mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-23 16:19:44 +00:00
c097910439
This is potentially earlier than full init, better to move the controls as soon as possible.
1191 lines
36 KiB
C++
1191 lines
36 KiB
C++
// Copyright (c) 2012- 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 "ppsspp_config.h"
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#include <algorithm>
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#include "base/display.h"
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "profiler/profiler.h"
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#include "gfx_es2/gpu_features.h"
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#include "gfx_es2/draw_text.h"
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#include "input/input_state.h"
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#include "math/curves.h"
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#include "ui/ui.h"
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#include "ui/ui_context.h"
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#include "ui/ui_tween.h"
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#include "ui/view.h"
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#include "i18n/i18n.h"
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#include "Common/KeyMap.h"
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#ifndef MOBILE_DEVICE
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#include "Core/AVIDump.h"
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#endif
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "Core/CoreParameter.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceSas.h"
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#include "Core/Debugger/SymbolMap.h"
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#include "Core/SaveState.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/HLE/__sceAudio.h"
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#include "UI/ui_atlas.h"
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#include "UI/BackgroundAudio.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/GamepadEmu.h"
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#include "UI/PauseScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/EmuScreen.h"
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#include "UI/DevScreens.h"
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#include "UI/GameInfoCache.h"
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#include "UI/MiscScreens.h"
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#include "UI/ControlMappingScreen.h"
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#include "UI/DisplayLayoutScreen.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/InstallZipScreen.h"
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#include "UI/ProfilerDraw.h"
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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#include "Windows/MainWindow.h"
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#endif
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#if !PPSSPP_PLATFORM(UWP)
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#include "gfx/gl_common.h"
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#endif
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#ifndef MOBILE_DEVICE
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static AVIDump avi;
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#endif
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static bool frameStep_;
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static int lastNumFlips;
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static bool startDumping;
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static void __EmuScreenVblank()
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{
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I18NCategory *sy = GetI18NCategory("System");
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if (frameStep_ && lastNumFlips != gpuStats.numFlips)
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{
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frameStep_ = false;
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Core_EnableStepping(true);
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lastNumFlips = gpuStats.numFlips;
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}
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#ifndef MOBILE_DEVICE
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if (g_Config.bDumpFrames && !startDumping)
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{
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avi.Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
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osm.Show(sy->T("AVI Dump started."), 3.0f);
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startDumping = true;
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}
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if (g_Config.bDumpFrames && startDumping)
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{
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avi.AddFrame();
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}
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else if (!g_Config.bDumpFrames && startDumping)
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{
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avi.Stop();
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osm.Show(sy->T("AVI Dump stopped."), 3.0f);
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startDumping = false;
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}
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#endif
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}
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EmuScreen::EmuScreen(const std::string &filename)
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: bootPending_(true), gamePath_(filename), invalid_(true), quit_(false), pauseTrigger_(false), saveStatePreviewShownTime_(0.0), saveStatePreview_(nullptr) {
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memset(axisState_, 0, sizeof(axisState_));
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saveStateSlot_ = SaveState::GetCurrentSlot();
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__DisplayListenVblank(__EmuScreenVblank);
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frameStep_ = false;
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lastNumFlips = gpuStats.numFlips;
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startDumping = false;
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OnDevMenu.Handle(this, &EmuScreen::OnDevTools);
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}
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void EmuScreen::bootGame(const std::string &filename) {
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if (PSP_IsIniting()) {
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std::string error_string;
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bootPending_ = !PSP_InitUpdate(&error_string);
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if (!bootPending_) {
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invalid_ = !PSP_IsInited();
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if (invalid_) {
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errorMessage_ = error_string;
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ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
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System_SendMessage("event", "failstartgame");
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return;
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}
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bootComplete();
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}
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return;
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}
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SetBackgroundAudioGame("");
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//pre-emptive loading of game specific config if possible, to get all the settings
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, filename, 0);
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if (info && !info->id.empty()) {
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g_Config.loadGameConfig(info->id);
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// Reset views in case controls are in a different place.
