Merge pull request #16415 from hrydgard/display-edit-mode-2

Display layout editor - Remove editing widget, just use the background directly
This commit is contained in:
Henrik Rydgård 2022-11-22 22:41:36 +01:00 committed by GitHub
commit 9c21951efe
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16 changed files with 118 additions and 338 deletions

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@ -1247,8 +1247,6 @@ list(APPEND NativeAppSource
UI/ChatScreen.cpp
UI/DevScreens.cpp
UI/DevScreens.h
UI/DisplayLayoutEditor.cpp
UI/DisplayLayoutEditor.h
UI/DisplayLayoutScreen.cpp
UI/DisplayLayoutScreen.h
UI/EmuScreen.h

View file

@ -1,58 +0,0 @@
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include "Common/UI/Context.h"
#include "UI/DisplayLayoutEditor.h"
void MultiTouchDisplay::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(img_);
if (image) {
w = image->w * scale_;
h = image->h * scale_;
} else {
w = 0.0f;
h = 0.0f;
}
}
void MultiTouchDisplay::Touch(const TouchInput &input) {
if ((input.flags & TOUCH_DOWN) && bounds_.Contains(input.x, input.y)) {
pointerDownMask_ |= 1 << input.id;
}
if (input.flags & TOUCH_MOVE) {
if (bounds_.Contains(input.x, input.y))
pointerDownMask_ |= 1 << input.id;
else
pointerDownMask_ &= ~(1 << input.id);
}
if (input.flags & TOUCH_UP) {
pointerDownMask_ &= ~(1 << input.id);
}
if (input.flags & TOUCH_RELEASE_ALL) {
pointerDownMask_ = 0;
}
}
void MultiTouchDisplay::Draw(UIContext &dc) {
float opacity = 0.5f;
float scale = scale_;
uint32_t color = colorAlpha(0xFFFFFF, opacity);
dc.Draw()->DrawImageRotated(img_, bounds_.centerX(), bounds_.centerY(), scale, angle_ * (M_PI * 2 / 360.0f), color, flipImageH_);
}

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@ -1,53 +0,0 @@
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Common/Render/TextureAtlas.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
class MultiTouchDisplay : public UI::View {
public:
MultiTouchDisplay(ImageID img, float scale, UI::LayoutParams *layoutParams)
: UI::View(layoutParams), pointerDownMask_(0), scale_(scale), img_(img), angle_(0.0f), flipImageH_(false) {
}
virtual void Touch(const TouchInput &input) override;
virtual void Draw(UIContext &dc) override;
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
// chainable
MultiTouchDisplay *FlipImageH(bool flip) { flipImageH_ = flip; return this; }
MultiTouchDisplay *SetAngle(float angle) { angle_ = angle; return this; }
protected:
uint32_t pointerDownMask_;
float scale_;
private:
ImageID img_;
float angle_;
bool flipImageH_;
};
class PSPDisplay : public MultiTouchDisplay {
public:
PSPDisplay(ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchDisplay(img, scale, layoutParams) {
}
};

