Files
ppsspp/UI/EmuScreen.cpp
2026-05-06 00:06:32 +02:00

2082 lines
67 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/Log/LogManager.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/Util/PathUtil.h"
#include "Core/System.h"
#include "GPU/Common/PresentationCommon.h"
#include "GPU/GPUState.h"
#include "GPU/GPUCommon.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceSas.h"
#include "Core/HLE/sceNet.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceNetAdhoc.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/RetroAchievements.h"
#include "Core/SaveState.h"
#include "Core/Screenshot.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/GamepadEmu.h"
#include "UI/PauseScreen.h"
#include "UI/MainScreen.h"
#include "UI/Background.h"
#include "UI/EmuScreen.h"
#include "UI/DevScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/BaseScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/MiscViews.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"
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
#include "Windows/MainWindow.h"
#endif
#ifndef MOBILE_DEVICE
static AVIDump avi;
#endif
extern bool g_TakeScreenshot;
static void AssertCancelCallback(const char *message, void *userdata) {
NOTICE_LOG(Log::CPU, "Broke after assert: %s", message);
Core_Break(BreakReason::AssertChoice);
g_Config.bShowImDebugger = true;
EmuScreen *emuScreen = (EmuScreen *)userdata;
emuScreen->SendImDebuggerCommand(ImCommand{ ImCmd::SHOW_IN_CPU_DISASM, currentMIPS->pc });
}
// Handles control rotation due to internal screen rotation.
void EmuScreen::UpdatePSPButtons(uint32_t bitsToSet, uint32_t bitsToClear) {
if (!IsOnTop()) {
// Auto-release inputs
bitsToSet = 0;
}
__CtrlUpdateButtons(bitsToSet, bitsToClear);
}
void EmuScreen::SetPSPAnalog(int iInternalScreenRotation, int stick, float x, float y) {
if (!IsOnTop()) {
x = 0.0f;
y = 0.0f;
}
switch (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 = y;
x = -y;
y = new_y;
break;
}
case ROTATION_LOCKED_VERTICAL180:
{
float new_y = -x;
x = y;
y = new_y;
break;
}
default:
break;
}
__CtrlSetAnalogXY(stick, x, y);
}
EmuScreen::EmuScreen(const Path &filename)
: gamePath_(filename) {
saveStateSlot_ = SaveState::GetCurrentSlot();
g_controlMapper.AddListener(this);
_dbg_assert_(coreState == CORE_POWERDOWN);
OnDevMenu.Handle(this, &EmuScreen::OnDevTools);
// 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:
if (!bootPending_) {
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::ProcessGameBoot(const Path &filename) {
if (!bootPending_ && !readyToFinishBoot_) {
// Nothing to do.
return;
}
if (!root_) {
// Views not created yet, wait until they are. Not sure if this can actually happen
// but crash reports seem to indicate it.
return;
}
// Check permission status first, in case we came from a shortcut.
if (!bootAllowStorage(filename)) {
return;
}
if (Achievements::IsBlockingExecution()) {
// Keep waiting.
return;
}
if (readyToFinishBoot_) {
// Finish booting.
bootComplete();
readyToFinishBoot_ = false;
return;
}
std::string error_string = "(unknown error)";
const BootState state = PSP_InitUpdate(&error_string);
if (state == BootState::Off && screenManager()->topScreen() != this) {
// Don't kick off a new boot if we're not on top.
return;
}
switch (state) {
case BootState::Booting:
// Keep trying.
return;
case BootState::Failed:
// Failure.
_dbg_assert_(!error_string.empty());
g_BackgroundAudio.SetGame(Path());
bootPending_ = false;
errorMessage_ = error_string;
ERROR_LOG(Log::Boot, "Boot failed: %s", errorMessage_.c_str());
return;
case BootState::Complete:
// Done booting!
g_BackgroundAudio.SetGame(Path());
bootPending_ = false;
errorMessage_.clear();
if (PSP_CoreParameter().startBreak) {
coreState = CORE_STEPPING_CPU;
System_Notify(SystemNotification::DEBUG_MODE_CHANGE);
} else {
coreState = CORE_RUNNING_CPU;
}
Achievements::Initialize();
readyToFinishBoot_ = true;
return;
case BootState::Off:
// Gotta start the boot process! Continue below.
break;
}
SetAssertCancelCallback(&AssertCancelCallback, this);
if (!g_Config.bShaderCache) {
// Only developers should ever see this.
