Implement running the game in the background on the pause screen. Fix some bugs.

This commit is contained in:
Henrik Rydgård 2023-12-11 12:41:44 +01:00
parent 9f01661774
commit e8f70594a4
25 changed files with 123 additions and 120 deletions

View file

@ -154,7 +154,8 @@ void ScreenManager::resized() {
}
}
void ScreenManager::render() {
ScreenRenderFlags ScreenManager::render() {
ScreenRenderFlags flags = ScreenRenderFlags::NONE;
if (!stack_.empty()) {
// Collect the screens to render
TinySet<Screen *, 6> layers;
@ -169,12 +170,12 @@ void ScreenManager::render() {
Screen *backgroundScreen = nullptr;
do {
--iter;
if (!coveringScreen) {
layers.push_back(iter->screen);
} else if (!backgroundScreen && iter->screen->canBeBackground()) {
if (!backgroundScreen && iter->screen->canBeBackground()) {
// There still might be a screen that wants to be background - generally the EmuScreen if present.
layers.push_back(iter->screen);
backgroundScreen = iter->screen;
} else if (!coveringScreen) {
layers.push_back(iter->screen);
}
if (iter->flags != LAYER_TRANSPARENT) {
coveringScreen = iter->screen;
@ -194,9 +195,6 @@ void ScreenManager::render() {
if (i == (int)layers.size() - 1) {
// Bottom.
mode = ScreenRenderMode::FIRST;
if (layers[i] == backgroundScreen && coveringScreen != layers[i]) {
mode |= ScreenRenderMode::BACKGROUND;
}
if (i == 0) {
mode |= ScreenRenderMode::TOP;
}
@ -205,12 +203,12 @@ void ScreenManager::render() {
} else {
mode = ScreenRenderMode::BEHIND;
}
layers[i]->render(mode);
flags |= layers[i]->render(mode);
}
if (overlayScreen_) {
// It doesn't care about mode.
overlayScreen_->render(ScreenRenderMode::TOP);
flags |= overlayScreen_->render(ScreenRenderMode::TOP);
}
getUIContext()->Flush();
@ -224,6 +222,7 @@ void ScreenManager::render() {
}
processFinishDialog();
return flags;
}
void ScreenManager::getFocusPosition(float &x, float &y, float &z) {

View file

@ -50,12 +50,17 @@ enum class ScreenFocusChange {
enum class ScreenRenderMode {
DEFAULT = 0,
FIRST = 1,
BACKGROUND = 2,
BEHIND = 4,
TOP = 8,
};
ENUM_CLASS_BITOPS(ScreenRenderMode);
enum class ScreenRenderFlags {
NONE = 0,
HANDLED_THROTTLING = 1,
};
ENUM_CLASS_BITOPS(ScreenRenderFlags);
class Screen {
public:
Screen() : screenManager_(nullptr) { }
@ -65,7 +70,7 @@ public:
virtual void onFinish(DialogResult reason) {}
virtual void update() {}
virtual void render(ScreenRenderMode mode) {}
virtual ScreenRenderFlags render(ScreenRenderMode mode) = 0;
virtual void resized() {}
virtual void dialogFinished(const Screen *dialog, DialogResult result) {}
virtual void sendMessage(UIMessage message, const char *value) {}
@ -128,7 +133,7 @@ public:
postRenderUserdata_ = userdata;
}
void render();
ScreenRenderFlags render();
void resized();
void shutdown();

View file

@ -212,27 +212,32 @@ void UIScreen::SetupViewport() {
draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
}
void UIScreen::render(ScreenRenderMode mode) {
ScreenRenderFlags UIScreen::render(ScreenRenderMode mode) {
if (mode & ScreenRenderMode::FIRST) {
SetupViewport();
}
DoRecreateViews();
UIContext &uiContext = *screenManager()->getUIContext();
if (root_) {
UIContext &uiContext = *screenManager()->getUIContext();
UI::LayoutViewHierarchy(uiContext, root_, ignoreInsets_);
uiContext.PushTransform({translation_, scale_, alpha_});
uiContext.Begin();
DrawBackground(uiContext);
root_->Draw(uiContext);
uiContext.Flush();
uiContext.PopTransform();
}
uiContext.PushTransform({translation_, scale_, alpha_});
uiContext.Begin();
DrawBackground(uiContext);
if (root_) {
root_->Draw(uiContext);
}
uiContext.Flush();
DrawForeground(uiContext);
uiContext.Flush();
uiContext.PopTransform();
return ScreenRenderFlags::NONE;
}
TouchInput UIScreen::transformTouch(const TouchInput &touch) {