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RecreateViews();
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}
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invalid_ = true;
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CoreParameter coreParam{};
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coreParam.cpuCore = (CPUCore)g_Config.iCpuCore;
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coreParam.gpuCore = GPUCORE_GLES;
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switch (GetGPUBackend()) {
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case GPUBackend::DIRECT3D11:
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coreParam.gpuCore = GPUCORE_DIRECTX11;
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break;
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#if !PPSSPP_PLATFORM(UWP)
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case GPUBackend::OPENGL:
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coreParam.gpuCore = GPUCORE_GLES;
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break;
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case GPUBackend::DIRECT3D9:
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coreParam.gpuCore = GPUCORE_DIRECTX9;
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break;
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case GPUBackend::VULKAN:
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coreParam.gpuCore = GPUCORE_VULKAN;
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break;
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#endif
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}
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if (g_Config.bSoftwareRendering) {
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coreParam.gpuCore = GPUCORE_SOFTWARE;
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}
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// Preserve the existing graphics context.
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coreParam.graphicsContext = PSP_CoreParameter().graphicsContext;
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coreParam.thin3d = screenManager()->getDrawContext();
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coreParam.enableSound = g_Config.bEnableSound;
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coreParam.fileToStart = filename;
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coreParam.mountIso = "";
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coreParam.mountRoot = "";
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coreParam.startPaused = false;
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coreParam.printfEmuLog = false;
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coreParam.headLess = false;
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const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
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if (g_Config.iInternalResolution == 0) {
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coreParam.renderWidth = pixel_xres;
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coreParam.renderHeight = pixel_yres;
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} else {
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if (g_Config.iInternalResolution < 0)
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g_Config.iInternalResolution = 1;
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coreParam.renderWidth = 480 * g_Config.iInternalResolution;
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coreParam.renderHeight = 272 * g_Config.iInternalResolution;
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}
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coreParam.pixelWidth = pixel_xres;
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coreParam.pixelHeight = pixel_yres;
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std::string error_string;
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if (!PSP_InitStart(coreParam, &error_string)) {
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bootPending_ = false;
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invalid_ = true;
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errorMessage_ = error_string;
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ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
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System_SendMessage("event", "failstartgame");
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}
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if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
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I18NCategory *gr = GetI18NCategory("Graphics");
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host->NotifyUserMessage(gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 15.0f);
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}
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if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.bBlockTransferGPU == false) {
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I18NCategory *gr = GetI18NCategory("Graphics");
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host->NotifyUserMessage(gr->T("BlockTransferRequired", "Warning: This game requires Simulate Block Transfer Mode to be set to On."), 15.0f);
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}
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loadingViewColor_->Divert(0xFFFFFFFF, 0.15f);
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loadingViewVisible_->Divert(UI::V_VISIBLE, 0.15f);
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}
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void EmuScreen::bootComplete() {
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UpdateUIState(UISTATE_INGAME);
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host->BootDone();
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host->UpdateDisassembly();
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g_gameInfoCache->FlushBGs();
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NOTICE_LOG(BOOT, "Loading %s...", PSP_CoreParameter().fileToStart.c_str());
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autoLoad();
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I18NCategory *sc = GetI18NCategory("Screen");
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#ifndef MOBILE_DEVICE
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if (g_Config.bFirstRun) {
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osm.Show(sc->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
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}
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#endif
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memset(virtKeys, 0, sizeof(virtKeys));
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#if !PPSSPP_PLATFORM(UWP)
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if (GetGPUBackend() == GPUBackend::OPENGL) {
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const char *renderer = (const char*)glGetString(GL_RENDERER);
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if (strstr(renderer, "Chainfire3D") != 0) {
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osm.Show(sc->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
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} else if (strstr(renderer, "GLTools") != 0) {
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osm.Show(sc->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
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}
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if (g_Config.bGfxDebugOutput) {
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osm.Show("WARNING: GfxDebugOutput is enabled via ppsspp.ini. Things may be slow.", 10.0f, 0xFF30a0FF, -1, true);
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}
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}
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#endif
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if (Core_GetPowerSaving()) {
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I18NCategory *sy = GetI18NCategory("System");
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#ifdef __ANDROID__
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osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
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#else
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osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
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#endif
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}
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System_SendMessage("event", "startgame");
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saveStateSlot_ = SaveState::GetCurrentSlot();
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loadingViewColor_->Divert(0x00FFFFFF, 0.2f);
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loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f);
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}
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EmuScreen::~EmuScreen() {
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if (!invalid_) {
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// If we were invalid, it would already be shutdown.
