ppsspp/Core/Dialog/PSPDialog.cpp
Unknown W. Brackets 4f586f9567 PPGe: Left align messages in dialogs.
It was previously left aligned, but the TextDrawer was being told to
center.  These are meant to just center the enclosing box of text, not the
individual lines within.

Makes Final Fantasy 3 look a lot better.
2020-05-23 19:59:56 -07:00

230 lines
5.9 KiB
C++

// 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 "i18n/i18n.h"
#include "Common/ChunkFile.h"
#include "Common/StringUtils.h"
#include "Core/CoreTiming.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/Util/PPGeDraw.h"
#include "Core/Dialog/PSPDialog.h"
#define FADE_TIME 1.0
const float FONT_SCALE = 0.55f;
PSPDialog::PSPDialog()
: status(SCE_UTILITY_STATUS_NONE), pendingStatus(SCE_UTILITY_STATUS_NONE),
pendingStatusTicks(0), lastButtons(0), buttons(0)
{
}
PSPDialog::~PSPDialog() {
}
PSPDialog::DialogStatus PSPDialog::GetStatus()
{
if (pendingStatusTicks != 0 && CoreTiming::GetTicks() >= pendingStatusTicks) {
status = pendingStatus;
pendingStatusTicks = 0;
}
PSPDialog::DialogStatus retval = status;
if (UseAutoStatus()) {
if (status == SCE_UTILITY_STATUS_SHUTDOWN)
status = SCE_UTILITY_STATUS_NONE;
if (status == SCE_UTILITY_STATUS_INITIALIZE)
status = SCE_UTILITY_STATUS_RUNNING;
}
return retval;
}
void PSPDialog::ChangeStatus(DialogStatus newStatus, int delayUs) {
if (delayUs <= 0) {
status = newStatus;
pendingStatusTicks = 0;
} else {
pendingStatus = newStatus;
pendingStatusTicks = CoreTiming::GetTicks() + usToCycles(delayUs);
}
}
void PSPDialog::ChangeStatusInit(int delayUs) {
status = SCE_UTILITY_STATUS_INITIALIZE;
ChangeStatus(SCE_UTILITY_STATUS_RUNNING, delayUs);
}
void PSPDialog::ChangeStatusShutdown(int delayUs) {
status = SCE_UTILITY_STATUS_SHUTDOWN;
ChangeStatus(SCE_UTILITY_STATUS_NONE, delayUs);
}
void PSPDialog::StartDraw()
{
PPGeBegin();
PPGeDrawRect(0, 0, 480, 272, CalcFadedColor(0x20000000));
}
void PSPDialog::EndDraw()
{
PPGeEnd();
}
int PSPDialog::Shutdown(bool force)
{
if (force) {
ChangeStatus(SCE_UTILITY_STATUS_NONE, 0);
} else {
ChangeStatus(SCE_UTILITY_STATUS_SHUTDOWN, 0);
}
return 0;
}
void PSPDialog::StartFade(bool fadeIn_)
{
isFading = true;
fadeTimer = 0;
fadeIn = fadeIn_;
}
void PSPDialog::UpdateFade(int animSpeed) {
if (isFading) {
fadeTimer += 1.0f/30.0f * animSpeed; // Probably need a more real value of delta time
if (fadeTimer < FADE_TIME) {
if (fadeIn)
fadeValue = (u32) (fadeTimer / FADE_TIME * 255);
else
fadeValue = 255 - (u32) (fadeTimer / FADE_TIME * 255);
} else {
fadeValue = (fadeIn ? 255 : 0);
isFading = false;
if (!fadeIn) {
FinishFadeOut();
}
}
}
}
void PSPDialog::FinishFadeOut() {
ChangeStatus(SCE_UTILITY_STATUS_FINISHED, 0);
}
u32 PSPDialog::CalcFadedColor(u32 inColor)
{