View file

@ -36,7 +36,7 @@ public:
~UIScreen();
void update() override;
void render(ScreenRenderMode mode) override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
void deviceLost() override;
void deviceRestored() override;
@ -72,6 +72,8 @@ protected:
protected:
virtual void DrawBackground(UIContext &ui) {}
virtual void DrawForeground(UIContext &ui) {}
void SetupViewport();
void DoRecreateViews();

View file

@ -297,6 +297,8 @@ static const ConfigSetting generalSettings[] = {
ConfigSetting("EnablePlugins", &g_Config.bLoadPlugins, true, CfgFlag::PER_GAME),
ConfigSetting("IgnoreCompatSettings", &g_Config.sIgnoreCompatSettings, "", CfgFlag::PER_GAME | CfgFlag::REPORT),
ConfigSetting("RunBehindPauseMenu", &g_Config.bRunBehindPauseMenu, false, CfgFlag::DEFAULT),
};
static bool DefaultSasThread() {

View file

@ -99,9 +99,10 @@ public:
// Not used on mobile devices.
bool bPauseExitsEmulator;
bool bPauseMenuExitsEmulator;
bool bRunBehindPauseMenu;
// Core
bool bIgnoreBadMemAccess;

View file

@ -302,10 +302,6 @@ void BackgroundAudio::SetGame(const Path &path) {
}
bool BackgroundAudio::Play() {
if (GetUIState() == UISTATE_INGAME) {
return false;
}
std::lock_guard<std::mutex> lock(mutex_);
// Immediately stop the sound if it is turned off while playing.

View file

@ -713,27 +713,25 @@ void TouchTestScreen::axis(const AxisInput &axis) {
UpdateLogView();
}
void TouchTestScreen::render(ScreenRenderMode mode) {
UIDialogScreenWithGameBackground::render(mode);
UIContext *ui_context = screenManager()->getUIContext();
Bounds bounds = ui_context->GetLayoutBounds();
void TouchTestScreen::DrawForeground(UIContext &dc) {
Bounds bounds = dc.GetLayoutBounds();
ui_context->BeginNoTex();
dc.BeginNoTex();
for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
if (touches_[i].id != -1) {
ui_context->Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
dc.Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
}
}
ui_context->Flush();
dc.Flush();
ui_context->Begin();
dc.Begin();
char buffer[4096];
for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
if (touches_[i].id != -1) {
ui_context->Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
dc.Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
snprintf(buffer, sizeof(buffer), "%0.1fx%0.1f", touches_[i].x, touches_[i].y);
ui_context->DrawText(buffer, touches_[i].x, touches_[i].y + (touches_[i].y > g_display.dp_yres - 100.0f ? -135.0f : 95.0f), 0xFFFFFFFF, ALIGN_HCENTER | FLAG_DYNAMIC_ASCII);
dc.DrawText(buffer, touches_[i].x, touches_[i].y + (touches_[i].y > g_display.dp_yres - 100.0f ? -135.0f : 95.0f), 0xFFFFFFFF, ALIGN_HCENTER | FLAG_DYNAMIC_ASCII);
}
}
@ -762,8 +760,8 @@ void TouchTestScreen::render(ScreenRenderMode mode) {
// On Android, also add joystick debug data.
ui_context->DrawTextShadow(buffer, bounds.centerX(), bounds.y + 20.0f, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
ui_context->Flush();
dc.DrawTextShadow(buffer, bounds.centerX(), bounds.y + 20.0f, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
dc.Flush();
}
void RecreateActivity() {
@ -799,8 +797,7 @@ UI::EventReturn TouchTestScreen::OnRecreateActivity(UI::EventParams &e) {
class Backplate : public UI::InertView {
public:
Backplate(float scale, UI::LayoutParams *layoutParams = nullptr) : InertView(layoutParams), scale_(scale) {
}
Backplate(float scale, UI::LayoutParams *layoutParams = nullptr) : InertView(layoutParams), scale_(scale) {}
void Draw(UIContext &dc) override {
for (float dy = 0.0f; dy <= 4.0f; dy += 1.0f) {