g_OSD.Show(OSDType::MESSAGE_WARNING, "Shader cache is disabled (developer)");
}
if (g_Config.bTiltInputEnabled && g_Config.iTiltInputType != 0 && System_GetPropertyBool(SYSPROP_HAS_ACCELEROMETER)) {
auto co = GetI18NCategory(I18NCat::CONTROLS);
auto di = GetI18NCategory(I18NCat::DIALOG);
g_OSD.Show(OSDType::MESSAGE_INFO, ApplySafeSubstitutions("%1: %2", co->T("Tilt control"), di->T("Enabled")), "", "I_CONTROLLER", 2.5f, "tilt");
}
currentMIPS = &mipsr4k;
CoreParameter coreParam{};
coreParam.cpuCore = (CPUCore)g_Config.iCpuCore;
coreParam.gpuCore = GPUCORE_GLES;
switch (GetGPUBackend()) {
case GPUBackend::DIRECT3D11:
coreParam.gpuCore = GPUCORE_DIRECTX11;
break;
#if !PPSSPP_PLATFORM(UWP)
#if PPSSPP_API(ANY_GL)
case GPUBackend::OPENGL:
coreParam.gpuCore = GPUCORE_GLES;
break;
#endif
case GPUBackend::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 = g_Config.mountRoot;
coreParam.startBreak = !g_Config.bAutoRun;
coreParam.headLess = false;
if (g_Config.iInternalResolution == 0) {
coreParam.renderWidth = g_display.pixel_xres;
coreParam.renderHeight = g_display.pixel_yres;
} else {
if (g_Config.iInternalResolution < 0)
g_Config.iInternalResolution = 1;
coreParam.renderWidth = 480 * g_Config.iInternalResolution;
coreParam.renderHeight = 272 * g_Config.iInternalResolution;
}
coreParam.pixelWidth = g_display.pixel_xres;
coreParam.pixelHeight = g_display.pixel_yres;
// PSP_InitStart can't really fail anymore, unless it's called at the wrong time. It just starts the loader thread.
if (!PSP_InitStart(coreParam)) {
bootPending_ = false;
ERROR_LOG(Log::Boot, "InitStart ProcessGameBoot error: %s", errorMessage_.c_str());
return;
}
_dbg_assert_(loadingViewVisible_);
_dbg_assert_(loadingViewColor_);
if (loadingViewColor_)
loadingViewColor_->Divert(0xFFFFFFFF, 0.75f);
if (loadingViewVisible_)
loadingViewVisible_->Divert(UI::V_VISIBLE, 0.75f);
screenManager()->getDrawContext()->ResetStats();
System_PostUIMessage(UIMessage::GAME_SELECTED, filename.c_str());
}
// Only call this on successful boot.
void EmuScreen::bootComplete() {
__DisplayListenFlip([](void *userdata) {
EmuScreen *scr = (EmuScreen *)userdata;
scr->HandleFlip();
}, (void *)this);
// Initialize retroachievements, now that we're on the right thread.
if (g_Config.bAchievementsEnable) {
std::string errorString;
Achievements::SetGame(PSP_CoreParameter().fileToStart, PSP_CoreParameter().fileType, PSP_LoadedFile());
}
// We don't want to boot with the wrong game specific config, so wait until info is ready.
// TODO: Actually, we read this info again during bootup, so this is not really necessary.
auto sc = GetI18NCategory(I18NCat::SCREEN);
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
if (g_paramSFO.IsValid()) {
g_Discord.SetPresenceGame(SanitizeString(g_paramSFO.GetValueString("TITLE"), StringRestriction::NoLineBreaksOrSpecials));
std::string gameTitle = SanitizeString(g_paramSFO.GetValueString("TITLE"), StringRestriction::NoLineBreaksOrSpecials, 0, 32);
std::string id = g_paramSFO.GetValueString("DISC_ID");
extraAssertInfoStr_ = id + " " + gameTitle;
SetExtraAssertInfo(extraAssertInfoStr_.c_str());
SaveState::Rescan(SaveState::GetGamePrefix(g_paramSFO));
} else {
g_Discord.SetPresenceGame(sc->T("Untitled PSP game"));
}
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() && !bootIsReset_) {
// Don't auto-load savestates in hardcore mode.
