// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "gfx_es2/draw_buffer.h" #include "i18n/i18n.h" #include "ui/view.h" #include "ui/viewgroup.h" #include "ui/ui_context.h" #include "UI/EmuScreen.h" #include "UI/PluginScreen.h" #include "UI/GameSettingsScreen.h" #include "UI/GameInfoCache.h" #include "UI/MiscScreens.h" #include "Core/Config.h" namespace UI { // Reads and writes value to determine the current selection. class PopupMultiChoice : public Choice { public: PopupMultiChoice(int *value, const std::string &text, const char **choices, int numChoices, I18NCategory *category, ScreenManager *screenManager, LayoutParams *layoutParams = 0) : Choice(text, "", false, layoutParams), value_(value), choices_(choices), numChoices_(numChoices), category_(category), screenManager_(screenManager) { OnClick.Handle(this, &PopupMultiChoice::HandleClick); UpdateText(); } virtual void Draw(UIContext &dc); private: void UpdateText(); EventReturn HandleClick(EventParams &e); void ChoiceCallback(int num); const char **choices_; int numChoices_; int *value_; ScreenManager *screenManager_; I18NCategory *category_; std::string valueText_; }; EventReturn PopupMultiChoice::HandleClick(EventParams &e) { std::vector choices; for (size_t i = 0; i < numChoices_; i++) { choices.push_back(category_ ? category_->T(choices_[i]) : choices_[i]); } Screen *popupScreen = new ListPopupScreen(text_, choices, *value_, std::bind(&PopupMultiChoice::ChoiceCallback, this, placeholder::_1)); screenManager_->push(popupScreen); return EVENT_DONE; } void PopupMultiChoice::UpdateText() { valueText_ = category_ ? category_->T(choices_[*value_]) : choices_[*value_]; } void PopupMultiChoice::ChoiceCallback(int num) { *value_ = num; UpdateText(); } void PopupMultiChoice::Draw(UIContext &dc) { Choice::Draw(dc); dc.Draw()->DrawText(dc.theme->uiFont, valueText_.c_str(), bounds_.x2() - 8, bounds_.centerY(), 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_VCENTER); } } void GameSettingsScreen::CreateViews() { GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true); // Information in the top left. // Back button to the bottom left. // Scrolling action menu to the right. using namespace UI; I18NCategory *g = GetI18NCategory("General"); I18NCategory *gs = GetI18NCategory("Graphics"); I18NCategory *c = GetI18NCategory("Controls"); I18NCategory *a = GetI18NCategory("Audio"); I18NCategory *s = GetI18NCategory("System"); Margins actionMenuMargins(0, 0, 15, 0); root_ = new LinearLayout(ORIENT_HORIZONTAL); ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)); root_->Add(leftColumn); leftColumn->Add(new Spacer(new LinearLayoutParams(1.0))); leftColumn->Add(new Choice("Back"))->OnClick.Handle(this, &UIScreen::OnBack); TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new LinearLayoutParams(600, FILL_PARENT, actionMenuMargins)); root_->Add(tabHolder); // TODO: These currently point to global settings, not game specific ones. ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL); graphicsSettingsScroll->Add(graphicsSettings); tabHolder->AddTab("Graphics", graphicsSettingsScroll); graphicsSettings->Add(new ItemHeader(gs->T("Features"))); graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display"))); graphicsSettings->Add(new CheckBox(&g_Config.bBufferedRendering, gs->T("Buffered Rendering"))); graphicsSettings->Add(new CheckBox(&g_Config.bDisplayFramebuffer, gs->T("Display Raw Framebuffer"))); graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping"))); graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache"))); graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO"))); graphicsSettings->Add(new CheckBox(&g_Config.SSAntiAliasing, gs->T("Anti Aliasing"))); graphicsSettings->Add(new CheckBox(&g_Config.bFramebuffersToMem, gs->T("Read Framebuffer to memory"))); graphicsSettings->Add(new ItemHeader(gs->T("Texture filtering"))); static const char *anisoLevels[] = { "Off", "2 samples", "4 samples", "8 samples", "16 samples" }; graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 5, gs, screenManager())); graphicsSettings->Add(new ItemHeader(gs->T("Texture scaling"))); static const char *texScaleLevels[] = { "bad", "1x", "2x", "3x", #ifndef USING_GLES2 "4x", "5x", #endif }; //graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Scale"), anisoLevels, 5, gs, screenManager())); static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", }; graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Texture Scaling Type"), texScaleAlgos, 4, gs, screenManager())); #ifdef USING_GLES2 g_Config.bFramebuffersCPUConvert = g_Config.bFramebuffersToMem; #endif #ifdef _WIN32 graphicsSettings->Add(new CheckBox(&g_Config.bAutoSaveSymbolMap, gs->T("VSync"))); #endif ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL); audioSettingsScroll->Add(audioSettings); tabHolder->AddTab("Audio", audioSettingsScroll); audioSettings->Add(new Choice(a->T("Download Atrac3+ plugin")))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin); audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound"))); audioSettings->Add(new CheckBox(&g_Config.bEnableAtrac3plus, a->T("Enable Atrac3+"))); ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); ViewGroup *controlsSettings = new LinearLayout(ORIENT_VERTICAL); controlsSettingsScroll->Add(controlsSettings); tabHolder->AddTab("Controls", controlsSettingsScroll); controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls"))); controlsSettings->Add(new CheckBox(&g_Config.bLargeControls, c->T("Large Controls"))); controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Analog Stick"))); controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)"))); ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); ViewGroup *systemSettings = new LinearLayout(ORIENT_VERTICAL); systemSettingsScroll->Add(systemSettings); tabHolder->AddTab("System", systemSettingsScroll); systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)"))); systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (unstable)"))); } UI::EventReturn GameSettingsScreen::OnDownloadPlugin(UI::EventParams &e) { screenManager()->push(new PluginScreen()); return UI::EVENT_DONE; } void DrawBackground(float alpha); void GameSettingsScreen::DrawBackground(UIContext &dc) { ::DrawBackground(1.0f); } void GlobalSettingsScreen::CreateViews() { using namespace UI; root_ = new ScrollView(ORIENT_VERTICAL); I18NCategory *g = GetI18NCategory("General"); I18NCategory *gs = GetI18NCategory("Graphics"); LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f))); list->Add(new ItemHeader("General")); list->Add(new CheckBox(&g_Config.bNewUI, gs->T("New UI"))); static const char *fpsChoices[] = { "None", "Speed", "FPS", "Both" }; list->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS"), fpsChoices, 4, gs, screenManager())); list->Add(new Choice(gs->T("Language")))->OnClick.Handle(this, &GlobalSettingsScreen::OnLanguage); list->Add(new Choice(g->T("Back")))->OnClick.Handle(this, &GlobalSettingsScreen::OnBack); } UI::EventReturn GlobalSettingsScreen::OnFactoryReset(UI::EventParams &e) { screenManager()->push(new PluginScreen()); return UI::EVENT_DONE; } UI::EventReturn GlobalSettingsScreen::OnLanguage(UI::EventParams &e) { screenManager()->push(new NewLanguageScreen()); return UI::EVENT_DONE; } UI::EventReturn GlobalSettingsScreen::OnBack(UI::EventParams &e) { screenManager()->finishDialog(this, DR_OK); return UI::EVENT_DONE; } void GlobalSettingsScreen::DrawBackground(UIContext &dc) { ::DrawBackground(1.0f); }