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PSP_Shutdown();
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}
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#ifndef MOBILE_DEVICE
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if (g_Config.bDumpFrames && startDumping)
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{
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avi.Stop();
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osm.Show("AVI Dump stopped.", 3.0f);
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startDumping = false;
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}
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#endif
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}
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void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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// TODO: improve the way with which we got commands from PauseMenu.
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// DR_CANCEL/DR_BACK means clicked on "continue", DR_OK means clicked on "back to menu",
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// DR_YES means a message sent to PauseMenu by NativeMessageReceived.
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if (result == DR_OK || quit_) {
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screenManager()->switchScreen(new MainScreen());
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System_SendMessage("event", "exitgame");
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quit_ = false;
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}
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RecreateViews();
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}
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static void AfterSaveStateAction(bool success, const std::string &message, void *) {
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if (!message.empty()) {
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osm.Show(message, 2.0);
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}
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}
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static void AfterStateBoot(bool success, const std::string &message, void *ignored) {
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AfterSaveStateAction(success, message, ignored);
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Core_EnableStepping(false);
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host->UpdateDisassembly();
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}
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void EmuScreen::sendMessage(const char *message, const char *value) {
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// External commands, like from the Windows UI.
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if (!strcmp(message, "pause") && screenManager()->topScreen() == this) {
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releaseButtons();
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screenManager()->push(new GamePauseScreen(gamePath_));
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} else if (!strcmp(message, "lost_focus")) {
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releaseButtons();
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} else if (!strcmp(message, "stop")) {
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// We will push MainScreen in update().
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PSP_Shutdown();
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bootPending_ = false;
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stopRender_ = true;
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invalid_ = true;
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host->UpdateDisassembly();
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} else if (!strcmp(message, "reset")) {
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PSP_Shutdown();
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bootPending_ = true;
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invalid_ = true;
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host->UpdateDisassembly();
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std::string resetError;
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if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
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ELOG("Error resetting: %s", resetError.c_str());
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stopRender_ = true;
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screenManager()->switchScreen(new MainScreen());
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System_SendMessage("event", "failstartgame");
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return;
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}
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} else if (!strcmp(message, "boot")) {
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const char *ext = strrchr(value, '.');
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if (ext != nullptr && !strcmp(ext, ".ppst")) {
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SaveState::Load(value, &AfterStateBoot);
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} else {
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PSP_Shutdown();
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bootPending_ = true;
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gamePath_ = value;
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}
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} else if (!strcmp(message, "config_loaded")) {
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// In case we need to position touch controls differently.
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RecreateViews();
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} else if (!strcmp(message, "control mapping") && screenManager()->topScreen() == this) {
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UpdateUIState(UISTATE_MENU);
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releaseButtons();
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screenManager()->push(new ControlMappingScreen());
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} else if (!strcmp(message, "display layout editor") && screenManager()->topScreen() == this) {
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UpdateUIState(UISTATE_MENU);
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releaseButtons();
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screenManager()->push(new DisplayLayoutScreen());
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} else if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
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UpdateUIState(UISTATE_MENU);
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releaseButtons();
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screenManager()->push(new GameSettingsScreen(gamePath_));
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} else if (!strcmp(message, "gpu dump next frame")) {
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if (gpu)
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gpu->DumpNextFrame();
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} else if (!strcmp(message, "clear jit")) {
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currentMIPS->ClearJitCache();
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if (PSP_IsInited()) {
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currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
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}
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} else if (!strcmp(message, "window minimized")) {
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if (!strcmp(value, "true")) {
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gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
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} else {
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gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
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}
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}
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}
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//tiltInputCurve implements a smooth deadzone as described here:
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//http://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php
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inline float tiltInputCurve(float x) {
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const float deadzone = g_Config.fDeadzoneRadius;
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const float factor = 1.0f / (1.0f - deadzone);
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if (x > deadzone) {
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return (x - deadzone) * (x - deadzone) * factor;
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} else if (x < -deadzone) {
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return -(x + deadzone) * (x + deadzone) * factor;
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} else {
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return 0.0f;
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}
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}
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inline float clamp1(float x) {
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if (x > 1.0f) return 1.0f;
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if (x < -1.0f) return -1.0f;
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return x;
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}
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bool EmuScreen::touch(const TouchInput &touch) {
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Core_NotifyActivity();
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if (root_) {
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root_->Touch(touch);
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return true;
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} else {
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return false;
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}
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}
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void EmuScreen::onVKeyDown(int virtualKeyCode) {
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I18NCategory *sc = GetI18NCategory("Screen");
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switch (virtualKeyCode) {
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case VIRTKEY_UNTHROTTLE:
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PSP_CoreParameter().unthrottle = true;
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break;
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case VIRTKEY_SPEED_TOGGLE:
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if (PSP_CoreParameter().fpsLimit == 0) {
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PSP_CoreParameter().fpsLimit = 1;
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osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
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}
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else if (PSP_CoreParameter().fpsLimit == 1) {
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PSP_CoreParameter().fpsLimit = 0;
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osm.Show(sc->T("standard", "Speed: standard"), 1.0);
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}
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break;
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case VIRTKEY_PAUSE:
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pauseTrigger_ = true;
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break;
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case VIRTKEY_FRAME_ADVANCE:
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// If game is running, pause emulation immediately. Otherwise, advance a single frame.