AutoLoadSaveState();
}
#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();
if (loadingViewColor_)
loadingViewColor_->Divert(0x00FFFFFF, 0.2f);
if (loadingViewVisible_)
loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f);
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
g_Config.TimeTracker().Start(gameID);
bootIsReset_ = false;
// Reset views in case controls are in a different place.
RecreateViews();
}
EmuScreen::~EmuScreen() {
g_controlMapper.RemoveListener(this);
if (imguiInited_) {
ImGui_ImplThin3d_Shutdown();
ImGui::DestroyContext(ctx_);
}
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
g_Config.TimeTracker().Stop(gameID);
if (bootPending_) {
// We probably quit during boot, got blocked in lostdevice, and then didn't end up in update again to call PSP_InitUpdate.
// So we need to finish and join the boot thread before we can exit.
_dbg_assert_(PollBootState() != BootState::Booting);
// Make sure we join the boot thread, by calling PSP_InitUpdate.
std::string error_string = "(unknown error)";
PSP_InitUpdate(&error_string);
ERROR_LOG(Log::G3D, "Quit during boot, not good. %s", error_string.c_str());
bootPending_ = false;
}
Achievements::UnloadGame();
PSP_Shutdown(true);
// If achievements are disabled in the global config, let's shut it down here.
if (!g_Config.bAchievementsEnable) {
Achievements::Shutdown();
}
_dbg_assert_(coreState == CORE_POWERDOWN);
System_PostUIMessage(UIMessage::GAME_SELECTED, "");
g_OSD.ClearAchievementStuff();
SetExtraAssertInfo(nullptr);
SetAssertCancelCallback(nullptr, nullptr);
g_logManager.DisableOutput(LogOutput::RingBuffer);
#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();
// This makes sure that the recents list is updated, among other things.
g_Config.Save("exitGame");
}
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
std::string_view tag = dialog->tag();
if (tag == "TextEditPopup") {
// Chat message finished.
return;
}
// Returning to the PauseScreen, unless we're stepping, means we should go back to controls.
UI::EnableFocusMovement(false);
// 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_) && !bootPending_) {
screenManager()->switchScreen(new MainScreen());
quit_ = false;
} else {
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) {
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);
}
}
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);
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.
// This happens on the main thread.
if (message == UIMessage::REQUEST_GAME_PAUSE && screenManager()->topScreen() == this) {
screenManager()->push(new GamePauseScreen(gamePath_, bootPending_));
} else if (message == UIMessage::REQUEST_GAME_STOP) {
// We will push MainScreen in update().
if (bootPending_) {
WARN_LOG(Log::Loader, "Can't stop during a pending boot");
return;
}
// The destructor will take care of shutting down.
screenManager()->switchScreen(new MainScreen());
} else if (message == UIMessage::REQUEST_GAME_RESET) {
if (bootPending_) {
WARN_LOG(Log::Loader, "Can't reset during a pending boot");
return;
}
Achievements::UnloadGame();
PSP_Shutdown(true);
UI::EnableFocusMovement(false);
// Restart the boot process
bootPending_ = true;
bootIsReset_ = true;
RecreateViews();
_dbg_assert_(coreState == CORE_POWERDOWN);
if (!PSP_InitStart(PSP_CoreParameter())) {
bootPending_ = false;
WARN_LOG(Log::Loader, "Error resetting");
screenManager()->switchScreen(new MainScreen());
return;
}
} else if (message == UIMessage::REQUEST_GAME_BOOT) {
INFO_LOG(Log::Loader, "EmuScreen received REQUEST_GAME_BOOT: %s", value);
if (bootPending_) {
ERROR_LOG(Log::Loader, "Can't boot a new game during a pending boot");
return;
}
// 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;
}
// TODO: Create a path first and
Path newGamePath(value);
if (newGamePath.GetFileExtension() == ".ppst") {
// TODO: Should verify that it's for the correct game....
INFO_LOG(Log::Loader, "New game is a save state - just load it.");
SaveState::Load(newGamePath, -1, [](SaveState::Status status, std::string_view message) {
Core_Resume();
System_Notify(SystemNotification::DISASSEMBLY);
});
} else {
Achievements::UnloadGame();
PSP_Shutdown(true);
// OK, now pop any open settings screens and stuff that are running above us.
// Otherwise, we can get strange results with game-specific settings.
screenManager()->cancelScreensAbove(this);
bootPending_ = true;
bootIsReset_ = false;
gamePath_ = newGamePath;
}
} 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) {
if (!bootPending_) {
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 chat hotkey", 2.0f);
} else {
OpenChat(true);
}
} else {
OpenChat(false);
}
} else if (!g_Config.bEnableNetworkChat) {
if (chatButton_) {
RecreateViews();
}
}
} 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.
