mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Implement running the game in the background on the pause screen. Fix some bugs.
This commit is contained in:
parent
9f01661774
commit
e8f70594a4
25 changed files with 123 additions and 120 deletions
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@ -154,7 +154,8 @@ void ScreenManager::resized() {
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}
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}
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void ScreenManager::render() {
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ScreenRenderFlags ScreenManager::render() {
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ScreenRenderFlags flags = ScreenRenderFlags::NONE;
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if (!stack_.empty()) {
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// Collect the screens to render
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TinySet<Screen *, 6> layers;
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@ -169,12 +170,12 @@ void ScreenManager::render() {
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Screen *backgroundScreen = nullptr;
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do {
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--iter;
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if (!coveringScreen) {
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layers.push_back(iter->screen);
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} else if (!backgroundScreen && iter->screen->canBeBackground()) {
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if (!backgroundScreen && iter->screen->canBeBackground()) {
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// There still might be a screen that wants to be background - generally the EmuScreen if present.
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layers.push_back(iter->screen);
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backgroundScreen = iter->screen;
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} else if (!coveringScreen) {
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layers.push_back(iter->screen);
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}
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if (iter->flags != LAYER_TRANSPARENT) {
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coveringScreen = iter->screen;
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@ -194,9 +195,6 @@ void ScreenManager::render() {
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if (i == (int)layers.size() - 1) {
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// Bottom.
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mode = ScreenRenderMode::FIRST;
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if (layers[i] == backgroundScreen && coveringScreen != layers[i]) {
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mode |= ScreenRenderMode::BACKGROUND;
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}
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if (i == 0) {
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mode |= ScreenRenderMode::TOP;
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}
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@ -205,12 +203,12 @@ void ScreenManager::render() {
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} else {
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mode = ScreenRenderMode::BEHIND;
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}
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layers[i]->render(mode);
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flags |= layers[i]->render(mode);
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}
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if (overlayScreen_) {
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// It doesn't care about mode.
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overlayScreen_->render(ScreenRenderMode::TOP);
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flags |= overlayScreen_->render(ScreenRenderMode::TOP);
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}
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getUIContext()->Flush();
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@ -224,6 +222,7 @@ void ScreenManager::render() {
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}
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processFinishDialog();
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return flags;
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}
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void ScreenManager::getFocusPosition(float &x, float &y, float &z) {
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@ -50,12 +50,17 @@ enum class ScreenFocusChange {
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enum class ScreenRenderMode {
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DEFAULT = 0,
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FIRST = 1,
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BACKGROUND = 2,
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BEHIND = 4,
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TOP = 8,
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};
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ENUM_CLASS_BITOPS(ScreenRenderMode);
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enum class ScreenRenderFlags {
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NONE = 0,
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HANDLED_THROTTLING = 1,
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};
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ENUM_CLASS_BITOPS(ScreenRenderFlags);
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class Screen {
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public:
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Screen() : screenManager_(nullptr) { }
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@ -65,7 +70,7 @@ public:
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virtual void onFinish(DialogResult reason) {}
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virtual void update() {}
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virtual void render(ScreenRenderMode mode) {}
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virtual ScreenRenderFlags render(ScreenRenderMode mode) = 0;
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virtual void resized() {}
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virtual void dialogFinished(const Screen *dialog, DialogResult result) {}
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virtual void sendMessage(UIMessage message, const char *value) {}
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@ -128,7 +133,7 @@ public:
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postRenderUserdata_ = userdata;
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}
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void render();
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ScreenRenderFlags render();
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void resized();
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void shutdown();
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@ -212,27 +212,32 @@ void UIScreen::SetupViewport() {
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draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
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}
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void UIScreen::render(ScreenRenderMode mode) {
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ScreenRenderFlags UIScreen::render(ScreenRenderMode mode) {
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if (mode & ScreenRenderMode::FIRST) {
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SetupViewport();
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}
