#include #include #include "Common/GPU/thin3d.h" #include "Common/Data/Text/I18n.h" #include "Common/Math/geom2d.h" #include "Common/Math/curves.h" #include "Common/Data/Random/Rng.h" #include "Common/Data/Color/RGBAUtil.h" #include "Common/UI/Context.h" #include "Common/UI/UI.h" #include "Common/File/Path.h" #include "Common/File/FileUtil.h" #include "Common/TimeUtil.h" #include "Common/Render/ManagedTexture.h" #include "Common/System/System.h" #include "Common/System/Display.h" #include "Common/System/Request.h" #include "Core/ConfigValues.h" #include "Core/Config.h" #include "Core/System.h" #include "Core/Util/RecentFiles.h" #include "UI/Background.h" #include "UI/GameInfoCache.h" #ifdef _MSC_VER #pragma execution_character_set("utf-8") #endif static Draw::Texture *bgTexture; class Animation { public: virtual ~Animation() = default; virtual void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) = 0; }; class MovingBackground : public Animation { public: void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override { if (!bgTexture) return; dc.Flush(); dc.GetDrawContext()->BindTexture(0, bgTexture); Bounds bounds = dc.GetBounds(); const float x = std::min(std::max(focus.x / bounds.w, 0.0f), 1.0f) * XFAC; const float y = std::min(std::max(focus.y / bounds.h, 0.0f), 1.0f) * YFAC; const float z = 1.0f + std::max(XFAC, YFAC) + (focus.z - 1.0f) * ZFAC; lastX_ = abs(x - lastX_) > 0.001f ? x * XSPEED + lastX_ * (1.0f - XSPEED) : x; lastY_ = abs(y - lastY_) > 0.001f ? y * YSPEED + lastY_ * (1.0f - YSPEED) : y; lastZ_ = abs(z - lastZ_) > 0.001f ? z * ZSPEED + lastZ_ * (1.0f - ZSPEED) : z; float u1 = lastX_ / lastZ_; float v1 = lastY_ / lastZ_; float u2 = (1.0f + lastX_) / lastZ_; float v2 = (1.0f + lastY_) / lastZ_; dc.Draw()->DrawTexRect(bounds, u1, v1, u2, v2, whiteAlpha(alpha)); dc.Flush(); dc.RebindTexture(); } private: static constexpr float XFAC = 0.3f; static constexpr float YFAC = 0.3f; static constexpr float ZFAC = 0.12f; static constexpr float XSPEED = 0.05f; static constexpr float YSPEED = 0.05f; static constexpr float ZSPEED = 0.1f; float lastX_ = 0.0f; float lastY_ = 0.0f; float lastZ_ = 1.0f + std::max(XFAC, YFAC); }; class WaveAnimation : public Animation { public: void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override { const uint32_t color = colorAlpha(0xFFFFFFFF, alpha * 0.2f); const float speed = 1.0; Bounds bounds = dc.GetBounds(); dc.Flush(); dc.BeginNoTex(); // 500 is enough for any resolution really. 24 * 500 = 12000 which fits handily in our UI vertex buffer (max 65536 per flush). const int steps = std::max(20, std::min((int)g_display.dp_xres, 500)); float step = (float)g_display.dp_xres / (float)steps; t *= speed; for (int n = 0; n < steps; n++) { float x = (float)n * step; float nextX = (float)(n + 1) * step; float i = x * 1280 / bounds.w; float wave0 = sin(i * 0.005 + t * 0.8) * 0.05 + sin(i * 0.002 + t * 0.25) * 0.02 + sin(i * 0.001 + t * 0.3) * 0.03 + 0.625; float wave1 = sin(i * 0.0044 + t * 0.4) * 0.07 + sin(i * 0.003 + t * 0.1) * 0.02 + sin(i * 0.001 + t * 0.3) * 0.01 + 0.625; dc.Draw()->RectVGradient(x, wave0 * bounds.h, nextX, bounds.h, color, 0x00000000); dc.Draw()->RectVGradient(x, wave1 * bounds.h, nextX, bounds.h, color, 0x00000000); // Add some "antialiasing" dc.Draw()->RectVGradient(x, wave0 * bounds.h - 3.0f * g_display.pixel_in_dps_y, nextX, wave0 * bounds.h, 0x00000000, color); dc.Draw()->RectVGradient(x, wave1 * bounds.h - 3.0f * g_display.pixel_in_dps_y, nextX, wave1 * bounds.h, 0x00000000, color); } dc.Flush(); dc.Begin(); } }; class FloatingSymbolsAnimation : public Animation { public: FloatingSymbolsAnimation(bool