View file

@ -147,7 +147,7 @@ public:
}
void touch(const TouchInput &touch) override;
void render(ScreenRenderMode mode) override;
void DrawForeground(UIContext &dc) override;
bool key(const KeyInput &key) override;
void axis(const AxisInput &axis) override;

View file

@ -1438,12 +1438,17 @@ void EmuScreen::darken() {
}
}
void EmuScreen::render(ScreenRenderMode mode) {
ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
ScreenRenderFlags flags = ScreenRenderFlags::NONE;
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
if (!draw)
return flags; // shouldn't really happen but I've seen a suspicious stack trace..
if (mode & ScreenRenderMode::FIRST) {
// Actually, always gonna be first when it exists (?)
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
// 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
@ -1471,19 +1476,13 @@ void EmuScreen::render(ScreenRenderMode mode) {
draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
}
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
if (!thin3d)
return; // shouldn't really happen but I've seen a suspicious stack trace..
g_OSD.NudgeSidebar();
if (mode & ScreenRenderMode::TOP) {
System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
} else {
} else if (!g_Config.bRunBehindPauseMenu) {
// Not on top. Let's not execute, only draw the image.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
// Just to make sure.
if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
PSP_BeginHostFrame();
@ -1491,7 +1490,7 @@ void EmuScreen::render(ScreenRenderMode mode) {
PSP_EndHostFrame();
darken();
}
return;
return flags;
}
if (invalid_) {
@ -1502,9 +1501,9 @@ void EmuScreen::render(ScreenRenderMode mode) {
// 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, RPAction::CLEAR }, "EmuScreen_Invalid");
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
renderUI();
return;
return flags;
}
// Freeze-frame functionality (loads a savestate on every frame).
@ -1528,6 +1527,8 @@ void EmuScreen::render(ScreenRenderMode mode) {
PSP_BeginHostFrame();
PSP_RunLoopWhileState();
flags |= ScreenRenderFlags::HANDLED_THROTTLING;
// Hopefully coreState is now CORE_NEXTFRAME
switch (coreState) {
case CORE_NEXTFRAME:
@ -1543,12 +1544,12 @@ void EmuScreen::render(ScreenRenderMode mode) {
// Clear to blue background screen
bool dangerousSettings = !Reporting::IsSupported();
uint32_t color = dangerousSettings ? 0xFF900050 : 0xFF900000;
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE, color }, "EmuScreen_RuntimeError");
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE, color }, "EmuScreen_RuntimeError");
// The info is drawn later in renderUI
} else {
// If we're stepping, it's convenient not to clear the screen entirely, so we copy display to output.
// This won't work in non-buffered, but that's fine.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
// Just to make sure.
if (PSP_IsInited()) {
gpu->CopyDisplayToOutput(true);
@ -1570,12 +1571,19 @@ void EmuScreen::render(ScreenRenderMode mode) {
// This must happen after PSP_EndHostFrame so that things like push buffers are end-frame'd before we start destroying stuff.
if (checkPowerDown() || rebind) {
// Shutting down can end up ending the current render pass
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_NoFrame");
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_NoFrame");
}
if (!(mode & ScreenRenderMode::TOP)) {
// We're in run-behind mode, but we don't want to draw chat, debug UI and stuff.
// So, darken and bail here.
darken();
return flags;
}
if (hasVisibleUI()) {
// In most cases, this should already be bound and a no-op.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");
cardboardDisableButton_->SetVisibility(g_Config.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE);
screenManager()->getUIContext()->BeginFrame();
renderUI();
@ -1590,10 +1598,11 @@ void EmuScreen::render(ScreenRenderMode mode) {
if (mode & ScreenRenderMode::TOP) {
// TODO: Replace this with something else.
if (stopRender_)
thin3d->WipeQueue();
} else if (!screenManager()->topScreen()->wantBrightBackground()) {
draw->WipeQueue();
} else {
darken();
}
return flags;
}
bool EmuScreen::hasVisibleUI() {

