ppsspp/UI/EmuScreen.cpp
Unknown W. Brackets 921c4dccd9 UI: Avoid reloading PIC1 BG on game start.
We only need it if we start drawing it, which we only do if loading takes
time.  Might as well skip some IO, even on a separate thread.
2023-03-26 14:32:30 -07:00

1600 lines
50 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 <algorithm>
#include <functional>
using namespace std::placeholders;
#include "Common/Render/TextureAtlas.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Render/Text/draw_text.h"
#include "Common/Battery/Battery.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/NativeApp.h"
#include "Common/System/Request.h"
#include "Common/Profiler/Profiler.h"
#include "Common/Math/curves.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/CwCheat.h"
#include "Core/KeyMap.h"
#include "Core/MemFault.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#if !PPSSPP_PLATFORM(UWP)
#include "GPU/Vulkan/DebugVisVulkan.h"
#endif
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceSas.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/SaveState.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/HLE/proAdhoc.h"
#include "Core/HLE/Plugins.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 "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("System");
if (frameStep_ && lastNumFlips != gpuStats.numFlips)
{
frameStep_ = false;
Core_EnableStepping(true, "ui.frameAdvance", 0);
lastNumFlips = gpuStats.numFlips;
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && !startDumping)
{
avi.Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
osm.Show(sy->T("AVI Dump started."), 0.5f);
startDumping = true;
}
if (g_Config.bDumpFrames && startDumping)
{
avi.AddFrame();
}
else if (!g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show(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::onVKeyDown, this, _1),
std::bind(&EmuScreen::onVKeyUp, this, _1),
&SetPSPAnalog);
// 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;
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:
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 (PSP_IsRebooting())
return;
if (PSP_IsInited()) {
bootPending_ = false;
invalid_ = false;
bootComplete();
return;
}
if (PSP_IsIniting()) {
std::string error_string;
bootPending_ = !PSP_InitUpdate(&error_string);
if (!bootPending_) {
invalid_ = !PSP_IsInited();
if (invalid_) {
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%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;
auto sc = GetI18NCategory("Screen");
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, 0);
if (!info || info->pending)
return;
SetExtraAssertInfo((info->id + " " + info->GetTitle()).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().c_str());
} 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(BOOT, "%s", errorMessage_.c_str());
}
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.bSkipBufferEffects) {
auto gr = GetI18NCategory("Graphics");
System_NotifyUserMessage(gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.bSkipGPUReadbacks) {
auto gr = GetI18NCategory("Graphics");
System_NotifyUserMessage(gr->T("BlockTransferRequired", "Warning: This game requires Simulate Block Transfer Mode to be set to On."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireDefaultCPUClock && g_Config.iLockedCPUSpeed != 0) {
auto gr = GetI18NCategory("Graphics");
System_NotifyUserMessage(gr->T("DefaultCPUClockRequired", "Warning: This game requires the CPU clock to be set to default."), 15.0f);
}
loadingViewColor_->Divert(0xFFFFFFFF, 0.75f);
loadingViewVisible_->Divert(UI::V_VISIBLE, 0.75f);
screenManager()->getDrawContext()->ResetStats();
}
void EmuScreen::bootComplete() {
UpdateUIState(UISTATE_INGAME);
System_Notify(SystemNotification::BOOT_DONE);
System_Notify(SystemNotification::DISASSEMBLY);
NOTICE_LOG(BOOT, "Loading %s...", PSP_CoreParameter().fileToStart.c_str());
autoLoad();
auto sc = GetI18NCategory("Screen");
#ifndef MOBILE_DEVICE
if (g_Config.bFirstRun) {
osm.Show(sc->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
}
#endif
#if !PPSSPP_PLATFORM(UWP)
if (GetGPUBackend() == GPUBackend::OPENGL) {
const char *renderer = gl_extensions.model;
if (strstr(renderer, "Chainfire3D") != 0) {
osm.Show(sc->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
} else if (strstr(renderer, "GLTools") != 0) {
osm.Show(sc->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
}
if (g_Config.bGfxDebugOutput) {
osm.Show("WARNING: GfxDebugOutput is enabled via ppsspp.ini. Things may be slow.", 10.0f, 0xFF30a0FF, -1, true);
}
}
#endif
if (Core_GetPowerSaving()) {
auto sy = GetI18NCategory("System");
#ifdef __ANDROID__
osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#else
osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#endif
}
saveStateSlot_ = SaveState::GetCurrentSlot();
loadingViewColor_->Divert(0x00FFFFFF, 0.2f);
loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f);
}
EmuScreen::~EmuScreen() {
if (!invalid_ || bootPending_) {
// If we were invalid, it would already be shutdown.