is_colored) { this->is_colored = is_colored; } void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override { float xres = dc.GetBounds().w; float yres = dc.GetBounds().h; dc.Flush(); dc.Begin(); if (last_xres != xres || last_yres != yres) { Regenerate(xres, yres); } for (size_t i = 0; i < base.size(); i++) { const float x = base[i].x + dc.GetBounds().x; const float y = base[i].y + dc.GetBounds().y + 40 * cosf(i * 7.2f + t * 1.3f); const float angle = sinf(i + t); int n = i & 3; Color color = is_colored ? colorAlpha(COLORS[n], alpha * 0.25f) : colorAlpha(DEFAULT_COLOR, alpha * 0.1f); ui_draw2d.DrawImageRotated(SYMBOLS[n], x, y, 1.0f, angle, color); } dc.Flush(); } private: static constexpr Color DEFAULT_COLOR = 0xC0FFFFFF; static constexpr Color COLORS[4] = {0xFFE3B56F, 0xFF615BFF, 0xFFAA88F3, 0xFFC2CC7A,}; // X O D A static const ImageID SYMBOLS[4]; bool is_colored = false; std::vector base; float last_xres = 0; float last_yres = 0; void Regenerate(int xres, int yres) { int count = xres * yres / (120.0f * 120.0f); base.resize(count); GMRng rng; rng.Init(time_now_d() * 100239); for (size_t i = 0; i < base.size(); i++) { base[i] = { rng.F() * xres, rng.F() * yres }; } last_xres = xres; last_yres = yres; } }; const ImageID FloatingSymbolsAnimation::SYMBOLS[4] = { ImageID("I_CROSS"), ImageID("I_CIRCLE"), ImageID("I_SQUARE"), ImageID("I_TRIANGLE"), }; class RecentGamesAnimation : public Animation { public: void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override { if (lastIndex_ == nextIndex_) { CheckNext(dc, t); } else if (t > nextT_) { lastIndex_ = nextIndex_; } if (g_recentFiles.HasAny()) { std::shared_ptr lastInfo = GetInfo(dc, lastIndex_); std::shared_ptr nextInfo = GetInfo(dc, nextIndex_); dc.Flush(); float lastAmount = Clamp((float)(nextT_ - t) * 1.0f / TRANSITION, 0.0f, 1.0f); DrawTex(dc, lastInfo, lastAmount * alpha * 0.2f); float nextAmount = lastAmount <= 0.0f ? 1.0f : 1.0f - lastAmount; DrawTex(dc, nextInfo, nextAmount * alpha * 0.2f); dc.RebindTexture(); } } private: void CheckNext(UIContext &dc, double t) { if (!g_recentFiles.HasAny()) { return; } std::vector recents = g_recentFiles.GetRecentFiles(); for (int index = lastIndex_ + 1; index != lastIndex_; ++index) { if (index < 0 || index >= (int)recents.size()) { if (lastIndex_ == -1) break; index = 0; } std::shared_ptr ginfo = GetInfo(dc, index); if (ginfo && !ginfo->Ready(GameInfoFlags::PIC1)) { // Wait for it to load. It might be the next one. break; } if (ginfo && ginfo->pic1.texture) { nextIndex_ = index; nextT_ = t + INTERVAL; break; } // Otherwise, keep going. This skips games with no BG. } } static std::shared_ptr GetInfo(UIContext &dc, int index) { if (index < 0) { return nullptr; } const auto recentIsos = g_recentFiles.GetRecentFiles(); if (index >= (int)recentIsos.size()) return std::shared_ptr(); return g_gameInfoCache->GetInfo(dc.GetDrawContext(), Path(recentIsos[index]), GameInfoFlags::PIC1); } static void DrawTex(UIContext &dc, std::shared_ptr &ginfo, float amount) { if (!ginfo || amount <= 0.0f) return; GameInfoTex *pic = ginfo->GetPIC1(); if (!pic) return; dc.GetDrawContext()->BindTexture(0, pic->texture); uint32_t color = whiteAlpha(amount) & 0xFFc0c0c0; dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color); dc.Flush(); } static constexpr double INTERVAL = 8.0; static constexpr float TRANSITION = 3.0f; int lastIndex_ = -1; int nextIndex_ = -1; double nextT_ = -INTERVAL; }; class BouncingIconAnimation : public Animation { public: void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override { dc.Flush(); dc.Begin(); // Handle change in resolution. float xres = dc.GetBounds().w; float