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if (Core_IsStepping())
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{
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frameStep_ = true;
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Core_EnableStepping(false);
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}
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else if (!frameStep_)
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{
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Core_EnableStepping(true);
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}
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break;
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case VIRTKEY_AXIS_SWAP:
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KeyMap::SwapAxis();
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break;
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case VIRTKEY_DEVMENU:
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{
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UI::EventParams e{};
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OnDevMenu.Trigger(e);
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break;
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}
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#ifndef MOBILE_DEVICE
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case VIRTKEY_RECORD:
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{
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if (g_Config.bDumpFrames == g_Config.bDumpAudio) {
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g_Config.bDumpFrames = !g_Config.bDumpFrames;
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g_Config.bDumpAudio = !g_Config.bDumpAudio;
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} else {
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// This hotkey should always toggle both audio and video together.
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// So let's make sure that's the only outcome even if video OR audio was already being dumped.
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if (g_Config.bDumpFrames) {
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AVIDump::Stop();
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AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
|
|
g_Config.bDumpAudio = true;
|
|
} else {
|
|
WAVDump::Reset();
|
|
g_Config.bDumpFrames = true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
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(&AfterSaveStateAction);
|
|
} else {
|
|
osm.Show(sc->T("norewind", "No rewind save states available"), 2.0);
|
|
}
|
|
break;
|
|
case VIRTKEY_SAVE_STATE:
|
|
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
|
|
break;
|
|
case VIRTKEY_LOAD_STATE:
|
|
SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
|
|
break;
|
|
case VIRTKEY_NEXT_SLOT:
|
|
SaveState::NextSlot();
|
|
NativeMessageReceived("savestate_displayslot", "");
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Handles control rotation due to internal screen rotation.
|
|
static void SetPSPAxis(char axis, float value, int stick) {
|
|
switch (g_Config.iInternalScreenRotation) {
|
|
case ROTATION_LOCKED_HORIZONTAL:
|
|
// Standard rotation.
|
|
break;
|
|
case ROTATION_LOCKED_HORIZONTAL180:
|
|
value = -value;
|
|
break;
|
|
case ROTATION_LOCKED_VERTICAL:
|
|
value = axis == 'Y' ? value : -value;
|
|
axis = (axis == 'X') ? 'Y' : 'X';
|
|
break;
|
|
case ROTATION_LOCKED_VERTICAL180:
|
|
value = axis == 'Y' ? -value : value;
|
|
axis = (axis == 'X') ? 'Y' : 'X';
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (axis == 'X')
|
|
__CtrlSetAnalogX(value, stick);
|
|
else if (axis == 'Y')
|
|
__CtrlSetAnalogY(value, stick);
|
|
}
|
|
|
|
inline void EmuScreen::setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax) {
|
|