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DoRecreateViews();
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UIContext &uiContext = *screenManager()->getUIContext();
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if (root_) {
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UIContext &uiContext = *screenManager()->getUIContext();
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UI::LayoutViewHierarchy(uiContext, root_, ignoreInsets_);
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uiContext.PushTransform({translation_, scale_, alpha_});
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uiContext.Begin();
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DrawBackground(uiContext);
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root_->Draw(uiContext);
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uiContext.Flush();
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uiContext.PopTransform();
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}
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uiContext.PushTransform({translation_, scale_, alpha_});
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uiContext.Begin();
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DrawBackground(uiContext);
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if (root_) {
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root_->Draw(uiContext);
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}
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uiContext.Flush();
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DrawForeground(uiContext);
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uiContext.Flush();
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uiContext.PopTransform();
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return ScreenRenderFlags::NONE;
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}
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TouchInput UIScreen::transformTouch(const TouchInput &touch) {
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@ -36,7 +36,7 @@ public:
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~UIScreen();
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void update() override;
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void render(ScreenRenderMode mode) override;
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ScreenRenderFlags render(ScreenRenderMode mode) override;
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void deviceLost() override;
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void deviceRestored() override;
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@ -72,6 +72,8 @@ protected:
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protected:
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virtual void DrawBackground(UIContext &ui) {}
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virtual void DrawForeground(UIContext &ui) {}
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void SetupViewport();
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void DoRecreateViews();
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@ -297,6 +297,8 @@ static const ConfigSetting generalSettings[] = {
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ConfigSetting("EnablePlugins", &g_Config.bLoadPlugins, true, CfgFlag::PER_GAME),
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ConfigSetting("IgnoreCompatSettings", &g_Config.sIgnoreCompatSettings, "", CfgFlag::PER_GAME | CfgFlag::REPORT),
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ConfigSetting("RunBehindPauseMenu", &g_Config.bRunBehindPauseMenu, false, CfgFlag::DEFAULT),
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};
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static bool DefaultSasThread() {
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@ -99,9 +99,10 @@ public:
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// Not used on mobile devices.
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bool bPauseExitsEmulator;
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bool bPauseMenuExitsEmulator;
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bool bRunBehindPauseMenu;
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// Core
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bool bIgnoreBadMemAccess;
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@ -302,10 +302,6 @@ void BackgroundAudio::SetGame(const Path &path) {
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}
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bool BackgroundAudio::Play() {
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if (GetUIState() == UISTATE_INGAME) {
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return false;
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}
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std::lock_guard<std::mutex> lock(mutex_);
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// Immediately stop the sound if it is turned off while playing.
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@ -713,27 +713,25 @@ void TouchTestScreen::axis(const AxisInput &axis) {
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UpdateLogView();
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}
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void TouchTestScreen::render(ScreenRenderMode mode) {
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UIDialogScreenWithGameBackground::render(mode);
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UIContext *ui_context = screenManager()->getUIContext();
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Bounds bounds = ui_context->GetLayoutBounds();
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void TouchTestScreen::DrawForeground(UIContext &dc) {
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Bounds bounds = dc.GetLayoutBounds();
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ui_context->BeginNoTex();
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dc.BeginNoTex();
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
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if (touches_[i].id != -1) {
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ui_context->Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
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dc.Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
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}
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}
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ui_context->Flush();
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dc.Flush();
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ui_context->Begin();
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dc.Begin();
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char buffer[4096];
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
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if (touches_[i].id != -1) {
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ui_context->Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
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dc.Draw()->Circle(touches_[i].x, touches_[i].y, 100.0, 3.0, 80, 0.0f, 0xFFFFFFFF, 1.0);
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snprintf(buffer, sizeof(buffer), "%0.1fx%0.1f", touches_[i].x, touches_[i].y);
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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);
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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);
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}
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}
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@ -762,8 +760,8 @@ void TouchTestScreen::render(ScreenRenderMode mode) {
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// On Android, also add joystick debug data.