View file

@ -42,7 +42,7 @@ public:
const char *tag() const override { return "Emu"; }
void update() override;
void render(ScreenRenderMode mode) override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
void dialogFinished(const Screen *dialog, DialogResult result) override;
void sendMessage(UIMessage message, const char *value) override;
void resized() override;

View file

@ -311,7 +311,7 @@ void GPUDriverTestScreen::CreateViews() {
anchor->Add(back);
}
void GPUDriverTestScreen::DiscardTest() {
void GPUDriverTestScreen::DiscardTest(UIContext &dc) {
using namespace UI;
using namespace Draw;
if (!discardWriteDepthStencil_) {
@ -440,7 +440,6 @@ void GPUDriverTestScreen::DiscardTest() {
rasterNoCull->Release();
}
UIContext &dc = *screenManager()->getUIContext();
Draw::DrawContext *draw = dc.GetDrawContext();
static const char * const writeModeNames[] = { "Stencil+Depth", "Stencil", "Depth" };
@ -529,10 +528,9 @@ void GPUDriverTestScreen::DiscardTest() {
dc.Flush();
}
void GPUDriverTestScreen::ShaderTest() {
void GPUDriverTestScreen::ShaderTest(UIContext &dc) {
using namespace Draw;
UIContext &dc = *screenManager()->getUIContext();
Draw::DrawContext *draw = dc.GetDrawContext();
if (!adrenoLogicDiscardPipeline_) {
@ -629,17 +627,13 @@ void GPUDriverTestScreen::ShaderTest() {
dc.Flush();
}
void GPUDriverTestScreen::render(ScreenRenderMode mode) {
using namespace Draw;
UIScreen::render(mode);
void GPUDriverTestScreen::DrawForeground(UIContext &dc) {
switch (tabHolder_->GetCurrentTab()) {
case 0:
DiscardTest();
DiscardTest(dc);
break;
case 1:
ShaderTest();
ShaderTest(dc);
break;
}
}

View file

@ -15,13 +15,13 @@ public:
~GPUDriverTestScreen();
void CreateViews() override;
void render(ScreenRenderMode mode) override;
void DrawForeground(UIContext &dc) override;
const char *tag() const override { return "GPUDriverTest"; }
private:
void DiscardTest();
void ShaderTest();
void DiscardTest(UIContext &dc);
void ShaderTest(UIContext &dc);
// Common objects
Draw::SamplerState *samplerNearest_ = nullptr;

View file

@ -276,14 +276,14 @@ UI::EventReturn GameScreen::OnDeleteConfig(UI::EventParams &e)
return UI::EVENT_DONE;
}
void GameScreen::render(ScreenRenderMode mode) {
UIScreen::render(mode);
ScreenRenderFlags GameScreen::render(ScreenRenderMode mode) {
ScreenRenderFlags flags = UIScreen::render(mode);
auto ga = GetI18NCategory(I18NCat::GAME);
Draw::DrawContext *thin3d = screenManager()->getDrawContext();
Draw::DrawContext *draw = screenManager()->getDrawContext();
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(thin3d, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE | GAMEINFO_WANTUNCOMPRESSEDSIZE);
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(draw, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE | GAMEINFO_WANTUNCOMPRESSEDSIZE);
if (tvTitle_) {
tvTitle_->SetText(info->GetTitle());
@ -416,6 +416,7 @@ void GameScreen::render(ScreenRenderMode mode) {
choice->SetVisibility(UI::V_VISIBLE);
}
}
return flags;
}
UI::EventReturn GameScreen::OnShowInFolder(UI::EventParams &e) {