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? g_Config.fAnalogLimiterDeadzone : 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;
|
|
SetPSPAxis('X', axis, stick);
|
|
}
|
|
|
|
inline void EmuScreen::setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax) {
|
|
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? g_Config.fAnalogLimiterDeadzone : 1.0f;
|
|
float axis = 0.0f;
|
|
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
|
|
axis -= value;
|
|
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
|
|
axis += value;
|
|
SetPSPAxis('Y', axis, stick);
|
|
}
|
|
|
|
bool EmuScreen::key(const KeyInput &key) {
|
|
Core_NotifyActivity();
|
|
|
|
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);
|
|
}
|
|
|
|
if (!pspKeys.size() || key.deviceId == DEVICE_ID_DEFAULT) {
|
|
if ((key.flags & KEY_DOWN) && key.keyCode == NKCODE_BACK) {
|
|
pauseTrigger_ = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return pspKeys.size() > 0;
|
|
}
|
|
|
|
static int RotatePSPKeyCode(int x) {
|
|
switch (x) {
|
|
case CTRL_UP: return CTRL_RIGHT;
|
|
case CTRL_RIGHT: return CTRL_DOWN;
|
|
case CTRL_DOWN: return CTRL_LEFT;
|
|
case CTRL_LEFT: return CTRL_UP;
|
|
default:
|
|
return x;
|
|
}
|
|
}
|
|
|
|
void EmuScreen::pspKey(int pspKeyCode, int flags) {
|
|
int rotations = 0;
|
|
switch (g_Config.iInternalScreenRotation) {
|
|
case ROTATION_LOCKED_HORIZONTAL180:
|
|
rotations = 2;
|
|
break;
|
|
case ROTATION_LOCKED_VERTICAL:
|
|
rotations = 1;
|
|
break;
|
|
case ROTATION_LOCKED_VERTICAL180:
|
|
rotations = 3;
|
|
break;
|
|
}
|
|
|
|
for (int i = 0; i < rotations; i++) {
|
|
pspKeyCode = RotatePSPKeyCode(pspKeyCode);
|
|
}
|
|
|
|
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) {
|
|
Core_NotifyActivity();
|
|
|
|
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:
|
|
SetPSPAxis('X', -fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
case VIRTKEY_AXIS_X_MAX:
|
|
SetPSPAxis('X', fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
case VIRTKEY_AXIS_Y_MIN:
|
|
SetPSPAxis('Y', -fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
case VIRTKEY_AXIS_Y_MAX:
|
|
SetPSPAxis('Y', fabs(axis.value), CTRL_STICK_LEFT);
|
|
break;
|
|
|
|
case VIRTKEY_AXIS_RIGHT_X_MIN:
|
|
SetPSPAxis('X', -fabs(axis.value), CTRL_STICK_RIGHT);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_X_MAX:
|
|
SetPSPAxis('X', fabs(axis.value), CTRL_STICK_RIGHT);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_Y_MIN:
|
|
SetPSPAxis('Y', -fabs(axis.value), CTRL_STICK_RIGHT);
|
|
break;
|
|
case VIRTKEY_AXIS_RIGHT_Y_MAX:
|
|
SetPSPAxis('Y', 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 (unless both directions press the same key.)
|
|
for (size_t i = 0; i < resultsOpposite.size(); i++) {
|
|
if (!IsAnalogStickKey(resultsOpposite[i]) && std::find(results.begin(), results.end(), resultsOpposite[i]) == results.end())
|
|
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() {
|
|
using namespace UI;
|
|
|
|
I18NCategory *sc = GetI18NCategory("Screen");
|
|
I18NCategory *dev = GetI18NCategory("Developer");
|
|
|
|
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 Button(dev->T("DevMenu")))->OnClick.Handle(this, &EmuScreen::OnDevTools);
|
|
}
|
|
saveStatePreview_ = new AsyncImageFileView("", IS_FIXED, nullptr, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, true));
|
|
saveStatePreview_->SetFixedSize(160, 90);
|
|
saveStatePreview_->SetColor(0x90FFFFFF);
|
|
saveStatePreview_->SetVisibility(V_GONE);
|
|
saveStatePreview_->SetCanBeFocused(false);
|
|
root_->Add(saveStatePreview_);
|
|
root_->Add(new OnScreenMessagesView(new AnchorLayoutParams((Size)bounds.w, (Size)bounds.h)));
|
|
|
|
loadingView_ = new TextView(sc->T("Loading game..."), new AnchorLayoutParams(bounds.centerX(), bounds.centerY(), NONE, NONE, true));
|
|
root_->Add(loadingView_);
|
|
|
|
// We start invisible here, in case of recreated views.
