ppsspp/UI/MainScreen.cpp

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// 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 "ui/ui_context.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
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#include "Common/FileUtil.h"
#include "Core/System.h"
#include "Core/SaveState.h"
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#include "UI/EmuScreen.h"
#include "UI/MainScreen.h"
#include "UI/GameScreen.h"
#include "UI/MenuScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/GameSettingsScreen.h"
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#include "UI/ui_atlas.h"
#include "Core/Config.h"
#include "GPU/GPUInterface.h"
#ifdef _WIN32
namespace MainWindow {
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void BrowseAndBoot(std::string defaultPath, bool browseDirectory = false);
}
#endif
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class GameButton : public UI::Clickable {
public:
GameButton(const std::string &gamePath, UI::LayoutParams *layoutParams = 0)
: UI::Clickable(layoutParams), gamePath_(gamePath), holdFrameCount_(0) {}
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virtual void Draw(UIContext &dc);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const {
w = 144;
h = 80;
}
const std::string &GamePath() const { return gamePath_; }
virtual void Touch(const TouchInput &input) {
UI::Clickable::Touch(input);
if (input.flags & TOUCH_UP) {
holdFrameCount_ = 0;
}
}
virtual void Update(const InputState &input_state) {
if (down_)
holdFrameCount_++;
// Hold button for 1.5 seconds to launch the game directly
if (holdFrameCount_ > 90) {
UI::EventParams e;
e.v = this;
e.s = gamePath_;
OnHoldClick.Trigger(e);
}
}
UI::Event OnHoldClick;
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private:
std::string gamePath_;
int holdFrameCount_;
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};
void GameButton::Draw(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, false);
Texture *texture = 0;
u32 color = 0, shadowColor = 0;
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if (ginfo->iconTexture) {
texture = ginfo->iconTexture;
} else {
return;
}
int x = bounds_.x;
int y = bounds_.y;
int w = bounds_.w;
int h = bounds_.h;
if (texture) {
color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
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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;
// Render button
int dropsize = 10;
if (texture) {
if (HasFocus()) {
// dc.Draw()->DrawImage4Grid(I_DROP_SHADOW, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5, alphaMul(color, 0.5f), 1.0f);
// dc.Draw()->Flush();
} else {
if (txOffset) {
dropsize = 3;
y += txOffset * 2;
}
dc.Draw()->DrawImage4Grid(I_DROP_SHADOW, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f);
dc.Draw()->Flush();
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}
}
if (texture) {
dc.Draw()->Flush();
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texture->Bind(0);
if (holdFrameCount_ > 60) {
// Blink before launching by holding
if (((holdFrameCount_ >> 3) & 1) == 0)
color = darkenColor(color);
}
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dc.Draw()->DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color);
dc.Draw()->Flush();
dc.RebindTexture();
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} else {
dc.FillRect(dc.theme->buttonStyle.background, bounds_);
}
}
// Abstraction above path that lets you navigate easily.
// "/" is a special path that means the root of the file system. On Windows,
// listing this will yield drives.
class PathBrowser {
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public:
PathBrowser() {}
PathBrowser(std::string path) { SetPath(path); }
void SetPath(const std::string &path);
void GetListing(std::vector<FileInfo> &fileInfo, const char *filter = 0);
void Navigate(const std::string &path);
std::string GetPath() {
if (path_ != "/")
return path_;
else
return "";
}
std::string path_;
};
// Normalize slashes.
void PathBrowser::SetPath(const std::string &path) {
if (path[0] == '!') {
path_ = path;
return;
}
path_ = path;
for (size_t i = 0; i < path_.size(); i++) {
if (path_[i] == '\\') path_[i] = '/';
}
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if (!path_.size() || (path_[path_.size() - 1] != '/'))
path_ += "/";
}
void PathBrowser::GetListing(std::vector<FileInfo> &fileInfo, const char *filter) {
#ifdef _WIN32
if (path_ == "/") {
// Special path that means root of file system.
std::vector<std::string> drives = getWindowsDrives();
for (auto drive = drives.begin(); drive != drives.end(); ++drive)
{
FileInfo fake;
fake.fullName = *drive;
fake.name = *drive;
fake.isDirectory = true;
fake.exists = true;
fake.size = 0;
fake.isWritable = false;
fileInfo.push_back(fake);
}
}
#endif
getFilesInDir(path_.c_str(), &fileInfo, filter);
}
// TODO: Support paths like "../../hello"
void PathBrowser::Navigate(const std::string &path) {
if (path[0] == '!')
return;
if (path == ".")
return;
if (path == "..") {
// Upwards.