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@ -23,6 +23,8 @@
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/Math/math_util.h"
#include "Common/System/Display.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Data/Text/I18n.h"
@ -30,69 +32,51 @@
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "DisplayLayoutEditor.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PresentationCommon.h"
static const int leftColumnWidth = 200;
static const float orgRatio = 1.764706f;
static const float orgRatio = 1.764706f; // 480.0 / 272.0
static const float UI_DISPLAY_SCALE = 8.0f;
static float ScaleSettingToUI() {
float scale = g_Config.fSmallDisplayZoomLevel * UI_DISPLAY_SCALE;
// Account for 1x display doubling dps.
if (g_dpi_scale_x > 1.0f) {
scale *= g_dpi_scale_x;
}
return scale;
}
static void UpdateScaleSetting(float scale) {
// Account for 1x display doubling dps.
if (g_dpi_scale_x > 1.0f) {
scale /= g_dpi_scale_x;
}
g_Config.fSmallDisplayZoomLevel = scale;
}
static void UpdateScaleSettingFromUI(float scale) {
UpdateScaleSetting(scale / UI_DISPLAY_SCALE);
}
class DragDropDisplay : public MultiTouchDisplay {
public:
DragDropDisplay(float &x, float &y, ImageID img, float scale, const Bounds &screenBounds)
: MultiTouchDisplay(img, scale, new UI::AnchorLayoutParams(x * screenBounds.w, y * screenBounds.h, UI::NONE, UI::NONE, true)),
x_(x), y_(y), screenBounds_(screenBounds) {
UpdateScale(scale);
}
std::string DescribeText() const override;
void SaveDisplayPosition() {
x_ = bounds_.centerX() / screenBounds_.w;
y_ = bounds_.centerY() / screenBounds_.h;
}
void UpdateScale(float s) {
scale_ = s;
}
float Scale() {
return scale_;
}
private:
float &x_, &y_;
const Bounds &screenBounds_;
enum Mode {
MODE_MOVE,
MODE_RESIZE,
};
std::string DragDropDisplay::DescribeText() const {
auto u = GetI18NCategory("UI Elements");
return u->T("Screen representation");
static Bounds FRectToBounds(FRect rc) {
Bounds b;
b.x = rc.x * g_dpi_scale_x;
b.y = rc.y * g_dpi_scale_y;
b.w = rc.w * g_dpi_scale_x;
b.h = rc.h * g_dpi_scale_y;
return b;
}
DisplayLayoutScreen::DisplayLayoutScreen() {
DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename) {
// Ignore insets - just couldn't get the logic to work.
ignoreInsets_ = true;
// Show background at full brightness
darkenGameBackground_ = false;
}
void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
// We normally rely on the PSP screen.
UIDialogScreenWithGameBackground::DrawBackground(dc);
} else {
// But if it's not present (we're not in game, or skip buffer effects is used),
// we have to draw a substitute ourselves.
// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
FRect screenFrame = GetScreenFrame(pixel_xres, pixel_yres);
FRect rc;
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
dc.Flush();
ImageID bg = ImageID("I_PSP_DISPLAY");
dc.Draw()->DrawImageStretch(bg, FRectToBounds(rc), 0x7FFFFFFF);
}
}
bool DisplayLayoutScreen::touch(const TouchInput &touch) {
@ -105,89 +89,42 @@ bool DisplayLayoutScreen::touch(const TouchInput &touch) {
mode = -1;
}
const Bounds &screen_bounds = screenManager()->getUIContext()->GetBounds();
const Bounds &screenBounds = screenManager()->getUIContext()->GetBounds();
if ((touch.flags & TOUCH_MOVE) != 0 && dragging_) {
int touchX = touch.x - offsetTouchX_;
int touchY = touch.y - offsetTouchY_;
if (mode == 0) {
const auto &prevParams = displayRepresentation_->GetLayoutParams()->As<AnchorLayoutParams>();
Point newPos(prevParams->left, prevParams->top);
float relativeTouchX = touch.x - startX_;
float relativeTouchY = touch.y - startY_;
int limitX = g_Config.fSmallDisplayZoomLevel * 120;
int limitY = g_Config.fSmallDisplayZoomLevel * 68;
const int quarterResX = screen_bounds.w / 4;
const int quarterResY = screen_bounds.h / 4;
if (bRotated_) {
//swap X/Y limit for rotated display
std::swap(limitX, limitY);
}
// Check where each edge of the screen is
const int windowLeftEdge = quarterResX;
const int windowRightEdge = windowLeftEdge * 3;
const int windowUpperEdge = quarterResY;
const int windowLowerEdge = windowUpperEdge * 3;
// And stick display when close to any edge
stickToEdgeX_ = false;
stickToEdgeY_ = false;
if (touchX > windowLeftEdge - 8 + limitX && touchX < windowLeftEdge + 8 + limitX) { touchX = windowLeftEdge + limitX; stickToEdgeX_ = true; }
if (touchX > windowRightEdge - 8 - limitX && touchX < windowRightEdge + 8 - limitX) { touchX = windowRightEdge - limitX; stickToEdgeX_ = true; }
if (touchY > windowUpperEdge - 8 + limitY && touchY < windowUpperEdge + 8 + limitY) { touchY = windowUpperEdge + limitY; stickToEdgeY_ = true; }
if (touchY > windowLowerEdge - 8 - limitY && touchY < windowLowerEdge + 8 - limitY) { touchY = windowLowerEdge - limitY; stickToEdgeY_ = true; }
const int minX = screen_bounds.w / 2;
const int maxX = screen_bounds.w + minX;
const int minY = screen_bounds.h / 2;
const int maxY = screen_bounds.h + minY;
// Display visualization disappear outside of those bounds, so we have to limit
if (touchX < -minX) touchX = -minX;
if (touchX > maxX) touchX = maxX;
if (touchY < -minY) touchY = -minY;
if (touchY > maxY) touchY = maxY;
// Limit small display on much larger output a bit differently
if (quarterResX > limitX) limitX = quarterResX;
if (quarterResY > limitY) limitY = quarterResY;
// Allow moving zoomed in display freely as long as at least noticeable portion of the screen is occupied
if (touchX > minX - limitX - 10 && touchX < minX + limitX + 10) {
newPos.x = touchX;
}
if (touchY > minY - limitY - 10 && touchY < minY + limitY + 10) {
newPos.y = touchY;
}
displayRepresentation_->ReplaceLayoutParams(new AnchorLayoutParams(newPos.x, newPos.y, NONE, NONE, true));
} else if (mode == 1) {
switch (mode) {
case MODE_MOVE:
{
g_Config.fSmallDisplayOffsetX = startDisplayOffsetX_ + relativeTouchX * 0.5f / screenBounds.w;
g_Config.fSmallDisplayOffsetY = startDisplayOffsetY_ + relativeTouchY * 0.5f / screenBounds.h;
break;
}
case MODE_RESIZE:
{
// Resize. Vertical = scaling; Up should be bigger so let's negate in that direction
float diffY = -(touchY - startY_);
float movementScale = 0.5f;
float newScale = startScale_ + diffY * movementScale;
// Desired scale * 8.0 since the visualization is tiny size and multiplied by 8.
newScale = clamp_value(newScale, UI_DISPLAY_SCALE, UI_DISPLAY_SCALE * 10.0f);
displayRepresentation_->UpdateScale(newScale);
UpdateScaleSettingFromUI(newScale);
float diffYProp = -relativeTouchY * 0.007f;
g_Config.fSmallDisplayZoomLevel = startScale_ * powf(2.0f, diffYProp);
break;
}
}
}
if ((touch.flags & TOUCH_DOWN) != 0 && !dragging_) {
dragging_ = true;
const Bounds &bounds = displayRepresentation_->GetBounds();