View file

@ -38,7 +38,7 @@ public:
void update() override;
void render(ScreenRenderMode mode) override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
const char *tag() const override { return "Game"; }

View file

@ -52,14 +52,15 @@ protected:
void dialogFinished(const Screen *dialog, DialogResult result) override;
void update() override;
void render(ScreenRenderMode mode) override {
ScreenRenderFlags render(ScreenRenderMode mode) override {
// Simple anti-flicker due to delayed finish.
if (!done_) {
// render as usual.
UIDialogScreenWithBackground::render(mode);
return UIDialogScreenWithBackground::render(mode);
} else {
// no render. black frame insertion is better than flicker.
}
return ScreenRenderFlags::NONE;
}
private:

View file

@ -429,7 +429,7 @@ void HandleCommonMessages(UIMessage message, const char *value, ScreenManager *m
}
}
void BackgroundScreen::render(ScreenRenderMode mode) {
ScreenRenderFlags BackgroundScreen::render(ScreenRenderMode mode) {
if (mode & ScreenRenderMode::FIRST) {
SetupViewport();
} else {
@ -453,6 +453,8 @@ void BackgroundScreen::render(ScreenRenderMode mode) {
uiContext->Flush();
uiContext->PopTransform();
return ScreenRenderFlags::NONE;
}
void BackgroundScreen::sendMessage(UIMessage message, const char *value) {
@ -732,12 +734,9 @@ void LogoScreen::touch(const TouchInput &touch) {
}
}
void LogoScreen::render(ScreenRenderMode mode) {
void LogoScreen::DrawForeground(UIContext &dc) {
using namespace Draw;
UIScreen::render(mode);
UIContext &dc = *screenManager()->getUIContext();
const Bounds &bounds = dc.GetBounds();
dc.Begin();
@ -752,10 +751,6 @@ void LogoScreen::render(ScreenRenderMode mode) {
alphaText = 3.0f - t;
uint32_t textColor = colorAlpha(dc.theme->infoStyle.fgColor, alphaText);
float x, y, z;
screenManager()->getFocusPosition(x, y, z);
::DrawBackground(dc, alpha, x, y, z);
auto cr = GetI18NCategory(I18NCat::PSPCREDITS);
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
char temp[256];
@ -871,9 +866,7 @@ void CreditsScreen::update() {
UpdateUIState(UISTATE_MENU);
}
void CreditsScreen::render(ScreenRenderMode mode) {
UIScreen::render(mode);
void CreditsScreen::DrawForeground(UIContext &dc) {
auto cr = GetI18NCategory(I18NCat::PSPCREDITS);
std::string specialthanksMaxim = "Maxim ";
@ -1020,7 +1013,6 @@ void CreditsScreen::render(ScreenRenderMode mode) {
}
credits[0] = (const char *)temp;
UIContext &dc = *screenManager()->getUIContext();
dc.Begin();
const Bounds &bounds = dc.GetLayoutBounds();

View file

@ -38,10 +38,9 @@ inline void NoOpVoidBool(bool) {}
class BackgroundScreen : public UIScreen {
public:
void render(ScreenRenderMode mode) override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
void sendMessage(UIMessage message, const char *value) override;
private:
void CreateViews() override {}
const char *tag() const override { return "bg"; }
@ -146,7 +145,7 @@ public:
bool key(const KeyInput &key) override;
void touch(const TouchInput &touch) override;
void update() override;
void render(ScreenRenderMode mode) override;
void DrawForeground(UIContext &ui) override;
void sendMessage(UIMessage message, const char *value) override;
void CreateViews() override {}
@ -164,7 +163,7 @@ class CreditsScreen : public UIDialogScreenWithBackground {
public:
CreditsScreen();
void update() override;
void render(ScreenRenderMode mode) override;
void DrawForeground(UIContext &ui) override;
void CreateViews() override;

