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()) { if (!stack_.empty()) {
// Collect the screens to render // Collect the screens to render
TinySet<Screen *, 6> layers; TinySet<Screen *, 6> layers;
@ -169,12 +170,12 @@ void ScreenManager::render() {
Screen *backgroundScreen = nullptr; Screen *backgroundScreen = nullptr;
do { do {
--iter; --iter;
if (!coveringScreen) { if (!backgroundScreen && iter->screen->canBeBackground()) {
layers.push_back(iter->screen);
} else if (!backgroundScreen && iter->screen->canBeBackground()) {
// There still might be a screen that wants to be background - generally the EmuScreen if present. // There still might be a screen that wants to be background - generally the EmuScreen if present.
layers.push_back(iter->screen); layers.push_back(iter->screen);
backgroundScreen = iter->screen; backgroundScreen = iter->screen;
} else if (!coveringScreen) {
layers.push_back(iter->screen);
} }
if (iter->flags != LAYER_TRANSPARENT) { if (iter->flags != LAYER_TRANSPARENT) {
coveringScreen = iter->screen; coveringScreen = iter->screen;
@ -194,9 +195,6 @@ void ScreenManager::render() {
if (i == (int)layers.size() - 1) { if (i == (int)layers.size() - 1) {
// Bottom. // Bottom.
mode = ScreenRenderMode::FIRST; mode = ScreenRenderMode::FIRST;
if (layers[i] == backgroundScreen && coveringScreen != layers[i]) {
mode |= ScreenRenderMode::BACKGROUND;
}
if (i == 0) { if (i == 0) {
mode |= ScreenRenderMode::TOP; mode |= ScreenRenderMode::TOP;
} }
@ -205,12 +203,12 @@ void ScreenManager::render() {
} else { } else {
mode = ScreenRenderMode::BEHIND; mode = ScreenRenderMode::BEHIND;
} }
layers[i]->render(mode); flags |= layers[i]->render(mode);
} }
if (overlayScreen_) { if (overlayScreen_) {
// It doesn't care about mode. // It doesn't care about mode.
overlayScreen_->render(ScreenRenderMode::TOP); flags |= overlayScreen_->render(ScreenRenderMode::TOP);
} }
getUIContext()->Flush(); getUIContext()->Flush();
@ -224,6 +222,7 @@ void ScreenManager::render() {
} }
processFinishDialog(); processFinishDialog();
return flags;
} }
void ScreenManager::getFocusPosition(float &x, float &y, float &z) { void ScreenManager::getFocusPosition(float &x, float &y, float &z) {

View file

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

View file

@ -212,27 +212,32 @@ void UIScreen::SetupViewport() {
draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres); draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
} }
void UIScreen::render(ScreenRenderMode mode) { ScreenRenderFlags UIScreen::render(ScreenRenderMode mode) {
if (mode & ScreenRenderMode::FIRST) { if (mode & ScreenRenderMode::FIRST) {
SetupViewport(); SetupViewport();
} }
DoRecreateViews(); DoRecreateViews();
UIContext &uiContext = *screenManager()->getUIContext();
if (root_) { if (root_) {
UIContext &uiContext = *screenManager()->getUIContext();
UI::LayoutViewHierarchy(uiContext, root_, ignoreInsets_); 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) { TouchInput UIScreen::transformTouch(const TouchInput &touch) {