// Check for windows drives.
if (path_.size() == 3 && path_[1] == ':') {
path_ = "/";
} else {
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size_t slash = path_.rfind('/', path_.size() - 2);
if (slash != std::string::npos)
path_ = path_.substr(0, slash + 1);
}
}
else {
if (path[1] == ':' && path_ == "/")
path_ = path;
else
path_ = path_ + path;
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if (path_[path_.size() - 1] != '/')
path_ += "/";
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}
}
class GameBrowser : public UI::GridLayout {
public:
GameBrowser(std::string path, bool allowBrowsing, UI::LayoutParams *layoutParams = 0);
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UI::Event OnChoice;
UI::Event OnHoldChoice;
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virtual void Update(const InputState &input_state) {
UI::GridLayout::Update(input_state);
}
private:
void Refresh();
UI::EventReturn GameButtonClick(UI::EventParams &e);
UI::EventReturn GameButtonHoldClick(UI::EventParams &e);
UI::EventReturn NavigateClick(UI::EventParams &e);
PathBrowser path_;
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bool allowBrowsing_;
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};
GameBrowser::GameBrowser(std::string path, bool allowBrowsing, UI::LayoutParams *layoutParams)
: UI::GridLayout(UI::GridLayoutSettings(150, 85), layoutParams), path_(path), allowBrowsing_(allowBrowsing) {
Refresh();
}
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void GameBrowser::Refresh() {
// Kill all the buttons
for (size_t i = 0; i < views_.size(); i++) {
delete views_[i];
}
views_.clear();
// Find games in the current directory and create new ones.
std::vector<UI::Button *> 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]));
}
} else {
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std::vector<FileInfo> fileInfo;
path_.GetListing(fileInfo, "iso:cso:pbp:elf:prx:");
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for (size_t i = 0; i < fileInfo.size(); i++) {
if (fileInfo[i].isDirectory && !File::Exists(path_.GetPath() + fileInfo[i].name + "/EBOOT.PBP")) {
// Check if eboot directory
if (allowBrowsing_)
dirButtons.push_back(new UI::Button(fileInfo[i].name.c_str(), new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)));
} else {
gameButtons.push_back(new GameButton(fileInfo[i].fullName));
}
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}
}
if (allowBrowsing_)
Add(new UI::Button("..", new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)))->
OnClick.Handle(this, &GameBrowser::NavigateClick);
for (size_t i = 0; i < dirButtons.size(); i++) {
Add(dirButtons[i])->OnClick.Handle(this, &GameBrowser::NavigateClick);
}
for (size_t i = 0; i < gameButtons.size(); i++) {
GameButton *b = Add(gameButtons[i]);
b->OnClick.Handle(this, &GameBrowser::GameButtonClick);
b->OnHoldClick.Handle(this, &GameBrowser::GameButtonHoldClick);
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}
}
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) {
UI::Button *button = static_cast<UI::Button *>(e.v);
std::string text = button->GetText();
path_.Navigate(text);
g_Config.currentDirectory = path_.GetPath();
Refresh();
return UI::EVENT_DONE;
}
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void MainScreen::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 LinearLayout(ORIENT_HORIZONTAL);
TabHolder *leftColumn = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(1.0));
root_->Add(leftColumn);
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, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
GameBrowser *tabAllGames = new GameBrowser(g_Config.currentDirectory, true, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
GameBrowser *tabHomebrew = new GameBrowser(g_Config.memCardDirectory + "PSP/GAME/", false, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
scrollRecentGames->Add(tabRecentGames);
scrollAllGames->Add(tabAllGames);
scrollHomebrew->Add(tabHomebrew);
leftColumn->AddTab("Recent", scrollRecentGames);
leftColumn->AddTab("Games", scrollAllGames);
leftColumn->AddTab("Homebrew & Demos", scrollHomebrew);
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tabRecentGames->OnChoice.Handle(this, &MainScreen::OnGameSelected);
tabAllGames->OnChoice.Handle(this, &MainScreen::OnGameSelected);
tabHomebrew->OnChoice.Handle(this, &MainScreen::OnGameSelected);
tabRecentGames->OnHoldChoice.Handle(this, &MainScreen::OnGameHoldSelected);