startY_ = bounds.centerY();
offsetTouchX_ = touch.x - bounds.centerX();
offsetTouchY_ = touch.y - bounds.centerY();
startScale_ = displayRepresentation_->Scale();
startX_ = touch.x;
startY_ = touch.y;
startDisplayOffsetX_ = g_Config.fSmallDisplayOffsetX;
startDisplayOffsetY_ = g_Config.fSmallDisplayOffsetY;
startScale_ = g_Config.fSmallDisplayZoomLevel;
}
if ((touch.flags & TOUCH_UP) != 0 && dragging_) {
displayRepresentation_->SaveDisplayPosition();
dragging_ = false;
}
return true;
}
void DisplayLayoutScreen::resized() {
RecreateViews();
return true;
}
void DisplayLayoutScreen::onFinish(DialogResult reason) {
@ -195,22 +132,23 @@ void DisplayLayoutScreen::onFinish(DialogResult reason) {
}
UI::EventReturn DisplayLayoutScreen::OnCenter(UI::EventParams &e) {
if (!stickToEdgeX_ || (stickToEdgeX_ && stickToEdgeY_))
g_Config.fSmallDisplayOffsetX = 0.5f;
if (!stickToEdgeY_ || (stickToEdgeX_ && stickToEdgeY_))
g_Config.fSmallDisplayOffsetY = 0.5f;
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
RecreateViews();
return UI::EVENT_DONE;
};
UI::EventReturn DisplayLayoutScreen::OnZoomTypeChange(UI::EventParams &e) {
if (g_Config.iSmallDisplayZoomType < (int)SmallDisplayZoom::MANUAL) {
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
float autoBound = bounds.w / 480.0f;
UpdateScaleSetting(autoBound);
displayRepresentation_->UpdateScale(ScaleSettingToUI());
switch (g_Config.iSmallDisplayZoomType) {
case (int)SmallDisplayZoom::AUTO:
case (int)SmallDisplayZoom::PARTIAL_STRETCH:
case (int)SmallDisplayZoom::STRETCH:
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
break;
default:
// Not SmallDisplayZoom::MANUAL
break;
}
RecreateViews();
return UI::EVENT_DONE;
@ -220,20 +158,6 @@ void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult resu
RecreateViews();
}
class Boundary : public UI::View {
public:
Boundary(UI::LayoutParams *layoutParams) : UI::View(layoutParams) {
}
std::string DescribeText() const override {
return "";
}
void Draw(UIContext &dc) override {
dc.Draw()->DrawImageCenterTexel(dc.theme->whiteImage, bounds_.x, bounds_.y, bounds_.x2(), bounds_.y2(), dc.theme->itemDownStyle.background.color);
}
};
// Stealing StickyChoice's layout and text rendering.
class HighlightLabel : public UI::StickyChoice {
public:
@ -256,25 +180,9 @@ void DisplayLayoutScreen::CreateViews() {
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
const float previewWidth = bounds.w / 2.0f;
const float previewHeight = bounds.h / 2.0f;
// Just visual boundaries of the screen, should be easier to use than imagination
const float horizPreviewPadding = bounds.w / 4.0f;
const float vertPreviewPadding = bounds.h / 4.0f;
const float horizBoundariesWidth = 4.0f;
// This makes it have at least 10.0f padding below at 1x.
const float vertBoundariesHeight = 52.0f;
// We manually implement insets here for the buttons. This file defied refactoring :(
float leftInset = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT);
// Left side, right, top, bottom.
root_->Add(new Boundary(new AnchorLayoutParams(horizBoundariesWidth, FILL_PARENT, horizPreviewPadding - horizBoundariesWidth, 0, NONE, 0)));
root_->Add(new Boundary(new AnchorLayoutParams(horizBoundariesWidth, FILL_PARENT, horizPreviewPadding + previewWidth, 0, NONE, 0)));
root_->Add(new Boundary(new AnchorLayoutParams(previewWidth, vertBoundariesHeight, horizPreviewPadding, vertPreviewPadding - vertBoundariesHeight, NONE, NONE)));
root_->Add(new Boundary(new AnchorLayoutParams(previewWidth, vertBoundariesHeight, horizPreviewPadding, vertPreviewPadding + previewHeight, NONE, NONE)));
bool displayRotEnable = !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
bRotated_ = false;
if (displayRotEnable && (g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180)) {
@ -302,7 +210,7 @@ void DisplayLayoutScreen::CreateViews() {
}
}
}
UpdateScaleSetting(autoBound);
g_Config.fSmallDisplayZoomLevel = autoBound;
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
} else { // Manual Scaling
@ -320,19 +228,11 @@ void DisplayLayoutScreen::CreateViews() {
mode_->AddChoice(di->T("Resize"));
mode_->SetSelection(0, false);
}
displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, ImageID("I_PSP_DISPLAY"), ScaleSettingToUI(), bounds);
displayRepresentation_->SetVisibility(V_VISIBLE);
} else { // Stretching
label = new HighlightLabel(gr->T("Stretching"), new AnchorLayoutParams(WRAP_CONTENT, 64.0f, bounds.w / 2.0f, bounds.h / 2.0f, NONE, NONE, true));
displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, ImageID("I_PSP_DISPLAY"), ScaleSettingToUI(), bounds);
displayRepresentation_->SetVisibility(V_INVISIBLE);
float width = previewWidth;
float height = previewHeight;
if (g_Config.iSmallDisplayZoomType == (int)SmallDisplayZoom::STRETCH) {
Choice *stretched = new Choice("", "", false, new AnchorLayoutParams(width, height, width - width / 2.0f, NONE, NONE, height - height / 2.0f));
stretched->SetEnabled(false);
root_->Add(stretched);
} else { // Partially stretched
float width = bounds.w;
float height = bounds.h;
if (g_Config.iSmallDisplayZoomType != (int)SmallDisplayZoom::STRETCH) {
float origRatio = !bRotated_ ? 480.0f / 272.0f : 272.0f / 480.0f;
float frameRatio = width / height;
if (origRatio > frameRatio) {
@ -346,16 +246,9 @@ void DisplayLayoutScreen::CreateViews() {
width = (272.0f + height) / 2.0f;
}
}
Choice *stretched = new Choice("", "", false, new AnchorLayoutParams(width, height, previewWidth - width / 2.0f, NONE, NONE, previewHeight - height / 2.0f));
stretched->SetEnabled(false);
root_->Add(stretched);
}
}
if (bRotated_) {
displayRepresentation_->SetAngle(90.0f);
}
root_->Add(displayRepresentation_);
if (mode_) {
root_->Add(mode_);
}
@ -364,12 +257,12 @@ void DisplayLayoutScreen::CreateViews() {
}
static const char *zoomLevels[] = { "Stretching", "Partial Stretch", "Auto Scaling", "Manual Scaling" };
auto zoom = new PopupMultiChoice(&g_Config.iSmallDisplayZoomType, di->T("Options"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, previewWidth - 200.0f, NONE, NONE, 10));
auto zoom = new PopupMultiChoice(&g_Config.iSmallDisplayZoomType, di->T("Options"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, bounds.w / 2.0f - 200.0f, NONE, NONE, 10));
zoom->OnChoice.Handle(this, &DisplayLayoutScreen::OnZoomTypeChange);
root_->Add(zoom);
static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, previewWidth - 200.0f, 10, NONE, bounds.h - 64 - 10));
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, bounds.w / 2.0f - 200.0f, 10, NONE, bounds.h - 64 - 10));
rotation->SetEnabledFunc([] {
return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
});