View file

@ -1077,12 +1077,7 @@ static void SendMouseDeltaAxis();
void NativeFrame(GraphicsContext *graphicsContext) {
PROFILE_END_FRAME();
bool menuThrottle = (GetUIState() != UISTATE_INGAME || !PSP_IsInited()) && GetUIState() != UISTATE_EXIT;
double startTime;
if (menuThrottle) {
startTime = time_now_d();
}
double startTime = time_now_d();
std::vector<PendingMessage> toProcess;
{
@ -1107,7 +1102,6 @@ void NativeFrame(GraphicsContext *graphicsContext) {
g_DownloadManager.Update();
g_Discord.Update();
g_BackgroundAudio.Play();
g_OSD.Update();
@ -1147,7 +1141,7 @@ void NativeFrame(GraphicsContext *graphicsContext) {
g_screenManager->getUIContext()->SetTintSaturation(g_Config.fUITint, g_Config.fUISaturation);
// All actual rendering happen in here.
g_screenManager->render();
ScreenRenderFlags renderFlags = g_screenManager->render();
if (g_screenManager->getUIContext()->Text()) {
g_screenManager->getUIContext()->Text()->OncePerFrame();
}
@ -1200,7 +1194,7 @@ void NativeFrame(GraphicsContext *graphicsContext) {
graphicsContext->Poll();
}
if (menuThrottle) {
if (!(renderFlags & ScreenRenderFlags::HANDLED_THROTTLING)) {
float refreshRate = System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
// Simple throttling to not burn the GPU in the menu.
// TODO: This should move into NativeFrame. Also, it's only necessary in MAILBOX or IMMEDIATE presentation modes.
@ -1208,6 +1202,9 @@ void NativeFrame(GraphicsContext *graphicsContext) {
int sleepTime = (int)(1000.0 / refreshRate) - (int)(diffTime * 1000.0);
if (sleepTime > 0)
sleep_ms(sleepTime);
// TODO: We should ideally mix this with game audio.
g_BackgroundAudio.Play();
}
SendMouseDeltaAxis();

View file

@ -517,9 +517,7 @@ void OSDOverlayScreen::CreateViews() {
osmView_ = root_->Add(new OnScreenMessagesView(new UI::AnchorLayoutParams(0.0f, 0.0f, 0.0f, 0.0f)));
}
void OSDOverlayScreen::render(ScreenRenderMode mode) {
UIScreen::render(mode);
void OSDOverlayScreen::DrawForeground(UIContext &ui) {
DebugOverlay debugOverlay = (DebugOverlay)g_Config.iDebugOverlay;
// Special case control for now, since it uses the control mapper that's owned by EmuScreen.

View file

@ -41,7 +41,7 @@ public:
bool UnsyncTouch(const TouchInput &touch) override;
void CreateViews() override;
void render(ScreenRenderMode mode) override;
void DrawForeground(UIContext &ui) override;
void update() override;
private:

View file

@ -414,6 +414,8 @@ void GamePauseScreen::CreateViews() {
} else {
rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
}
rightColumnItems->Add(new Spacer(25.0f));
rightColumnItems->Add(new CheckBox(&g_Config.bRunBehindPauseMenu, "Run Behind"));
}
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {

View file

@ -65,4 +65,6 @@ private:
// hack
bool finishNextFrame_ = false;
PauseScreenMode mode_ = PauseScreenMode::MAIN;
UI::Button *pauseButton_ = nullptr;
};

View file

@ -166,8 +166,8 @@ ReportScreen::ReportScreen(const Path &gamePath)
ratingEnabled_ = enableReporting_;
}
void ReportScreen::render(ScreenRenderMode mode) {
UIScreen::render(mode);
ScreenRenderFlags ReportScreen::render(ScreenRenderMode mode) {
ScreenRenderFlags flags = UIScreen::render(mode);
if (mode & ScreenRenderMode::TOP) {
@ -189,6 +189,7 @@ void ReportScreen::render(ScreenRenderMode mode) {
tookScreenshot_ = true;
}
}
return flags;
}
void ReportScreen::update() {

View file

@ -40,7 +40,7 @@ public:
const char *tag() const override { return "Report"; }
protected:
void render(ScreenRenderMode mode) override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
void update() override;
void resized() override;
void CreateViews() override;