tabAllGames->OnHoldChoice.Handle(this, &MainScreen::OnGameHoldSelected);
tabHomebrew->OnHoldChoice.Handle(this, &MainScreen::OnGameHoldSelected);
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/*
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, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
#ifdef _WIN32
rightColumnItems->Add(new Choice("Load..."))->OnClick.Handle(this, &MainScreen::OnLoadFile);
#endif
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rightColumnItems->Add(new Choice("Settings"))->OnClick.Handle(this, &MainScreen::OnSettings);
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rightColumnItems->Add(new Choice("Exit"))->OnClick.Handle(this, &MainScreen::OnExit);
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rightColumnItems->Add(new Choice("Credits"))->OnClick.Handle(this, &MainScreen::OnCredits);
rightColumnItems->Add(new Choice("Support PPSSPP"))->OnClick.Handle(this, &MainScreen::OnSupport);
}
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void MainScreen::sendMessage(const char *message, const char *value) {
if (!strcmp(message, "boot")) {
screenManager()->switchScreen(new EmuScreen(value));
}
}
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void MainScreen::update(InputState &input) {
UIScreen::update(input);
globalUIState = UISTATE_MENU;
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}
UI::EventReturn MainScreen::OnLoadFile(UI::EventParams &e) {
#ifdef _WIN32
MainWindow::BrowseAndBoot("");
#endif
return UI::EVENT_DONE;
}
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UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
screenManager()->push(new GameScreen(e.s));
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return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnGameHoldSelected(UI::EventParams &e) {
// Go directly into the game.
screenManager()->switchScreen(new EmuScreen(e.s));
return UI::EVENT_DONE;
}
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UI::EventReturn MainScreen::OnSettings(UI::EventParams &e) {
// screenManager()->push(new SettingsScreen());
screenManager()->push(new GlobalSettingsScreen());
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return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnCredits(UI::EventParams &e) {
screenManager()->push(new CreditsScreen());
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
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnExit(UI::EventParams &e) {
NativeShutdown();
exit(0);
return UI::EVENT_DONE;
}
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void GamePauseScreen::update(InputState &input) {
globalUIState = UISTATE_PAUSEMENU;
UIScreen::update(input);
}
void GamePauseScreen::DrawBackground(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true);
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();
}
}
GamePauseScreen::~GamePauseScreen() {
g_Config.iCurrentStateSlot = saveSlots_->GetSelection();
g_Config.Save();
}
void GamePauseScreen::CreateViews() {
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
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)));
saveSlots_->AddChoice("1");
saveSlots_->AddChoice("2");
saveSlots_->AddChoice("3");
saveSlots_->AddChoice("4");
saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
leftColumnItems->Add(new Choice("Save State"))->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
leftColumnItems->Add(new Choice("Load State"))->OnClick.Handle(this, &GamePauseScreen::OnLoadState);
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
rightColumnItems->Add(new Choice("Continue"))->OnClick.Handle(this, &GamePauseScreen::OnContinue);
rightColumnItems->Add(new Choice("Game Settings"))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice("Main Settings"))->OnClick.Handle(this, &GamePauseScreen::OnMainSettings);
rightColumnItems->Add(new Choice("Exit to menu"))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
}
UI::EventReturn GamePauseScreen::OnMainSettings(UI::EventParams &e) {
screenManager()->push(new GlobalSettingsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnContinue(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_CANCEL);
if (gpu) gpu->Resized();
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return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
screenManager()->switchScreen(new MainScreen());
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;
}