View file

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

View file

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

View file

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

View file

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

View file

@ -713,27 +713,25 @@ void TouchTestScreen::axis(const AxisInput &axis) {
UpdateLogView(); UpdateLogView();
} }
void TouchTestScreen::render(ScreenRenderMode mode) { void TouchTestScreen::DrawForeground(UIContext &dc) {
UIDialogScreenWithGameBackground::render(mode); Bounds bounds = dc.GetLayoutBounds();
UIContext *ui_context = screenManager()->getUIContext();
Bounds bounds = ui_context->GetLayoutBounds();
ui_context->BeginNoTex(); dc.BeginNoTex();
for (int i = 0; i < MAX_TOUCH_POINTS; i++) { for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
if (touches_[i].id != -1) { 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]; char buffer[4096];
for (int i = 0; i < MAX_TOUCH_POINTS; i++) { for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
if (touches_[i].id != -1) { 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); 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. // On Android, also add joystick debug data.
ui_context->DrawTextShadow(buffer, bounds.centerX(), bounds.y + 20.0f, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII); dc.DrawTextShadow(buffer, bounds.centerX(), bounds.y + 20.0f, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
ui_context->Flush(); dc.Flush();
} }
void RecreateActivity() { void RecreateActivity() {
@ -799,8 +797,7 @@ UI::EventReturn TouchTestScreen::OnRecreateActivity(UI::EventParams &e) {
class Backplate : public UI::InertView { class Backplate : public UI::InertView {
public: 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 { void Draw(UIContext &dc) override {
for (float dy = 0.0f; dy <= 4.0f; dy += 1.0f) { 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 touch(const TouchInput &touch) override;
void render(ScreenRenderMode mode) override; void DrawForeground(UIContext &dc) override;
bool key(const KeyInput &key) override; bool key(const KeyInput &key) override;
void axis(const AxisInput &axis) 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) { if (mode & ScreenRenderMode::FIRST) {
// Actually, always gonna be first when it exists (?) // 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. // 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 // 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 // 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); 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(); g_OSD.NudgeSidebar();
if (mode & ScreenRenderMode::TOP) { if (mode & ScreenRenderMode::TOP) {
System_Notify(SystemNotification::KEEP_SCREEN_AWAKE); System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
} else { } else if (!g_Config.bRunBehindPauseMenu) {
// Not on top. Let's not execute, only draw the image. // 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. // Just to make sure.
if (PSP_IsInited() && !g_Config.bSkipBufferEffects) { if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
PSP_BeginHostFrame(); PSP_BeginHostFrame();
@ -1491,7 +1490,7 @@ void EmuScreen::render(ScreenRenderMode mode) {
PSP_EndHostFrame(); PSP_EndHostFrame();
darken(); darken();
} }
return; return flags;
} }
if (invalid_) { if (invalid_) {
@ -1502,9 +1501,9 @@ void EmuScreen::render(ScreenRenderMode mode) {
// It's possible this might be set outside PSP_RunLoopFor(). // It's possible this might be set outside PSP_RunLoopFor().
// In this case, we need to double check it here. // In this case, we need to double check it here.
checkPowerDown(); checkPowerDown();
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid"); draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
renderUI(); renderUI();
return; return flags;
} }
// Freeze-frame functionality (loads a savestate on every frame). // Freeze-frame functionality (loads a savestate on every frame).
@ -1528,6 +1527,8 @@ void EmuScreen::render(ScreenRenderMode mode) {
PSP_BeginHostFrame(); PSP_BeginHostFrame();
PSP_RunLoopWhileState(); PSP_RunLoopWhileState();
flags |= ScreenRenderFlags::HANDLED_THROTTLING;
// Hopefully coreState is now CORE_NEXTFRAME // Hopefully coreState is now CORE_NEXTFRAME
switch (coreState) { switch (coreState) {
case CORE_NEXTFRAME: case CORE_NEXTFRAME:
@ -1543,12 +1544,12 @@ void EmuScreen::render(ScreenRenderMode mode) {
// Clear to blue background screen // Clear to blue background screen
bool dangerousSettings = !Reporting::IsSupported(); bool dangerousSettings = !Reporting::IsSupported();
uint32_t color = dangerousSettings ? 0xFF900050 : 0xFF900000; 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 // The info is drawn later in renderUI
} else { } else {
// If we're stepping, it's convenient not to clear the screen entirely, so we copy display to output. // 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. // 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. // Just to make sure.
if (PSP_IsInited()) { if (PSP_IsInited()) {
gpu->CopyDisplayToOutput(true); 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. // This must happen after PSP_EndHostFrame so that things like push buffers are end-frame'd before we start destroying stuff.
if (checkPowerDown() || rebind) { if (checkPowerDown() || rebind) {
// Shutting down can end up ending the current render pass // 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()) { if (hasVisibleUI()) {
// In most cases, this should already be bound and a no-op. // 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); cardboardDisableButton_->SetVisibility(g_Config.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE);
screenManager()->getUIContext()->BeginFrame(); screenManager()->getUIContext()->BeginFrame();
renderUI(); renderUI();
@ -1590,10 +1598,11 @@ void EmuScreen::render(ScreenRenderMode mode) {
if (mode & ScreenRenderMode::TOP) { if (mode & ScreenRenderMode::TOP) {
// TODO: Replace this with something else. // TODO: Replace this with something else.
if (stopRender_) if (stopRender_)
thin3d->WipeQueue(); draw->WipeQueue();
} else if (!screenManager()->topScreen()->wantBrightBackground()) { } else {
darken(); darken();
} }
return flags;
} }
bool EmuScreen::hasVisibleUI() { bool EmuScreen::hasVisibleUI() {