PSP_Shutdown();
}
SetExtraAssertInfo(nullptr);
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show("AVI Dump stopped.", 1.0f);
startDumping = false;
}
#endif
if (GetUIState() == UISTATE_EXIT)
g_Discord.ClearPresence();
else
g_Discord.SetPresenceMenu();
}
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
// 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 NativeMessageReceived.
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();
}
static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
}
static void AfterStateBoot(SaveState::Status status, const std::string &message, void *ignored) {
AfterSaveStateAction(status, message, ignored);
Core_EnableStepping(false);
System_Notify(SystemNotification::DISASSEMBLY);
}
void EmuScreen::sendMessage(const char *message, const char *value) {
// External commands, like from the Windows UI.
if (!strcmp(message, "pause") && screenManager()->topScreen() == this) {
screenManager()->push(new GamePauseScreen(gamePath_));
} else if (!strcmp(message, "stop")) {
// We will push MainScreen in update().
PSP_Shutdown();
bootPending_ = false;
stopRender_ = true;
invalid_ = true;
System_Notify(SystemNotification::DISASSEMBLY);
} else if (!strcmp(message, "reset")) {
PSP_Shutdown();
bootPending_ = true;
invalid_ = true;
System_Notify(SystemNotification::DISASSEMBLY);
std::string resetError;
if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
ERROR_LOG(LOADER, "Error resetting: %s", resetError.c_str());
stopRender_ = true;
screenManager()->switchScreen(new MainScreen());
return;
}
} else if (!strcmp(message, "boot")) {
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 (!strcmp(message, "config_loaded")) {
// In case we need to position touch controls differently.
RecreateViews();
} else if (!strcmp(message, "control mapping") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new ControlMappingScreen(gamePath_));
} else if (!strcmp(message, "display layout editor") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new DisplayLayoutScreen(gamePath_));
} else if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new GameSettingsScreen(gamePath_));
} else if (!strcmp(message, "gpu dump next frame")) {
if (gpu)
gpu->DumpNextFrame();
} else if (!strcmp(message, "clear jit")) {
currentMIPS->ClearJitCache();
if (PSP_IsInited()) {
currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
}
} else if (!strcmp(message, "window minimized")) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
} else if (!strcmp(message, "chat screen")) {
if (g_Config.bEnableNetworkChat) {
if (!chatButton_)
RecreateViews();
#if defined(USING_WIN_UI)
//temporary workaround for hotkey its freeze the ui when open chat screen using hotkey and native keyboard is enable
if (g_Config.bBypassOSKWithKeyboard) {
osm.Show("Disable windows native keyboard options to use ctrl + c hotkey", 2.0f);
} else {
UI::EventParams e{};
OnChatMenu.Trigger(e);
}
#else
UI::EventParams e{};
OnChatMenu.Trigger(e);
#endif
}
} else if (!strcmp(message, "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_));
}
}
}
}
void EmuScreen::touch(const TouchInput &touch) {
Core_NotifyActivity();
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;
} else if ((touch.flags & TOUCH_DOWN) != 0) {
chatMenu_->Close();
if (chatButton_)
chatButton_->SetVisibility(UI::V_VISIBLE);
UI::EnableFocusMovement(false);
}
}
if (root_) {
root_->Touch(touch);
}
}
void EmuScreen::onVKeyDown(int virtualKeyCode) {
auto sc = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_FASTFORWARD:
if (coreState == CORE_STEPPING) {
Core_EnableStepping(false);
}
PSP_CoreParameter().fastForward = true;
break;
case VIRTKEY_SPEED_TOGGLE:
// Cycle through enabled speeds.
