Implement basic savedata UI. Not much actual functionality yet but can browse saves and states.

This commit is contained in:
Henrik Rydgard 2015-06-11 23:59:02 +02:00
parent 084aad74c3
commit 381e0c0fe3
7 changed files with 302 additions and 14 deletions

View file

@ -758,7 +758,7 @@ IdentifiedFileType Identify_File(FileLoader *fileLoader)
} }
std::string extension = fileLoader->Extension(); std::string extension = fileLoader->Extension();
if (!strcasecmp(extension.c_str(),".iso")) if (!strcasecmp(extension.c_str(), ".iso"))
{ {
// may be a psx iso, they have 2352 byte sectors. You never know what some people try to open // may be a psx iso, they have 2352 byte sectors. You never know what some people try to open
if ((fileLoader->FileSize() % 2352) == 0) if ((fileLoader->FileSize() % 2352) == 0)
@ -780,7 +780,10 @@ IdentifiedFileType Identify_File(FileLoader *fileLoader)
{ {
return FILETYPE_PSP_ISO; return FILETYPE_PSP_ISO;
} }
else if (!strcasecmp(extension.c_str(),".ppst"))
{
return FILETYPE_PPSSPP_SAVESTATE;
}
// First, check if it's a directory with an EBOOT.PBP in it. // First, check if it's a directory with an EBOOT.PBP in it.
if (fileLoader->IsDirectory()) { if (fileLoader->IsDirectory()) {

View file

@ -44,6 +44,7 @@ enum IdentifiedFileType {
FILETYPE_NORMAL_DIRECTORY, FILETYPE_NORMAL_DIRECTORY,
FILETYPE_PSP_SAVEDATA_DIRECTORY, FILETYPE_PSP_SAVEDATA_DIRECTORY,
FILETYPE_PPSSPP_SAVESTATE,
FILETYPE_UNKNOWN FILETYPE_UNKNOWN
}; };

View file

@ -529,6 +529,8 @@ std::string GetSysDirectory(PSPDirectories directoryType) {
return g_Config.memStickDirectory + "PAUTH/"; return g_Config.memStickDirectory + "PAUTH/";
case DIRECTORY_DUMP: case DIRECTORY_DUMP:
return g_Config.memStickDirectory + "PSP/SYSTEM/DUMP/"; return g_Config.memStickDirectory + "PSP/SYSTEM/DUMP/";
case DIRECTORY_SAVESTATE:
return g_Config.memStickDirectory + "PSP/PPSSPP_STATE/";
// Just return the memory stick root if we run into some sort of problem. // Just return the memory stick root if we run into some sort of problem.
default: default:
ERROR_LOG(FILESYS, "Unknown directory type."); ERROR_LOG(FILESYS, "Unknown directory type.");

View file

@ -43,6 +43,7 @@ enum PSPDirectories {
DIRECTORY_SAVEDATA, DIRECTORY_SAVEDATA,
DIRECTORY_PAUTH, DIRECTORY_PAUTH,
DIRECTORY_DUMP, DIRECTORY_DUMP,
DIRECTORY_SAVESTATE,
}; };

View file

@ -394,6 +394,11 @@ handleELF:
break; break;
} }
case FILETYPE_PPSSPP_SAVESTATE:
{
break;
}
case FILETYPE_PSP_DISC_DIRECTORY: case FILETYPE_PSP_DISC_DIRECTORY:
{ {
info_->fileType = FILETYPE_PSP_ISO; info_->fileType = FILETYPE_PSP_ISO;
@ -422,6 +427,7 @@ handleELF:
} }
break; break;
} }
case FILETYPE_PSP_ISO: case FILETYPE_PSP_ISO:
case FILETYPE_PSP_ISO_NP: case FILETYPE_PSP_ISO_NP:
{ {