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@ -21,16 +21,20 @@
#include "Common/UI/ViewGroup.h"
#include "MiscScreens.h"
class DragDropDisplay;
class DisplayLayoutScreen : public UIDialogScreenWithBackground {
class DisplayLayoutScreen : public UIDialogScreenWithGameBackground {
public:
DisplayLayoutScreen();
virtual void CreateViews() override;
virtual bool touch(const TouchInput &touch) override;
virtual void dialogFinished(const Screen *dialog, DialogResult result) override;
virtual void onFinish(DialogResult reason) override;
virtual void resized() override;
DisplayLayoutScreen(const Path &filename);
void CreateViews() override;
bool touch(const TouchInput &touch) override;
void dialogFinished(const Screen *dialog, DialogResult result) override;
void onFinish(DialogResult reason) override;
void DrawBackground(UIContext &dc) override;
void resized() override {
RecreateViews();
}
const char *tag() const override { return "DisplayLayout"; }
protected:
@ -38,16 +42,14 @@ protected:
virtual UI::EventReturn OnZoomTypeChange(UI::EventParams &e);
private:
DragDropDisplay *displayRepresentation_ = nullptr;
UI::ChoiceStrip *mode_ = nullptr;
bool dragging_ = false;
bool bRotated_ = false;
bool stickToEdgeX_ = false;
bool stickToEdgeY_ = false;
// Touch down state for drag to resize etc
float startX_ = 0.0f;
float startY_ = 0.0f;
float startScale_ = 1.0f;
int offsetTouchX_ = 0;
int offsetTouchY_ = 0;
float startScale_ = -1.0f;
float startDisplayOffsetX_ = -1.0f;
float startDisplayOffsetY_ = -1.0f;
};