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ui_context->DrawTextShadow(buffer, bounds.centerX(), bounds.y + 20.0f, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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ui_context->Flush();
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dc.DrawTextShadow(buffer, bounds.centerX(), bounds.y + 20.0f, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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dc.Flush();
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}
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void RecreateActivity() {
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@ -799,8 +797,7 @@ UI::EventReturn TouchTestScreen::OnRecreateActivity(UI::EventParams &e) {
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class Backplate : public UI::InertView {
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public:
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Backplate(float scale, UI::LayoutParams *layoutParams = nullptr) : InertView(layoutParams), scale_(scale) {
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}
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Backplate(float scale, UI::LayoutParams *layoutParams = nullptr) : InertView(layoutParams), scale_(scale) {}
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void Draw(UIContext &dc) override {
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for (float dy = 0.0f; dy <= 4.0f; dy += 1.0f) {
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@ -147,7 +147,7 @@ public:
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}
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void touch(const TouchInput &touch) override;
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void render(ScreenRenderMode mode) override;
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void DrawForeground(UIContext &dc) override;
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bool key(const KeyInput &key) override;
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void axis(const AxisInput &axis) override;
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@ -1438,12 +1438,17 @@ void EmuScreen::darken() {
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}
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}
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void EmuScreen::render(ScreenRenderMode mode) {
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ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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ScreenRenderFlags flags = ScreenRenderFlags::NONE;
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using namespace Draw;
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DrawContext *draw = screenManager()->getDrawContext();
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if (!draw)
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return flags; // shouldn't really happen but I've seen a suspicious stack trace..
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if (mode & ScreenRenderMode::FIRST) {
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// Actually, always gonna be first when it exists (?)
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using namespace Draw;
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DrawContext *draw = screenManager()->getDrawContext();
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// Here we do NOT bind the backbuffer or clear the screen, unless non-buffered.
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// The emuscreen is different than the others - we really want to allow the game to render to framebuffers
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// before we ever bind the backbuffer for rendering. On mobile GPUs, switching back and forth between render
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@ -1471,19 +1476,13 @@ void EmuScreen::render(ScreenRenderMode mode) {
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draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
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}
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using namespace Draw;
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DrawContext *thin3d = screenManager()->getDrawContext();
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if (!thin3d)
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return; // shouldn't really happen but I've seen a suspicious stack trace..
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g_OSD.NudgeSidebar();
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if (mode & ScreenRenderMode::TOP) {
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System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
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} else {
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} else if (!g_Config.bRunBehindPauseMenu) {
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// Not on top. Let's not execute, only draw the image.
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
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// Just to make sure.
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if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
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PSP_BeginHostFrame();
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@ -1491,7 +1490,7 @@ void EmuScreen::render(ScreenRenderMode mode) {
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PSP_EndHostFrame();
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darken();
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}
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return;
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return flags;
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}
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if (invalid_) {
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@ -1502,9 +1501,9 @@ void EmuScreen::render(ScreenRenderMode mode) {
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// It's possible this might be set outside PSP_RunLoopFor().
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// In this case, we need to double check it here.
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checkPowerDown();
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
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renderUI();
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return;
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return flags;
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}
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// Freeze-frame functionality (loads a savestate on every frame).
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@ -1528,6 +1527,8 @@ void EmuScreen::render(ScreenRenderMode mode) {
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PSP_BeginHostFrame();
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PSP_RunLoopWhileState();
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flags |= ScreenRenderFlags::HANDLED_THROTTLING;
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// Hopefully coreState is now CORE_NEXTFRAME
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switch (coreState) {
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case CORE_NEXTFRAME:
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@ -1543,12 +1544,12 @@ void EmuScreen::render(ScreenRenderMode mode) {
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// Clear to blue background screen
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bool dangerousSettings = !Reporting::IsSupported();
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uint32_t color = dangerousSettings ? 0xFF900050 : 0xFF900000;
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE, color }, "EmuScreen_RuntimeError");
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE, color }, "EmuScreen_RuntimeError");
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// The info is drawn later in renderUI
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} else {
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// If we're stepping, it's convenient not to clear the screen entirely, so we copy display to output.
