ppsspp/UI/EmuScreen.cpp
Siddharth 38442c090e allow loading and unloading of onScreen control coordinates. Also, use sane (bottom left origin)coordinate system for all onScreen elements
can now reposition on screen controls

removed unnessecary files

fixed indenting issues

renamed RepositionOnScreenControlScree to TouchControlLayoutScreen
2013-10-20 00:39:38 +02:00

590 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 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:
screenManager()->push(new GamePauseScreen(gamePath_));
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 &params) {
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();
}