ppsspp/UI/EmuScreen.cpp

790 lines
23 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/display.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/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/GLES/Framebuffer.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/MIPS/JitCommon/JitCommon.h"
#include "Core/SaveState.h"
#include "UI/ui_atlas.h"
#include "UI/OnScreenDisplay.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"
#include "UI/InstallZipScreen.h"
EmuScreen::EmuScreen(const std::string &filename)
: bootPending_(true), gamePath_(filename), invalid_(true), quit_(false), pauseTrigger_(false) {
memset(axisState_, 0, sizeof(axisState_));
}
void EmuScreen::bootGame(const std::string &filename) {
if (PSP_IsIniting()) {
std::string error_string;
bootPending_ = !PSP_InitUpdate(&error_string);
if (!bootPending_) {
invalid_ = !PSP_IsInited();
if (invalid_) {
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
return;
}
bootComplete();
}
return;
}
invalid_ = true;
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 = filename;
coreParam.mountIso = "";
coreParam.mountRoot = "";
coreParam.startPaused = false;
coreParam.printfEmuLog = false;
coreParam.headLess = false;
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
if (g_Config.iInternalResolution == 0) {
coreParam.renderWidth = bounds.w;
coreParam.renderHeight = bounds.h;
} else {
if (g_Config.iInternalResolution < 0)
g_Config.iInternalResolution = 1;
coreParam.renderWidth = 480 * g_Config.iInternalResolution;
coreParam.renderHeight = 272 * g_Config.iInternalResolution;
}
std::string error_string;
if (!PSP_InitStart(coreParam, &error_string)) {
bootPending_ = false;
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
}
}
void EmuScreen::bootComplete() {
UpdateUIState(UISTATE_INGAME);
host->BootDone();
host->UpdateDisassembly();
g_gameInfoCache.FlushBGs();
NOTICE_LOG(BOOT, "Loading %s...", PSP_CoreParameter().fileToStart.c_str());
autoLoad();
I18NCategory *s = GetI18NCategory("Screen");
#ifndef MOBILE_DEVICE
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);
} else if (strstr(renderer, "GLTools") != 0) {
osm.Show(s->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
}
System_SendMessage("event", "startgame");
}
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 || quit_) {
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "exitgame");
quit_ = false;
}
RecreateViews();
}
static void AfterStateLoad(bool success, void *ignored) {
Core_EnableStepping(false);
host->UpdateDisassembly();
}
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();
bootPending_ = false;
invalid_ = true;
host->UpdateDisassembly();
} else if (!strcmp(message, "reset")) {
PSP_Shutdown();
bootPending_ = true;
invalid_ = true;
host->UpdateDisassembly();
std::string resetError;
if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
ELOG("Error resetting: %s", resetError.c_str());
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "failstartgame");
return;
}
} else if (!strcmp(message, "boot")) {
const char *ext = strrchr(value, '.');
if (!strcmp(ext, ".ppst")) {
SaveState::Load(value, &AfterStateLoad);
} else {
PSP_Shutdown();
bootPending_ = true;
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") || !strcmp(message, "gpu clear cache")) {
if (gpu) {
gpu->ClearCacheNextFrame();
gpu->Resized();
}
Reporting::UpdateConfig();
RecreateViews();
} else if (!strcmp(message, "gpu dump next frame")) {
if (gpu) gpu->DumpNextFrame();
} else if (!strcmp(message, "clear jit")) {
if (MIPSComp::jit) {
MIPSComp::jit->ClearCache();
}
if (PSP_IsInited()) {
currentMIPS->UpdateCore(g_Config.bJit ? CPU_JIT : CPU_INTERPRETER);
}
} else if (!strcmp(message, "window minimized")) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
}
}
//tiltInputCurve implements a smooth deadzone as described here:
//http://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php
inline float tiltInputCurve(float x) {
const float deadzone = g_Config.fDeadzoneRadius;
const float factor = 1.0f / (1.0f - deadzone);
if (x > deadzone) {
return (x - deadzone) * (x - deadzone) * factor;
} else if (x < -deadzone) {
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;
}
bool EmuScreen::touch(const TouchInput &touch) {
if (root_) {
root_->Touch(touch);
return true;
} else {
return false;
}
}
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;
case VIRTKEY_ANALOG_LIGHTLY:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_REWIND:
if (SaveState::CanRewind()) {
SaveState::Rewind();
} else {
osm.Show(s->T("norewind", "No rewind save states available"), 2.0);
}
break;
case VIRTKEY_SAVE_STATE:
SaveState::SaveSlot(g_Config.iCurrentStateSlot, 0);
break;
case VIRTKEY_LOAD_STATE:
if (SaveState::HasSaveInSlot(g_Config.iCurrentStateSlot)) {
SaveState::LoadSlot(g_Config.iCurrentStateSlot, 0);
}
break;
case VIRTKEY_NEXT_SLOT:
SaveState::NextSlot();
break;
case VIRTKEY_TOGGLE_FULLSCREEN:
System_SendMessage("toggle_fullscreen", "");
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;
case VIRTKEY_ANALOG_LIGHTLY:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_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) {
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? 0.5f : 1.0f;
float axis = 0.0f;
// The down events can repeat, so just trust the virtKeys array.
