ppsspp/UI/GameSettingsScreen.cpp

1091 lines
47 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/display.h" // Only to check screen aspect ratio with pixel_yres/pixel_xres
#include "base/colorutil.h"
#include "base/timeutil.h"
#include "math/curves.h"
#include "gfx_es2/gpu_features.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 "UI/TiltEventProcessor.h"
#include "Common/KeyMap.h"
#include "Common/FileUtil.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 "GPU/GLES/Framebuffer.h"
#if defined(_WIN32)
#include "Windows/WndMainWindow.h"
#include <shlobj.h>
#include "util/text/utf8.h"
#include "Windows/W32Util/ShellUtil.h"
using namespace std;
#endif
#ifdef IOS
extern bool iosCanUseJit;
#endif
GameSettingsScreen::GameSettingsScreen(std::string gamePath, std::string gameID)
: UIDialogScreenWithGameBackground(gamePath), gameID_(gameID), enableReports_(false) {
lastVertical_ = UseVerticalLayout();
}
bool GameSettingsScreen::UseVerticalLayout() const {
return dp_yres > dp_xres * 1.1f;
}
void GameSettingsScreen::CreateViews() {
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
iAlternateSpeedPercent_ = (g_Config.iFpsLimit * 100) / 60;
bool vertical = UseVerticalLayout();
// 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");
if (vertical) {
root_ = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
} else {
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
}
TabHolder *tabHolder;
if (vertical) {
tabHolder = new TabHolder(ORIENT_HORIZONTAL, 200, new LinearLayoutParams(1.0f));
root_->Add(tabHolder);
root_->Add(new Choice(d->T("Back"), "", false, new LinearLayoutParams(0.0f)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
} else {
tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
root_->Add(tabHolder);
root_->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, 64, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
root_->SetDefaultFocusView(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")));
#if defined(_WIN32)
static const char *renderingBackend[] = { "OpenGL", "Direct3D9" };
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTempGPUBackend, gs->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gs, screenManager()));
renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
#endif
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()));
renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gs->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
static const char *frameSkip[] = {"Off", "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()));
frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gs->T("Auto FrameSkip")));
frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));
graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gs->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), 5, screenManager()));
graphicsSettings->Add(new ItemHeader(gs->T("Features")));
I18NCategory *ps = GetI18NCategory("PostShaders");
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gs->T("Postprocessing Shader"), ps));
postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
postProcChoice_->SetEnabledPtr(&postProcEnable_);
#if !defined(MOBILE_DEVICE)
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")));
// Small Display: To avoid overlapping touch controls on large tablets. Better control over this will be coming later.
graphicsSettings->Add(new CheckBox(&g_Config.bSmallDisplay, gs->T("Small Display")));
if (pixel_xres < pixel_yres * 1.3) // Smaller than 4:3
graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gs->T("Partial Vertical Stretch")));
#ifdef ANDROID
// Hide Immersive Mode on pre-kitkat Android
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gs->T("Immersive Mode")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
}
#endif
graphicsSettings->Add(new ItemHeader(gs->T("Performance")));
#ifndef MOBILE_DEVICE
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_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionChoice_->SetEnabledPtr(&resolutionEnable_);
#ifdef ANDROID
static const char *deviceResolutions[] = { "Native device resolution", "Auto (same as Rendering)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gs->T("Display Resolution (HW scaler)"), deviceResolutions, 0, ARRAY_SIZE(deviceResolutions), gs, screenManager()));
hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange); // To refresh the display mode
#endif
#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
#endif
CheckBox *mipmapping = graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
mipmapping->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gs->T("Software Skinning")));
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
vtxCache->SetEnabledPtr(&vtxCacheEnable_);
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gs->T("Lazy texture caching", "Lazy texture caching (speedup)")));
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gs->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));
texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gs->T("Disable slower effects (speedup)")));
framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
// Seems solid, so we hide the setting.
// CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gs->T("Vertex Decoder JIT")));
// if (PSP_IsInited()) {
// vtxJit->SetEnabled(false);
// }
static const char *quality[] = { "Low", "Medium", "High"};
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gs->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gs, screenManager()));
beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
// 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 MOBILE_DEVICE
static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x", "4x", "5x"};
static const char *texScaleLevelsPOT[] = {"Auto", "Off", "2x", "4x"};
#else
static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x"};
static const char *texScaleLevelsPOT[] = {"Auto", "Off", "2x"};
#endif
static const char **texScaleLevels;
static int numTexScaleLevels;
if (gl_extensions.OES_texture_npot) {
texScaleLevels = texScaleLevelsNPOT;
numTexScaleLevels = ARRAY_SIZE(texScaleLevelsNPOT);
} else {
texScaleLevels = texScaleLevelsPOT;
numTexScaleLevels = ARRAY_SIZE(texScaleLevelsPOT);
}
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gs, screenManager()));
texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gs, screenManager()));
texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gs->T("Deposterize")));
deposterize->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gs, screenManager()));
anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gs, screenManager()));
texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bufFilters[] = { "Linear", "Nearest", };
PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gs->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gs, screenManager()));
bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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")));
CheckBox *alphaHack = graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gs->T("Disable Alpha Test (PowerVR speedup)")));
alphaHack->OnClick.Handle(this, &GameSettingsScreen::OnShaderChange);
alphaHack->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *stencilTest = graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gs->T("Disable Stencil Test")));
stencilTest->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *depthWrite = graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gs->T("Always Depth Write")));
depthWrite->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *prescale = graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gs->T("Texture Coord Speedhack")));
prescale->SetDisabledPtr(&g_Config.bSoftwareRendering);
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(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
// 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)")));
softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering);
if (PSP_IsInited() || g_Config.iGPUBackend != GPU_BACKEND_OPENGL)
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 CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
static const char *latency[] = { "Low", "Medium", "High" };
PopupMultiChoice *lowAudio = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioLatency, a->T("Audio Latency"), latency, 0, ARRAY_SIZE(latency), gs, screenManager()));
lowAudio->SetEnabledPtr(&g_Config.bEnableSound);
audioSettings->Add(new ItemHeader(a->T("Audio hacks")));
audioSettings->Add(new CheckBox(&g_Config.bSoundSpeedHack, a->T("Sound speed hack (DOA etc.)")));
// 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(MOBILE_DEVICE)
controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, c->T("HapticFeedback", "Haptic Feedback (vibration)")));
static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons"};
controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, c->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), c, screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange);
Choice *customizeTilt = controlsSettings->Add(new Choice(c->T("Customize tilt")));
customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCuztomize);
customizeTilt->SetEnabledPtr((bool *)&g_Config.iTiltInputType); //<- dirty int-to-bool cast
#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);
// On systems that aren't Symbian, iOS, and Maemo, offer to let the user see this button.
// Some Windows touch devices don't have a back button or other button to call up the menu.
#if !defined(__SYMBIAN32__) && !defined(IOS) && !defined(MAEMO)
CheckBox *enablePauseBtn = controlsSettings->Add(new CheckBox(&g_Config.bShowTouchPause, c->T("Show Touch Pause Menu Button")));
// Don't allow the user to disable it once in-game, so they can't lock themselves out of the menu.