View file

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

View file

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

View file

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

View file

@ -276,14 +276,14 @@ UI::EventReturn GameScreen::OnDeleteConfig(UI::EventParams &e)
return UI::EVENT_DONE; return UI::EVENT_DONE;
} }
void GameScreen::render(ScreenRenderMode mode) { ScreenRenderFlags GameScreen::render(ScreenRenderMode mode) {
UIScreen::render(mode); ScreenRenderFlags flags = UIScreen::render(mode);
auto ga = GetI18NCategory(I18NCat::GAME); 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_) { if (tvTitle_) {
tvTitle_->SetText(info->GetTitle()); tvTitle_->SetText(info->GetTitle());
@ -416,6 +416,7 @@ void GameScreen::render(ScreenRenderMode mode) {
choice->SetVisibility(UI::V_VISIBLE); choice->SetVisibility(UI::V_VISIBLE);
} }
} }
return flags;
} }
UI::EventReturn GameScreen::OnShowInFolder(UI::EventParams &e) { UI::EventReturn GameScreen::OnShowInFolder(UI::EventParams &e) {

View file

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

View file

@ -52,14 +52,15 @@ protected:
void dialogFinished(const Screen *dialog, DialogResult result) override; void dialogFinished(const Screen *dialog, DialogResult result) override;
void update() override; void update() override;
void render(ScreenRenderMode mode) override { ScreenRenderFlags render(ScreenRenderMode mode) override {
// Simple anti-flicker due to delayed finish. // Simple anti-flicker due to delayed finish.
if (!done_) { if (!done_) {
// render as usual. // render as usual.
UIDialogScreenWithBackground::render(mode); return UIDialogScreenWithBackground::render(mode);
} else { } else {
// no render. black frame insertion is better than flicker. // no render. black frame insertion is better than flicker.
} }
return ScreenRenderFlags::NONE;
} }
private: 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) { if (mode & ScreenRenderMode::FIRST) {
SetupViewport(); SetupViewport();
} else { } else {
@ -453,6 +453,8 @@ void BackgroundScreen::render(ScreenRenderMode mode) {
uiContext->Flush(); uiContext->Flush();
uiContext->PopTransform(); uiContext->PopTransform();
return ScreenRenderFlags::NONE;
} }
void BackgroundScreen::sendMessage(UIMessage message, const char *value) { 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; using namespace Draw;
UIScreen::render(mode);
UIContext &dc = *screenManager()->getUIContext();
const Bounds &bounds = dc.GetBounds(); const Bounds &bounds = dc.GetBounds();
dc.Begin(); dc.Begin();
@ -752,10 +751,6 @@ void LogoScreen::render(ScreenRenderMode mode) {
alphaText = 3.0f - t; alphaText = 3.0f - t;
uint32_t textColor = colorAlpha(dc.theme->infoStyle.fgColor, alphaText); 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 cr = GetI18NCategory(I18NCat::PSPCREDITS);
auto gr = GetI18NCategory(I18NCat::GRAPHICS); auto gr = GetI18NCategory(I18NCat::GRAPHICS);
char temp[256]; char temp[256];
@ -871,9 +866,7 @@ void CreditsScreen::update() {
UpdateUIState(UISTATE_MENU); UpdateUIState(UISTATE_MENU);
} }
void CreditsScreen::render(ScreenRenderMode mode) { void CreditsScreen::DrawForeground(UIContext &dc) {
UIScreen::render(mode);
auto cr = GetI18NCategory(I18NCat::PSPCREDITS); auto cr = GetI18NCategory(I18NCat::PSPCREDITS);
std::string specialthanksMaxim = "Maxim "; std::string specialthanksMaxim = "Maxim ";
@ -1020,7 +1013,6 @@ void CreditsScreen::render(ScreenRenderMode mode) {
} }
credits[0] = (const char *)temp; credits[0] = (const char *)temp;
UIContext &dc = *screenManager()->getUIContext();
dc.Begin(); dc.Begin();
const Bounds &bounds = dc.GetLayoutBounds(); const Bounds &bounds = dc.GetLayoutBounds();