View file

@ -17,6 +17,8 @@
#include <algorithm> #include <algorithm>
#include "base/colorutil.h"
#include "base/timeutil.h"
#include "gfx_es2/draw_buffer.h" #include "gfx_es2/draw_buffer.h"
#include "i18n/i18n.h" #include "i18n/i18n.h"
#include "math/curves.h" #include "math/curves.h"
@ -26,32 +28,288 @@
#include "ui/viewgroup.h" #include "ui/viewgroup.h"
#include "UI/SavedataScreen.h" #include "UI/SavedataScreen.h"
#include "UI/MainScreen.h" #include "UI/MainScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/ui_atlas.h"
#include "Core/Host.h" #include "Core/Host.h"
#include "Core/Config.h" #include "Core/Config.h"
#include "Core/SaveState.h" #include "Core/SaveState.h"
#include "Core/System.h" #include "Core/System.h"
class SaveDataPopup : public UIScreenWithGameBackground { class SavedataPopupScreen : public PopupScreen {
public: public:
SaveDataPopup(std::string savePath) : UIScreenWithGameBackground(savePath) { SavedataPopupScreen(std::string savePath, std::string title) : PopupScreen(title), path_(savePath) {
} }
void CreateViews() override { void CreatePopupContents(UI::ViewGroup *parent) override {
using namespace UI;
GameInfo *info = g_gameInfoCache.GetInfo(screenManager()->getThin3DContext(), path_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
LinearLayout *root = new LinearLayout(ORIENT_VERTICAL);
parent->Add(root);
if (!info)
return;
root->Add(new InfoItem("Name", info->title));
root->Add(new InfoItem("Size", StringFromFormat("%d", info->gameSize)));
} }
private:
std::string path_;
}; };
SavedataScreen::SavedataScreen(std::string gamePath) : UIScreenWithGameBackground(gamePath) {
class SavedataButton : public UI::Clickable {
public:
SavedataButton(const std::string &gamePath, UI::LayoutParams *layoutParams = 0)
: UI::Clickable(layoutParams), gamePath_(gamePath) {}
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
w = 500;
h = 50;
}
const std::string &GamePath() const { return gamePath_; }
void SetHoldEnabled(bool hold) {
holdEnabled_ = hold;
}
void Touch(const TouchInput &input) override {
UI::Clickable::Touch(input);
hovering_ = bounds_.Contains(input.x, input.y);
}
void FocusChanged(int focusFlags) override {
UI::Clickable::FocusChanged(focusFlags);
}
UI::Event OnHoldClick;
UI::Event OnHighlight;
private:
std::string gamePath_;
std::string title_;
double holdStart_;
bool holdEnabled_;
bool hovering_;
};
void SavedataButton::Draw(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), gamePath_, 0);
Thin3DTexture *texture = 0;
u32 color = 0, shadowColor = 0;
using namespace UI;
if (ginfo->iconTexture) {
texture = ginfo->iconTexture;
}
int x = bounds_.x;
int y = bounds_.y;
int w = 144;
int h = bounds_.h;
UI::Style style = dc.theme->itemStyle;
if (down_)
style = dc.theme->itemDownStyle;
h = 50;
if (HasFocus())
style = down_ ? dc.theme->itemDownStyle : dc.theme->itemFocusedStyle;
Drawable bg = style.background;
dc.Draw()->Flush();
dc.RebindTexture();
dc.FillRect(bg, bounds_);
dc.Draw()->Flush();
if (texture) {
color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
float tw = texture->Width();
float th = texture->Height();
// Adjust position so we don't stretch the image vertically or horizontally.
// TODO: Add a param to specify fit? The below assumes it's never too wide.
float nw = h * tw / th;
x += (w - nw) / 2.0f;
w = nw;
}
int txOffset = down_ ? 4 : 0;
txOffset = 0;
Bounds overlayBounds = bounds_;
// Render button
int dropsize = 10;
if (texture) {
if (txOffset) {
dropsize = 3;
y += txOffset * 2;
overlayBounds.y += txOffset * 2;
}
if (HasFocus()) {
dc.Draw()->Flush();
dc.RebindTexture();
float pulse = sinf(time_now() * 7.0f) * 0.25 + 0.8;
dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize*1.5f, y - dropsize*1.5f, x + w + dropsize*1.5f, y + h + dropsize*1.5f, alphaMul(color, pulse), 1.0f);
dc.Draw()->Flush();
} else {
dc.Draw()->Flush();
dc.RebindTexture();
dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize, y - dropsize*0.5f, x + w + dropsize, y + h + dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f);
dc.Draw()->Flush();
}
}
if (texture) {
dc.Draw()->Flush();
dc.GetThin3DContext()->SetTexture(0, texture);
if (holdStart_ != 0.0) {
double time_held = time_now_d() - holdStart_;
int holdFrameCount = (int)(time_held * 60.0f);
if (holdFrameCount > 60) {
// Blink before launching by holding
if (((holdFrameCount >> 3) & 1) == 0)
color = darkenColor(color);
}
}
dc.Draw()->DrawTexRect(x, y, x + w, y + h, 0, 0, 1, 1, color);
dc.Draw()->Flush();
}
char discNumInfo[8];
if (ginfo->disc_total > 1)
sprintf(discNumInfo, "-DISC%d", ginfo->disc_number);
else
strcpy(discNumInfo, "");
dc.Draw()->Flush();
dc.RebindTexture();
dc.SetFontStyle(dc.theme->uiFont);
float tw, th;
dc.Draw()->Flush();
dc.PushScissor(bounds_);
if (title_.empty() && !ginfo->title.empty()) {
title_ = ReplaceAll(ginfo->title + discNumInfo, "&", "&&");
title_ = ReplaceAll(title_, "\n", " ");
title_ = ReplaceAll(title_, "\r", " ");
}
dc.MeasureText(dc.GetFontStyle(), title_.c_str(), &tw, &th, 0);