if (!PSP_IsInited()) {
enablePauseBtn->SetEnabledPtr(&g_Config.bShowTouchControls);
} else {
enablePauseBtn->SetEnabled(false);
}
#endif
CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, c->T("Disable D-Pad diagonals (4-way touch)")));
disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls);
View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
static const char *touchControlStyles[] = {"Classic", "Thin borders"};
View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, c->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), c, screenManager()));
style->SetEnabledPtr(&g_Config.bShowTouchControls);
controlsSettings->Add(new ItemHeader(c->T("Keyboard", "Keyboard Control Settings")));
#if defined(USING_WIN_UI)
controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, c->T("Ignore Windows Key")));
#endif // #if defined(USING_WIN_UI)
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, c->T("Analog Limiter"), 0.10f, screenManager()));
// 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)")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
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 CheckBox(&g_Config.bForceLagSync, s->T("Force real clock sync (slower, less lag)")));
systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, s->T("Change CPU Clock", "Change CPU Clock (0 = default) (unstable)"), screenManager()));
#ifndef MOBILE_DEVICE
systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindFlipFrequency, 0, 1800, s->T("Rewind Snapshot Frequency", "Rewind Snapshot Frequency (0 = off, mem hog)"), screenManager()));
#endif
systemSettings->Add(new CheckBox(&g_Config.bSetRoundingMode, s->T("Respect FPU rounding (disable for old GEB saves)")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
systemSettings->Add(new CheckBox(&g_Config.bAtomicAudioLocks, s->T("Atomic Audio locks (experimental)")))->SetEnabled(!PSP_IsInited());
#if defined(USING_WIN_UI)
systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, s->T("Enable Windows native keyboard", "Enable Windows native keyboard")));
#endif
#if defined(_WIN32)
SavePathInMyDocumentChoice = systemSettings->Add(new CheckBox(&installed_, s->T("Save path in My Documents", "Save path in My Documents")));
SavePathInMyDocumentChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathMydoc);
SavePathInOtherChoice = systemSettings->Add(new CheckBox(&otherinstalled_, s->T("Save path in installed.txt", "Save path in installed.txt")));
SavePathInOtherChoice->SetEnabled(false);
SavePathInOtherChoice->OnClick.Handle(this, &GameSettingsScreen::OnSavePathOther);
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string PPSSPPpath = File::GetExeDirectory();
const std::string installedFile = PPSSPPpath + "installed.txt";
const std::string path = File::GetExeDirectory();
installed_ = File::Exists(installedFile);
otherinstalled_ = false;
if (!installed_ && result == S_OK) {
if (File::CreateEmptyFile(PPSSPPpath + "installedTEMP.txt")) {
// Disable the setting whether cannot create & delete file
if (!(File::Delete(PPSSPPpath + "installedTEMP.txt")))
SavePathInMyDocumentChoice->SetEnabled(false);
else
SavePathInOtherChoice->SetEnabled(true);
}
else
SavePathInMyDocumentChoice->SetEnabled(false);
}
else {
if (installed_ && (result == S_OK)) {
std::ifstream inputFile(ConvertUTF8ToWString(installedFile));
if (!inputFile.fail() && inputFile.is_open()) {
std::string tempString;
std::getline(inputFile, tempString);
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
if (tempString.substr(0, 3) == "\xEF\xBB\xBF")
tempString = tempString.substr(3);
SavePathInOtherChoice->SetEnabled(true);
if (!(tempString == "")) {
installed_ = false;
otherinstalled_ = true;
}
}
inputFile.close();
}
else if (result != S_OK)
SavePathInMyDocumentChoice->SetEnabled(false);
}
#endif
#if defined(_M_X64)
systemSettings->Add(new CheckBox(&g_Config.bCacheFullIsoInRam, s->T("Cache ISO in RAM", "Cache full ISO in RAM (slow startup)")));
#endif
systemSettings->Add(new ItemHeader(s->T("Developer Tools")));
systemSettings->Add(new Choice(s->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);
systemSettings->Add(new ItemHeader(s->T("General")));
#ifdef ANDROID
static const char *screenRotation[] = {"Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, c->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), c, screenManager()));
rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation);
#endif
systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, s->T("VersionCheck", "Check for new versions of PPSSPP")));
if (g_Config.iMaxRecent > 0)
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")));
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_ = new CheckBox(&enableReports_, s->T("Enable Compatibility Server Reports"));
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
systemSettings->Add(enableReportsCheckbox_);
systemSettings->Add(new ItemHeader(s->T("Networking")));
systemSettings->Add(new CheckBox(&g_Config.bEnableWlan, s->T("Enable networking", "Enable networking/wlan (beta)")));
#ifdef _WIN32
systemSettings->Add(new PopupTextInputChoice(&g_Config.proAdhocServer, s->T("Change proAdhocServer Address"), "", 255, screenManager()));
#else
systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.proAdhocServer, s->T("Change proAdhocServer Address"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeproAdhocServerAddress);
#endif
systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.sMACAddress, s->T("Change Mac Address"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeMacAddress);
//#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
systemSettings->SetSpacing(0);
systemSettings->Add(new ItemHeader(s->T("PSP Settings")));
static const char *models[] = {"PSP-1000" , "PSP-2000/3000"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, s->T("PSP Model"), models, 0, ARRAY_SIZE(models), s, screenManager()));
// TODO: Come up with a way to display a keyboard for mobile users,
// so until then, this is Windows/Desktop only.
