mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-27 02:10:34 +00:00
5009698cc0
This does not make them thread safe, but it reduces the chances of a crash a bit (see #12594.)
427 lines
15 KiB
C++
427 lines
15 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "ppsspp_config.h"
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#include "gfx_es2/draw_buffer.h"
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#include "i18n/i18n.h"
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#include "util/text/utf8.h"
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#include "ui/ui_context.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "Common/FileUtil.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "UI/CwCheatScreen.h"
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#include "UI/EmuScreen.h"
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#include "UI/GameScreen.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/MiscScreens.h"
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#include "UI/MainScreen.h"
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#include "UI/BackgroundAudio.h"
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GameScreen::GameScreen(const std::string &gamePath) : UIDialogScreenWithGameBackground(gamePath) {
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SetBackgroundAudioGame(gamePath);
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}
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GameScreen::~GameScreen() {
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}
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void GameScreen::CreateViews() {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (info && !info->id.empty())
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saveDirs = info->GetSaveDataDirectories(); // Get's very heavy, let's not do it in update()
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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auto pa = GetI18NCategory("Pause");
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
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root_->Add(leftColumn);
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leftColumn->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack);
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if (info) {
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leftColumn->Add(new GameIconView(gamePath_, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
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LinearLayout *infoLayout = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(10, 200, NONE, NONE));
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leftColumn->Add(infoLayout);
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tvTitle_ = infoLayout->Add(new TextView(info->GetTitle(), ALIGN_LEFT | FLAG_WRAP_TEXT, false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
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tvTitle_->SetShadow(true);
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infoLayout->Add(new Spacer(12));
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// This one doesn't need to be updated.
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infoLayout->Add(new TextView(gamePath_, ALIGN_LEFT | FLAG_WRAP_TEXT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)))->SetShadow(true);
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tvGameSize_ = infoLayout->Add(new TextView("...", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
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tvGameSize_->SetShadow(true);
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tvSaveDataSize_ = infoLayout->Add(new TextView("...", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
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tvSaveDataSize_->SetShadow(true);
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tvInstallDataSize_ = infoLayout->Add(new TextView("", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
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tvInstallDataSize_->SetShadow(true);
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tvInstallDataSize_->SetVisibility(V_GONE);
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tvRegion_ = infoLayout->Add(new TextView("", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
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tvRegion_->SetShadow(true);
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} else {
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tvTitle_ = nullptr;
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tvGameSize_ = nullptr;
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tvSaveDataSize_ = nullptr;
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tvInstallDataSize_ = nullptr;
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tvRegion_ = nullptr;
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}
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ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumn);
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LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
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rightColumnItems->SetSpacing(0.0f);
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rightColumn->Add(rightColumnItems);
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rightColumnItems->Add(new Choice(ga->T("Play")))->OnClick.Handle(this, &GameScreen::OnPlay);
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btnGameSettings_ = rightColumnItems->Add(new Choice(ga->T("Game Settings")));
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btnGameSettings_->OnClick.Handle(this, &GameScreen::OnGameSettings);
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btnDeleteGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Delete Game Config")));
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btnDeleteGameConfig_->OnClick.Handle(this, &GameScreen::OnDeleteConfig);
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btnCreateGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Create Game Config")));
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btnCreateGameConfig_->OnClick.Handle(this, &GameScreen::OnCreateConfig);
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btnGameSettings_->SetVisibility(V_GONE);
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btnDeleteGameConfig_->SetVisibility(V_GONE);
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btnCreateGameConfig_->SetVisibility(V_GONE);
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btnDeleteSaveData_ = new Choice(ga->T("Delete Save Data"));
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rightColumnItems->Add(btnDeleteSaveData_)->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
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btnDeleteSaveData_->SetVisibility(V_GONE);
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if (info && !info->pending) {
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otherChoices_.clear();
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}
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Delete Game"))))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
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if (host->CanCreateShortcut()) {
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Create Shortcut"))))->OnClick.Handle(this, &GameScreen::OnCreateShortcut);
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}
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if (isRecentGame(gamePath_)) {
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Remove From Recent"))))->OnClick.Handle(this, &GameScreen::OnRemoveFromRecent);
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}
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#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Show In Folder"))))->OnClick.Handle(this, &GameScreen::OnShowInFolder);
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#endif
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if (g_Config.bEnableCheats) {
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rightColumnItems->Add(AddOtherChoice(new Choice(pa->T("Cheats"))))->OnClick.Handle(this, &GameScreen::OnCwCheat);
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}
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btnSetBackground_ = rightColumnItems->Add(new Choice(ga->T("Use UI background")));
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btnSetBackground_->OnClick.Handle(this, &GameScreen::OnSetBackground);
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btnSetBackground_->SetVisibility(V_GONE);
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}
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UI::Choice *GameScreen::AddOtherChoice(UI::Choice *choice) {
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otherChoices_.push_back(choice);
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// While loading.