|
|
loadingViewColor_ = loadingView_->AddTween(new TextColorTween(0x00FFFFFF, 0x00FFFFFF, 0.2f, &bezierEaseInOut));
|
|
loadingViewVisible_ = loadingView_->AddTween(new VisibilityTween(UI::V_INVISIBLE, UI::V_INVISIBLE, 0.2f, &bezierEaseInOut));
|
|
}
|
|
|
|
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams ¶ms) {
|
|
releaseButtons();
|
|
I18NCategory *dev = GetI18NCategory("Developer");
|
|
DevMenu *devMenu = new DevMenu(dev);
|
|
if (params.v)
|
|
devMenu->SetPopupOrigin(params.v);
|
|
screenManager()->push(devMenu);
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
void EmuScreen::update() {
|
|
UIScreen::update();
|
|
|
|
if (bootPending_)
|
|
bootGame(gamePath_);
|
|
|
|
// Simply forcibly 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.
|
|
|
|
#ifndef _WIN32
|
|
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
|
|
PSP_CoreParameter().pixelWidth = pixel_xres * bounds.w / dp_xres;
|
|
PSP_CoreParameter().pixelHeight = pixel_yres * bounds.h / dp_yres;
|
|
#endif
|
|
|
|
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 *err = GetI18NCategory("Error");
|
|
std::string errLoadingFile = err->T("Error loading file", "Could not load game");
|
|
|
|
errLoadingFile.append(" ");
|
|
errLoadingFile.append(err->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]);
|
|
|
|
// 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;
|
|
releaseButtons();
|
|
screenManager()->push(new GamePauseScreen(gamePath_));
|
|
}
|
|
|
|
if (saveStatePreview_ && !bootPending_) {
|
|
int currentSlot = SaveState::GetCurrentSlot();
|
|
if (saveStateSlot_ != currentSlot) {
|
|
saveStateSlot_ = currentSlot;
|
|
|
|
std::string fn;
|
|
if (SaveState::HasSaveInSlot(gamePath_, currentSlot)) {
|
|
fn = SaveState::GenerateSaveSlotFilename(gamePath_, currentSlot, SaveState::SCREENSHOT_EXTENSION);
|
|
}
|
|
|
|
saveStatePreview_->SetFilename(fn);
|
|
if (!fn.empty()) {
|
|
saveStatePreview_->SetVisibility(UI::V_VISIBLE);
|
|
saveStatePreviewShownTime_ = time_now_d();
|
|
} else {
|
|
saveStatePreview_->SetVisibility(UI::V_GONE);
|
|
}
|
|
}
|
|
|
|
if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) {
|
|
double endTime = saveStatePreviewShownTime_ + 2.0;
|
|
float alpha = clamp_value((endTime - time_now_d()) * 4.0, 0.0, 1.0);
|
|
saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha));
|
|
|
|
if (time_now_d() - saveStatePreviewShownTime_ > 2) {
|
|
saveStatePreview_->SetVisibility(UI::V_GONE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
static void DrawDebugStats(DrawBuffer *draw2d) {
|
|
char statbuf[4096];
|
|
__DisplayGetDebugStats(statbuf, sizeof(statbuf));
|
|
draw2d->SetFontScale(.7f, .7f);
|
|
draw2d->DrawText(UBUNTU24, statbuf, 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
|
|
draw2d->DrawText(UBUNTU24, statbuf, 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
|
|
|
|
__SasGetDebugStats(statbuf, sizeof(statbuf));
|
|
draw2d->DrawText(UBUNTU24, statbuf, PSP_CoreParameter().pixelWidth / 2 + 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
|
|
draw2d->DrawText(UBUNTU24, statbuf, PSP_CoreParameter().pixelWidth / 2 + 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
|
|
draw2d->SetFontScale(1.0f, 1.0f);
|
|
}
|
|
|
|
static void DrawAudioDebugStats(DrawBuffer *draw2d) {
|
|
char statbuf[1024] = { 0 };
|
|
const AudioDebugStats *stats = __AudioGetDebugStats();
|
|
snprintf(statbuf, sizeof(statbuf),
|
|
"Audio buffer: %d/%d (low watermark: %d)\n"
|
|
"Underruns: %d\n"
|
|
"Overruns: %d\n"
|
|
"Sample rate: %d\n"
|
|
"Push size: %d\n",
|
|
stats->buffered, stats->bufsize, stats->watermark,
|
|
stats->underrunCount,
|
|
stats->overrunCount,
|
|
stats->instantSampleRate,
|
|
stats->lastPushSize);
|
|
draw2d->SetFontScale(0.7f, 0.7f);
|
|
draw2d->DrawText(UBUNTU24, statbuf, 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
|