#if defined(_WIN32) // TODO: Add all platforms where KEY_CHAR support is added
systemSettings->Add(new PopupTextInputChoice(&g_Config.sNickName, s->T("Change Nickname"), "", 32, screenManager()));
#elif defined(USING_QT_UI)
systemSettings->Add(new Choice(s->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#endif
#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
// Screenshot functionality is not yet available on non-Windows/non-Qt
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::OnAutoFrameskip(UI::EventParams &e) {
if (g_Config.bAutoFrameSkip && g_Config.iFrameSkip == 0) {
g_Config.iFrameSkip = 1;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHardwareTransform(UI::EventParams &e) {
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnScreenRotation(UI::EventParams &e) {
System_SendMessage("rotate", "");
return UI::EVENT_DONE;
}
static void RecreateActivity() {
const int SYSTEM_JELLYBEAN = 16;
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= SYSTEM_JELLYBEAN) {
System_SendMessage("recreate", "");
} else {
I18NCategory *gs = GetI18NCategory("Graphics");
System_SendMessage("toast", gs->T("Must Restart", "You must restart PPSSPP for this change to take effect"));
}
}
UI::EventReturn GameSettingsScreen::OnImmersiveModeChange(UI::EventParams &e) {
System_SendMessage("immersive", "");
const int SYSTEM_JELLYBEAN = 16;
// recreate doesn't seem reliable on earlier versions.
if (g_Config.iAndroidHwScale != 0) {
RecreateActivity();
}
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).
Reporting::UpdateConfig();
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnJitAffectingSetting(UI::EventParams &e) {
NativeMessageReceived("clear jit", "");
return UI::EVENT_DONE;
}
#ifdef _WIN32
UI::EventReturn GameSettingsScreen::OnSavePathMydoc(UI::EventParams &e) {
const std::string PPSSPPpath = File::GetExeDirectory();
const std::string installedFile = PPSSPPpath + "installed.txt";
const std::string path = File::GetExeDirectory();
installed_ = File::Exists(installedFile);
if (otherinstalled_) {
const std::string PPSSPPpath = File::GetExeDirectory();
File::Delete(PPSSPPpath + "installed.txt");
File::CreateEmptyFile(PPSSPPpath + "installed.txt");
otherinstalled_ = false;
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
g_Config.memStickDirectory = myDocsPath;
}
else if (installed_) {
File::Delete(PPSSPPpath + "installed.txt");
installed_ = false;
g_Config.memStickDirectory = PPSSPPpath + "memstick/";
}
else {
ofstream myfile;
myfile.open(PPSSPPpath + "installed.txt");
if (myfile.is_open()){
myfile.close();
}
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
g_Config.memStickDirectory = myDocsPath;
installed_ = true;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSavePathOther(UI::EventParams &e) {
const std::string PPSSPPpath = File::GetExeDirectory();
if (otherinstalled_) {
I18NCategory *di = GetI18NCategory("Dialog");
std::string folder = W32Util::BrowseForFolder(MainWindow::GetHWND(), di->T("Choose PPSSPP save folder"));
if (folder.size()) {
ofstream myfile;
g_Config.memStickDirectory = folder;
myfile.open(PPSSPPpath + "installed.txt");
myfile << "\xEF\xBB\xBF" + folder;
myfile.close();
installed_ = false;
}
else
otherinstalled_ = false;
}
else {
File::Delete(PPSSPPpath + "installed.txt");
SavePathInMyDocumentChoice->SetEnabled(true);
otherinstalled_ = false;
installed_ = false;
g_Config.memStickDirectory = PPSSPPpath + "memstick/";
}
return UI::EVENT_DONE;
}
#endif
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) {
#if defined(USING_WIN_UI) || defined(USING_QT_UI)
host->GoFullscreen(g_Config.bFullScreen);
#else
// SDL, basically.
