ppsspp/UI/MiscScreens.cpp
Unknown W. Brackets 8f4d1634ad UI: Add simple support for a custom background.
No UI.  Essentially, this is a cleaned up version of xiushudongfang's
implementation that supports all platforms, but no selection UI.
2017-03-26 07:52:46 -07:00

731 lines
21 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 "ppsspp_config.h"
#include <algorithm>
#include <functional>
#include "base/colorutil.h"
#include "base/display.h"
#include "base/timeutil.h"
#include "gfx_es2/draw_buffer.h"
#include "math/curves.h"
#include "i18n/i18n.h"
#include "ui/ui_context.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "ui/ui.h"
#include "util/random/rng.h"
#include "file/vfs.h"
#include "UI/ui_atlas.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/EmuScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GameSettingsScreen.h"
#include "UI/MainScreen.h"
#include "UI/MiscScreens.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/MIPS/JitCommon/JitCommon.h"
#include "Core/HLE/sceUtility.h"
#include "Common/FileUtil.h"
#include "GPU/GPUState.h"
#include "GPU/Common/PostShader.h"
#include "ui_atlas.h"
#ifdef _MSC_VER
#pragma execution_character_set("utf-8")
#endif
static const int symbols[4] = {
I_CROSS,
I_CIRCLE,
I_SQUARE,
I_TRIANGLE
};
static const uint32_t colors[4] = {
0xC0FFFFFF,
0xC0FFFFFF,
0xC0FFFFFF,
0xC0FFFFFF,
};
static ManagedTexture *bgTexture = nullptr;
void UIBackgroundInit(UIContext &dc) {
const std::string bgPng = GetSysDirectory(DIRECTORY_SYSTEM) + "background.png";
const std::string bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) + "background.jpg";
if (File::Exists(bgPng) || File::Exists(bgJpg)) {
const std::string &bgFile = File::Exists(bgPng) ? bgPng : bgJpg;
bgTexture = CreateTextureFromFile(dc.GetDrawContext(), bgFile.c_str(), DETECT, true);
}
}
void UIBackgroundShutdown() {
delete bgTexture;
bgTexture = nullptr;
}
void DrawBackground(UIContext &dc, float alpha) {
static float xbase[100] = {0};
static float ybase[100] = {0};
float xres = dc.GetBounds().w;
float yres = dc.GetBounds().h;
static int last_xres = 0;
static int last_yres = 0;
if (xbase[0] == 0.0f || last_xres != xres || last_yres != yres) {
GMRng rng;
for (int i = 0; i < 100; i++) {
xbase[i] = rng.F() * xres;
ybase[i] = rng.F() * yres;
}
last_xres = xres;
last_yres = yres;
}
uint32_t bgColor = whiteAlpha(alpha);
if (bgTexture != nullptr) {
dc.Flush();
dc.GetDrawContext()->BindTexture(0, bgTexture->GetTexture());
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, bgColor);
dc.Flush();
dc.RebindTexture();
} else {
ImageID img = I_BG;
ui_draw2d.DrawImageStretch(img, dc.GetBounds(), bgColor);
}
float t = time_now();
for (int i = 0; i < 100; i++) {
float x = xbase[i] + dc.GetBounds().x;
float y = ybase[i] + dc.GetBounds().y + 40 * cosf(i * 7.2f + t * 1.3f);
float angle = sinf(i + t);
int n = i & 3;
ui_draw2d.DrawImageRotated(symbols[n], x, y, 1.0f, angle, colorAlpha(colors[n], alpha * 0.1f));
}
}
void DrawGameBackground(UIContext &dc, const std::string &gamePath) {
GameInfo *ginfo = nullptr;
if (gamePath.size())
ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath, GAMEINFO_WANTBG);
dc.Flush();
bool hasPic = false;
double loadTime;
if (ginfo && ginfo->pic1.texture) {
dc.GetDrawContext()->BindTexture(0, ginfo->pic1.texture->GetTexture());
loadTime = ginfo->pic1.timeLoaded;
hasPic = true;
} else if (ginfo && ginfo->pic0.texture) {
dc.GetDrawContext()->BindTexture(0, ginfo->pic0.texture->GetTexture());
loadTime = ginfo->pic0.timeLoaded;
hasPic = true;
}
if (hasPic) {
uint32_t color = whiteAlpha(ease((time_now_d() - loadTime) * 3)) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(dc.GetBounds(), 0,0,1,1, color);
dc.Flush();
dc.RebindTexture();
} else {
::DrawBackground(dc, 1.0f);
dc.RebindTexture();
dc.Flush();
}
}
void HandleCommonMessages(const char *message, const char *value, ScreenManager *manager) {
if (!strcmp(message, "clear jit")) {
if (MIPSComp::jit && PSP_IsInited()) {
MIPSComp::jit->ClearCache();
}
if (PSP_IsInited()) {
currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
}
} else if (!strcmp(message, "control mapping")) {
manager->push(new ControlMappingScreen());
} else if (!strcmp(message, "display layout editor")) {
manager->push(new DisplayLayoutScreen());