|
draw2d->DrawText(UBUNTU24, statbuf, 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
|
|
draw2d->SetFontScale(1.0f, 1.0f);
|
|
}
|
|
|
|
static void DrawFPS(DrawBuffer *draw2d, const Bounds &bounds) {
|
|
float vps, fps, actual_fps;
|
|
__DisplayGetFPS(&vps, &fps, &actual_fps);
|
|
char fpsbuf[256];
|
|
switch (g_Config.iShowFPSCounter) {
|
|
case 1:
|
|
snprintf(fpsbuf, sizeof(fpsbuf), "Speed: %0.1f%%", vps / (59.94f / 100.0f)); break;
|
|
case 2:
|
|
snprintf(fpsbuf, sizeof(fpsbuf), "FPS: %0.1f", actual_fps); break;
|
|
case 3:
|
|
snprintf(fpsbuf, sizeof(fpsbuf), "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f)); break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
draw2d->SetFontScale(0.7f, 0.7f);
|
|
draw2d->DrawText(UBUNTU24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
|
|
draw2d->DrawText(UBUNTU24, fpsbuf, bounds.x2() - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
|
|
draw2d->SetFontScale(1.0f, 1.0f);
|
|
}
|
|
|
|
void EmuScreen::preRender() {
|
|
using namespace Draw;
|
|
DrawContext *draw = screenManager()->getDrawContext();
|
|
draw->BeginFrame();
|
|
// Here we do NOT bind the backbuffer or clear the screen, unless non-buffered.
|
|
// The emuscreen is different than the others - we really want to allow the game to render to framebuffers
|
|
// before we ever bind the backbuffer for rendering. On mobile GPUs, switching back and forth between render
|
|
// targets is a mortal sin so it's very important that we don't bind the backbuffer unnecessarily here.
|
|
// We only bind it in FramebufferManager::CopyDisplayToOutput (unless non-buffered)...
|
|
// We do, however, start the frame in other ways.
|
|
|
|
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
if ((!useBufferedRendering && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
|
|
// We need to clear here already so that drawing during the frame is done on a clean slate.
|
|
if (Core_IsStepping() && gpuStats.numFlips != 0) {
|
|
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE });
|
|
} else {
|
|
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 });
|
|
}
|
|
|
|
Viewport viewport;
|
|
viewport.TopLeftX = 0;
|
|
viewport.TopLeftY = 0;
|
|
viewport.Width = pixel_xres;
|
|
viewport.Height = pixel_yres;
|
|
viewport.MaxDepth = 1.0;
|
|
viewport.MinDepth = 0.0;
|
|
draw->SetViewports(1, &viewport);
|
|
}
|
|
draw->SetTargetSize(pixel_xres, pixel_yres);
|
|
}
|
|
|
|
void EmuScreen::postRender() {
|
|
Draw::DrawContext *draw = screenManager()->getDrawContext();
|
|
if (!draw)
|
|
return;
|
|
if (stopRender_)
|
|
draw->WipeQueue();
|
|
draw->EndFrame();
|
|
}
|
|
|
|
void EmuScreen::render() {
|
|
using namespace Draw;
|
|
|
|
DrawContext *thin3d = screenManager()->getDrawContext();
|
|
|
|
if (invalid_) {
|
|
// It's possible this might be set outside PSP_RunLoopFor().
|
|
// In this case, we need to double check it here.
|
|
checkPowerDown();
|
|
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR });
|
|
renderUI();
|
|
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(SAVESTATE, "Failed to load freeze state. Unfreezing.");
|
|
PSP_CoreParameter().frozen = false;
|
|
}
|
|
}
|
|
|
|
Core_UpdateDebugStats(g_Config.bShowDebugStats || g_Config.bLogFrameDrops);
|
|
|
|
PSP_BeginHostFrame();
|
|
|
|
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
|
|
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
|
|
int blockTicks = usToCycles(1000000 / 10);
|
|
|
|
// Run until CORE_NEXTFRAME
|
|
while (coreState == CORE_RUNNING) {
|
|
PSP_RunLoopFor(blockTicks);
|
|
}
|
|
|
|
// Hopefully coreState is now CORE_NEXTFRAME
|
|
if (coreState == CORE_NEXTFRAME) {
|
|
// set back to running for the next frame
|
|
coreState = CORE_RUNNING;
|
|
} else if (coreState == CORE_STEPPING) {
|
|
// If we're stepping, it's convenient not to clear the screen.