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// This won't work in non-buffered, but that's fine.
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
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// Just to make sure.
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if (PSP_IsInited()) {
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gpu->CopyDisplayToOutput(true);
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@ -1570,12 +1571,19 @@ void EmuScreen::render(ScreenRenderMode mode) {
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// This must happen after PSP_EndHostFrame so that things like push buffers are end-frame'd before we start destroying stuff.
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if (checkPowerDown() || rebind) {
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// Shutting down can end up ending the current render pass
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_NoFrame");
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_NoFrame");
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}
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if (!(mode & ScreenRenderMode::TOP)) {
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// We're in run-behind mode, but we don't want to draw chat, debug UI and stuff.
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// So, darken and bail here.
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darken();
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return flags;
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}
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if (hasVisibleUI()) {
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// In most cases, this should already be bound and a no-op.
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");
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cardboardDisableButton_->SetVisibility(g_Config.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE);
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screenManager()->getUIContext()->BeginFrame();
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renderUI();
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@ -1590,10 +1598,11 @@ void EmuScreen::render(ScreenRenderMode mode) {
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if (mode & ScreenRenderMode::TOP) {
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// TODO: Replace this with something else.
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if (stopRender_)
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thin3d->WipeQueue();
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} else if (!screenManager()->topScreen()->wantBrightBackground()) {
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draw->WipeQueue();
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} else {
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darken();
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}
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return flags;
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}
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bool EmuScreen::hasVisibleUI() {
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@ -42,7 +42,7 @@ public:
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const char *tag() const override { return "Emu"; }
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void update() override;
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void render(ScreenRenderMode mode) override;
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ScreenRenderFlags render(ScreenRenderMode mode) override;
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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void sendMessage(UIMessage message, const char *value) override;
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void resized() override;
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@ -311,7 +311,7 @@ void GPUDriverTestScreen::CreateViews() {
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anchor->Add(back);
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}
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void GPUDriverTestScreen::DiscardTest() {
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void GPUDriverTestScreen::DiscardTest(UIContext &dc) {
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using namespace UI;
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using namespace Draw;
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if (!discardWriteDepthStencil_) {
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@ -440,7 +440,6 @@ void GPUDriverTestScreen::DiscardTest() {
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rasterNoCull->Release();
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}
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UIContext &dc = *screenManager()->getUIContext();
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Draw::DrawContext *draw = dc.GetDrawContext();
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static const char * const writeModeNames[] = { "Stencil+Depth", "Stencil", "Depth" };
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@ -529,10 +528,9 @@ void GPUDriverTestScreen::DiscardTest() {
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dc.Flush();
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}
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void GPUDriverTestScreen::ShaderTest() {
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void GPUDriverTestScreen::ShaderTest(UIContext &dc) {
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using namespace Draw;
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UIContext &dc = *screenManager()->getUIContext();
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Draw::DrawContext *draw = dc.GetDrawContext();
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if (!adrenoLogicDiscardPipeline_) {
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@ -629,17 +627,13 @@ void GPUDriverTestScreen::ShaderTest() {
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dc.Flush();
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}
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void GPUDriverTestScreen::render(ScreenRenderMode mode) {
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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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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"; }
|
||||
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -65,4 +65,6 @@ private:
|
|||
// hack
|
||||
bool finishNextFrame_ = false;
|
||||
PauseScreenMode mode_ = PauseScreenMode::MAIN;
|
||||
|
||||
UI::Button *pauseButton_ = nullptr;
|
||||
};
|
||||
|
|
|
@ -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() {
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Add table
Reference in a new issue