} else if (!strcmp(message, "window minimized")) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
}
}
void UIScreenWithBackground::DrawBackground(UIContext &dc) {
::DrawBackground(dc, 1.0f);
dc.Flush();
}
void UIScreenWithGameBackground::DrawBackground(UIContext &dc) {
if (!gamePath_.empty()) {
DrawGameBackground(dc, gamePath_);
} else {
::DrawBackground(dc, 1.0f);
dc.Flush();
}
}
void UIScreenWithGameBackground::sendMessage(const char *message, const char *value) {
if (!strcmp(message, "settings")) {
screenManager()->push(new GameSettingsScreen(gamePath_));
} else {
UIScreenWithBackground::sendMessage(message, value);
}
}
void UIDialogScreenWithGameBackground::DrawBackground(UIContext &dc) {
DrawGameBackground(dc, gamePath_);
}
void UIDialogScreenWithGameBackground::sendMessage(const char *message, const char *value) {
if (!strcmp(message, "settings")) {
screenManager()->push(new GameSettingsScreen(gamePath_));
} else {
UIDialogScreenWithBackground::sendMessage(message, value);
}
}
void UIScreenWithBackground::sendMessage(const char *message, const char *value) {
HandleCommonMessages(message, value, screenManager());
I18NCategory *dev = GetI18NCategory("Developer");
if (!strcmp(message, "language screen")) {
auto langScreen = new NewLanguageScreen(dev->T("Language"));
langScreen->OnChoice.Handle(this, &UIScreenWithBackground::OnLanguageChange);
screenManager()->push(langScreen);
} else if (!strcmp(message, "settings")) {
screenManager()->push(new GameSettingsScreen("", ""));
}
}
UI::EventReturn UIScreenWithBackground::OnLanguageChange(UI::EventParams &e) {
screenManager()->RecreateAllViews();
if (host) {
host->UpdateUI();
}
return UI::EVENT_DONE;
}
UI::EventReturn UIDialogScreenWithBackground::OnLanguageChange(UI::EventParams &e) {
screenManager()->RecreateAllViews();
if (host) {
host->UpdateUI();
}
return UI::EVENT_DONE;
}
void UIDialogScreenWithBackground::DrawBackground(UIContext &dc) {
::DrawBackground(dc, 1.0f);
dc.Flush();
}
void UIDialogScreenWithBackground::AddStandardBack(UI::ViewGroup *parent) {
using namespace UI;
I18NCategory *di = GetI18NCategory("Dialog");
parent->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, 64, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
void UIDialogScreenWithBackground::sendMessage(const char *message, const char *value) {
HandleCommonMessages(message, value, screenManager());
I18NCategory *dev = GetI18NCategory("Developer");
if (!strcmp(message, "language screen")) {
auto langScreen = new NewLanguageScreen(dev->T("Language"));
langScreen->OnChoice.Handle(this, &UIDialogScreenWithBackground::OnLanguageChange);
screenManager()->push(langScreen);
} else if (!strcmp(message, "settings")) {
screenManager()->push(new GameSettingsScreen("", ""));
}
}
PromptScreen::PromptScreen(std::string message, std::string yesButtonText, std::string noButtonText, std::function<void(bool)> callback)
: message_(message), callback_(callback) {
I18NCategory *di = GetI18NCategory("Dialog");
yesButtonText_ = di->T(yesButtonText.c_str());
noButtonText_ = di->T(noButtonText.c_str());
}
void PromptScreen::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);
ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
root_->Add(leftColumn);
float leftColumnWidth = dp_xres - actionMenuMargins.left - actionMenuMargins.right - 300.0f;
leftColumn->Add(new TextView(message_, ALIGN_LEFT | FLAG_WRAP_TEXT, false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, 10, NONE, NONE)))->SetClip(false);
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumnItems);
Choice *yesButton = rightColumnItems->Add(new Choice(yesButtonText_));
yesButton->OnClick.Handle(this, &PromptScreen::OnYes);
root_->SetDefaultFocusView(yesButton);
if (noButtonText_ != "")
rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo);
}
UI::EventReturn PromptScreen::OnYes(UI::EventParams &e) {
callback_(true);
TriggerFinish(DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn PromptScreen::OnNo(UI::EventParams &e) {
callback_(false);
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}
PostProcScreen::PostProcScreen(const std::string &title) : ListPopupScreen(title) {
I18NCategory *ps = GetI18NCategory("PostShaders");
ReloadAllPostShaderInfo();
shaders_ = GetAllPostShaderInfo();