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= value;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += value;
__CtrlSetAnalogX(axis, stick);
}
inline void EmuScreen::setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax) {
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? 0.5f : 1.0f;
float axis = 0.0f;
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= value;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += value;
__CtrlSetAnalogY(axis, stick);
}
bool EmuScreen::key(const KeyInput &key) {
if ((key.flags & KEY_DOWN) && key.keyCode == NKCODE_BACK) {
pauseTrigger_ = true;
}
std::vector<int> pspKeys;
KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &pspKeys);
if (pspKeys.size() && (key.flags & KEY_IS_REPEAT)) {
// Claim that we handled this. Prevents volume key repeats from popping up the volume control on Android.
return true;
}
for (size_t i = 0; i < pspKeys.size(); i++) {
pspKey(pspKeys[i], key.flags);
}
return pspKeys.size() > 0;
}
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);
}
}
bool EmuScreen::axis(const AxisInput &axis) {
if (axis.value > 0) {
processAxis(axis, 1);
return true;
} else if (axis.value < 0) {
processAxis(axis, -1);
return true;
} else if (axis.value == 0) {
// Both directions! Prevents sticking for digital input devices that are axises (like HAT)
processAxis(axis, 1);
processAxis(axis, -1);
return true;
}
return false;
}
inline bool IsAnalogStickKey(int key) {
switch (key) {
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
return true;
default:
return false;
}
}
void EmuScreen::processAxis(const AxisInput &axis, int direction) {
// Sanity check
if (axis.axisId < 0 || axis.axisId >= JOYSTICK_AXIS_MAX) {
return;
}
std::vector<int> results;
KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, direction, &results);
for (size_t i = 0; i < results.size(); i++) {
int result = results[i];
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;
}
}
std::vector<int> resultsOpposite;
KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, -direction, &resultsOpposite);
int axisState = 0;
if ((direction == 1 && axis.value >= AXIS_BIND_THRESHOLD)) {
axisState = 1;
} else if (direction == -1 && axis.value <= -AXIS_BIND_THRESHOLD) {
axisState = -1;
} else {
axisState = 0;
}
if (axisState != axisState_[axis.axisId]) {
axisState_[axis.axisId] = axisState;
if (axisState != 0) {
for (size_t i = 0; i < results.size(); i++) {
if (!IsAnalogStickKey(results[i]))
pspKey(results[i], KEY_DOWN);
}
// Also unpress the other direction.
for (size_t i = 0; i < resultsOpposite.size(); i++) {
if (!IsAnalogStickKey(resultsOpposite[i]))
pspKey(resultsOpposite[i], KEY_UP);
}
} else if (axisState == 0) {
// Release both directions, trying to deal with some erratic controllers that can cause it to stick.
for (size_t i = 0; i < results.size(); i++) {
if (!IsAnalogStickKey(results[i]))
pspKey(results[i], KEY_UP);
}
for (size_t i = 0; i < resultsOpposite.size(); i++) {
if (!IsAnalogStickKey(resultsOpposite[i]))
pspKey(resultsOpposite[i], KEY_UP);
}
}
}
}
void EmuScreen::CreateViews() {
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
InitPadLayout(bounds.w, bounds.h);
root_ = CreatePadLayout(bounds.w, bounds.h, &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 (bootPending_)
bootGame(gamePath_);
UIScreen::update(input);
// Simply forcibily update to the current screen size every frame. Doesn't cost much.
// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
// TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too.
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
PSP_CoreParameter().pixelWidth = pixel_xres * bounds.w / dp_xres;
PSP_CoreParameter().pixelHeight = pixel_yres * bounds.h / dp_yres;
if (!invalid_) {
UpdateUIState(UISTATE_INGAME);
}
if (errorMessage_.size()) {
// Special handling for ZIP files. It's not very robust to check an error message but meh,
// at least it's pre-translation.
if (errorMessage_.find("ZIP") != std::string::npos) {
screenManager()->push(new InstallZipScreen(gamePath_));
errorMessage_ = "";
quit_ = true;
return;
}
I18NCategory *g = GetI18NCategory("Error");
std::string errLoadingFile = g->T("Error loading file", "Could not load game");
errLoadingFile.append(" ");
errLoadingFile.append(g->T(errorMessage_.c_str()));
screenManager()->push(new PromptScreen(errLoadingFile, "OK", ""));
errorMessage_ = "";
quit_ = true;
return;
}
if (invalid_)
return;
// Virtual keys.
__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);
// Apply tilt to left stick
// TODO: Make into an axis
#ifdef MOBILE_DEVICE
/*
if (g_Config.bAccelerometerToAnalogHoriz) {
// Get the "base" coordinate system which is setup by the calibration system
float base_x = g_Config.fTiltBaseX;
float base_y = g_Config.fTiltBaseY;
//convert the current input into base coordinates and normalize
//TODO: check if all phones give values between [-50, 50]. I'm not sure how iOS works.
float normalized_input_x = (input.acc.y - base_x) / 50.0 ;
float normalized_input_y = (input.acc.x - base_y) / 50.0 ;
//TODO: need a better name for computed x and y.
float delta_x = tiltInputCurve(normalized_input_x * 2.0 * (g_Config.iTiltSensitivityX)) ;
//if the invert is enabled, invert the motion
if (g_Config.bInvertTiltX) {
delta_x *= -1;
}
float delta_y = tiltInputCurve(normalized_input_y * 2.0 * (g_Config.iTiltSensitivityY)) ;
if (g_Config.bInvertTiltY) {
delta_y *= -1;
}
//clamp the delta between [-1, 1]
leftstick_x += clamp1(delta_x);
__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
leftstick_y += clamp1(delta_y);
__CtrlSetAnalogY(clamp1(leftstick_y), 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::checkPowerDown() {
if (coreState == CORE_POWERDOWN && !PSP_IsIniting()) {
if (PSP_IsInited()) {
PSP_Shutdown();
}
ILOG("SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
bootPending_ = false;
invalid_ = true;
}
}
void EmuScreen::render() {
if (invalid_) {
// It's possible this might be set outside PSP_RunLoopFor().
// In this case, we need to double check it here.
checkPowerDown();
return;
}
if (PSP_CoreParameter().freezeNext) {
PSP_CoreParameter().frozen = true;
PSP_CoreParameter().freezeNext = false;
SaveState::SaveToRam(freezeState_);
} else if (PSP_CoreParameter().frozen) {
if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_)) {
ERROR_LOG(HLE, "Failed to load freeze state. Unfreezing.");
PSP_CoreParameter().frozen = false;
}
}
// 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;
}
checkPowerDown();
if (invalid_)
return;
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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);
if (root_) {
UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
root_->Draw(*screenManager()->getUIContext());
}
if (!osm.IsEmpty()) {
osm.Draw(ui_draw2d, screenManager()->getUIContext()->GetBounds());
}
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 / (59.94f / 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 / (59.94f / 100.0f)); break;
default:
return;
}
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
ui_draw2d.SetFontScale(0.7f, 0.7f);
ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 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();
RecreateViews();
}
void EmuScreen::autoLoad() {
//check if save state has save, if so, load
int lastSlot = SaveState::GetNewestSlot();
if (g_Config.bEnableAutoLoad && lastSlot != -1) {
SaveState::LoadSlot(lastSlot, 0, 0);
g_Config.iCurrentStateSlot = lastSlot;
}
}