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@ -489,7 +489,7 @@ void EmuScreen::sendMessage(const char *message, const char *value) {
screenManager()->push(new ControlMappingScreen());
} else if (!strcmp(message, "display layout editor") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new DisplayLayoutScreen());
screenManager()->push(new DisplayLayoutScreen(gamePath_));
} else if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new GameSettingsScreen(gamePath_));

View file

@ -463,7 +463,10 @@ void GameSettingsScreen::CreateViews() {
#endif
// Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc.
displayEditor_ = graphicsSettings->Add(new Choice(gr->T("Display layout editor")));
displayEditor_->OnClick.Handle(this, &GameSettingsScreen::OnDisplayLayoutEditor);
displayEditor_->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
screenManager()->push(new DisplayLayoutScreen(gamePath_));
return UI::EVENT_DONE;
});
#if PPSSPP_PLATFORM(ANDROID)
// Hide insets option if no insets, or OS too old.
@ -1332,11 +1335,6 @@ UI::EventReturn GameSettingsScreen::OnFullscreenMultiChange(UI::EventParams &e)
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDisplayLayoutEditor(UI::EventParams &e) {
screenManager()->push(new DisplayLayoutScreen());
return UI::EVENT_DONE;
};
UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) {
if (g_Config.iAndroidHwScale == 1) {
RecreateActivity();