yres = dc.GetBounds().h; if (last_xres != xres || last_yres != yres) { Recalculate(xres, yres); } // Draw the image. float xpos = xbase + dc.GetBounds().x; float ypos = ybase + dc.GetBounds().y; ImageID icon = !color_ix && System_GetPropertyBool(SYSPROP_APP_GOLD) ? ImageID("I_ICON_GOLD") : ImageID("I_ICON"); ui_draw2d.DrawImage(icon, xpos, ypos, scale, COLORS[color_ix], ALIGN_CENTER); dc.Flush(); // Switch direction if within border. float xmax = xres - border; float ymax = yres - border; bool should_recolor = false; if (xbase > xmax || xbase < border) { xspeed = -xspeed; should_recolor = true; } if (ybase > ymax || ybase < border) { yspeed = -yspeed; should_recolor = true; } if (should_recolor) { RandomizeColor(); } // Place to border if out of bounds. xbase = Clamp(xbase, border, xmax); ybase = Clamp(ybase, border, ymax); // Update location. xbase += xspeed; ybase += yspeed; } private: static constexpr int COLOR_COUNT = 11; static constexpr Color COLORS[COLOR_COUNT] = {0xFFFFFFFF, 0xFFFFFF00, 0xFFFF0000, 0xFF00FF00, 0xFF0000FF, 0xFF00FFFF, 0xFFFF00FF, 0xFF4111D1, 0xFF3577F3, 0xFFAA77FF, 0xFF623B84}; static constexpr float BORDER_SIZE = 35.0f; float xbase = 0.0f; float ybase = 0.0f; float last_xres = 0.0f; float last_yres = 0.0f; float xspeed = 1.0f; float yspeed = 1.0f; float scale = 1.0f; float border = BORDER_SIZE; int color_ix = 0; int last_color_ix = -1; GMRng rng; void Recalculate(int xres, int yres) { // First calculation. if (last_color_ix == -1) { xbase = xres / 2.0f; ybase = yres / 2.0f; last_color_ix = 0; // Determine initial direction. rng.Init(time_now_d() * 100239); if (rng.R32() % 2 != 0) xspeed = -xspeed; if (rng.R32() % 2 != 0) yspeed = -yspeed; } // Scale certain attributes to resolution. scale = std::min(xres, yres) / 400.0f; float speed = scale < 2.5f ? scale * 0.58f : scale * 0.46f; xspeed = std::copysign(speed, xspeed); yspeed = std::copysign(speed, yspeed); border = BORDER_SIZE * scale; last_xres = xres; last_yres = yres; } void RandomizeColor() { do { color_ix = rng.R32() % COLOR_COUNT; } while (color_ix == last_color_ix); last_color_ix = color_ix; } }; // TODO: Add more styles. Remember to add to the enum in ConfigValues.h and the selector in GameSettings too. static BackgroundAnimation g_CurBackgroundAnimation = BackgroundAnimation::OFF; static std::unique_ptr g_Animation; static bool bgTextureInited = false; // Separate variable because init could fail. void UIBackgroundInit(UIContext &dc) { const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png"; const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg"; if (File::Exists(bgPng) || File::Exists(bgJpg)) { const Path &bgFile = File::Exists(bgPng) ? bgPng : bgJpg; bgTexture = CreateTextureFromFile(dc.GetDrawContext(), bgFile.c_str(), ImageFileType::DETECT, true); } } void UIBackgroundShutdown() { if (bgTexture) { bgTexture->Release(); bgTexture = nullptr; } bgTextureInited = false; g_Animation.reset(nullptr); g_CurBackgroundAnimation = BackgroundAnimation::OFF; } void DrawBackground(UIContext &dc, float alpha, Lin::Vec3 focus) { if (!bgTextureInited) { UIBackgroundInit(dc); bgTextureInited = true; } if (g_CurBackgroundAnimation != (BackgroundAnimation)g_Config.iBackgroundAnimation) { g_CurBackgroundAnimation = (BackgroundAnimation)g_Config.iBackgroundAnimation; switch (g_CurBackgroundAnimation) { case BackgroundAnimation::FLOATING_SYMBOLS: g_Animation.reset(new FloatingSymbolsAnimation(false)); break; case BackgroundAnimation::RECENT_GAMES: g_Animation.reset(new RecentGamesAnimation()); break; case BackgroundAnimation::WAVE: g_Animation.reset(new WaveAnimation()); break; case BackgroundAnimation::MOVING_BACKGROUND: g_Animation.reset(new MovingBackground()); break; case BackgroundAnimation::BOUNCING_ICON: g_Animation.reset(new BouncingIconAnimation()); break; case BackgroundAnimation::FLOATING_SYMBOLS_COLORED: g_Animation.reset(new FloatingSymbolsAnimation(true)); break; default: g_Animation.reset(nullptr); } } uint32_t bgColor = whiteAlpha(alpha); if (bgTexture != nullptr) { dc.Flush(); dc.Begin(); dc.GetDrawContext()->BindTexture(0, bgTexture); dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, bgColor); dc.Flush(); dc.RebindTexture(); } else { // I_BG original color: 0xFF754D24 ImageID img = ImageID("I_BG"); dc.Begin(); dc.Draw()->DrawImageStretch(img, dc.GetBounds(), bgColor & dc.GetTheme().backgroundColor); dc.Flush(); } #if PPSSPP_PLATFORM(IOS) // iOS uses an old screenshot when restoring the task, so to avoid an ugly // jitter we accumulate time instead. static int frameCount = 0.0; frameCount++; double t = (double)frameCount / System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE); #else double t = time_now_d(); #endif if (g_Animation) { g_Animation->Draw(dc, t, alpha, focus); } } uint32_t GetBackgroundColorWithAlpha(const UIContext &dc) { return colorAlpha(colorBlend(dc.GetTheme().backgroundColor, 0, 0.5f), 0.72f); // 0.72 = 183 = B7 } enum class BackgroundFillMode { Stretch = 0, AdaptiveCropToScreen = 1, FitToScreen = 2, }; void DrawBackgroundTexture(UIContext &dc, Draw::Texture *texture, Lin::Vec3 focus, float alpha) { dc.GetDrawContext()->BindTexture(0, texture); uint32_t color = whiteAlpha(std::clamp(alpha, 0.0f, 1.0f)) & 0xFFc0c0c0; // TODO: Make this configurable? const BackgroundFillMode mode = BackgroundFillMode::AdaptiveCropToScreen; const Bounds screenBounds = dc.GetBounds(); float imageW = screenBounds.w; float imageH = screenBounds.h; float imageAspect = (float)texture->Width() / (float)texture->Height(); float squash = imageAspect / screenBounds.AspectRatio(); // Allow a lot of leeway for the image aspect - let it stretch a bit, and only then start cropping. const float aspectLeeway = 0.5f; if (mode == BackgroundFillMode::AdaptiveCropToScreen && squash >= 0.6f && squash < 1.7f) { imageAspect = screenBounds.AspectRatio(); } // Fit the image into the screen bounds according to the fill mode. if (imageAspect > screenBounds.AspectRatio()) { // Image is wider than screen. if (mode == BackgroundFillMode::AdaptiveCropToScreen) { // Crop width. imageW = screenBounds.h * imageAspect; } else if (mode == BackgroundFillMode::FitToScreen) { // Fit height. imageH = screenBounds.w / imageAspect; } } else { // Image is taller than screen. if (mode == BackgroundFillMode::AdaptiveCropToScreen) { // Crop height. imageH = screenBounds.w / imageAspect; } else if (mode == BackgroundFillMode::FitToScreen) { // Fit width. imageW = screenBounds.h / imageAspect; } } Bounds finalImageBounds = Bounds::FromCenterWH(screenBounds.centerX(), screenBounds.centerY(), imageW, imageH); dc.Draw()->DrawTexRect(finalImageBounds, 0, 0, 1, 1, color); dc.Flush(); dc.RebindTexture(); } void DrawGameBackground(UIContext &dc, const Path &gamePath, Lin::Vec3 focus, float alpha) { using namespace Draw; using namespace UI; dc.Flush(); std::shared_ptr ginfo; if (!gamePath.empty()) { ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath, GameInfoFlags::PIC1); } GameInfoTex *pic = (ginfo && ginfo->Ready(GameInfoFlags::PIC1)) ? ginfo->GetPIC1() : nullptr; if (pic && pic->texture) { float alphaMul = ease((time_now_d() - pic->timeLoaded) * 3.0f); DrawBackgroundTexture(dc, pic->texture, focus, alpha * alphaMul); } else { ::DrawBackground(dc, 1.0f, focus); dc.RebindTexture(); dc.Flush(); } }