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choice->SetVisibility(UI::V_GONE);
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return choice;
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}
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UI::EventReturn GameScreen::OnCreateConfig(UI::EventParams &e) {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
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if (!info) {
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return UI::EVENT_SKIPPED;
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}
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g_Config.createGameConfig(info->id);
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g_Config.saveGameConfig(info->id, info->GetTitle());
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info->hasConfig = true;
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screenManager()->topScreen()->RecreateViews();
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return UI::EVENT_DONE;
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}
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void GameScreen::CallbackDeleteConfig(bool yes) {
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if (yes) {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, 0);
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if (!info) {
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return;
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}
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g_Config.deleteGameConfig(info->id);
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info->hasConfig = false;
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screenManager()->RecreateAllViews();
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}
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}
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UI::EventReturn GameScreen::OnDeleteConfig(UI::EventParams &e)
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{
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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screenManager()->push(
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new PromptScreen(di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"),
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std::bind(&GameScreen::CallbackDeleteConfig, this, std::placeholders::_1)));
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return UI::EVENT_DONE;
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}
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void GameScreen::render() {
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UIScreen::render();
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auto ga = GetI18NCategory("Game");
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Draw::DrawContext *thin3d = screenManager()->getDrawContext();
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(thin3d, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (tvTitle_) {
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tvTitle_->SetText(info->GetTitle() + " (" + info->id + ")");
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}
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if (info->gameSize) {
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char temp[256];
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snprintf(temp, sizeof(temp), "%s: %1.1f %s", ga->T("Game"), (float) (info->gameSize) / 1024.f / 1024.f, ga->T("MB"));
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tvGameSize_->SetText(temp);
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snprintf(temp, sizeof(temp), "%s: %1.2f %s", ga->T("SaveData"), (float) (info->saveDataSize) / 1024.f / 1024.f, ga->T("MB"));
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tvSaveDataSize_->SetText(temp);
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if (info->installDataSize > 0) {
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snprintf(temp, sizeof(temp), "%s: %1.2f %s", ga->T("InstallData"), (float) (info->installDataSize) / 1024.f / 1024.f, ga->T("MB"));
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tvInstallDataSize_->SetText(temp);
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tvInstallDataSize_->SetVisibility(UI::V_VISIBLE);
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}
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}
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if (info->region >= 0 && info->region < GAMEREGION_MAX && info->region != GAMEREGION_OTHER) {
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static const char *regionNames[GAMEREGION_MAX] = {
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"Japan",
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"USA",
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"Europe",
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"Hong Kong",
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"Asia"
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};
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tvRegion_->SetText(ga->T(regionNames[info->region]));
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} else if (info->region > GAMEREGION_MAX){
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tvRegion_->SetText(ga->T("Homebrew"));
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}
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if (!info->id.empty()) {
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btnGameSettings_->SetVisibility(info->hasConfig ? UI::V_VISIBLE : UI::V_GONE);
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btnDeleteGameConfig_->SetVisibility(info->hasConfig ? UI::V_VISIBLE : UI::V_GONE);
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btnCreateGameConfig_->SetVisibility(info->hasConfig ? UI::V_GONE : UI::V_VISIBLE);
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if (saveDirs.size()) {
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btnDeleteSaveData_->SetVisibility(UI::V_VISIBLE);
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}
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if (info->pic0.texture || info->pic1.texture) {
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btnSetBackground_->SetVisibility(UI::V_VISIBLE);
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}
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}
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if (!info->pending) {
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// At this point, the above buttons won't become visible. We can show these now.