View file

@ -105,7 +105,6 @@ private:
UI::EventReturn OnChangeBackground(UI::EventParams &e);
UI::EventReturn OnFullscreenChange(UI::EventParams &e);
UI::EventReturn OnFullscreenMultiChange(UI::EventParams &e);
UI::EventReturn OnDisplayLayoutEditor(UI::EventParams &e);
UI::EventReturn OnResolutionChange(UI::EventParams &e);
UI::EventReturn OnHwScaleChange(UI::EventParams &e);
UI::EventReturn OnRestoreDefaultSettings(UI::EventParams &e);

View file

@ -356,7 +356,7 @@ void DrawBackground(UIContext &dc, float alpha, float x, float y, float z) {
}
}
void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, float z, bool darkenGame) {
void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, float z, bool darkenBackground) {
using namespace Draw;
using namespace UI;
@ -377,9 +377,11 @@ void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, f
dc.RebindTexture();
dc.Begin();
uint32_t color = colorAlpha(colorBlend(dc.GetTheme().backgroundColor, 0, 0.5f), 0.45f);
dc.FillRect(UI::Drawable(color), dc.GetBounds());
dc.Flush();
if (darkenBackground) {
uint32_t color = colorAlpha(colorBlend(dc.GetTheme().backgroundColor, 0, 0.5f), 0.45f);
dc.FillRect(UI::Drawable(color), dc.GetBounds());
dc.Flush();
}
return;
}
@ -391,8 +393,6 @@ void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, f
GameInfoTex *pic = ginfo ? ginfo->GetBGPic() : nullptr;
if (pic) {
dc.GetDrawContext()->BindTexture(0, pic->texture->GetTexture());
}
if (pic) {
uint32_t color = whiteAlpha(ease((time_now_d() - pic->timeLoaded) * 3)) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(dc.GetBounds(), 0,0,1,1, color);
dc.Flush();
@ -419,7 +419,7 @@ void HandleCommonMessages(const char *message, const char *value, ScreenManager
manager->push(new ControlMappingScreen());
} else if (!strcmp(message, "display layout editor") && isActiveScreen && std::string(activeScreen->tag()) != "DisplayLayout") {
UpdateUIState(UISTATE_MENU);
manager->push(new DisplayLayoutScreen());
manager->push(new DisplayLayoutScreen(Path()));
} else if (!strcmp(message, "settings") && isActiveScreen && std::string(activeScreen->tag()) != "GameSettings") {
UpdateUIState(UISTATE_MENU);
manager->push(new GameSettingsScreen(Path()));
@ -474,7 +474,7 @@ void UIDialogScreenWithGameBackground::DrawBackground(UIContext &dc) {
using namespace Draw;
float x, y, z;
screenManager()->getFocusPosition(x, y, z);
DrawGameBackground(dc, gamePath_, x, y, z, true);
DrawGameBackground(dc, gamePath_, x, y, z, darkenGameBackground_);
}
void UIDialogScreenWithGameBackground::sendMessage(const char *message, const char *value) {

View file

@ -73,6 +73,7 @@ public:
void sendMessage(const char *message, const char *value) override;
protected:
Path gamePath_;
bool darkenGameBackground_ = true;
};
class PromptScreen : public UIDialogScreenWithBackground {

View file

@ -49,6 +49,7 @@
#include "UI/MainScreen.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GameInfoCache.h"
#include "UI/DisplayLayoutScreen.h"
static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
@ -260,6 +261,7 @@ void GamePauseScreen::CreateViews() {
static const int NUM_SAVESLOTS = 5;
using namespace UI;
Margins scrollMargins(0, 20, 0, 0);
Margins actionMenuMargins(0, 20, 15, 0);
auto gr = GetI18NCategory("Graphics");
@ -314,6 +316,8 @@ void GamePauseScreen::CreateViews() {
root_->SetDefaultFocusView(continueChoice);
continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
rightColumnItems->Add(new Spacer(25.0));
std::string gameId = g_paramSFO.GetDiscID();
if (g_Config.hasGameConfig(gameId)) {
rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
@ -322,6 +326,11 @@ void GamePauseScreen::CreateViews() {
rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
}
UI::Choice *displayEditor_ = rightColumnItems->Add(new Choice(gr->T("Display layout editor")));
displayEditor_->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
screenManager()->push(new DisplayLayoutScreen(gamePath_));
return UI::EVENT_DONE;
});
if (g_Config.bEnableCheats) {
rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
}