System_SendMessage("toggle_fullscreen", "");
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) {
if (gpu) {
gpu->Resized();
}
if (g_Config.iAndroidHwScale == 1) {
RecreateActivity();
}
Reporting::UpdateConfig();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHwScaleChange(UI::EventParams &e) {
RecreateActivity();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnShaderChange(UI::EventParams &e) {
if (gpu) {
gpu->ClearShaderCache();
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDumpNextFrameToLog(UI::EventParams &e) {
if (gpu) {
gpu->DumpNextFrame();
}
return UI::EVENT_DONE;
}
void GameSettingsScreen::update(InputState &input) {
UIScreen::update(input);
g_Config.iForceMaxEmulatedFPS = cap60FPS_ ? 60 : 0;
g_Config.iFpsLimit = (iAlternateSpeedPercent_ * 60) / 100;
bool vertical = UseVerticalLayout();
if (vertical != lastVertical_) {
RecreateViews();
lastVertical_ = vertical;
}
}
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");
Reporting::UpdateConfig();
g_Config.Save();
host->UpdateUI();
KeyMap::UpdateConfirmCancelKeys();
}
/*
void GlobalSettingsScreen::CreateViews() {
using namespace UI;
root_ = new ScrollView(ORIENT_VERTICAL);
enableReports_ = Reporting::IsEnabled();
}*/
void GameSettingsScreen::CallbackRenderingBackend(bool yes) {
#if defined(_WIN32)
// If the user ends up deciding not to restart, set the temporary variable back to the current backend
// so it doesn't get switched by accident.
if (yes) {
g_Config.bRestartRequired = true;
PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0);
} else {
g_Config.iTempGPUBackend = g_Config.iGPUBackend;
}
#endif
}
UI::EventReturn GameSettingsScreen::OnRenderingBackend(UI::EventParams &e) {
#if defined(_WIN32)
I18NCategory *d = GetI18NCategory("Dialog");
// It only makes sense to show the restart prompt if the backend was actually changed.
if (g_Config.iTempGPUBackend != g_Config.iGPUBackend) {
screenManager()->push(new PromptScreen(d->T("ChangingGPUBackends", "Changing GPU backends requires PPSSPP to restart. Restart now?"), d->T("Yes"), d->T("No"),
std::bind(&GameSettingsScreen::CallbackRenderingBackend, this, placeholder::_1)));
}
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeNickname(UI::EventParams &e) {
#if defined(_WIN32) || defined(USING_QT_UI)
const size_t name_len = 256;
char name[name_len];
memset(name, 0, sizeof(name));
if (System_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::OnChangeproAdhocServerAddress(UI::EventParams &e) {
#if defined(_WIN32) || defined(USING_QT_UI)
if (!g_Config.bFullScreen) {
const size_t name_len = 256;
char name[name_len];
memset(name, 0, sizeof(name));
if (System_InputBoxGetString("Enter an IP address", g_Config.proAdhocServer.c_str(), name, name_len)) {
g_Config.proAdhocServer = name;
}
}
else
screenManager()->push(new ProAdhocServerScreen);
#else
screenManager()->push(new ProAdhocServerScreen);
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnChangeMacAddress(UI::EventParams &e) {
g_Config.sMACAddress = std::string(CreateRandMAC());
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) {
screenManager()->RecreateAllViews();
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();
}
Reporting::UpdateConfig();
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;
};
//when the tilt event type is modified, we need to reset all tilt settings.
//refer to the ResetTiltEvents() function for a detailed explanation.