View file

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

View file

@ -1077,12 +1077,7 @@ static void SendMouseDeltaAxis();
void NativeFrame(GraphicsContext *graphicsContext) { void NativeFrame(GraphicsContext *graphicsContext) {
PROFILE_END_FRAME(); PROFILE_END_FRAME();
bool menuThrottle = (GetUIState() != UISTATE_INGAME || !PSP_IsInited()) && GetUIState() != UISTATE_EXIT; double startTime = time_now_d();
double startTime;
if (menuThrottle) {
startTime = time_now_d();
}
std::vector<PendingMessage> toProcess; std::vector<PendingMessage> toProcess;
{ {
@ -1107,7 +1102,6 @@ void NativeFrame(GraphicsContext *graphicsContext) {
g_DownloadManager.Update(); g_DownloadManager.Update();
g_Discord.Update(); g_Discord.Update();
g_BackgroundAudio.Play();
g_OSD.Update(); g_OSD.Update();
@ -1147,7 +1141,7 @@ void NativeFrame(GraphicsContext *graphicsContext) {
g_screenManager->getUIContext()->SetTintSaturation(g_Config.fUITint, g_Config.fUISaturation); g_screenManager->getUIContext()->SetTintSaturation(g_Config.fUITint, g_Config.fUISaturation);
// All actual rendering happen in here. // All actual rendering happen in here.
g_screenManager->render(); ScreenRenderFlags renderFlags = g_screenManager->render();
if (g_screenManager->getUIContext()->Text()) { if (g_screenManager->getUIContext()->Text()) {
g_screenManager->getUIContext()->Text()->OncePerFrame(); g_screenManager->getUIContext()->Text()->OncePerFrame();
} }
@ -1200,7 +1194,7 @@ void NativeFrame(GraphicsContext *graphicsContext) {
graphicsContext->Poll(); graphicsContext->Poll();
} }
if (menuThrottle) { if (!(renderFlags & ScreenRenderFlags::HANDLED_THROTTLING)) {
float refreshRate = System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE); float refreshRate = System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
// Simple throttling to not burn the GPU in the menu. // 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. // 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); int sleepTime = (int)(1000.0 / refreshRate) - (int)(diffTime * 1000.0);
if (sleepTime > 0) if (sleepTime > 0)
sleep_ms(sleepTime); sleep_ms(sleepTime);
// TODO: We should ideally mix this with game audio.
g_BackgroundAudio.Play();
} }
SendMouseDeltaAxis(); 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))); osmView_ = root_->Add(new OnScreenMessagesView(new UI::AnchorLayoutParams(0.0f, 0.0f, 0.0f, 0.0f)));
} }
void OSDOverlayScreen::render(ScreenRenderMode mode) { void OSDOverlayScreen::DrawForeground(UIContext &ui) {
UIScreen::render(mode);
DebugOverlay debugOverlay = (DebugOverlay)g_Config.iDebugOverlay; DebugOverlay debugOverlay = (DebugOverlay)g_Config.iDebugOverlay;
// Special case control for now, since it uses the control mapper that's owned by EmuScreen. // 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; bool UnsyncTouch(const TouchInput &touch) override;
void CreateViews() override; void CreateViews() override;
void render(ScreenRenderMode mode) override; void DrawForeground(UIContext &ui) override;
void update() override; void update() override;
private: private:

View file

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

View file

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

View file

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

View file

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