int availableWidth = bounds_.w - 150;
float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f;
float tx = 150;
if (availableWidth < tw) {
tx -= (1.0f + sin(time_now_d() * 1.5f)) * sineWidth;
Bounds tb = bounds_;
tb.x = bounds_.x + 150;
tb.w = bounds_.w - 150;
dc.PushScissor(tb);
}
dc.DrawText(title_.c_str(), bounds_.x + tx, bounds_.centerY(), style.fgColor, ALIGN_VCENTER);
if (availableWidth < tw) {
dc.PopScissor();
}
dc.Draw()->Flush();
dc.PopScissor();
dc.RebindTexture();
}
SavedataBrowser::SavedataBrowser(std::string path, UI::LayoutParams *layoutParams)
: LinearLayout(UI::ORIENT_VERTICAL, layoutParams), gameList_(0), path_(path) {
Refresh();
}
void SavedataBrowser::Refresh() {
using namespace UI;
// Kill all the contents
Clear();
Add(new Spacer(1.0f));
I18NCategory *m = GetI18NCategory("MainMenu");
UI::LinearLayout *gl = new UI::LinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
gl->SetSpacing(4.0f);
gameList_ = gl;
Add(gameList_);
// Find games in the current directory and create new ones.
std::vector<SavedataButton *> savedataButtons;
std::vector<FileInfo> fileInfo;
getFilesInDir(path_.c_str(), &fileInfo, "ppst:");
for (size_t i = 0; i < fileInfo.size(); i++) {
bool isState = !fileInfo[i].isDirectory;
bool isSaveData = false;
if (!isState && File::Exists(path_ + fileInfo[i].name + "/PARAM.SFO"))
isSaveData = true;
if (isSaveData) {
savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
} else if (isState) {
savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
}
}
for (size_t i = 0; i < savedataButtons.size(); i++) {
SavedataButton *b = gameList_->Add(savedataButtons[i]);
b->OnClick.Handle(this, &SavedataBrowser::SavedataButtonClick);
}
}
UI::EventReturn SavedataBrowser::SavedataButtonClick(UI::EventParams &e) {
SavedataButton *button = static_cast<SavedataButton *>(e.v);
UI::EventParams e2;
e2.s = button->GamePath();
// Insta-update - here we know we are already on the right thread.
OnChoice.Trigger(e2);
return UI::EVENT_DONE;
}
SavedataScreen::SavedataScreen(std::string gamePath) : UIScreenWithGameBackground(gamePath) {
} }
void SavedataScreen::CreateViews() { void SavedataScreen::CreateViews() {
using namespace UI; using namespace UI;
std::string dir = GetSysDirectory(DIRECTORY_SAVEDATA); I18NCategory *m = GetI18NCategory("MainMenu");
I18NCategory *di = GetI18NCategory("Dialog");
std::string savedata_dir = GetSysDirectory(DIRECTORY_SAVEDATA);
std::string savestate_dir = GetSysDirectory(DIRECTORY_SAVESTATE);
gridStyle_ = false; gridStyle_ = false;
root_ = new LinearLayout(ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, FILL_PARENT)); root_ = new LinearLayout(ORIENT_VERTICAL);
//ScrollView *scroll = root_->Add(new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)));
browser_ = root_->Add(new GameBrowser(dir, false, &gridStyle_, "", "", 0, new LayoutParams(FILL_PARENT, WRAP_CONTENT))); TabHolder *tabs = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f));
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
browser_ = scroll->Add(new SavedataBrowser(savedata_dir, new LayoutParams(FILL_PARENT, FILL_PARENT)));
browser_->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);
tabs->AddTab(m->T("Save Data"), scroll);
ScrollView *scroll2 = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
SavedataBrowser *browser2 = scroll2->Add(new SavedataBrowser(savestate_dir));
browser2->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);
tabs->AddTab(m->T("Save States"), scroll2);
root_->Add(tabs);
root_->Add(new Button(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
UI::EventReturn SavedataScreen::OnSavedataButtonClick(UI::EventParams &e) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(screenManager()->getThin3DContext(), e.s, 0);
screenManager()->push(new SavedataPopupScreen(e.s, ginfo->title));
// the game path: e.s;
return UI::EVENT_DONE;
} }

View file

@ -17,12 +17,28 @@
#pragma once #pragma once
#include <string>
#include "base/functional.h" #include "base/functional.h"
#include "ui/ui_screen.h" #include "ui/ui_screen.h"
#include "ui/view.h"
#include "ui/viewgroup.h" #include "ui/viewgroup.h"
#include "UI/MiscScreens.h" #include "UI/MiscScreens.h"
class GameBrowser; class SavedataBrowser : public UI::LinearLayout {
public:
SavedataBrowser(std::string path, UI::LayoutParams *layoutParams = 0);
UI::Event OnChoice;
private:
void Refresh();
UI::EventReturn SavedataButtonClick(UI::EventParams &e);
std::string path_;
UI::ViewGroup *gameList_;
};
class SavedataScreen : public UIScreenWithGameBackground { class SavedataScreen : public UIScreenWithGameBackground {
public: public:
@ -30,7 +46,8 @@ public:
SavedataScreen(std::string gamePath); SavedataScreen(std::string gamePath);
protected: protected:
UI::EventReturn OnSavedataButtonClick(UI::EventParams &e);
void CreateViews() override; void CreateViews() override;
bool gridStyle_; bool gridStyle_;
GameBrowser *browser_; SavedataBrowser *browser_;
}; };