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL && g_Config.iFpsLimit1 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit2 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
osm.Show(sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0);
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 || PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM1:
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM2:
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
osm.Show(sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0);
}
break;
case VIRTKEY_PAUSE:
pauseTrigger_ = true;
break;
case VIRTKEY_FRAME_ADVANCE:
// If game is running, pause emulation immediately. Otherwise, advance a single frame.
if (Core_IsStepping())
{
frameStep_ = true;
Core_EnableStepping(false);
}
else if (!frameStep_)
{
Core_EnableStepping(true, "ui.frameAdvance", 0);
}
break;
case VIRTKEY_OPENCHAT:
if (g_Config.bEnableNetworkChat) {
UI::EventParams e{};
OnChatMenu.Trigger(e);
}
break;
case VIRTKEY_AXIS_SWAP:
KeyMap::SwapAxis();
break;
case VIRTKEY_DEVMENU:
{
UI::EventParams e{};
OnDevMenu.Trigger(e);
break;
}
#ifndef MOBILE_DEVICE
case VIRTKEY_RECORD:
{
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 (SaveState::CanRewind()) {
SaveState::Rewind(&AfterSaveStateAction);
} else {
osm.Show(sc->T("norewind", "No rewind save states available"), 2.0);
}
break;
case VIRTKEY_SAVE_STATE:
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_LOAD_STATE:
SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_NEXT_SLOT:
SaveState::NextSlot();
NativeMessageReceived("savestate_displayslot", "");
break;
case VIRTKEY_TOGGLE_FULLSCREEN:
System_ToggleFullscreenState("");
break;
case VIRTKEY_SCREENSHOT:
g_TakeScreenshot = true;
break;
case VIRTKEY_TEXTURE_DUMP:
g_Config.bSaveNewTextures = !g_Config.bSaveNewTextures;
if (g_Config.bSaveNewTextures) {
osm.Show(sc->T("saveNewTextures_true", "Textures will now be saved to your storage"), 2.0);
NativeMessageReceived("gpu_configChanged", "");
} else {
osm.Show(sc->T("saveNewTextures_false", "Texture saving was disabled"), 2.0);
}
break;
case VIRTKEY_TEXTURE_REPLACE:
g_Config.bReplaceTextures = !g_Config.bReplaceTextures;
if (g_Config.bReplaceTextures)
osm.Show(sc->T("replaceTextures_true", "Texture replacement enabled"), 2.0);
else
osm.Show(sc->T("replaceTextures_false", "Textures no longer are being replaced"), 2.0);
NativeMessageReceived("gpu_configChanged", "");
break;
case VIRTKEY_RAPID_FIRE:
__CtrlSetRapidFire(true);
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;
}
}
void EmuScreen::onVKeyUp(int virtualKeyCode) {
auto sc = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_FASTFORWARD:
PSP_CoreParameter().fastForward = false;
break;
case VIRTKEY_SPEED_CUSTOM1:
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM2:
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_RAPID_FIRE:
__CtrlSetRapidFire(false);
break;
default:
break;
}
}
bool EmuScreen::key(const KeyInput &key) {
Core_NotifyActivity();
if (UI::IsFocusMovementEnabled()) {
if (UIScreen::key(key)) {
return true;
} else if ((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 controlMapper_.Key(key, &pauseTrigger_);
}
void EmuScreen::axis(const AxisInput &axis) {
Core_NotifyActivity();
return controlMapper_.Axis(axis);
}
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_, GAMEINFO_WANTBG);
dc.Flush();
// PIC1 is the loading image, so let's only draw if it's available.
if (ginfo && ginfo->pic1.texture) {
Draw::Texture *texture = ginfo->pic1.texture->GetTexture();
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;
};
void EmuScreen::CreateViews() {
using namespace UI;
auto dev = GetI18NCategory("Developer");
auto n = GetI18NCategory("Networking");
auto sc = GetI18NCategory("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.Handle(this, &EmuScreen::OnReset);
resetButton_->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 && g_Config.iChatButtonPosition != 8) {
AnchorLayoutParams *layoutParams = nullptr;
switch (g_Config.iChatButtonPosition) {
case 0:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 80, NONE, NONE, 50, true);
break;
case 1:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), NONE, NONE, 50, true);
break;
case 2:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, NONE, 80, 50, true);
break;
case 3:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 80, 50, NONE, NONE, true);
break;
case 4:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), 50, NONE, NONE, true);
break;
case 5:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, 50, 80, NONE, true);
break;
case 6:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 80, bounds.centerY(), NONE, NONE, true);
break;
case 7:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, bounds.centerY(), 80, NONE, true);
break;
default:
layoutParams = new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 80, NONE, NONE, 50, true);
break;
}
ChoiceWithValueDisplay *btn = new ChoiceWithValueDisplay(&newChatMessages_, n->T("Chat"), layoutParams);
root_->Add(btn)->OnClick.Handle(this, &EmuScreen::OnChat);
chatButton_ = btn;
chatMenu_ = root_->Add(new ChatMenu(screenManager()->getUIContext()->GetBounds(), 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_);
onScreenMessagesView_ = root_->Add(new OnScreenMessagesView(new AnchorLayoutParams((Size)bounds.w, (Size)bounds.h)));
GameInfoBGView *loadingBG = root_->Add(new GameInfoBGView(gamePath_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT)));
TextView *loadingTextView = root_->Add(new TextView(sc->T(PSP_GetLoading()), new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 40, true)));
loadingTextView_ = loadingTextView;
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");
loadingTextView->SetTag("LoadingText");
loadingSpinner->SetTag("LoadingSpinner");
// Don't really need this, and it creates a lot of strings to translate...