std::vector<std::string> items;
int selected = -1;
for (int i = 0; i < (int)shaders_.size(); i++) {
if (shaders_[i].section == g_Config.sPostShaderName)
selected = i;
items.push_back(ps->T(shaders_[i].section.c_str()));
}
adaptor_ = UI::StringVectorListAdaptor(items, selected);
}
void PostProcScreen::OnCompleted(DialogResult result) {
if (result != DR_OK)
return;
g_Config.sPostShaderName = shaders_[listView_->GetSelected()].section;
}
NewLanguageScreen::NewLanguageScreen(const std::string &title) : ListPopupScreen(title) {
// Disable annoying encoding warning
#ifdef _MSC_VER
#pragma warning(disable:4566)
#endif
langValuesMapping = GetLangValuesMapping();
std::vector<FileInfo> tempLangs;
VFSGetFileListing("lang", &tempLangs, "ini");
std::vector<std::string> listing;
int selected = -1;
int counter = 0;
for (size_t i = 0; i < tempLangs.size(); i++) {
// Skip README
if (tempLangs[i].name.find("README") != std::string::npos) {
continue;
}
#ifndef _WIN32
// ar_AE only works on Windows.
if (tempLangs[i].name.find("ar_AE") != std::string::npos) {
continue;
}
// Farsi also only works on Windows.
if (tempLangs[i].name.find("fa_IR") != std::string::npos) {
continue;
}
#endif
FileInfo lang = tempLangs[i];
langs_.push_back(lang);
std::string code;
size_t dot = lang.name.find('.');
if (dot != std::string::npos)
code = lang.name.substr(0, dot);
std::string buttonTitle = lang.name;
if (!code.empty()) {
if (langValuesMapping.find(code) == langValuesMapping.end()) {
// No title found, show locale code
buttonTitle = code;
} else {
buttonTitle = langValuesMapping[code].first;
}
}
if (g_Config.sLanguageIni == code)
selected = counter;
listing.push_back(buttonTitle);
counter++;
}
adaptor_ = UI::StringVectorListAdaptor(listing, selected);
}
void NewLanguageScreen::OnCompleted(DialogResult result) {
if (result != DR_OK)
return;
std::string oldLang = g_Config.sLanguageIni;
std::string iniFile = langs_[listView_->GetSelected()].name;
size_t dot = iniFile.find('.');
std::string code;
if (dot != std::string::npos)
code = iniFile.substr(0, dot);
if (code.empty())
return;
g_Config.sLanguageIni = code;
bool iniLoadedSuccessfully = false;
// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
// test new languages without recompiling the entire app, which is a hassle).
const std::string langOverridePath = g_Config.memStickDirectory + "PSP/SYSTEM/lang/";
// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
iniLoadedSuccessfully = i18nrepo.LoadIni(g_Config.sLanguageIni);
else
iniLoadedSuccessfully = i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
if (iniLoadedSuccessfully) {
// Dunno what else to do here.
if (langValuesMapping.find(code) == langValuesMapping.end()) {
// Fallback to English
g_Config.iLanguage = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH;
} else {
g_Config.iLanguage = langValuesMapping[code].second;
}
RecreateViews();
} else {
g_Config.sLanguageIni = oldLang;
}
}
void LogoScreen::Next() {
if (!switched_) {
switched_ = true;
if (boot_filename.size()) {
screenManager()->switchScreen(new EmuScreen(boot_filename));
} else {
screenManager()->switchScreen(new MainScreen());
}
}
}
const float logoScreenSeconds = 2.5f;
void LogoScreen::update() {
UIScreen::update();
frames_++;
if (frames_ > 60 * logoScreenSeconds) {
Next();
}
}
void LogoScreen::sendMessage(const char *message, const char *value) {
if (!strcmp(message, "boot")) {
screenManager()->switchScreen(new EmuScreen(value));
}
}
bool LogoScreen::key(const KeyInput &key) {
if (key.deviceId != DEVICE_ID_MOUSE) {
Next();
return true;
}
return false;
}
bool LogoScreen::touch(const TouchInput &touch) {
if (touch.flags & TOUCH_DOWN) {
Next();
return true;
}
return false;
}
void LogoScreen::render() {
using namespace Draw;
UIScreen::render();
UIContext &dc = *screenManager()->getUIContext();
const Bounds &bounds = dc.GetBounds();
float xres = dc.GetBounds().w;
float yres = dc.GetBounds().h;
dc.Begin();
float t = (float)frames_ / (60.0f * logoScreenSeconds / 3.0f);
float alpha = t;
if (t > 1.0f)
alpha = 1.0f;
float alphaText = alpha;
if (t > 2.0f)
alphaText = 3.0f - t;
::DrawBackground(dc, alpha);
I18NCategory *cr = GetI18NCategory("PSPCredits");
char temp[256];
// Manually formatting utf-8 is fun. \xXX doesn't work everywhere.
