// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "ppsspp_config.h" #include using namespace std::placeholders; #include "Common/Render/TextureAtlas.h" #include "Common/GPU/OpenGL/GLFeatures.h" #include "Common/File/FileUtil.h" #include "Common/File/VFS/VFS.h" #include "Common/UI/Root.h" #include "Common/UI/UI.h" #include "Common/UI/Context.h" #include "Common/UI/Tween.h" #include "Common/UI/View.h" #include "Common/UI/AsyncImageFileView.h" #include "Common/VR/PPSSPPVR.h" #include "Common/Data/Text/I18n.h" #include "Common/Input/InputState.h" #include "Common/Log.h" #include "Common/System/Display.h" #include "Common/System/System.h" #include "Common/System/Request.h" #include "Common/System/OSD.h" #include "Common/Profiler/Profiler.h" #include "Common/Math/curves.h" #include "Common/StringUtils.h" #include "Common/TimeUtil.h" #ifndef MOBILE_DEVICE #include "Core/AVIDump.h" #endif #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/CoreTiming.h" #include "Core/CoreParameter.h" #include "Core/Core.h" #include "Core/KeyMap.h" #include "Core/MemFault.h" #include "Core/Reporting.h" #include "Core/System.h" #include "GPU/Common/PresentationCommon.h" #include "Core/FileSystems/VirtualDiscFileSystem.h" #include "GPU/GPUState.h" #include "GPU/GPUCommon.h" #include "GPU/Common/FramebufferManagerCommon.h" #if !PPSSPP_PLATFORM(UWP) #include "GPU/Vulkan/DebugVisVulkan.h" #endif #include "Core/MIPS/MIPS.h" #include "Core/HLE/sceCtrl.h" #include "Core/HLE/sceSas.h" #include "Core/HLE/sceNet.h" #include "Core/HLE/sceNetAdhoc.h" #include "Core/Debugger/SymbolMap.h" #include "Core/RetroAchievements.h" #include "Core/SaveState.h" #include "UI/ImDebugger/ImDebugger.h" #include "Core/HLE/__sceAudio.h" // #include "Core/HLE/proAdhoc.h" #include "Core/HW/Display.h" #include "UI/BackgroundAudio.h" #include "UI/OnScreenDisplay.h" #include "UI/GamepadEmu.h" #include "UI/PauseScreen.h" #include "UI/MainScreen.h" #include "UI/EmuScreen.h" #include "UI/DevScreens.h" #include "UI/GameInfoCache.h" #include "UI/MiscScreens.h" #include "UI/ControlMappingScreen.h" #include "UI/DisplayLayoutScreen.h" #include "UI/GameSettingsScreen.h" #include "UI/ProfilerDraw.h" #include "UI/DiscordIntegration.h" #include "UI/ChatScreen.h" #include "UI/DebugOverlay.h" #include "ext/imgui/imgui.h" #include "ext/imgui/imgui_internal.h" #include "ext/imgui/imgui_impl_thin3d.h" #include "ext/imgui/imgui_impl_platform.h" #include "Core/Reporting.h" #if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP) #include "Windows/MainWindow.h" #endif #ifndef MOBILE_DEVICE static AVIDump avi; #endif // TODO: Ugly! static bool frameStep_; static int lastNumFlips; static bool startDumping; extern bool g_TakeScreenshot; static void AssertCancelCallback(const char *message, void *userdata) { NOTICE_LOG(Log::CPU, "Broke after assert: %s", message); Core_Break(BreakReason::AssertChoice); g_Config.bShowImDebugger = true; EmuScreen *emuScreen = (EmuScreen *)userdata; emuScreen->SendImDebuggerCommand(ImCommand{ ImCmd::SHOW_IN_CPU_DISASM, currentMIPS->pc }); } static void __EmuScreenVblank() { auto sy = GetI18NCategory(I18NCat::SYSTEM); if (frameStep_ && lastNumFlips != gpuStats.numFlips) { frameStep_ = false; Core_Break(BreakReason::FrameAdvance, 0); lastNumFlips = gpuStats.numFlips; } #ifndef MOBILE_DEVICE if (g_Config.bDumpFrames && !startDumping) { avi.Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight); g_OSD.Show(OSDType::MESSAGE_INFO, sy->T("AVI Dump started."), 1.0f); startDumping = true; } if (g_Config.bDumpFrames && startDumping) { avi.AddFrame(); } else if (!g_Config.bDumpFrames && startDumping) { avi.Stop(); g_OSD.Show(OSDType::MESSAGE_INFO, sy->T("AVI Dump stopped."), 1.0f); startDumping = false; } #endif } // Handles control rotation due to internal screen rotation. static void SetPSPAnalog(int stick, float x, float y) { switch (g_Config.iInternalScreenRotation) { case ROTATION_LOCKED_HORIZONTAL: // Standard rotation. No change. break; case ROTATION_LOCKED_HORIZONTAL180: x = -x; y = -y; break; case ROTATION_LOCKED_VERTICAL: { float new_y = -x; x = y; y = new_y; break; } case ROTATION_LOCKED_VERTICAL180: { float new_y = y = x; x = -y; y = new_y; break; } default: break; } __CtrlSetAnalogXY(stick, x, y); } EmuScreen::EmuScreen(const Path &filename) : gamePath_(filename) { saveStateSlot_ = SaveState::GetCurrentSlot(); __DisplayListenVblank(__EmuScreenVblank); frameStep_ = false; lastNumFlips = gpuStats.numFlips; startDumping = false; controlMapper_.SetCallbacks( std::bind(&EmuScreen::onVKey, this, _1, _2), std::bind(&EmuScreen::onVKeyAnalog, this, _1, _2), [](uint32_t bitsToSet, uint32_t bitsToClear) { __CtrlUpdateButtons(bitsToSet, bitsToClear); }, &SetPSPAnalog, nullptr); // Make sure we don't leave it at powerdown after the last game. // TODO: This really should be handled elsewhere if it isn't. if (coreState == CORE_POWERDOWN) coreState = CORE_STEPPING_CPU; OnDevMenu.Handle(this, &EmuScreen::OnDevTools); OnChatMenu.Handle(this, &EmuScreen::OnChat); // Usually, we don't want focus movement enabled on this screen, so disable on start. // Only if you open chat or dev tools do we want it to start working. UI::EnableFocusMovement(false); } bool EmuScreen::bootAllowStorage(const Path &filename) { // No permissions needed. The easy life. if (filename.Type() == PathType::HTTP) return true; if (!System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) return true; PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE); switch (status) { case PERMISSION_STATUS_UNKNOWN: System_AskForPermission(SYSTEM_PERMISSION_STORAGE); return false; case PERMISSION_STATUS_DENIED: screenManager()->switchScreen(new MainScreen()); return false; case PERMISSION_STATUS_PENDING: // Keep waiting. return false; case PERMISSION_STATUS_GRANTED: return true; } _assert_(false); return false; } void EmuScreen::bootGame(const Path &filename) { if (Achievements::IsBlockingExecution()) { // Keep waiting. return; } std::string error_string = "(unknown error)"; BootState state = PSP_InitUpdate(&error_string); switch (state) { case BootState::Booting: // Keep trying. return; case BootState::Failed: // Failure. PSP_CancelBoot(); _dbg_assert_(!error_string.empty()); g_BackgroundAudio.SetGame(Path()); bootPending_ = false; errorMessage_ = error_string; ERROR_LOG(Log::Boot, "Boot failed: %s", errorMessage_.c_str()); return; case BootState::Complete: // Done booting! g_BackgroundAudio.SetGame(Path()); bootPending_ = false; errorMessage_.clear(); bootComplete(); // Reset views in case controls are in a different place. RecreateViews(); return; case BootState::Off: // Gotta start the boot process! Continue below. break; } // Check permission status first, in case we came from a shortcut. if (!bootAllowStorage(filename)) return; SetAssertCancelCallback(&AssertCancelCallback, this); currentMIPS = &mipsr4k; CoreParameter coreParam{}; coreParam.cpuCore = (CPUCore)g_Config.iCpuCore; coreParam.gpuCore = GPUCORE_GLES; switch (GetGPUBackend()) { case GPUBackend::DIRECT3D11: coreParam.gpuCore = GPUCORE_DIRECTX11; break; #if !PPSSPP_PLATFORM(UWP) #if PPSSPP_API(ANY_GL) case GPUBackend::OPENGL: coreParam.gpuCore = GPUCORE_GLES; break; #endif case GPUBackend::DIRECT3D9: coreParam.gpuCore = GPUCORE_DIRECTX9; break; case GPUBackend::VULKAN: coreParam.gpuCore = GPUCORE_VULKAN; break; #endif } // Preserve the existing graphics context. coreParam.graphicsContext = PSP_CoreParameter().graphicsContext; coreParam.enableSound = g_Config.bEnableSound; coreParam.fileToStart = filename; coreParam.mountIso.clear(); coreParam.mountRoot.clear(); coreParam.startBreak = !g_Config.bAutoRun; coreParam.headLess = false; if (g_Config.iInternalResolution == 0) { coreParam.renderWidth = g_display.pixel_xres; coreParam.renderHeight = g_display.pixel_yres; } else { if (g_Config.iInternalResolution < 0) g_Config.iInternalResolution = 1; coreParam.renderWidth = 480 * g_Config.iInternalResolution; coreParam.renderHeight = 272 * g_Config.iInternalResolution; } coreParam.pixelWidth = g_display.pixel_xres; coreParam.pixelHeight = g_display.pixel_yres; // PSP_InitStart can't really fail anymore, unless it's called at the wrong time. It just starts the loader thread. if (!PSP_InitStart(coreParam)) { bootPending_ = false; ERROR_LOG(Log::Boot, "InitStart bootGame error: %s", errorMessage_.c_str()); return; } loadingViewColor_->Divert(0xFFFFFFFF, 0.75f); loadingViewVisible_->Divert(UI::V_VISIBLE, 0.75f); screenManager()->getDrawContext()->ResetStats(); if (bootPending_) { System_PostUIMessage(UIMessage::GAME_SELECTED, filename.c_str()); } } // Only call this on successful boot. void EmuScreen::bootComplete() { // We don't want to boot with the wrong game specific config, so wait until info is ready. // TODO: Actually, we read this info again during bootup, so this is not really necessary. auto sc = GetI18NCategory(I18NCat::SCREEN); auto dev = GetI18NCategory(I18NCat::DEVELOPER); if (g_paramSFO.IsValid()) { g_Discord.SetPresenceGame(SanitizeString(g_paramSFO.GetValueString("TITLE"), StringRestriction::NoLineBreaksOrSpecials)); } else { g_Discord.SetPresenceGame(sc->T("Untitled PSP game")); } if (g_paramSFO.IsValid()) { std::string gameTitle = SanitizeString(g_paramSFO.GetValueString("TITLE"), StringRestriction::NoLineBreaksOrSpecials, 0, 32); std::string id = g_paramSFO.GetValueString("DISC_ID"); extraAssertInfoStr_ = id + " " + gameTitle; SetExtraAssertInfo(extraAssertInfoStr_.c_str()); } UpdateUIState(UISTATE_INGAME); System_Notify(SystemNotification::BOOT_DONE); System_Notify(SystemNotification::DISASSEMBLY); NOTICE_LOG(Log::Boot, "Booted %s...", PSP_CoreParameter().fileToStart.c_str()); if (!Achievements::HardcoreModeActive()) { // Don't auto-load savestates in hardcore mode. autoLoad(); } #ifndef MOBILE_DEVICE if (g_Config.bFirstRun) { g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("PressESC", "Press ESC to open the pause menu")); } #endif #if !PPSSPP_PLATFORM(UWP) if (GetGPUBackend() == GPUBackend::OPENGL) { const char *renderer = gl_extensions.model; if (strstr(renderer, "Chainfire3D") != 0) { g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f); } else if (strstr(renderer, "GLTools") != 0) { g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f); } if (g_Config.bGfxDebugOutput) { g_OSD.Show(OSDType::MESSAGE_WARNING, "WARNING: GfxDebugOutput is enabled via ppsspp.ini. Things may be slow.", 10.0f); } } #endif if (Core_GetPowerSaving()) { auto sy = GetI18NCategory(I18NCat::SYSTEM); #ifdef __ANDROID__ g_OSD.Show(OSDType::MESSAGE_WARNING, sy->T("WARNING: Android battery save mode is on"), 2.0f, "core_powerSaving"); #else g_OSD.Show(OSDType::MESSAGE_WARNING, sy->T("WARNING: Battery save mode is on"), 2.0f, "core_powerSaving"); #endif } if (g_Config.bStereoRendering) { auto gr = GetI18NCategory(I18NCat::GRAPHICS); auto di = GetI18NCategory(I18NCat::DIALOG); // Stereo rendering is experimental, so let's notify the user it's being used. // Carefully reuse translations for this rare warning. g_OSD.Show(OSDType::MESSAGE_WARNING, std::string(gr->T("Stereo rendering")) + ": " + std::string(di->T("Enabled"))); } saveStateSlot_ = SaveState::GetCurrentSlot(); loadingViewColor_->Divert(0x00FFFFFF, 0.2f); loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f); std::string gameID = g_paramSFO.GetValueString("DISC_ID"); g_Config.TimeTracker().Start(gameID); } EmuScreen::~EmuScreen() { if (imguiInited_) { ImGui_ImplThin3d_Shutdown(); ImGui::DestroyContext(ctx_); } std::string gameID = g_paramSFO.GetValueString("DISC_ID"); g_Config.TimeTracker().Stop(gameID); if (!bootPending_) { PSP_Shutdown(true); } System_PostUIMessage(UIMessage::GAME_SELECTED, ""); g_OSD.ClearAchievementStuff(); SetExtraAssertInfo(nullptr); SetAssertCancelCallback(nullptr, nullptr); #ifndef MOBILE_DEVICE if (g_Config.bDumpFrames && startDumping) { avi.Stop(); g_OSD.Show(OSDType::MESSAGE_INFO, "AVI Dump stopped.", 2.0f); startDumping = false; } #endif if (GetUIState() == UISTATE_EXIT) g_Discord.ClearPresence(); else g_Discord.SetPresenceMenu(); } void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) { if (std::string_view(dialog->tag()) == "TextEditPopup") { // Chat message finished. return; } // TODO: improve the way with which we got commands from PauseMenu. // DR_CANCEL/DR_BACK means clicked on "continue", DR_OK means clicked on "back to menu", // DR_YES means a message sent to PauseMenu by System_PostUIMessage. if (result == DR_OK || quit_) { screenManager()->switchScreen(new MainScreen()); quit_ = false; } // Returning to the PauseScreen, unless we're stepping, means we should go back to controls. if (Core_IsActive()) UI::EnableFocusMovement(false); RecreateViews(); SetExtraAssertInfo(extraAssertInfoStr_.c_str()); // Make sure we re-enable keyboard mode if it was disabled by the dialog, and if needed. lastImguiEnabled_ = false; } static void AfterSaveStateAction(SaveState::Status status, std::string_view message, void *) { if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) { g_OSD.Show(status == SaveState::Status::SUCCESS ? OSDType::MESSAGE_SUCCESS : OSDType::MESSAGE_ERROR, message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0); } } static void AfterStateBoot(SaveState::Status status, std::string_view message, void *ignored) { AfterSaveStateAction(status, message, ignored); Core_Resume(); System_Notify(SystemNotification::DISASSEMBLY); } void EmuScreen::focusChanged(ScreenFocusChange focusChange) { Screen::focusChanged(focusChange); std::string gameID = g_paramSFO.GetValueString("DISC_ID"); if (gameID.empty()) { // startup or shutdown return; } switch (focusChange) { case ScreenFocusChange::FOCUS_LOST_TOP: g_Config.TimeTracker().Stop(gameID); controlMapper_.ReleaseAll(); break; case ScreenFocusChange::FOCUS_BECAME_TOP: g_Config.TimeTracker().Start(gameID); break; } } void EmuScreen::sendMessage(UIMessage message, const char *value) { // External commands, like from the Windows UI. if (message == UIMessage::REQUEST_GAME_PAUSE && screenManager()->topScreen() == this) { screenManager()->push(new GamePauseScreen(gamePath_)); } else if (message == UIMessage::REQUEST_GAME_STOP) { // We will push MainScreen in update(). PSP_Shutdown(true); bootPending_ = false; System_Notify(SystemNotification::DISASSEMBLY); } else if (message == UIMessage::REQUEST_GAME_RESET) { PSP_Shutdown(true); bootPending_ = true; System_Notify(SystemNotification::DISASSEMBLY); if (!PSP_InitStart(PSP_CoreParameter())) { ERROR_LOG(Log::Loader, "Error resetting"); screenManager()->switchScreen(new MainScreen()); return; } } else if (message == UIMessage::REQUEST_GAME_BOOT) { // TODO: Ignore or not if it's the same game that's