u32 alpha = inColor >> 24;
alpha = alpha * fadeValue / 255;
return (inColor & 0x00FFFFFF) | (alpha << 24);
}
void PSPDialog::DoState(PointerWrap &p)
{
auto s = p.Section("PSPDialog", 1, 2);
if (!s)
return;
p.Do(status);
p.Do(lastButtons);
p.Do(buttons);
p.Do(fadeTimer);
p.Do(isFading);
p.Do(fadeIn);
p.Do(fadeValue);
// I don't think we should save these two... Let's just ignore them for now for compat.
int okButtonImg = 0;
p.Do(okButtonImg);
int cancelButtonImg = 0;
p.Do(cancelButtonImg);
p.Do(okButtonFlag);
p.Do(cancelButtonFlag);
if (s >= 2) {
p.Do(pendingStatus);
p.Do(pendingStatusTicks);
} else {
pendingStatusTicks = 0;
}
}
pspUtilityDialogCommon *PSPDialog::GetCommonParam()
{
// FIXME
return 0;
}
void PSPDialog::UpdateButtons()
{
lastButtons = __CtrlPeekButtons();
buttons = __CtrlReadLatch();
}
bool PSPDialog::IsButtonPressed(int checkButton)
{
return !isFading && (buttons & checkButton);
}
bool PSPDialog::IsButtonHeld(int checkButton, int &framesHeld, int framesHeldThreshold, int framesHeldRepeatRate)
{
bool btnWasHeldLastFrame = (lastButtons & checkButton) && (__CtrlPeekButtons() & checkButton);
if (!isFading && btnWasHeldLastFrame) {
framesHeld++;
}
else {
framesHeld = 0;
return false;
}
// It's considered held for dialog purposes after 30 frames (~0.5 seconds),
// and set to repeat every 10 frames, by default.
if (framesHeld >= framesHeldThreshold && ((framesHeld % framesHeldRepeatRate) == 0))
return true;
return false;
}
void PSPDialog::DisplayButtons(int flags, const char *caption)
{
bool useCaption = false;
char safeCaption[65] = {0};
if (caption != NULL && *caption != '\0') {
useCaption = true;
truncate_cpy(safeCaption, caption);
}
auto di = GetI18NCategory("Dialog");
float x1 = 183.5f, x2 = 261.5f;
if (GetCommonParam()->buttonSwap == 1) {
x1 = 261.5f;
x2 = 183.5f;
}
if (flags & DS_BUTTON_OK) {
const char *text = useCaption ? safeCaption : di->T("Enter");
PPGeDrawImage(okButtonImg, x2, 258, 11.5f, 11.5f, 0, CalcFadedColor(0x80000000));
PPGeDrawImage(okButtonImg, x2, 256, 11.5f, 11.5f, 0, CalcFadedColor(0xFFFFFFFF));
PPGeDrawText(text, x2 + 15.5f, 254, PPGeAlign::BOX_LEFT, FONT_SCALE, CalcFadedColor(0x80000000));
PPGeDrawText(text, x2 + 14.5f, 252, PPGeAlign::BOX_LEFT, FONT_SCALE, CalcFadedColor(0xFFFFFFFF));
}
if (flags & DS_BUTTON_CANCEL) {
const char *text = useCaption ? safeCaption : di->T("Back");
PPGeDrawText(text, x1 + 15.5f, 254, PPGeAlign::BOX_LEFT, FONT_SCALE, CalcFadedColor(0x80000000));
PPGeDrawText(text, x1 + 14.5f, 252, PPGeAlign::BOX_LEFT, FONT_SCALE, CalcFadedColor(0xFFFFFFFF));
PPGeDrawImage(cancelButtonImg, x1, 258, 11.5f, 11.5f, 0, CalcFadedColor(0x80000000));
PPGeDrawImage(cancelButtonImg, x1, 256, 11.5f, 11.5f, 0, CalcFadedColor(0xFFFFFFFF));
}
}