snprintf(temp, sizeof(temp), "%s Henrik Rydg%c%crd", cr->T("created", "Created by"), 0xC3, 0xA5);
#ifdef GOLD
dc.Draw()->DrawImage(I_ICONGOLD, bounds.centerX() - 120, bounds.centerY() - 30, 1.2f, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
#else
dc.Draw()->DrawImage(I_ICON, bounds.centerX() - 120, bounds.centerY() - 30, 1.2f, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
#endif
dc.Draw()->DrawImage(I_LOGO, bounds.centerX() + 40, bounds.centerY() - 30, 1.5f, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
//dc.Draw()->DrawTextShadow(UBUNTU48, "PPSSPP", xres / 2, yres / 2 - 30, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
dc.SetFontScale(1.0f, 1.0f);
dc.SetFontStyle(dc.theme->uiFont);
dc.DrawText(temp, bounds.centerX(), bounds.centerY() + 40, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
dc.DrawText(cr->T("license", "Free Software under GPL 2.0+"), bounds.centerX(), bounds.centerY() + 70, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
dc.DrawText("www.ppsspp.org", bounds.centerX(), yres / 2 + 130, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
if (boot_filename.size()) {
dc.DrawTextShadow(boot_filename.c_str(), bounds.centerX(), bounds.centerY() + 180, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
}
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
// Draw the graphics API, except on UWP where it's always D3D11
dc.DrawText(screenManager()->getDrawContext()->GetInfoString(InfoField::APINAME).c_str(), bounds.centerX(), bounds.y2() - 100, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
#endif
dc.End();
dc.Flush();
}
void CreditsScreen::CreateViews() {
using namespace UI;
I18NCategory *di = GetI18NCategory("Dialog");
I18NCategory *cr = GetI18NCategory("PSPCredits");
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
Button *back = root_->Add(new Button(di->T("Back"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, 10, false)));
back->OnClick.Handle(this, &CreditsScreen::OnOK);
root_->SetDefaultFocusView(back);
#ifndef GOLD
root_->Add(new Button(cr->T("Buy Gold"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 10, false)))->OnClick.Handle(this, &CreditsScreen::OnSupport);
#endif
root_->Add(new Button(cr->T("PPSSPP Forums"), new AnchorLayoutParams(260, 64, 10, NONE, NONE, 84, false)))->OnClick.Handle(this, &CreditsScreen::OnForums);
root_->Add(new Button("www.ppsspp.org", new AnchorLayoutParams(260, 64, 10, NONE, NONE, 158, false)))->OnClick.Handle(this, &CreditsScreen::OnPPSSPPOrg);
#ifdef __ANDROID__
root_->Add(new Button(cr->T("Share PPSSPP"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, 84, false)))->OnClick.Handle(this, &CreditsScreen::OnShare);
root_->Add(new Button(cr->T("Twitter @PPSSPP_emu"), new AnchorLayoutParams(260, 64, NONE, NONE, 10, 154, false)))->OnClick.Handle(this, &CreditsScreen::OnTwitter);
#endif
#ifdef GOLD
root_->Add(new ImageView(I_ICONGOLD, IS_DEFAULT, new AnchorLayoutParams(100, 64, 10, 10, NONE, NONE, false)));
#else
root_->Add(new ImageView(I_ICON, IS_DEFAULT, new AnchorLayoutParams(100, 64, 10, 10, NONE, NONE, false)));
#endif
}
UI::EventReturn CreditsScreen::OnSupport(UI::EventParams &e) {
#ifdef __ANDROID__
LaunchBrowser("market://details?id=org.ppsspp.ppssppgold");
#else
LaunchBrowser("http://central.ppsspp.org/buygold");
#endif
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnTwitter(UI::EventParams &e) {
#ifdef __ANDROID__
System_SendMessage("showTwitter", "PPSSPP_emu");
#else
LaunchBrowser("https://twitter.com/#!/PPSSPP_emu");
#endif
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnPPSSPPOrg(UI::EventParams &e) {