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for (UI::Choice *choice : otherChoices_) {
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choice->SetVisibility(UI::V_VISIBLE);
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}
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}
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}
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UI::EventReturn GameScreen::OnShowInFolder(UI::EventParams &e) {
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OpenDirectory(gamePath_.c_str());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnCwCheat(UI::EventParams &e) {
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screenManager()->push(new CwCheatScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnSwitchBack(UI::EventParams &e) {
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TriggerFinish(DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnPlay(UI::EventParams &e) {
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screenManager()->switchScreen(new EmuScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnGameSettings(UI::EventParams &e) {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (info && info->paramSFOLoaded) {
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std::string discID = info->paramSFO.GetValueString("DISC_ID");
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if ((discID.empty() || !info->disc_total) && gamePath_.find("/PSP/GAME/") != std::string::npos)
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discID = g_paramSFO.GenerateFakeID(gamePath_);
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screenManager()->push(new GameSettingsScreen(gamePath_, discID, true));
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}
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnDeleteSaveData(UI::EventParams &e) {
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (info) {
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// Check that there's any savedata to delete
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if (saveDirs.size()) {
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screenManager()->push(
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new PromptScreen(di->T("DeleteConfirmAll", "Do you really want to delete all\nyour save data for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"),
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std::bind(&GameScreen::CallbackDeleteSaveData, this, std::placeholders::_1)));
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}
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}
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RecreateViews();
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return UI::EVENT_DONE;
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}
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void GameScreen::CallbackDeleteSaveData(bool yes) {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
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if (yes) {
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info->DeleteAllSaveData();
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info->saveDataSize = 0;
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info->installDataSize = 0;
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}
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}
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UI::EventReturn GameScreen::OnDeleteGame(UI::EventParams &e) {
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (info) {
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screenManager()->push(
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new PromptScreen(di->T("DeleteConfirmGame", "Do you really want to delete this game\nfrom your device? You can't undo this."), ga->T("ConfirmDelete"), di->T("Cancel"),
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std::bind(&GameScreen::CallbackDeleteGame, this, std::placeholders::_1)));
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}
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return UI::EVENT_DONE;
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}
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void GameScreen::CallbackDeleteGame(bool yes) {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
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if (yes) {
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info->Delete();
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g_gameInfoCache->Clear();
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screenManager()->switchScreen(new MainScreen());
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}
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}
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UI::EventReturn GameScreen::OnCreateShortcut(UI::EventParams &e) {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
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if (info) {
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host->CreateDesktopShortcut(gamePath_, info->GetTitle());
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}
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return UI::EVENT_DONE;
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}
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bool GameScreen::isRecentGame(const std::string &gamePath) {
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if (g_Config.iMaxRecent <= 0)
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return false;
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const std::string resolved = File::ResolvePath(gamePath);
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for (auto it = g_Config.recentIsos.begin(); it != g_Config.recentIsos.end(); ++it) {
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const std::string recent = File::ResolvePath(*it);
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if (resolved == recent)
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return true;
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}
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return false;
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}
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UI::EventReturn GameScreen::OnRemoveFromRecent(UI::EventParams &e) {
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g_Config.RemoveRecent(gamePath_);
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screenManager()->switchScreen(new MainScreen());
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return UI::EVENT_DONE;
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}
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class SetBackgroundPopupScreen : public PopupScreen {
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public:
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SetBackgroundPopupScreen(const std::string &title, const std::string &gamePath);
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protected:
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bool FillVertical() const override { return false; }
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bool ShowButtons() const override { return false; }
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void CreatePopupContents(UI::ViewGroup *parent) override;
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void update() override;
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private:
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std::string gamePath_;
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double timeStart_;
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double timeDone_ = 0.0;
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enum class Status {
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PENDING,
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DELAY,
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DONE,
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};
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Status status_ = Status::PENDING;
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};
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SetBackgroundPopupScreen::SetBackgroundPopupScreen(const std::string &title, const std::string &gamePath)
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: PopupScreen(title), gamePath_(gamePath) {
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timeStart_ = time_now_d();
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}
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void SetBackgroundPopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
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auto ga = GetI18NCategory("Game");
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parent->Add(new UI::TextView(ga->T("One moment please..."), ALIGN_LEFT | ALIGN_VCENTER, false, new UI::LinearLayoutParams(UI::Margins(10, 0, 10, 10))));
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}
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void SetBackgroundPopupScreen::update() {
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PopupScreen::update();
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTBGDATA);
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if (status_ == Status::PENDING && info && !info->pending) {
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GameInfoTex *pic = nullptr;
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if (info->pic1.dataLoaded && info->pic1.data.size()) {
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pic = &info->pic1;
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} else if (info->pic0.dataLoaded && info->pic0.data.size()) {
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pic = &info->pic0;
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}
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if (pic) {
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const std::string bgPng = GetSysDirectory(DIRECTORY_SYSTEM) + "background.png";
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writeStringToFile(false, pic->data, bgPng.c_str());
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}
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NativeMessageReceived("bgImage_updated", "");
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// It's worse if it flickers, stay open for at least 1s.
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timeDone_ = timeStart_ + 1.0;
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status_ = Status::DELAY;
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}
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if (status_ == Status::DELAY && timeDone_ <= time_now_d()) {
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TriggerFinish(DR_OK);
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status_ = Status::DONE;
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}
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}
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UI::EventReturn GameScreen::OnSetBackground(UI::EventParams &e) {
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auto ga = GetI18NCategory("Game");
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// This popup is used to prevent any race condition:
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// g_gameInfoCache may take time to load the data, and a crash could happen if they exit before then.
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SetBackgroundPopupScreen *pop = new SetBackgroundPopupScreen(ga->T("Setting Background"), gamePath_);
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if (e.v)
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pop->SetPopupOrigin(e.v);
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screenManager()->push(pop);
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return UI::EVENT_DONE;
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}
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