYMAP_ERROR_UNKNOWN_KEY)
|
|
pspKey(result, KEY_UP);
|
|
} else {
|
|
// Release both directions, trying to deal with some erratic controllers that can cause it to stick.
|
|
pspKey(result, KEY_UP);
|
|
pspKey(resultOpposite, KEY_UP);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// TODO: Get rid of this.
|
|
static const struct { int from, to; } legacy_touch_mapping[12] = {
|
|
{PAD_BUTTON_A, CTRL_CROSS},
|
|
{PAD_BUTTON_B, CTRL_CIRCLE},
|
|
{PAD_BUTTON_X, CTRL_SQUARE},
|
|
{PAD_BUTTON_Y, CTRL_TRIANGLE},
|
|
{PAD_BUTTON_START, CTRL_START},
|
|
{PAD_BUTTON_SELECT, CTRL_SELECT},
|
|
{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
|
|
{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
|
|
{PAD_BUTTON_UP, CTRL_UP},
|
|
{PAD_BUTTON_RIGHT, CTRL_RIGHT},
|
|
{PAD_BUTTON_DOWN, CTRL_DOWN},
|
|
{PAD_BUTTON_LEFT, CTRL_LEFT},
|
|
};
|
|
|
|
void EmuScreen::CreateViews() {
|
|
InitPadLayout();
|
|
root_ = CreatePadLayout(&pauseTrigger_);
|
|
if (g_Config.bShowDeveloperMenu) {
|
|
root_->Add(new UI::Button("DevMenu"))->OnClick.Handle(this, &EmuScreen::OnDevTools);
|
|
}
|
|
}
|
|
|
|
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams ¶ms) {
|
|
screenManager()->push(new DevMenu());
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
void EmuScreen::update(InputState &input) {
|
|
if (!booted_)
|
|
bootGame(gamePath_);
|
|
|
|
UIScreen::update(input);
|
|
|
|
// Simply forcibily update to the current screen size every frame. Doesn't cost much.
|
|
PSP_CoreParameter().outputWidth = dp_xres;
|
|
PSP_CoreParameter().outputHeight = dp_yres;
|
|
PSP_CoreParameter().pixelWidth = pixel_xres;
|
|
PSP_CoreParameter().pixelHeight = pixel_yres;
|
|
|
|
UpdateUIState(UISTATE_INGAME);
|
|
|
|
if (errorMessage_.size()) {
|
|
I18NCategory *g = GetI18NCategory("Error");
|
|
std::string errLoadingFile = g->T("Error loading file");
|
|
errLoadingFile.append(" ");
|
|
errLoadingFile.append(g->T(errorMessage_.c_str()));
|
|
|
|
screenManager()->push(new PromptScreen(
|
|
errLoadingFile, "OK", ""));
|
|
errorMessage_ = "";
|
|
return;
|
|
}
|
|
|
|
if (invalid_)
|
|
return;
|
|
|
|
float leftstick_x = 0.0f;
|
|
float leftstick_y = 0.0f;
|
|
float rightstick_x = 0.0f;
|
|
float rightstick_y = 0.0f;
|
|
|
|
// Virtual keys.
|
|
__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);
|
|
|
|
// Apply tilt to left stick
|
|
// TODO: Make into an axis
|
|
#ifdef USING_GLES2
|
|
if (g_Config.bAccelerometerToAnalogHoriz) {
|
|
// TODO: Deadzone, etc.
|
|
leftstick_x += clamp1(curve1(input.acc.y) * 2.0f) * g_Config.iTiltSensitivity / 100;
|
|
__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
|
|
}
|
|
#endif
|
|
|
|
// Make sure fpsLimit starts at 0
|
|
if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
|
|
PSP_CoreParameter().fpsLimit = 0;
|
|
}
|
|
|
|
// This is here to support the iOS on screen back button.
|
|
if (pauseTrigger_) {
|
|
pauseTrigger_ = false;
|
|
screenManager()->push(new GamePauseScreen(gamePath_));
|
|
}
|
|
}
|
|
|
|
void EmuScreen::render() {
|
|
if (invalid_)
|
|
return;
|
|
|
|
// Reapply the graphics state of the PSP
|
|
ReapplyGfxState();
|
|
|
|
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
|
|
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
|
|
int blockTicks = usToCycles(1000000 / 10);
|
|
|
|
// Run until CORE_NEXTFRAME
|
|
while (coreState == CORE_RUNNING) {
|
|
PSP_RunLoopFor(blockTicks);
|
|
}
|
|
// Hopefully coreState is now CORE_NEXTFRAME
|
|
if (coreState == CORE_NEXTFRAME) {
|
|
// set back to running for the next frame
|
|
coreState = CORE_RUNNING;
|
|
} else if (coreState == CORE_POWERDOWN) {
|
|
ILOG("SELF-POWERDOWN!");
|
|
screenManager()->switchScreen(new MainScreen());
|
|
invalid_ = true;
|
|
}
|
|
|
|
if (invalid_)
|
|
return;
|
|
|
|
bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
|
|
if (useBufferedRendering)
|
|
fbo_unbind();
|
|
|
|
UIShader_Prepare();
|
|
|
|
uiTexture->Bind(0);
|
|
|
|
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
|
|
glstate.viewport.restore();
|
|
|
|
ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL);
|
|
|
|
float touchOpacity = g_Config.iTouchButtonOpacity / 100.0f;
|
|
|
|
if (root_) {
|
|
UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
|
|
root_->Draw(*screenManager()->getUIContext());
|
|
}
|
|
|
|
if (!osm.IsEmpty()) {
|
|
osm.Draw(ui_draw2d);
|
|
}
|
|
|
|
if (g_Config.bShowDebugStats) {
|
|
char statbuf[4096] = {0};
|
|
__DisplayGetDebugStats(statbuf);
|
|
if (statbuf[4095]) {
|
|
ELOG("Statbuf too small! :(");
|
|
}
|
|
ui_draw2d.SetFontScale(.7f, .7f);
|
|
ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000, FLAG_DYNAMIC_ASCII);
|
|
ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
|
|
ui_draw2d.SetFontScale(1.0f, 1.0f);
|
|
}
|
|
|
|
if (g_Config.iShowFPSCounter) {
|
|
float vps, fps, actual_fps;
|
|
__DisplayGetFPS(&vps, &fps, &actual_fps);
|
|
char fpsbuf[256];
|
|
switch (g_Config.iShowFPSCounter) {
|
|
case 1:
|
|
sprintf(fpsbuf, "Speed: %0.1f%%", vps / 60.0f * 100.0f); break;
|
|
case 2:
|
|
sprintf(fpsbuf, "FPS: %0.1f", actual_fps); break;
|
|
case 3:
|
|
sprintf(fpsbuf, "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / 60.0f * 100.0f); break;
|
|
}
|
|
ui_draw2d.SetFontScale(0.7f, 0.7f);
|
|
ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
|
|
ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
|
|
ui_draw2d.SetFontScale(1.0f, 1.0f);
|
|
}
|
|
|
|
glsl_bind(UIShader_Get());
|
|
ui_draw2d.End();
|
|
ui_draw2d.Flush();
|
|
|
|
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
|
|
#if defined(USING_GLES2)
|
|
bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO
|
|
if (hasDiscard) {
|
|
//const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT };
|
|
//glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void EmuScreen::deviceLost() {
|
|
ILOG("EmuScreen::deviceLost()");
|
|
if (gpu)
|
|
gpu->DeviceLost();
|
|
}
|