loadingTextView->SetVisibility(V_GONE);
loadingTextView->SetShadow(true);
loadingViewColor_ = loadingSpinner->AddTween(new CallbackColorTween(0x00FFFFFF, 0x00FFFFFF, 0.2f, &bezierEaseInOut));
loadingViewColor_->SetCallback([loadingBG, loadingTextView, loadingSpinner](View *v, uint32_t c) {
loadingBG->SetColor(c & 0xFFC0C0C0);
loadingTextView->SetTextColor(c);
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);
}
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams &params) {
auto dev = GetI18NCategory("Developer");
DevMenuScreen *devMenu = new DevMenuScreen(gamePath_, dev);
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;
}
return UI::EVENT_DONE;
}
UI::EventReturn EmuScreen::OnReset(UI::EventParams &params) {
if (coreState == CoreState::CORE_RUNTIME_ERROR) {
NativeMessageReceived("reset", "");
}
return UI::EVENT_DONE;
}
void EmuScreen::update() {
using namespace UI;
UIScreen::update();
onScreenMessagesView_->SetVisibility(g_Config.bShowOnScreenMessages ? V_VISIBLE : V_GONE);
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);
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_) {
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("Error");
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 (invalid_)
return;
controlMapper_.Update();
if (pauseTrigger_) {
pauseTrigger_ = false;
screenManager()->push(new GamePauseScreen(gamePath_));
}
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_ = time_now_d();
} else {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) {
double endTime = saveStatePreviewShownTime_ + 2.0;
float alpha = clamp_value((endTime - time_now_d()) * 4.0, 0.0, 1.0);
saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha));
if (time_now_d() - saveStatePreviewShownTime_ > 2) {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
}
}
void EmuScreen::checkPowerDown() {
if (PSP_IsRebooting()) {
bootPending_ = true;
invalid_ = true;
}
if (coreState == CORE_POWERDOWN && !PSP_IsIniting() && !PSP_IsRebooting()) {
if (PSP_IsInited()) {
PSP_Shutdown();
}
INFO_LOG(SYSTEM, "SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
bootPending_ = false;
invalid_ = true;
}
}
static void DrawDebugStats(UIContext *ctx, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
float left = std::max(bounds.w / 2 - 20.0f, 550.0f);
float right = bounds.w - left - 20.0f;
char statbuf[4096];
ctx->Flush();
ctx->BindFontTexture();
ctx->Draw()->SetFontScale(.7f, .7f);
__DisplayGetDebugStats(statbuf, sizeof(statbuf));
ctx->Draw()->DrawTextRect(ubuntu24, statbuf, bounds.x + 11, bounds.y + 31, left, bounds.h - 30, 0xc0000000, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
ctx->Draw()->DrawTextRect(ubuntu24, statbuf, bounds.x + 10, bounds.y + 30, left, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
__SasGetDebugStats(statbuf, sizeof(statbuf));
ctx->Draw()->DrawTextRect(ubuntu24, statbuf, bounds.x + left + 21, bounds.y + 31, right, bounds.h - 30, 0xc0000000, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
ctx->Draw()->DrawTextRect(ubuntu24, statbuf, bounds.x + left + 20, bounds.y + 30, right, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
ctx->Draw()->SetFontScale(1.0f, 1.0f);
ctx->Flush();
ctx->RebindTexture();
}
static const char *CPUCoreAsString(int core) {
switch (core) {
case 0: return "Interpreter";
case 1: return "JIT";
case 2: return "IR Interpreter";
default: return "N/A";
}
}
static void DrawCrashDump(UIContext *ctx, const Path &gamePath) {
const ExceptionInfo &info = Core_GetExceptionInfo();
auto sy = GetI18NCategory("System");
FontID ubuntu24("UBUNTU24");
int x = 20 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT);
int y = 20 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP);
ctx->Flush();
if (ctx->Draw()->GetFontAtlas()->getFont(ubuntu24))
ctx->BindFontTexture();
ctx->Draw()->SetFontScale(1.1f, 1.1f);
ctx->Draw()->DrawTextShadow(ubuntu24, sy->T("Game crashed"), x, y, 0xFFFFFFFF);
char statbuf[4096];
char versionString[256];
snprintf(versionString, sizeof(versionString), "%s", PPSSPP_GIT_VERSION);
char crcStr[16]{};
if (Reporting::HasCRC(gamePath)) {
u32 crc = Reporting::RetrieveCRC(gamePath);
snprintf(crcStr, sizeof(crcStr), "CRC: %08x\n", crc);
} else {
// Queue it for calculation, we want it!