// Don't do it on the first resume though, in case we launch directly into emuscreen, like from a frontend - see #18926
if (!equals(value, "first")) {
screenManager()->push(new GamePauseScreen(gamePath_, bootPending_));
}
}
}
} 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);
bool ignoreGamepad = false;
if (chatMenu_ && chatMenu_->GetVisibility() == UI::V_VISIBLE) {
// Avoid pressing touch button behind the chat
if (chatMenu_->Contains(touch.x, touch.y)) {
ignoreGamepad = true;
}
}
if (touch.flags & TouchInputFlags::DOWN) {
if (!(g_Config.bShowImDebugger && imguiInited_) && !ignoreGamepad) {
// This just prevents the gamepad from timing out.
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::STATUS_ICON, temp, "", "I_FAST_FORWARD", 1.5f, "altspeed");
g_OSD.SetFlags("altspeed", OSDMessageFlags::Transparent);
}
// NOTE: This is unsynchronized! We should have as little as possible in here.
void EmuScreen::OnVKey(VirtKey virtualKeyCode, bool down) {
if (!IsOnTop())
return;
auto sc = GetI18NCategory(I18NCat::SCREEN);
auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS);
switch (virtualKeyCode) {
case VIRTKEY_FASTFORWARD:
if (down && !NetworkWarnUserIfOnlineAndCantSpeed() && !bootPending_) {
/*
// 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_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_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();
}
// Synchronized processing of virtkeys.
void EmuScreen::ProcessVKey(VirtKey virtKey) {
auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS);
auto sc = GetI18NCategory(I18NCat::SCREEN);
switch (virtKey) {
case VIRTKEY_PAUSE:
// Note: We don't check NetworkWarnUserIfOnlineAndCantSpeed, because we can keep
// running in the background of the menu.
pauseTrigger_ = true;
break;
case VIRTKEY_SCREENSHOT:
TakeUserScreenshot();
break;
case VIRTKEY_TOGGLE_DEBUGGER:
g_Config.bShowImDebugger = !g_Config.bShowImDebugger;
break;
case VIRTKEY_TOGGLE_TILT:
g_Config.bTiltInputEnabled = !g_Config.bTiltInputEnabled;
if (!g_Config.bTiltInputEnabled) {
// Reset whatever got tilted.
switch (g_Config.iTiltInputType) {
case TILT_ANALOG:
__CtrlSetAnalogXY(0, 0, 0);
break;
case TILT_ACTION_BUTTON:
__CtrlUpdateButtons(0, CTRL_CROSS | CTRL_CIRCLE | CTRL_SQUARE | CTRL_TRIANGLE);
break;
case TILT_DPAD:
__CtrlUpdateButtons(0, CTRL_UP | CTRL_DOWN | CTRL_LEFT | CTRL_RIGHT);
break;
case TILT_TRIGGER_BUTTONS:
__CtrlUpdateButtons(0, CTRL_LTRIGGER | CTRL_RTRIGGER);
break;
}
}
break;
case VIRTKEY_OPENCHAT:
if (g_Config.bEnableNetworkChat && !g_Config.bShowImDebugger) {
UI::EventParams e{};
g_controlMapper.ForceReleaseVKey(VIRTKEY_OPENCHAT);
OpenChat(true);
}
break;
case VIRTKEY_AXIS_SWAP_TOGGLE:
g_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_SUCCESS, sc->T("saveNewTextures_true", "Textures will now be saved to your storage"), 2.0, "savetexturechanged");
} else {
g_OSD.Show(OSDType::MESSAGE_INFO, sc->T("saveNewTextures_false", "Texture saving was disabled"), 2.0, "savetexturechanged");
}
System_PostUIMessage(UIMessage::GPU_CONFIG_CHANGED);
break;
case VIRTKEY_TEXTURE_REPLACE:
g_Config.bReplaceTextures = !g_Config.bReplaceTextures;
if (g_Config.bReplaceTextures) {
g_OSD.Show(OSDType::MESSAGE_SUCCESS, 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:
{
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(GetDeviceOrientation());
config.iInternalScreenRotation = ROTATION_LOCKED_VERTICAL;
break;
}
case VIRTKEY_SCREEN_ROTATION_VERTICAL180:
{
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(GetDeviceOrientation());
config.iInternalScreenRotation = ROTATION_LOCKED_VERTICAL180;
break;
}
case VIRTKEY_SCREEN_ROTATION_HORIZONTAL:
{
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(GetDeviceOrientation());
config.iInternalScreenRotation = ROTATION_LOCKED_HORIZONTAL;
break;
}
case VIRTKEY_SCREEN_ROTATION_HORIZONTAL180:
{
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(GetDeviceOrientation());
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_cstr("Enable networking"), g_Config.bEnableWlan ? di->T_cstr("Enabled") : di->T_cstr("Disabled")), 2.0, "toggle_wlan");
}
break;
case VIRTKEY_TOGGLE_FULLSCREEN:
// TODO: Limit to platforms that can support fullscreen.
