ppsspp/UI/EmuScreen.cpp
Henrik Rydgård 5549fddae5 Touch control layout screen: Resize the game image to fit the editing surface
Makes it easier to place controls properly.

Note, if you have disabled "Transparent UI background" in settings, this
won't do much.

This is a long-requested feature: #16228
2025-03-05 18:00:49 +01:00

1952 lines
63 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 "ppsspp_config.h"
#include <functional>
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 __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);
// TODO: Do this only on demand.
IMGUI_CHECKVERSION();
ImGui::CreateContext();
}
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:
stopRender_ = true;
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;
}
if (PSP_IsRebooting())
return;
if (PSP_IsInited()) {
bootPending_ = false;
invalid_ = false;
bootComplete();
return;
}
if (PSP_IsIniting()) {
std::string error_string = "(unknown error)";
bootPending_ = !PSP_InitUpdate(&error_string);
if (!bootPending_) {
invalid_ = !PSP_IsInited();
if (invalid_) {
errorMessage_ = error_string;
ERROR_LOG(Log::Boot, "isIniting bootGame error: %s", errorMessage_.c_str());
return;
}
bootComplete();
}
return;
}
g_BackgroundAudio.SetGame(Path());
// Check permission status first, in case we came from a shortcut.
if (!bootAllowStorage(filename))
return;
invalid_ = true;
// We don't want to boot with the wrong game specific config, so wait until info is ready.
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, filename, GameInfoFlags::PARAM_SFO);
if (!info->Ready(GameInfoFlags::PARAM_SFO)) {
return;
}
auto sc = GetI18NCategory(I18NCat::SCREEN);
if (info->fileType == IdentifiedFileType::PSP_DISC_DIRECTORY) {
// Check for existence of ppsspp-index.lst - if it exists, the user likely knows what they're doing.
// TODO: Better would be to check that it was loaded successfully.
if (!File::Exists(filename / INDEX_FILENAME)) {
g_OSD.Show(OSDType::MESSAGE_CENTERED_WARNING, sc->T("ExtractedIsoWarning", "Extracted ISOs often don't work.\nPlay the ISO file directly."), gamePath_.ToVisualString(), 7.0f);
} else {
INFO_LOG(Log::Loader, "Extracted ISO loaded without warning - %s is present.", INDEX_FILENAME.c_str());
}
}
extraAssertInfoStr_ = info->id + " " + info->GetTitle();
SetExtraAssertInfo(extraAssertInfoStr_.c_str());
if (!info->id.empty()) {
g_Config.loadGameConfig(info->id, info->GetTitle());
// Reset views in case controls are in a different place.
RecreateViews();
g_Discord.SetPresenceGame(info->GetTitle());
} else {
g_Discord.SetPresenceGame(sc->T("Untitled PSP game"));
}
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;
std::string error_string;
if (!PSP_InitStart(coreParam, &error_string)) {
bootPending_ = false;
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(Log::Boot, "InitStart bootGame error: %s", errorMessage_.c_str());
}
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.bSkipBufferEffects && !g_Config.bSoftwareRendering) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 10.0f);
}
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.iSkipGPUReadbackMode != (int)SkipGPUReadbackMode::NO_SKIP && !PSP_CoreParameter().compat.flags().ForceEnableGPUReadback) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("BlockTransferRequired", "Warning: This game requires Skip GPU Readbacks be set to No."), 10.0f);
}
if (PSP_CoreParameter().compat.flags().RequireDefaultCPUClock && g_Config.iLockedCPUSpeed != 0) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("DefaultCPUClockRequired", "Warning: This game requires the CPU clock to be set to default."), 10.0f);
}
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());
}
}
void EmuScreen::bootComplete() {
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();
}
auto sc = GetI18NCategory(I18NCat::SCREEN);
#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();
}
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
g_Config.TimeTracker().Stop(gameID);
// If we were invalid, it would already be shutdown.
if (!invalid_ || bootPending_) {
PSP_Shutdown();
}
System_PostUIMessage(UIMessage::GAME_SELECTED, "");
g_OSD.ClearAchievementStuff();
SetExtraAssertInfo(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();
bootPending_ = false;
stopRender_ = true;
invalid_ = true;
System_Notify(SystemNotification::DISASSEMBLY);
} else if (message == UIMessage::REQUEST_GAME_RESET) {
PSP_Shutdown();
bootPending_ = true;
invalid_ = true;
System_Notify(SystemNotification::DISASSEMBLY);
std::string resetError;
if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
ERROR_LOG(Log::Loader, "Error resetting: %s", resetError.c_str());
stopRender_ = true;
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();
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<int> 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<GameInfo> 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 &params) {
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 &params) {
g_Config.bEnableCardboardVR = false;
return UI::EVENT_DONE;
}
UI::EventReturn EmuScreen::OnChat(UI::EventParams &params) {
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 &params) {
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;
}
}
if (bootPending_) {
// Keep trying the boot until bootPending_ is lifted.
// It may be delayed due to RetroAchievements or any other cause.
bootGame(gamePath_);
}
// 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 (!invalid_) {
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 (invalid_)
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() {
if (PSP_IsRebooting()) {
bootPending_ = true;
invalid_ = true;
}
if (coreState == CORE_POWERDOWN && !PSP_IsIniting() && !PSP_IsRebooting()) {
bool shutdown = false;
if (PSP_IsInited()) {
PSP_Shutdown();
shutdown = true;
}
INFO_LOG(Log::System, "SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
bootPending_ = false;
invalid_ = true;
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 (invalid_) {
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) {
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->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 (invalid_) {
// 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);
INFO_LOG(Log::System, "activating keyboard");
} else if (lastImguiEnabled_ && !g_Config.bShowImDebugger) {
System_NotifyUIEvent(UIEventNotification::TEXT_LOSTFOCUS);
INFO_LOG(Log::System, "deactivating keyboard");
}
lastImguiEnabled_ = g_Config.bShowImDebugger;
if (g_Config.bShowImDebugger) {
Draw::DrawContext *draw = screenManager()->getDrawContext();
if (!imguiInited_) {
imguiInited_ = true;
ImGui_ImplPlatform_Init(GetSysDirectory(DIRECTORY_SYSTEM) / "imgui.ini");
imDebugger_ = std::make_unique<ImDebugger>();
// 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();
// 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(&centralNode);
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()) {
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 (!invalid_) {
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();
}