already running? if (gamePath_ == Path(value)) { WARN_LOG(Log::Loader, "Game already running, ignoring"); return; } const char *ext = strrchr(value, '.'); if (ext != nullptr && !strcmp(ext, ".ppst")) { SaveState::Load(Path(value), -1, &AfterStateBoot); } else { PSP_Shutdown(true); bootPending_ = true; gamePath_ = Path(value); // Don't leave it on CORE_POWERDOWN, we'll sometimes aggressively bail. Core_UpdateState(CORE_POWERUP); } } else if (message == UIMessage::CONFIG_LOADED) { // In case we need to position touch controls differently. RecreateViews(); } else if (message == UIMessage::SHOW_CONTROL_MAPPING && screenManager()->topScreen() == this) { UpdateUIState(UISTATE_PAUSEMENU); screenManager()->push(new ControlMappingScreen(gamePath_)); } else if (message == UIMessage::SHOW_DISPLAY_LAYOUT_EDITOR && screenManager()->topScreen() == this) { UpdateUIState(UISTATE_PAUSEMENU); screenManager()->push(new DisplayLayoutScreen(gamePath_)); } else if (message == UIMessage::SHOW_SETTINGS && screenManager()->topScreen() == this) { UpdateUIState(UISTATE_PAUSEMENU); screenManager()->push(new GameSettingsScreen(gamePath_)); } else if (message == UIMessage::REQUEST_GPU_DUMP_NEXT_FRAME) { if (gpu) gpu->DumpNextFrame(); } else if (message == UIMessage::REQUEST_CLEAR_JIT) { currentMIPS->ClearJitCache(); if (PSP_IsInited()) { currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore); } } else if (message == UIMessage::WINDOW_MINIMIZED) { if (!strcmp(value, "true")) { gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED; } else { gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED; } } else if (message == UIMessage::SHOW_CHAT_SCREEN) { if (g_Config.bEnableNetworkChat && !g_Config.bShowImDebugger) { if (!chatButton_) RecreateViews(); if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_DESKTOP) { // temporary workaround for hotkey its freeze the ui when open chat screen using hotkey and native keyboard is enable if (g_Config.bBypassOSKWithKeyboard) { // TODO: Make translatable. g_OSD.Show(OSDType::MESSAGE_INFO, "Disable \"Use system native keyboard\" to use ctrl + c hotkey", 2.0f); } else { UI::EventParams e{}; OnChatMenu.Trigger(e); } } else { UI::EventParams e{}; OnChatMenu.Trigger(e); } } } else if (message == UIMessage::APP_RESUMED && screenManager()->topScreen() == this) { if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_TV) { if (!KeyMap::IsKeyMapped(DEVICE_ID_PAD_0, VIRTKEY_PAUSE) || !KeyMap::IsKeyMapped(DEVICE_ID_PAD_1, VIRTKEY_PAUSE)) { // If it's a TV (so no built-in back button), and there's no back button mapped to a pad, // use this as the fallback way to get into the menu. screenManager()->push(new GamePauseScreen(gamePath_)); } } } else if (message == UIMessage::REQUEST_PLAY_SOUND) { if (g_Config.bAchievementsSoundEffects && g_Config.bEnableSound) { float achievementVolume = Volume100ToMultiplier(g_Config.iAchievementVolume); // TODO: Handle this some nicer way. if (!strcmp(value, "achievement_unlocked")) { g_BackgroundAudio.SFX().Play(UI::UISound::ACHIEVEMENT_UNLOCKED, achievementVolume); } if (!strcmp(value, "leaderboard_submitted")) { g_BackgroundAudio.SFX().Play(UI::UISound::LEADERBOARD_SUBMITTED, achievementVolume); } } } } bool EmuScreen::UnsyncTouch(const TouchInput &touch) { System_Notify(SystemNotification::ACTIVITY); if (chatMenu_ && chatMenu_->GetVisibility() == UI::V_VISIBLE) { // Avoid pressing touch button behind the chat if (chatMenu_->Contains(touch.x, touch.y)) { chatMenu_->Touch(touch); return true; } else if ((touch.flags & TOUCH_DOWN) != 0) { chatMenu_->Close(); if (chatButton_) chatButton_->SetVisibility(UI::V_VISIBLE); UI::EnableFocusMovement(false); } } if (touch.flags & TOUCH_DOWN) { if (!(g_Config.bShowImDebugger && imguiInited_)) { GamepadTouch(); } } if (root_) { UIScreen::UnsyncTouch(touch); } return true; } // TODO: We should replace the "fpsLimit" system with a speed factor. static void ShowFpsLimitNotice() { int fpsLimit = 60; switch (PSP_CoreParameter().fpsLimit) { case FPSLimit::CUSTOM1: fpsLimit = g_Config.iFpsLimit1; break; case FPSLimit::CUSTOM2: fpsLimit = g_Config.iFpsLimit2; break; default: break; } // Now display it. char temp[51]; snprintf(temp, sizeof(temp), "%d%%", (int)((float)fpsLimit / 60.0f * 100.0f)); g_OSD.Show(OSDType::TRANSPARENT_STATUS, temp, "", "I_FASTFORWARD", 1.5f, "altspeed"); } void EmuScreen::onVKey(VirtKey virtualKeyCode, bool down) { auto sc = GetI18NCategory(I18NCat::SCREEN); auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS); switch (virtualKeyCode) { case VIRTKEY_TOGGLE_DEBUGGER: if (down) { g_Config.bShowImDebugger = !g_Config.bShowImDebugger; } break; case VIRTKEY_FASTFORWARD: if (down && !NetworkWarnUserIfOnlineAndCantSpeed()) { /* // This seems like strange behavior. Commented it out. if (coreState == CORE_STEPPING_CPU) { Core_Resume(); } */ PSP_CoreParameter().fastForward = true; } else { PSP_CoreParameter().fastForward = false; } break; case VIRTKEY_SPEED_TOGGLE: if (down && !NetworkWarnUserIfOnlineAndCantSpeed()) { // Cycle through enabled speeds. if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL && g_Config.iFpsLimit1 >= 0) { PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1; } else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit2 >= 0) { PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2; } else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 || PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) { PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL; } ShowFpsLimitNotice(); } break; case VIRTKEY_SPEED_CUSTOM1: if (down && !NetworkWarnUserIfOnlineAndCantSpeed()) { if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) { PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1; ShowFpsLimitNotice(); } } else { if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1) { PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL; ShowFpsLimitNotice(); } } break; case VIRTKEY_SPEED_CUSTOM2: if (down && !NetworkWarnUserIfOnlineAndCantSpeed()) { if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) { PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2; ShowFpsLimitNotice(); } } else { if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) { PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL; ShowFpsLimitNotice(); } } break; case VIRTKEY_PAUSE: if (down) { // Trigger on key-up to partially avoid repetition problems. // This is needed whenever we pop up a menu since the mapper // might miss the key-up. Same as VIRTKEY_OPENCHAT. // Note: We don't check NetworkWarnUserIfOnlineAndCantSpeed, because we can keep // running in the background of the menu. pauseTrigger_ = true; controlMapper_.ForceReleaseVKey(virtualKeyCode); } break; case VIRTKEY_PAUSE_NO_MENU: if (down && !NetworkWarnUserIfOnlineAndCantSpeed()) { // We re-use debug break/resume to implement pause/resume without a menu. if (coreState == CORE_STEPPING_CPU) { // should we check reason? Core_Resume(); } else { Core_Break(BreakReason::UIPause); } } break; case VIRTKEY_FRAME_ADVANCE: // Can't do this reliably in an async fashion, so we just set a variable. // Is this used by anyone? There's no good way to resume, other than PAUSE_NO_MENU or the debugger. if (down && !NetworkWarnUserIfOnlineAndCantSpeed()) { doFrameAdvance_.store(true); } break; case VIRTKEY_RESET_EMULATION: System_PostUIMessage(UIMessage::REQUEST_GAME_RESET); break; #ifndef MOBILE_DEVICE case VIRTKEY_RECORD: if (down) { if (g_Config.bDumpFrames == g_Config.bDumpAudio) { g_Config.bDumpFrames = !g_Config.bDumpFrames; g_Config.bDumpAudio = !g_Config.bDumpAudio; } else { // This hotkey should always toggle both audio and video together. // So let's make sure that's the only outcome even if video OR audio was already being dumped. if (g_Config.bDumpFrames) { AVIDump::Stop(); AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight); g_Config.bDumpAudio = true; } else { WAVDump::Reset(); g_Config.bDumpFrames = true; } } } break; #endif case VIRTKEY_REWIND: if (down && !Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate()) { if (SaveState::CanRewind()) { SaveState::Rewind(&AfterSaveStateAction); } else { g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("norewind", "No rewind save states available"), 2.0); } } break; case VIRTKEY_SAVE_STATE: if (down && !Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate()) { SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction); } break; case VIRTKEY_LOAD_STATE: if (down && !Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate()) { SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction); } break; case VIRTKEY_PREVIOUS_SLOT: if (down && !Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate()) { SaveState::PrevSlot(); System_PostUIMessage(UIMessage::SAVESTATE_DISPLAY_SLOT); } break; case VIRTKEY_NEXT_SLOT: if (down && !Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate()) { SaveState::NextSlot(); System_PostUIMessage(UIMessage::SAVESTATE_DISPLAY_SLOT); } break; case VIRTKEY_SCREENSHOT: if (down) g_TakeScreenshot = true; break; case VIRTKEY_RAPID_FIRE: __CtrlSetRapidFire(down, g_Config.iRapidFireInterval); break; default: // To make sure we're not in an async context. if (down) { queuedVirtKeys_.push_back(virtualKeyCode); } break; } } void EmuScreen::ProcessQueuedVKeys() { for (auto iter : queuedVirtKeys_) { ProcessVKey(iter); } queuedVirtKeys_.clear(); } void EmuScreen::ProcessVKey(VirtKey virtKey) { auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS); auto sc = GetI18NCategory(I18NCat::SCREEN); switch (virtKey) { case VIRTKEY_OPENCHAT: if (g_Config.bEnableNetworkChat && !g_Config.bShowImDebugger) { UI::EventParams e{}; OnChatMenu.Trigger(e); controlMapper_.ForceReleaseVKey(VIRTKEY_OPENCHAT); } break; case VIRTKEY_AXIS_SWAP: controlMapper_.ToggleSwapAxes(); g_OSD.Show(OSDType::MESSAGE_INFO, mc->T("AxisSwap")); // best string we have. break; case VIRTKEY_DEVMENU: { UI::EventParams e{}; OnDevMenu.Trigger(e); } break; case VIRTKEY_TOGGLE_MOUSE: g_Config.bMouseControl = !g_Config.bMouseControl; break; case VIRTKEY_TEXTURE_DUMP: g_Config.bSaveNewTextures = !g_Config.bSaveNewTextures; if (g_Config.bSaveNewTextures) { g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("saveNewTextures_true", "Textures will now be saved to your storage"), 2.0, "savetexturechanged"); System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED); } else { g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("saveNewTextures_false", "Texture saving was disabled"), 2.0, "savetexturechanged"); } break; case VIRTKEY_TEXTURE_REPLACE: g_Config.bReplaceTextures = !g_Config.bReplaceTextures; if (g_Config.bReplaceTextures) g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("replaceTextures_true", "Texture replacement enabled"), 2.0, "replacetexturechanged"); else g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("replaceTextures_false", "Textures are no longer being replaced"), 2.0, "replacetexturechanged"); System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED); break; case VIRTKEY_MUTE_TOGGLE: g_Config.bEnableSound = !g_Config.bEnableSound; break; case VIRTKEY_SCREEN_ROTATION_VERTICAL: g_Config.iInternalScreenRotation = ROTATION_LOCKED_VERTICAL; break; case VIRTKEY_SCREEN_ROTATION_VERTICAL180: g_Config.iInternalScreenRotation = ROTATION_LOCKED_VERTICAL180; break; case VIRTKEY_SCREEN_ROTATION_HORIZONTAL: g_Config.iInternalScreenRotation = ROTATION_LOCKED_HORIZONTAL; break; case VIRTKEY_SCREEN_ROTATION_HORIZONTAL180: g_Config.iInternalScreenRotation = ROTATION_LOCKED_HORIZONTAL180; break; case VIRTKEY_TOGGLE_WLAN: // Let's not allow the user to toggle wlan while connected, could get confusing. if (!g_netInited) { auto n = GetI18NCategory(I18NCat::NETWORKING); auto di = GetI18NCategory(I18NCat::DIALOG); g_Config.bEnableWlan = !g_Config.bEnableWlan; // Try to avoid adding more strings so we piece together a message from existing ones. g_OSD.Show(OSDType::MESSAGE_INFO, StringFromFormat( "%s: %s", n->T("Enable networking"), g_Config.bEnableWlan ? di->T("Enabled") : di->T("Disabled")), 2.0, "toggle_wlan"); } break; case VIRTKEY_TOGGLE_FULLSCREEN: System_ToggleFullscreenState(""); break; case VIRTKEY_TOGGLE_TOUCH_CONTROLS: if (g_Config.bShowTouchControls) { // This just messes with opacity if enabled, so you can touch the screen again to bring them back. if (GamepadGetOpacity() < 0.01f) { GamepadTouch(); } else { // Reset. GamepadTouch(true); } } else { // If touch controls are disabled though, they'll get enabled. g_Config.bShowTouchControls = true; RecreateViews(); GamepadTouch(); } break; case VIRTKEY_EXIT_APP: { std::string confirmExitMessage = GetConfirmExitMessage(); if (!confirmExitMessage.empty()) { auto di = GetI18NCategory(I18NCat::DIALOG); confirmExitMessage += '\n'; confirmExitMessage += di->T("Are you sure you want to exit?"); screenManager()->push(new PromptScreen(gamePath_, confirmExitMessage, di->T("Yes"), di->T("No"), [=](bool result) { if (result) { System_ExitApp(); } })); } else { System_ExitApp(); } break; } default: break; } } void EmuScreen::onVKeyAnalog(VirtKey virtualKeyCode, float value) { if (virtualKeyCode != VIRTKEY_SPEED_ANALOG) { return; } // We only handle VIRTKEY_SPEED_ANALOG here. // Xbox controllers need a pretty big deadzone here to not leave behind small values // on occasion when releasing the trigger. Still feels right. static constexpr float DEADZONE_THRESHOLD = 0.2f; static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD); FPSLimit &limitMode = PSP_CoreParameter().fpsLimit; // If we're using an alternate speed already, let that win. if (limitMode != FPSLimit::NORMAL && limitMode != FPSLimit::ANALOG) return; // Don't even try if the limit is invalid. if (g_Config.iAnalogFpsLimit <= 0) return; // Apply a small deadzone (against the resting position.) value = std::max(0.0f, (value - DEADZONE_THRESHOLD) * DEADZONE_SCALE); // If target is above 60, value is how much to speed up over 60. Otherwise, it's how much slower. // So normalize the target. int target = g_Config.iAnalogFpsLimit - 60; PSP_CoreParameter().analogFpsLimit = 60 + (int)(target * value); // If we've reset back to normal, turn it off. limitMode = PSP_CoreParameter().analogFpsLimit == 60 ? FPSLimit::NORMAL : FPSLimit::ANALOG; } bool EmuScreen::UnsyncKey(const KeyInput &key) { System_Notify(SystemNotification::ACTIVITY); // Update imgui modifier flags if (key.flags & (KEY_DOWN | KEY_UP)) { bool down = (key.flags & KEY_DOWN) != 0; switch (key.keyCode) { case NKCODE_CTRL_LEFT: keyCtrlLeft_ = down; break; case NKCODE_CTRL_RIGHT: keyCtrlRight_ = down; break; case NKCODE_SHIFT_LEFT: keyShiftLeft_ = down; break; case NKCODE_SHIFT_RIGHT: keyShiftRight_ = down; break; case NKCODE_ALT_LEFT: keyAltLeft_ = down; break; case NKCODE_ALT_RIGHT: keyAltRight_ = down; break; default: break; } } if (UI::IsFocusMovementEnabled() || (g_Config.bShowImDebugger && imguiInited_)) { // Note: Allow some Vkeys through, so we can toggle the imgui for example (since we actually block the control mapper otherwise in imgui mode). // We need to manually implement it here :/ if (g_Config.bShowImDebugger && imguiInited_) { if (key.flags & (KEY_UP | KEY_DOWN)) { InputMapping mapping(key.deviceId, key.keyCode); std::vector pspButtons; bool mappingFound = KeyMap::InputMappingToPspButton(mapping, &pspButtons); if (mappingFound) { for (auto b : pspButtons) { if (b == VIRTKEY_TOGGLE_DEBUGGER || b == VIRTKEY_PAUSE) { return controlMapper_.Key(key, &pauseTrigger_); } } } } UI::EnableFocusMovement(false); // Enable gamepad controls while running imgui (but ignore mouse/keyboard). switch (key.deviceId) { case DEVICE_ID_KEYBOARD: if (!ImGui::GetIO().WantCaptureKeyboard) { controlMapper_.Key(key, &pauseTrigger_); } break; case DEVICE_ID_MOUSE: if (!ImGui::GetIO().WantCaptureMouse) { controlMapper_.Key(key, &pauseTrigger_); } break; default: controlMapper_.Key(key, &pauseTrigger_); break; } } return UIScreen::UnsyncKey(key); } return controlMapper_.Key(key, &pauseTrigger_); } void EmuScreen::UnsyncAxis(const AxisInput *axes, size_t count) { System_Notify(SystemNotification::ACTIVITY); if (UI::IsFocusMovementEnabled()) { return UIScreen::UnsyncAxis(axes, count); } return controlMapper_.Axis(axes, count); } bool EmuScreen::key(const KeyInput &key) { bool retval = UIScreen::key(key); if (!retval && g_Config.bShowImDebugger && imguiInited_) { ImGui_ImplPlatform_KeyEvent(key); } if (!retval && (key.flags & KEY_DOWN) != 0 && UI::IsEscapeKey(key)) { if (chatMenu_) chatMenu_->Close(); if (chatButton_) chatButton_->SetVisibility(UI::V_VISIBLE); UI::EnableFocusMovement(false); return true; } return retval; } void EmuScreen::touch(const TouchInput &touch) { if (g_Config.bShowImDebugger && imguiInited_) { ImGui_ImplPlatform_TouchEvent(touch); if (!ImGui::GetIO().WantCaptureMouse) { UIScreen::touch(touch); } } else { UIScreen::touch(touch); } } class GameInfoBGView : public UI::InertView { public: GameInfoBGView(const Path &gamePath, UI::LayoutParams *layoutParams) : InertView(layoutParams), gamePath_(gamePath) {} void Draw(UIContext &dc) override { // Should only be called when visible. std::shared_ptr ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, GameInfoFlags::BG); dc.Flush(); // PIC1 is the loading image, so let's only draw if it's available. if (ginfo->Ready(GameInfoFlags::BG) && ginfo->pic1.texture) { Draw::Texture *texture = ginfo->pic1.texture; if (texture) { dc.GetDrawContext()->BindTexture(0, texture); double loadTime = ginfo->pic1.timeLoaded; uint32_t color = alphaMul(color_, ease((time_now_d() - loadTime) * 3)); dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color); dc.Flush(); dc.RebindTexture(); } } } std::string DescribeText() const override { return ""; } void SetColor(uint32_t c) { color_ = c; } protected: Path gamePath_; uint32_t color_ = 0xFFC0C0C0; }; // TODO: Shouldn't actually need bounds for this, Anchor can center too. static UI::AnchorLayoutParams *AnchorInCorner(const Bounds &bounds, int corner, float xOffset, float yOffset) { using namespace UI; switch ((ScreenEdgePosition)g_Config.iChatButtonPosition) { case ScreenEdgePosition::BOTTOM_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, NONE, NONE, yOffset, true); case ScreenEdgePosition::BOTTOM_CENTER: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), NONE, NONE, yOffset, true); case ScreenEdgePosition::BOTTOM_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, NONE, xOffset, yOffset, true); case ScreenEdgePosition::TOP_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, yOffset, NONE, NONE, true); case ScreenEdgePosition::TOP_CENTER: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), yOffset, NONE, NONE, true); case ScreenEdgePosition::TOP_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, yOffset, xOffset, NONE, true); case ScreenEdgePosition::CENTER_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, bounds.centerY(), NONE, NONE, true); case ScreenEdgePosition::CENTER_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, bounds.centerY(), xOffset, NONE, true); default: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, NONE, NONE, yOffset, true); } } void EmuScreen::CreateViews() { using namespace UI; auto di = GetI18NCategory(I18NCat::DIALOG); auto dev = GetI18NCategory(I18NCat::DEVELOPER); auto sc = GetI18NCategory(I18NCat::SCREEN); const Bounds &bounds = screenManager()->getUIContext()->GetLayoutBounds(); InitPadLayout(bounds.w, bounds.h); // Devices without a back button like iOS need an on-screen touch back button. bool showPauseButton = !System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON) || g_Config.bShowTouchPause; root_ = CreatePadLayout(bounds.w, bounds.h, &pauseTrigger_, showPauseButton, &controlMapper_); if (g_Config.bShowDeveloperMenu) { root_->Add(new Button(dev->T("DevMenu")))->OnClick.Handle(this, &EmuScreen::OnDevTools); } LinearLayout *buttons = new LinearLayout(Orientation::ORIENT_HORIZONTAL, new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 60, true)); buttons->SetSpacing(20.0f); root_->Add(buttons); resumeButton_ = buttons->Add(new Button(dev->T("Resume"))); resumeButton_->OnClick.Handle(this, &EmuScreen::OnResume); resumeButton_->SetVisibility(V_GONE); resetButton_ = buttons->Add(new Button(dev->T("Reset"))); resetButton_->OnClick.Add([](UI::EventParams &) { if (coreState == CoreState::CORE_RUNTIME_ERROR) { System_PostUIMessage(UIMessage::REQUEST_GAME_RESET); } return UI::EVENT_DONE; }); resetButton_->SetVisibility(V_GONE); backButton_ = buttons->Add(new Button(dev->T("Back"))); backButton_->OnClick.Add([this](UI::EventParams &) { this->pauseTrigger_ = true; return UI::EVENT_DONE; }); backButton_->SetVisibility(V_GONE); cardboardDisableButton_ = root_->Add(new Button(sc->T("Cardboard VR OFF"), new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 30, true))); cardboardDisableButton_->OnClick.Handle(this, &EmuScreen::OnDisableCardboard); cardboardDisableButton_->SetVisibility(V_GONE); cardboardDisableButton_->SetScale(0.65f); // make it smaller - this button can be in the way otherwise. if (g_Config.bEnableNetworkChat) { if (g_Config.iChatButtonPosition != 8) { auto n = GetI18NCategory(I18NCat::NETWORKING); AnchorLayoutParams *layoutParams = AnchorInCorner(bounds, g_Config.iChatButtonPosition, 80.0f, 50.0f); ChoiceWithValueDisplay *btn = new ChoiceWithValueDisplay(&newChatMessages_, n->T("Chat"), layoutParams); root_->Add(btn)->OnClick.Handle(this, &EmuScreen::OnChat); chatButton_ = btn; } chatMenu_ = root_->Add(new ChatMenu(GetRequesterToken(), screenManager()->getUIContext()->GetBounds(), screenManager(), new LayoutParams(FILL_PARENT, FILL_PARENT))); chatMenu_->SetVisibility(UI::V_GONE); } else { chatButton_ = nullptr; chatMenu_ = nullptr; } saveStatePreview_ = new AsyncImageFileView(Path(), IS_FIXED, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, true)); saveStatePreview_->SetFixedSize(160, 90); saveStatePreview_->SetColor(0x90FFFFFF); saveStatePreview_->SetVisibility(V_GONE); saveStatePreview_->SetCanBeFocused(false); root_->Add(saveStatePreview_); GameInfoBGView *loadingBG = root_->Add(new GameInfoBGView(gamePath_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT))); static const ImageID symbols[4] = { ImageID("I_CROSS"), ImageID("I_CIRCLE"), ImageID("I_SQUARE"), ImageID("I_TRIANGLE"), }; Spinner *loadingSpinner = root_->Add(new Spinner(symbols, ARRAY_SIZE(symbols), new AnchorLayoutParams(NONE, NONE, 45, 45, true))); loadingSpinner_ = loadingSpinner; loadingBG->SetTag("LoadingBG"); loadingSpinner->SetTag("LoadingSpinner"); loadingViewColor_ = loadingSpinner->AddTween(new CallbackColorTween(0x00FFFFFF, 0x00FFFFFF, 0.2f, &bezierEaseInOut)); loadingViewColor_->SetCallback([loadingBG, loadingSpinner](View *v, uint32_t c) { loadingBG->SetColor(c & 0xFFC0C0C0); loadingSpinner->SetColor(alphaMul(c, 0.7f)); }); loadingViewColor_->Persist(); // We start invisible here, in case of recreated views. loadingViewVisible_ = loadingSpinner->AddTween(new VisibilityTween(UI::V_INVISIBLE, UI::V_INVISIBLE, 0.2f, &bezierEaseInOut)); loadingViewVisible_->Persist(); loadingViewVisible_->Finish.Add([loadingBG, loadingSpinner](EventParams &p) { loadingBG->SetVisibility(p.v->GetVisibility()); // If we just became invisible, flush BGs since we don't need them anymore. // Saves some VRAM for the game, but don't do it before we fade out... if (p.v->GetVisibility() == V_INVISIBLE) { g_gameInfoCache->FlushBGs(); // And we can go away too. This means the tween will never run again. loadingBG->SetVisibility(V_GONE); loadingSpinner->SetVisibility(V_GONE); } return EVENT_DONE; }); // Will become visible along with the loadingView. loadingBG->SetVisibility(V_INVISIBLE); } void EmuScreen::deviceLost() { UIScreen::deviceLost(); if (imguiInited_) { ImGui_ImplThin3d_DestroyDeviceObjects(); } } void EmuScreen::deviceRestored(Draw::DrawContext *draw) { UIScreen::deviceRestored(draw); if (imguiInited_) { ImGui_ImplThin3d_CreateDeviceObjects(draw); } } UI::EventReturn EmuScreen::OnDevTools(UI::EventParams ¶ms) { DevMenuScreen *devMenu = new DevMenuScreen(gamePath_, I18NCat::DEVELOPER); if (params.v) devMenu->SetPopupOrigin(params.v); screenManager()->push(devMenu); return UI::EVENT_DONE; } UI::EventReturn EmuScreen::OnDisableCardboard(UI::EventParams ¶ms) { g_Config.bEnableCardboardVR = false; return UI::EVENT_DONE; } UI::EventReturn EmuScreen::OnChat(UI::EventParams ¶ms) { if (chatButton_ != nullptr && chatButton_->GetVisibility() == UI::V_VISIBLE) { chatButton_->SetVisibility(UI::V_GONE); } if (chatMenu_ != nullptr) { chatMenu_->SetVisibility(UI::V_VISIBLE); #if PPSSPP_PLATFORM(WINDOWS) || defined(USING_QT_UI) || defined(SDL) UI::EnableFocusMovement(true); root_->SetDefaultFocusView(chatMenu_); chatMenu_->SetFocus(); UI::View *focused = UI::GetFocusedView(); if (focused) { root_->SubviewFocused(focused); } #endif } return UI::EVENT_DONE; } UI::EventReturn EmuScreen::OnResume(UI::EventParams ¶ms) { if (coreState == CoreState::CORE_RUNTIME_ERROR) { // Force it! Memory::MemFault_IgnoreLastCrash(); coreState = CoreState::CORE_RUNNING_CPU; } return UI::EVENT_DONE; } // To avoid including proAdhoc.h, which includes a lot of stuff. int GetChatMessageCount(); void EmuScreen::update() { using namespace UI; UIScreen::update(); resumeButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR && Memory::MemFault_MayBeResumable() ? V_VISIBLE : V_GONE); resetButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR ? V_VISIBLE : V_GONE); backButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR ? V_VISIBLE : V_GONE); if (chatButton_ && chatMenu_) { if (chatMenu_->GetVisibility() != V_GONE) { chatMessages_ = GetChatMessageCount(); newChatMessages_ = 0; } else { int diff = GetChatMessageCount() - chatMessages_; // Cap the count at 50. newChatMessages_ = diff > 50 ? 50 : diff; } } // Simply forcibly update to the current screen size every frame. Doesn't cost much. // If bounds is set to be smaller than the actual pixel resolution of the display, respect that. // TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too. #ifndef _WIN32 const Bounds &bounds = screenManager()->getUIContext()->GetBounds(); PSP_CoreParameter().pixelWidth = g_display.pixel_xres * bounds.w / g_display.dp_xres; PSP_CoreParameter().pixelHeight = g_display.pixel_yres * bounds.h / g_display.dp_yres; #endif if (PSP_IsInited()) { UpdateUIState(coreState != CORE_RUNTIME_ERROR ? UISTATE_INGAME : UISTATE_EXCEPTION); } if (errorMessage_.size()) { auto err = GetI18NCategory(I18NCat::ERRORS); std::string errLoadingFile = gamePath_.ToVisualString() + "\n"; errLoadingFile.append(err->T("Error loading file", "Could not load game")); errLoadingFile.append(" "); errLoadingFile.append(err->T(errorMessage_.c_str())); screenManager()->push(new PromptScreen(gamePath_, errLoadingFile, "OK", "")); errorMessage_.clear(); quit_ = true; return; } if (pauseTrigger_) { pauseTrigger_ = false; screenManager()->push(new GamePauseScreen(gamePath_)); } if (!PSP_IsInited()) return; double now = time_now_d(); controlMapper_.Update(now); if (saveStatePreview_ && !bootPending_) { int currentSlot = SaveState::GetCurrentSlot(); if (saveStateSlot_ != currentSlot) { saveStateSlot_ = currentSlot; Path fn; if (SaveState::HasSaveInSlot(gamePath_, currentSlot)) { fn = SaveState::GenerateSaveSlotFilename(gamePath_, currentSlot, SaveState::SCREENSHOT_EXTENSION); } saveStatePreview_->SetFilename(fn); if (!fn.empty()) { saveStatePreview_->SetVisibility(UI::V_VISIBLE); saveStatePreviewShownTime_ = now; } else { saveStatePreview_->SetVisibility(UI::V_GONE); } } if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) { double endTime = saveStatePreviewShownTime_ + 2.0; float alpha = clamp_value((endTime - now) * 4.0, 0.0, 1.0); saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha)); if (now - saveStatePreviewShownTime_ > 2) { saveStatePreview_->SetVisibility(UI::V_GONE); } } } } bool EmuScreen::checkPowerDown() { // This is for handling things like sceKernelExitGame(). if (coreState == CORE_POWERDOWN && PSP_GetBootState() == BootState::Complete) { bool shutdown = false; if (PSP_IsInited()) { PSP_Shutdown(true); shutdown = true; } INFO_LOG(Log::System, "SELF-POWERDOWN!"); screenManager()->switchScreen(new MainScreen()); bootPending_ = false; return shutdown; } return false; } ScreenRenderRole EmuScreen::renderRole(bool isTop) const { auto CanBeBackground = [&]() -> bool { if (g_Config.bSkipBufferEffects) { return isTop || (g_Config.bTransparentBackground && ShouldRunBehind()); } if (!g_Config.bTransparentBackground && !isTop) { if (ShouldRunBehind() || screenManager()->topScreen()->wantBrightBackground()) return true; return false; } if (!PSP_IsInited() && !bootPending_) { return false; } return true; }; ScreenRenderRole role = ScreenRenderRole::MUST_BE_FIRST; if (CanBeBackground()) { role |= ScreenRenderRole::CAN_BE_BACKGROUND; } return role; } void EmuScreen::darken() { if (!screenManager()->topScreen()->wantBrightBackground()) { UIContext &dc = *screenManager()->getUIContext(); uint32_t color = GetBackgroundColorWithAlpha(dc); dc.Begin(); dc.RebindTexture(); dc.FillRect(UI::Drawable(color), dc.GetBounds()); dc.Flush(); } } ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) { // Moved from update, because we want it to be possible for booting to happen even when the screen // is in the background, like when choosing Reset from the pause menu. if (bootPending_) { // Keep trying the boot until bootPending_ is lifted. // It may be delayed due to RetroAchievements or any other cause. bootGame(gamePath_); } ScreenRenderFlags flags = ScreenRenderFlags::NONE; Draw::Viewport viewport{ 0.0f, 0.0f, (float)g_display.pixel_xres, (float)g_display.pixel_yres, 0.0f, 1.0f }; using namespace Draw; DrawContext *draw = screenManager()->getDrawContext(); if (!draw) { return flags; // shouldn't really happen but I've seen a suspicious stack trace.. } GamepadUpdateOpacity(); ProcessQueuedVKeys(); bool skipBufferEffects = g_Config.bSkipBufferEffects; bool framebufferBound = false; if (mode & ScreenRenderMode::FIRST) { // Actually, always gonna be first when it exists (?) // 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 // targets is a mortal sin so it's very important that we don't bind the backbuffer unnecessarily here. // We only bind it in FramebufferManager::CopyDisplayToOutput (unless non-buffered)... // We do, however, start the frame in other ways. if (skipBufferEffects && !g_Config.bSoftwareRendering) { // We need to clear here already so that drawing during the frame is done on a clean slate. if (Core_IsStepping() && gpuStats.numFlips != 0) { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_BackBuffer"); } else { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 }, "EmuScreen_BackBuffer"); } draw->SetViewport(viewport); draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres); framebufferBound = true; } draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres); } else { // Some other screen bound the backbuffer first. framebufferBound = true; } g_OSD.NudgeSidebar(); if (mode & ScreenRenderMode::TOP) { System_Notify(SystemNotification::KEEP_SCREEN_AWAKE); } else if (!ShouldRunBehind() && strcmp(screenManager()->topScreen()->tag(), "DevMenu") != 0) { // NOTE: The strcmp is != 0 - so all popped-over screens EXCEPT DevMenu // Just to make sure. if (PSP_IsInited() && !skipBufferEffects) { _dbg_assert_(gpu); PSP_BeginHostFrame(); gpu->CopyDisplayToOutput(true); PSP_EndHostFrame(); } if (gpu && gpu->PresentedThisFrame()) { framebufferBound = true; } if (!framebufferBound) { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_Behind"); } Draw::BackendState state = draw->GetCurrentBackendState(); if (state.valid) { _dbg_assert_msg_(state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d tag: %s behi: %d", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, screenManager()->topScreen()->tag(), (int)g_Config.bRunBehindPauseMenu); // Workaround any remaining bugs like this. if (state.passes == 0) { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_SafeFallback"); } } // Need to make sure the UI texture is available, for "darken". screenManager()->getUIContext()->BeginFrame(); draw->SetViewport(viewport); draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres); darken(); return flags; } if (!PSP_IsInited()) { // It's possible this might be set outside PSP_RunLoopFor(). // In this case, we need to double check it here. if (mode & ScreenRenderMode::TOP) { checkPowerDown(); } draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid"); // Need to make sure the UI texture is available, for "darken". screenManager()->getUIContext()->BeginFrame(); draw->SetViewport(viewport); draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres); renderUI(); return flags; } // Freeze-frame functionality (loads a savestate on every frame). if (PSP_CoreParameter().freezeNext) { PSP_CoreParameter().frozen = true; PSP_CoreParameter().freezeNext = false; SaveState::SaveToRam(freezeState_); } else if (PSP_CoreParameter().frozen) { std::string errorString; if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_, &errorString)) { ERROR_LOG(Log::SaveState, "Failed to load freeze state (%s). Unfreezing.", errorString.c_str()); PSP_CoreParameter().frozen = false; } } PSP_UpdateDebugStats((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::DEBUG_STATS || g_Config.bLogFrameDrops); if (doFrameAdvance_.exchange(false)) { if (!Achievements::WarnUserIfHardcoreModeActive(false)) { // If game is running, pause emulation immediately. Otherwise, advance a single frame. if (Core_IsStepping()) { frameStep_ = true; Core_Resume(); } else if (!frameStep_) { lastNumFlips = gpuStats.numFlips; Core_Break(BreakReason::FrameAdvance, 0); } } } // Running it early allows things like direct readbacks of buffers, things we can't do // when we have started the final render pass. Well, technically we probably could with some manipulation // of pass order in the render managers.. runImDebugger(); bool blockedExecution = Achievements::IsBlockingExecution(); uint32_t clearColor = 0; if (!blockedExecution) { PSP_BeginHostFrame(); if (SaveState::Process()) { // We might have lost the framebuffer bind if we had one, due to a readback. if (framebufferBound) { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_SavestateRebind"); } } PSP_RunLoopWhileState(); // Hopefully, after running, coreState is now CORE_NEXTFRAME switch (coreState) { case CORE_NEXTFRAME: // Reached the end of the frame while running at full blast, all good. Set back to running for the next frame coreState = CORE_RUNNING_CPU; flags |= ScreenRenderFlags::HANDLED_THROTTLING; break; case CORE_STEPPING_CPU: case CORE_STEPPING_GE: case CORE_RUNTIME_ERROR: { // If there's an exception, display information. const MIPSExceptionInfo &info = Core_GetExceptionInfo(); if (info.type != MIPSExceptionType::NONE) { // Clear to blue background screen bool dangerousSettings = !Reporting::IsSupported(); clearColor = dangerousSettings ? 0xFF900050 : 0xFF900000; draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_RuntimeError"); framebufferBound = true; // 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. if (!framebufferBound && PSP_IsInited()) { // draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_Stepping"); gpu->CopyDisplayToOutput(true); framebufferBound = true; } } break; } default: // Didn't actually reach the end of the frame, ran out of the blockTicks cycles. // In this case we need to bind and wipe the backbuffer, at least. // It's possible we never ended up outputted anything - make sure we have the backbuffer cleared // So, we don't set framebufferBound here. // However, let's not cause a UI sleep in the mainloop. flags |= ScreenRenderFlags::HANDLED_THROTTLING; break; } PSP_EndHostFrame(); // This place rougly matches how libretro handles it (after retro_frame). Achievements::FrameUpdate(); } if (gpu && gpu->PresentedThisFrame()) { framebufferBound = true; } if (!framebufferBound) { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_NoFrame"); draw->SetViewport(viewport); draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres); } Draw::BackendState state = draw->GetCurrentBackendState(); // State.valid just states whether the passes parameter has a meaningful value. if (state.valid) { _dbg_assert_msg_(state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d bound: %d", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, (int)framebufferBound); if (state.passes == 0) { // Workaround any remaining bugs like this. draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_SafeFallback"); } } screenManager()->getUIContext()->BeginFrame(); if (!