|
|
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE });
|
|
} else {
|
|
// Didn't actually reach the end of the frame, ran out of the blockTicks cycles.
|
|
// In this case we need to bind and wipe the backbuffer, at least.
|
|
// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
|
|
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR });
|
|
}
|
|
checkPowerDown();
|
|
|
|
PSP_EndHostFrame();
|
|
if (invalid_)
|
|
return;
|
|
|
|
const bool hasVisibleUI = !osm.IsEmpty() || saveStatePreview_->GetVisibility() != UI::V_GONE || g_Config.bShowTouchControls || loadingView_->GetVisibility() == UI::V_VISIBLE;
|
|
const bool showDebugUI = g_Config.bShowDebugStats || g_Config.bShowDeveloperMenu || g_Config.bShowAudioDebug || g_Config.bShowFrameProfiler;
|
|
if (hasVisibleUI || showDebugUI || g_Config.iShowFPSCounter != 0) {
|
|
renderUI();
|
|
}
|
|
|
|
// We have no use for backbuffer depth or stencil, so let tiled renderers discard them after tiling.
|
|
/*
|
|
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
|
|
GLenum attachments[2] = { GL_DEPTH, GL_STENCIL };
|
|
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
|
|
} else if (!gl_extensions.GLES3) {
|
|
#ifdef USING_GLES2
|
|
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
|
|
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::renderUI() {
|
|
using namespace Draw;
|
|
|
|
DrawContext *thin3d = screenManager()->getDrawContext();
|
|
|
|
// This sets up some important states but not the viewport.
|
|
screenManager()->getUIContext()->Begin();
|
|
|
|
Viewport viewport;
|
|
viewport.TopLeftX = 0;
|
|
viewport.TopLeftY = 0;
|
|
viewport.Width = pixel_xres;
|
|
viewport.Height = pixel_yres;
|
|
viewport.MaxDepth = 1.0;
|
|
viewport.MinDepth = 0.0;
|
|
thin3d->SetViewports(1, &viewport);
|
|
|
|
DrawBuffer *draw2d = screenManager()->getUIContext()->Draw();
|
|
|
|
if (root_) {
|
|
UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
|
|
root_->Draw(*screenManager()->getUIContext());
|
|
}
|
|
|
|
if (g_Config.bShowDebugStats && !invalid_) {
|
|
DrawDebugStats(draw2d);
|
|
}
|
|
|
|
if (g_Config.bShowAudioDebug && !invalid_) {
|
|
DrawAudioDebugStats(draw2d);
|
|
}
|
|
|
|
if (g_Config.iShowFPSCounter && !invalid_) {
|
|
DrawFPS(draw2d, screenManager()->getUIContext()->GetBounds());
|
|
}
|
|
|
|
#ifdef USE_PROFILER
|
|
if (g_Config.bShowFrameProfiler && !invalid_) {
|
|
DrawProfile(*screenManager()->getUIContext());
|
|
}
|
|
#endif
|
|
|
|
screenManager()->getUIContext()->End();
|
|
}
|
|
|
|
void EmuScreen::autoLoad() {
|
|
//check if save state has save, if so, load
|
|
int lastSlot = SaveState::GetNewestSlot(gamePath_);
|
|
if (g_Config.bEnableAutoLoad && lastSlot != -1) {
|
|
SaveState::LoadSlot(gamePath_, lastSlot, &AfterSaveStateAction);
|
|
g_Config.iCurrentStateSlot = lastSlot;
|
|
}
|
|
}
|
|
|
|
// TODO: Add generic loss-of-focus handling for Screens, use this.
|
|
void EmuScreen::releaseButtons() {
|
|
TouchInput input;
|
|
input.flags = TOUCH_RELEASE_ALL;
|
|
input.timestamp = time_now_d();
|
|
input.id = 0;
|
|
touch(input);
|
|
}
|
|
|
|
void EmuScreen::resized() {
|
|
RecreateViews();
|
|
}
|