// It's OK to call this repeatedly until we have it, which is natural here.
Reporting::QueueCRC(gamePath);
}
// TODO: Draw a lot more information. Full register set, and so on.
#ifdef _DEBUG
char build[] = "debug";
#else
char build[] = "release";
#endif
std::string sysName = System_GetProperty(SYSPROP_NAME);
int sysVersion = System_GetPropertyInt(SYSPROP_SYSTEMVERSION);
// First column
y += 65;
int columnWidth = (ctx->GetBounds().w - x - 10) / 2;
int height = ctx->GetBounds().h;
ctx->PushScissor(Bounds(x, y, columnWidth, height));
INFO_LOG(SYSTEM, "DrawCrashDump (%d %d %d %d)", x, y, columnWidth, height);
snprintf(statbuf, sizeof(statbuf), R"(%s
%s (%s)
%s (%s)
%s v%d (%s)
%s
)",
ExceptionTypeAsString(info.type),
g_paramSFO.GetDiscID().c_str(), g_paramSFO.GetValueString("TITLE").c_str(),
versionString, build,
sysName.c_str(), sysVersion, GetCompilerABI(),
crcStr
);
ctx->Draw()->SetFontScale(.7f, .7f);
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 160;
if (info.type == ExceptionType::MEMORY) {
snprintf(statbuf, sizeof(statbuf), R"(
Access: %s at %08x (sz: %d)
PC: %08x
%s)",
MemoryExceptionTypeAsString(info.memory_type),
info.address,
info.accessSize,
info.pc,
info.info.c_str());
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 180;
} else if (info.type == ExceptionType::BAD_EXEC_ADDR) {
snprintf(statbuf, sizeof(statbuf), R"(
Destination: %s to %08x
PC: %08x
RA: %08x)",
ExecExceptionTypeAsString(info.exec_type),
info.address,
info.pc,
info.ra);
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 180;
} else if (info.type == ExceptionType::BREAK) {
snprintf(statbuf, sizeof(statbuf), R"(
BREAK
PC: %08x
)", info.pc);
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 180;
} else {
snprintf(statbuf, sizeof(statbuf), R"(
Invalid / Unknown (%d)
)", (int)info.type);
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
y += 180;
}
std::string kernelState = __KernelStateSummary();
ctx->Draw()->DrawTextShadow(ubuntu24, kernelState.c_str(), x, y, 0xFFFFFFFF);
ctx->PopScissor();
// Draw some additional stuff to the right.