View file

@ -42,7 +42,6 @@
<ClCompile Include="CwCheatScreen.cpp" />
<ClCompile Include="DevScreens.cpp" />
<ClCompile Include="DiscordIntegration.cpp" />
<ClCompile Include="DisplayLayoutEditor.cpp" />
<ClCompile Include="DisplayLayoutScreen.cpp" />
<ClCompile Include="EmuScreen.cpp" />
<ClCompile Include="GameInfoCache.cpp" />
@ -75,7 +74,6 @@
<ClInclude Include="ControlMappingScreen.h" />
<ClInclude Include="DevScreens.h" />
<ClInclude Include="DiscordIntegration.h" />
<ClInclude Include="DisplayLayoutEditor.h" />
<ClInclude Include="DisplayLayoutScreen.h" />
<ClInclude Include="EmuScreen.h" />
<ClInclude Include="GameInfoCache.h" />

View file

@ -63,7 +63,6 @@
<ClCompile Include="DisplayLayoutScreen.cpp">
<Filter>Screens</Filter>
</ClCompile>
<ClCompile Include="DisplayLayoutEditor.cpp" />
<ClCompile Include="RemoteISOScreen.cpp">
<Filter>Screens</Filter>
</ClCompile>
@ -144,7 +143,6 @@
<ClInclude Include="DisplayLayoutScreen.h">
<Filter>Screens</Filter>
</ClInclude>
<ClInclude Include="DisplayLayoutEditor.h" />
<ClInclude Include="HostTypes.h" />
<ClInclude Include="RemoteISOScreen.h">
<Filter>Screens</Filter>

View file

@ -386,7 +386,6 @@
<ClInclude Include="..\..\UI\CwCheatScreen.h" />
<ClInclude Include="..\..\UI\DevScreens.h" />
<ClInclude Include="..\..\UI\DiscordIntegration.h" />
<ClInclude Include="..\..\UI\DisplayLayoutEditor.h" />
<ClInclude Include="..\..\UI\DisplayLayoutScreen.h" />
<ClInclude Include="..\..\UI\EmuScreen.h" />
<ClInclude Include="..\..\UI\GameInfoCache.h" />
@ -422,7 +421,6 @@
<ClCompile Include="..\..\UI\CwCheatScreen.cpp" />
<ClCompile Include="..\..\UI\DevScreens.cpp" />
<ClCompile Include="..\..\UI\DiscordIntegration.cpp" />
<ClCompile Include="..\..\UI\DisplayLayoutEditor.cpp" />
<ClCompile Include="..\..\UI\DisplayLayoutScreen.cpp" />
<ClCompile Include="..\..\UI\EmuScreen.cpp" />
<ClCompile Include="..\..\UI\GameInfoCache.cpp" />

View file

@ -8,7 +8,6 @@
<ClCompile Include="..\..\UI\CwCheatScreen.cpp" />
<ClCompile Include="..\..\UI\DevScreens.cpp" />
<ClCompile Include="..\..\UI\DiscordIntegration.cpp" />
<ClCompile Include="..\..\UI\DisplayLayoutEditor.cpp" />
<ClCompile Include="..\..\UI\DisplayLayoutScreen.cpp" />
<ClCompile Include="..\..\UI\EmuScreen.cpp" />
<ClCompile Include="..\..\UI\GameInfoCache.cpp" />
@ -44,7 +43,6 @@
<ClInclude Include="..\..\UI\CwCheatScreen.h" />
<ClInclude Include="..\..\UI\DevScreens.h" />
<ClInclude Include="..\..\UI\DiscordIntegration.h" />
<ClInclude Include="..\..\UI\DisplayLayoutEditor.h" />
<ClInclude Include="..\..\UI\DisplayLayoutScreen.h" />
<ClInclude Include="..\..\UI\EmuScreen.h" />
<ClInclude Include="..\..\UI\GameInfoCache.h" />

View file

@ -689,7 +689,6 @@ LOCAL_SRC_FILES := \
$(SRC)/UI/DiscordIntegration.cpp \
$(SRC)/UI/ChatScreen.cpp \
$(SRC)/UI/DevScreens.cpp \
$(SRC)/UI/DisplayLayoutEditor.cpp \
$(SRC)/UI/DisplayLayoutScreen.cpp \
$(SRC)/UI/EmuScreen.cpp \
$(SRC)/UI/MainScreen.cpp \