LaunchBrowser("http://www.ppsspp.org");
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnForums(UI::EventParams &e) {
LaunchBrowser("http://forums.ppsspp.org");
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnShare(UI::EventParams &e) {
I18NCategory *cr = GetI18NCategory("PSPCredits");
System_SendMessage("sharetext", cr->T("CheckOutPPSSPP", "Check out PPSSPP, the awesome PSP emulator: http://www.ppsspp.org/"));
return UI::EVENT_DONE;
}
UI::EventReturn CreditsScreen::OnOK(UI::EventParams &e) {
TriggerFinish(DR_OK);
return UI::EVENT_DONE;
}
void CreditsScreen::update() {
UIScreen::update();
UpdateUIState(UISTATE_MENU);
frames_++;
}
void CreditsScreen::render() {
UIScreen::render();
I18NCategory *cr = GetI18NCategory("PSPCredits");
const char * credits[] = {
"PPSSPP",
"",
cr->T("title", "A fast and portable PSP emulator"),
"",
"",
cr->T("created", "Created by"),
"Henrik Rydg\xc3\xa5rd",
"",
"",
cr->T("contributors", "Contributors:"),
"unknownbrackets",
"oioitff",
"xsacha",
"raven02",
"tpunix",
"orphis",
"sum2012",
"mikusp",
"aquanull",
"The Dax",
"bollu",
"tmaul",
"artart78",
"ced2911",
"soywiz",
"kovensky",
"xele",
"chaserhjk",
"evilcorn",
"daniel dressler",
"makotech222",
"CPkmn",
"mgaver",
"jeid3",
"cinaera/BeaR",
"jtraynham",
"Kingcom",
"arnastia",
"lioncash",
"JulianoAmaralChaves",
"vnctdj",
"kaienfr",
"shenweip",
"Danyal Zia",
"Igor Calabria",
"Coldbird",
"Kyhel",
"xebra",
"",
cr->T("specialthanks", "Special thanks to:"),
"Maxim for his amazing Atrac3+ decoder work",
"Keith Galocy at nVidia (hw, advice)",
"Orphis (build server)",
"angelxwind (iOS builds)",
"W.MS (iOS builds)",
"solarmystic (testing)",
"all the forum mods",
"",
cr->T("this translation by", ""), // Empty string as this is the original :)
cr->T("translators1", ""),
cr->T("translators2", ""),
cr->T("translators3", ""),
cr->T("translators4", ""),
cr->T("translators5", ""),
cr->T("translators6", ""),
"",
cr->T("written", "Written in C++ for speed and portability"),
"",
"",
cr->T("tools", "Free tools used:"),
#ifdef __ANDROID__
"Android SDK + NDK",
#endif
#if defined(USING_QT_UI)
"Qt",
#elif !defined(USING_WIN_UI)
"SDL",
#endif
"CMake",
"freetype2",
"zlib",
"PSP SDK",
"",
"",
cr->T("website", "Check out the website:"),
"www.ppsspp.org",
cr->T("list", "compatibility lists, forums, and development info"),
"",
"",
cr->T("check", "Also check out Dolphin, the best Wii/GC emu around:"),
"http://www.dolphin-emu.org",
"",
"",
cr->T("info1", "PPSSPP is only intended to play games you own."),
cr->T("info2", "Please make sure that you own the rights to any games"),
cr->T("info3", "you play by owning the UMD or by buying the digital"),
cr->T("info4", "download from the PSN store on your real PSP."),
"",
"",
cr->T("info5", "PSP is a trademark by Sony, Inc."),
};
// TODO: This is kinda ugly, done on every frame...
char temp[256];
#ifdef GOLD
snprintf(temp, sizeof(temp), "PPSSPP Gold %s", PPSSPP_GIT_VERSION);
#else
snprintf(temp, sizeof(temp), "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
credits[0] = (const char *)temp;
UIContext &dc = *screenManager()->getUIContext();
dc.Begin();
const Bounds &bounds = dc.GetBounds();
const int numItems = ARRAY_SIZE(credits);
int itemHeight = 36;
int totalHeight = numItems * itemHeight + bounds.h + 200;
int y = bounds.y2() - (frames_ % totalHeight);
for (int i = 0; i < numItems; i++) {
float alpha = linearInOut(y+32, 64, bounds.y2() - 192, 64);
if (alpha > 0.0f) {
dc.SetFontScale(ease(alpha), ease(alpha));
dc.DrawText(credits[i], dc.GetBounds().centerX(), y, whiteAlpha(alpha), ALIGN_HCENTER);
dc.SetFontScale(1.0f, 1.0f);
}
y += itemHeight;
}
dc.End();
dc.Flush();
}