x += columnWidth + 10;
y = 85;
snprintf(statbuf, sizeof(statbuf),
"CPU Core: %s (flags: %08x)\n"
"Locked CPU freq: %d MHz\n"
"Cheats: %s, Plugins: %s\n",
CPUCoreAsString(g_Config.iCpuCore), g_Config.uJitDisableFlags,
g_Config.iLockedCPUSpeed,
CheatsInEffect() ? "Y" : "N", HLEPlugins::HasEnabled() ? "Y" : "N");
ctx->Draw()->DrawTextShadow(ubuntu24, statbuf, x, y, 0xFFFFFFFF);
ctx->Flush();
ctx->Draw()->SetFontScale(1.0f, 1.0f);
ctx->RebindTexture();
}
static void DrawAudioDebugStats(UIContext *ctx, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
char statbuf[4096] = { 0 };
System_AudioGetDebugStats(statbuf, sizeof(statbuf));
ctx->Flush();
ctx->BindFontTexture();
ctx->Draw()->SetFontScale(0.7f, 0.7f);
ctx->Draw()->DrawTextRect(ubuntu24, statbuf, bounds.x + 11, bounds.y + 31, bounds.w - 20, bounds.h - 30, 0xc0000000, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
ctx->Draw()->DrawTextRect(ubuntu24, statbuf, bounds.x + 10, bounds.y + 30, bounds.w - 20, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII | FLAG_WRAP_TEXT);
ctx->Draw()->SetFontScale(1.0f, 1.0f);
ctx->Flush();
ctx->RebindTexture();
}
static void DrawFPS(UIContext *ctx, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
float vps, fps, actual_fps;
__DisplayGetFPS(&vps, &fps, &actual_fps);
char fpsbuf[256]{};
if (g_Config.iShowStatusFlags == ((int)ShowStatusFlags::FPS_COUNTER | (int)ShowStatusFlags::SPEED_COUNTER)) {
snprintf(fpsbuf, sizeof(fpsbuf), "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f));
} else {
if (g_Config.iShowStatusFlags & (int)ShowStatusFlags::FPS_COUNTER) {
snprintf(fpsbuf, sizeof(fpsbuf), "FPS: %0.1f", actual_fps);
}
if (g_Config.iShowStatusFlags & (int)ShowStatusFlags::SPEED_COUNTER) {
snprintf(fpsbuf, sizeof(fpsbuf), "%s Speed: %0.1f%%", fpsbuf, vps / (59.94f / 100.0f));
}
}
#ifdef CAN_DISPLAY_CURRENT_BATTERY_CAPACITY
if (g_Config.iShowStatusFlags & (int)ShowStatusFlags::BATTERY_PERCENT) {
snprintf(fpsbuf, sizeof(fpsbuf), "%s Battery: %d%%", fpsbuf, getCurrentBatteryCapacity());
}
#endif
ctx->Flush();
ctx->BindFontTexture();
ctx->Draw()->SetFontScale(0.7f, 0.7f);
ctx->Draw()->DrawText(ubuntu24, fpsbuf, bounds.x2() - 8, 20, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
ctx->Draw()->DrawText(ubuntu24, fpsbuf, bounds.x2() - 10, 19, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
ctx->Draw()->SetFontScale(1.0f, 1.0f);
ctx->Flush();
ctx->RebindTexture();
}
static void DrawFrameTimes(UIContext *ctx, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
int valid, pos;
double *sleepHistory;
double *history = __DisplayGetFrameTimes(&valid, &pos, &sleepHistory);
int scale = 7000;
int width = 600;
ctx->Flush();
ctx->BeginNoTex();
int bottom = bounds.y2();
for (int i = 0; i < valid; ++i) {
double activeTime = history[i] - sleepHistory[i];
ctx->Draw()->vLine(bounds.x + i, bottom, bottom - activeTime * scale, 0xFF3FFF3F);
ctx->Draw()->vLine(bounds.x + i, bottom - activeTime * scale, bottom - history[i] * scale, 0x7F3FFF3F);
}
ctx->Draw()->vLine(bounds.x + pos, bottom, bottom - 512, 0xFFff3F3f);
ctx->Draw()->hLine(bounds.x, bottom - 0.0333 * scale, bounds.x + width, 0xFF3f3Fff);
ctx->Draw()->hLine(bounds.x, bottom - 0.0167 * scale, bounds.x + width, 0xFF3f3Fff);
ctx->Flush();
ctx->Begin();
ctx->BindFontTexture();
ctx->Draw()->SetFontScale(0.5f, 0.5f);
ctx->Draw()->DrawText(ubuntu24, "33.3ms", bounds.x + width, bottom - 0.0333 * scale, 0xFF3f3Fff, ALIGN_BOTTOMLEFT | FLAG_DYNAMIC_ASCII);
ctx->Draw()->DrawText(ubuntu24, "16.7ms", bounds.x + width, bottom - 0.0167 * scale, 0xFF3f3Fff, ALIGN_BOTTOMLEFT | FLAG_DYNAMIC_ASCII);
ctx->Draw()->SetFontScale(1.0f, 1.0f);
ctx->Flush();
ctx->RebindTexture();
}
void EmuScreen::preRender() {
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
draw->BeginFrame();
// 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 ((g_Config.bSkipBufferEffects && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
// 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::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_BackBuffer");
} else {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 }, "EmuScreen_BackBuffer");
}
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;
draw->SetViewport(viewport);
}
draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
}
void EmuScreen::postRender() {
Draw::DrawContext *draw = screenManager()->getDrawContext();
if (!draw)
return;
if (stopRender_)
draw->WipeQueue();
draw->EndFrame();
}
void EmuScreen::render() {
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
if (!thin3d)
return; // shouldn't really happen but I've seen a suspicious stack trace..