UI::EventReturn GameSettingsScreen::OnTiltTypeChange(UI::EventParams &e){
TiltEventProcessor::ResetTiltEvents();
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnTiltCuztomize(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")));
bool canUseJit = true;
#ifdef IOS
if (!iosCanUseJit) {
canUseJit = false;
list->Add(new TextView(s->T("DynarecisJailed", "Dynarec (JIT) - (Not jailbroken - JIT not available)")));
}
#endif
if (canUseJit) {
list->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")))->OnClick.Handle(this, &DeveloperToolsScreen::OnJitAffectingSetting);
}
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")));
list->Add(new CheckBox(&g_Config.bDumpDecryptedEboot, de->T("Dump Decrypted Eboot", "Dump Decrypted EBOOT.BIN (If Encrypted) When Booting Game")));
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.memStickDirectory;
#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;
}
UI::EventReturn DeveloperToolsScreen::OnJitAffectingSetting(UI::EventParams &e) {
NativeMessageReceived("clear jit", "");
return UI::EVENT_DONE;
}
void ProAdhocServerScreen::CreateViews() {
using namespace UI;
I18NCategory *s = GetI18NCategory("System");
I18NCategory *d = GetI18NCategory("Dialog");
tempProAdhocServer = g_Config.proAdhocServer;
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *leftColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
leftColumn->Add(new ItemHeader(s->T("proAdhocServer Address:")));
addrView_ = new TextView(tempProAdhocServer, ALIGN_LEFT, false);
leftColumn->Add(addrView_);
LinearLayout *rightColumn = new LinearLayout(ORIENT_HORIZONTAL, new AnchorLayoutParams(0, 120, 10, NONE, NONE,10));
rightColumn->Add(new Button("0"))->OnClick.Handle(this, &ProAdhocServerScreen::On0Click);
rightColumn->Add(new Button("1"))->OnClick.Handle(this, &ProAdhocServerScreen::On1Click);
rightColumn->Add(new Button("2"))->OnClick.Handle(this, &ProAdhocServerScreen::On2Click);
rightColumn->Add(new Button("3"))->OnClick.Handle(this, &ProAdhocServerScreen::On3Click);
rightColumn->Add(new Button("4"))->OnClick.Handle(this, &ProAdhocServerScreen::On4Click);
rightColumn->Add(new Button("5"))->OnClick.Handle(this, &ProAdhocServerScreen::On5Click);
rightColumn->Add(new Button("6"))->OnClick.Handle(this, &ProAdhocServerScreen::On6Click);
rightColumn->Add(new Button("7"))->OnClick.Handle(this, &ProAdhocServerScreen::On7Click);
rightColumn->Add(new Button("8"))->OnClick.Handle(this, &ProAdhocServerScreen::On8Click);
rightColumn->Add(new Button("9"))->OnClick.Handle(this, &ProAdhocServerScreen::On9Click);
rightColumn->Add(new Button("."))->OnClick.Handle(this, &ProAdhocServerScreen::OnPointClick);
rightColumn->Add(new Button(d->T("Delete")))->OnClick.Handle(this, &ProAdhocServerScreen::OnDeleteClick);
rightColumn->Add(new Button(d->T("Delete all")))->OnClick.Handle(this, &ProAdhocServerScreen::OnDeleteAllClick);
rightColumn->Add(new Button(d->T("OK")))->OnClick.Handle(this, &ProAdhocServerScreen::OnOKClick);
rightColumn->Add(new Button(d->T("Cancel")))->OnClick.Handle(this, &ProAdhocServerScreen::OnCancelClick);
root_->Add(leftColumn);
root_->Add(rightColumn);
}
UI::EventReturn ProAdhocServerScreen::On0Click(UI::EventParams &e) {
if (tempProAdhocServer.length() > 0)
tempProAdhocServer.append("0");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On1Click(UI::EventParams &e) {
tempProAdhocServer.append("1");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On2Click(UI::EventParams &e) {
tempProAdhocServer.append("2");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On3Click(UI::EventParams &e) {
tempProAdhocServer.append("3");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On4Click(UI::EventParams &e) {
tempProAdhocServer.append("4");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On5Click(UI::EventParams &e) {
tempProAdhocServer.append("5");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On6Click(UI::EventParams &e) {
tempProAdhocServer.append("6");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On7Click(UI::EventParams &e) {
tempProAdhocServer.append("7");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On8Click(UI::EventParams &e) {
tempProAdhocServer.append("8");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::On9Click(UI::EventParams &e) {
tempProAdhocServer.append("9");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnPointClick(UI::EventParams &e) {
if (tempProAdhocServer.length() > 0 && tempProAdhocServer.at(tempProAdhocServer.length() - 1) != '.')
tempProAdhocServer.append(".");
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnDeleteClick(UI::EventParams &e) {
if (tempProAdhocServer.length() > 0)
tempProAdhocServer.erase(tempProAdhocServer.length() -1, 1);
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnDeleteAllClick(UI::EventParams &e) {
tempProAdhocServer = "";
addrView_->SetText(tempProAdhocServer);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnOKClick(UI::EventParams &e) {
g_Config.proAdhocServer = tempProAdhocServer;
UIScreen::OnBack(e);
return UI::EVENT_DONE;
}
UI::EventReturn ProAdhocServerScreen::OnCancelClick(UI::EventParams &e) {
tempProAdhocServer = g_Config.proAdhocServer;
UIScreen::OnBack(e);
return UI::EVENT_DONE;
}