(mode & ScreenRenderMode::TOP)) { renderImDebugger(); // We're in run-behind mode, but we don't want to draw chat, debug UI and stuff. We do draw the imdebugger though. // So, darken and bail here. // Reset viewport/scissor to be sure. draw->SetViewport(viewport); draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres); darken(); return flags; } // NOTE: We don't check for powerdown if we're not the top screen. if (checkPowerDown()) { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_PowerDown"); } if (hasVisibleUI()) { draw->SetViewport(viewport); cardboardDisableButton_->SetVisibility(g_Config.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE); screenManager()->getUIContext()->BeginFrame(); renderUI(); } if (chatMenu_ && (chatMenu_->GetVisibility() == UI::V_VISIBLE)) { SetVRAppMode(VRAppMode::VR_DIALOG_MODE); } else { SetVRAppMode(screenManager()->topScreen() == this ? VRAppMode::VR_GAME_MODE : VRAppMode::VR_DIALOG_MODE); } renderImDebugger(); return flags; } void EmuScreen::runImDebugger() { if (!lastImguiEnabled_ && g_Config.bShowImDebugger) { System_NotifyUIEvent(UIEventNotification::TEXT_GOTFOCUS); VERBOSE_LOG(Log::System, "activating keyboard"); } else if (lastImguiEnabled_ && !g_Config.bShowImDebugger) { System_NotifyUIEvent(UIEventNotification::TEXT_LOSTFOCUS); VERBOSE_LOG(Log::System, "deactivating keyboard"); } lastImguiEnabled_ = g_Config.bShowImDebugger; if (g_Config.bShowImDebugger) { Draw::DrawContext *draw = screenManager()->getDrawContext(); if (!imguiInited_) { imguiInited_ = true; // TODO: Do this only on demand. IMGUI_CHECKVERSION(); ctx_ = ImGui::CreateContext(); ImGui_ImplPlatform_Init(GetSysDirectory(DIRECTORY_SYSTEM) / "imgui.ini"); imDebugger_ = std::make_unique(); // Read the TTF font size_t size = 0; uint8_t *fontData = g_VFS.ReadFile("Roboto-Condensed.ttf", &size); // This call works even if fontData is nullptr, in which case the font just won't get loaded. // This takes ownership of the font array. ImGui_ImplThin3d_Init(draw, fontData, size); } if (PSP_IsInited()) { _dbg_assert_(imDebugger_); ImGui_ImplPlatform_NewFrame(); ImGui_ImplThin3d_NewFrame(draw, ui_draw2d.GetDrawMatrix()); ImGui::NewFrame(); if (imCmd_.cmd != ImCmd::NONE) { imDebugger_->PostCmd(imCmd_); imCmd_.cmd = ImCmd::NONE; } // Update keyboard modifiers. auto &io = ImGui::GetIO(); io.AddKeyEvent(ImGuiMod_Ctrl, keyCtrlLeft_ || keyCtrlRight_); io.AddKeyEvent(ImGuiMod_Shift, keyShiftLeft_ || keyShiftRight_); io.AddKeyEvent(ImGuiMod_Alt, keyAltLeft_ || keyAltRight_); // io.AddKeyEvent(ImGuiMod_Super, e.key.super); ImGuiID dockID = ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(), ImGuiDockNodeFlags_PassthruCentralNode | ImGuiDockNodeFlags_NoDockingOverCentralNode); ImGuiDockNode* node = ImGui::DockBuilderGetCentralNode(dockID); // Not elegant! But don't know how else to pass through the bounds, without making a mess. Bounds centralNode(node->Pos.x, node->Pos.y, node->Size.x, node->Size.y); SetOverrideScreenFrame(¢ralNode); if (!io.WantCaptureKeyboard) { // Draw a focus rectangle to indicate inputs will be passed through. ImGui::GetBackgroundDrawList()->AddRect ( node->Pos, { node->Pos.x + node->Size.x, node->Pos.y + node->Size.y }, IM_COL32(255, 255, 255, 90), 0.f, ImDrawFlags_None, 1.f ); } imDebugger_->Frame(currentDebugMIPS, gpuDebug, draw); // Convert to drawlists. ImGui::Render(); } } } void EmuScreen::renderImDebugger() { if (g_Config.bShowImDebugger) { Draw::DrawContext *draw = screenManager()->getDrawContext(); if (PSP_IsInited() && imDebugger_) { ImGui_ImplThin3d_RenderDrawData(ImGui::GetDrawData(), draw); } } } bool EmuScreen::hasVisibleUI() { // Regular but uncommon UI. if (saveStatePreview_->GetVisibility() != UI::V_GONE || loadingSpinner_->GetVisibility() == UI::V_VISIBLE) return true; if (!g_OSD.IsEmpty() || g_Config.bShowTouchControls || g_Config.iShowStatusFlags != 0) return true; if (g_Config.bEnableCardboardVR || g_Config.bEnableNetworkChat) return true; if (g_Config.bShowGPOLEDs) return true; // Debug UI. if ((DebugOverlay)g_Config.iDebugOverlay != DebugOverlay::OFF || g_Config.bShowDeveloperMenu) return true; // Exception information. if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_STEPPING_CPU) { return true; } return false; } void EmuScreen::renderUI() { using namespace Draw; DrawContext *thin3d = screenManager()->getDrawContext(); UIContext *ctx = screenManager()->getUIContext(); ctx->BeginFrame(); // This sets up some important states but not the viewport. ctx->Begin(); Viewport viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = g_display.pixel_xres; viewport.Height = g_display.pixel_yres; viewport.MaxDepth = 1.0; viewport.MinDepth = 0.0; thin3d->SetViewport(viewport); if (root_) { UI::LayoutViewHierarchy(*ctx, root_, false); root_->Draw(*ctx); } if (PSP_IsInited()) { if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::CONTROL) { DrawControlMapperOverlay(ctx, ctx->GetLayoutBounds(), controlMapper_); } if (g_Config.iShowStatusFlags) { DrawFPS(ctx, ctx->GetLayoutBounds()); } } #ifdef USE_PROFILER if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::FRAME_PROFILE && !invalid_) { DrawProfile(*ctx); } #endif if (g_Config.bShowGPOLEDs) { // Draw a vertical strip of LEDs at the right side of the screen. const float ledSize = 24.0f; const float spacing = 4.0f; const float height = 8 * ledSize + 7 * spacing; const float x = ctx->GetBounds().w - spacing - ledSize; const float y = (ctx->GetBounds().h - height) * 0.5f; ctx->FillRect(UI::Drawable(0xFF000000), Bounds(x - spacing, y - spacing, ledSize + spacing * 2, height + spacing * 2)); for (int i = 0; i < 8; i++) { int bit = (g_GPOBits >> i) & 1; uint32_t color = 0xFF30FF30; if (!bit) { color = darkenColor(darkenColor(color)); } Bounds ledBounds(x, y + (spacing + ledSize) * i, ledSize, ledSize); ctx->FillRect(UI::Drawable(color), ledBounds); } ctx->Flush(); } if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_STEPPING_CPU) { const MIPSExceptionInfo &info = Core_GetExceptionInfo(); if (info.type != MIPSExceptionType::NONE) { DrawCrashDump(ctx, gamePath_); } else { // We're somehow in ERROR or STEPPING without a crash dump. This case is what lead // to the bare "Resume" and "Reset" buttons without a crash dump before, in cases // where we were unable to ignore memory errors. } } ctx->Flush(); } void EmuScreen::autoLoad() { int autoSlot = -1; //check if save state has save, if so, load switch (g_Config.iAutoLoadSaveState) { case (int)AutoLoadSaveState::OFF: // "AutoLoad Off" return; case (int)AutoLoadSaveState::OLDEST: // "Oldest Save" autoSlot = SaveState::GetOldestSlot(gamePath_); break; case (int)AutoLoadSaveState::NEWEST: // "Newest Save" autoSlot = SaveState::GetNewestSlot(gamePath_); break; default: // try the specific save state slot specified autoSlot = (SaveState::HasSaveInSlot(gamePath_, g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1; break; } if (g_Config.iAutoLoadSaveState && autoSlot != -1) { SaveState::LoadSlot(gamePath_, autoSlot, &AfterSaveStateAction); g_Config.iCurrentStateSlot = autoSlot; } } void EmuScreen::resized() { RecreateViews(); } bool MustRunBehind() { return IsNetworkConnected(); } bool ShouldRunBehind() { // Enforce run-behind if ad-hoc connected return g_Config.bRunBehindPauseMenu || MustRunBehind(); }