if (invalid_) {
// Loading, or after shutdown?
if (loadingTextView_->GetVisibility() == UI::V_VISIBLE)
loadingTextView_->SetText(PSP_GetLoading());
// It's possible this might be set outside PSP_RunLoopFor().
// In this case, we need to double check it here.
checkPowerDown();
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
renderUI();
return;
}
// 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(SAVESTATE, "Failed to load freeze state (%s). Unfreezing.", errorString.c_str());
PSP_CoreParameter().frozen = false;
}
}
Core_UpdateDebugStats(g_Config.bShowDebugStats || g_Config.bLogFrameDrops);
PSP_BeginHostFrame();
PSP_RunLoopWhileState();
// Hopefully coreState is now CORE_NEXTFRAME
switch (coreState) {
case CORE_NEXTFRAME:
// Reached the end of the frame, all good. Set back to running for the next frame
coreState = CORE_RUNNING;
break;
case CORE_STEPPING:
case CORE_RUNTIME_ERROR:
{
// If there's an exception, display information.
const ExceptionInfo &info = Core_GetExceptionInfo();
if (info.type != ExceptionType::NONE) {
// Clear to blue background screen
bool dangerousSettings = !Reporting::IsSupported();
uint32_t color = dangerousSettings ? 0xFF900050 : 0xFF900000;
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE, color }, "EmuScreen_RuntimeError");
// 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.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Stepping");
// Just to make sure.
if (PSP_IsInited()) {
gpu->CopyDisplayToOutput(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
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_NoFrame");
break;
}
PSP_EndHostFrame();
// This must happen after PSP_EndHostFrame so that things like push buffers are end-frame'd before we start destroying stuff.
checkPowerDown();
if (invalid_)
return;
if (hasVisibleUI()) {
// In most cases, this should already be bound and a no-op.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");
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);
}
}
bool EmuScreen::hasVisibleUI() {
// Regular but uncommon UI.
if (saveStatePreview_->GetVisibility() != UI::V_GONE || loadingSpinner_->GetVisibility() == UI::V_VISIBLE)
return true;
if (!osm.IsEmpty() || g_Config.bShowTouchControls || g_Config.iShowStatusFlags != 0)
return true;
if (g_Config.bEnableCardboardVR || g_Config.bEnableNetworkChat)
return true;
// Debug UI.
if (g_Config.bShowDebugStats || g_Config.bShowDeveloperMenu || g_Config.bShowAudioDebug || g_Config.bShowFrameProfiler)
return true;
// Exception information.
if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_STEPPING) {
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 (g_Config.bShowDebugStats && !invalid_) {
DrawDebugStats(ctx, ctx->GetLayoutBounds());
}
if (g_Config.bShowAudioDebug && !invalid_) {
DrawAudioDebugStats(ctx, ctx->GetLayoutBounds());
}
if (g_Config.iShowStatusFlags && !invalid_) {
DrawFPS(ctx, ctx->GetLayoutBounds());
}
if (g_Config.bDrawFrameGraph && !invalid_) {
DrawFrameTimes(ctx, ctx->GetLayoutBounds());
}
#if !PPSSPP_PLATFORM(UWP) && !PPSSPP_PLATFORM(SWITCH)
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowAllocatorDebug) {
DrawAllocatorVis(ctx, gpu);
}
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowGpuProfile) {
DrawGPUProfilerVis(ctx, gpu);
}
#endif
#ifdef USE_PROFILER
if (g_Config.bShowFrameProfiler && !invalid_) {
DrawProfile(*ctx);
}
#endif
if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_STEPPING) {
const ExceptionInfo &info = Core_GetExceptionInfo();
if (info.type != ExceptionType::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();
}