g_Config.bFullScreen = !g_Config.bFullScreen;
System_ApplyFullscreenState();
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 {
GamepadResetTouch();
}
} else {
// If touch controls are disabled though, they'll get enabled.
g_Config.bShowTouchControls = true;
RecreateViews();
GamepadTouch();
}
break;
case VIRTKEY_REWIND:
if (!Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
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_PAUSE_NO_MENU:
if (!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_EXIT_APP:
{
if (!bootPending_) {
std::string confirmExitMessage = GetConfirmExitMessage();
if (!confirmExitMessage.empty()) {
auto di = GetI18NCategory(I18NCat::DIALOG);
auto mm = GetI18NCategory(I18NCat::MAINMENU);
confirmExitMessage += '\n';
confirmExitMessage += di->T("Are you sure you want to exit?");
screenManager()->push(new UI::MessagePopupScreen(mm->T("Exit"), confirmExitMessage, di->T("Yes"), di->T("No"), [=](bool result) {
if (result) {
System_ExitApp();
}
}));
} else {
System_ExitApp();
}
}
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 user-friendly way to resume, other than PAUSE_NO_MENU or the debugger.
if (!NetworkWarnUserIfOnlineAndCantSpeed()) {
if (Core_IsStepping()) {
Core_Resume();
frameStep_ = true;
} else {
Core_Break(BreakReason::FrameAdvance);
}
}
break;
case VIRTKEY_SPEED_TOGGLE:
if (!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_RESET_EMULATION:
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
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_SAVE_STATE:
if (!Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
SaveState::SaveSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, &AfterSaveStateAction);
}
break;
case VIRTKEY_LOAD_STATE:
if (!Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
SaveState::LoadSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, &AfterSaveStateAction);
}
break;
case VIRTKEY_PREVIOUS_SLOT:
if (!Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate()) {
SaveState::PrevSlot();
System_PostUIMessage(UIMessage::SAVESTATE_DISPLAY_SLOT);
}
break;
case VIRTKEY_NEXT_SLOT:
if (!Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate()) {
SaveState::NextSlot();
System_PostUIMessage(UIMessage::SAVESTATE_DISPLAY_SLOT);
}
break;
default:
break;
}
}
void EmuScreen::OnVKeyAnalog(VirtKey virtualKeyCode, float value) {
if (!IsOnTop())
return;
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 & (KeyInputFlags::DOWN | KeyInputFlags::UP)) {
bool down = (key.flags & KeyInputFlags::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;
}
}
const bool chatMenuOpen = chatMenu_ && chatMenu_->GetVisibility() == UI::V_VISIBLE;
if (chatMenuOpen || (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 & (KeyInputFlags::UP | KeyInputFlags::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 g_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) {
g_controlMapper.Key(key, &pauseTrigger_);
}
break;
case DEVICE_ID_MOUSE:
if (!ImGui::GetIO().WantCaptureMouse) {
g_controlMapper.Key(key, &pauseTrigger_);
}
break;
default:
g_controlMapper.Key(key, &pauseTrigger_);
break;
}
} else {
// Let up-events through to the controlMapper_ so input doesn't get stuck.
if (key.flags & KeyInputFlags::UP) {
g_controlMapper.Key(key, &pauseTrigger_);
}
}
return UIScreen::UnsyncKey(key);
}
return g_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 g_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 & KeyInputFlags::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 if (g_Config.bMouseControl && !(touch.flags & TouchInputFlags::UP) && (touch.flags & TouchInputFlags::MOUSE)) {
// don't do anything as the mouse pointer is hidden in this case.
// But we let touch-up events through to avoid getting stuck if the user toggles mouse control.
} else {
// Handle closing the chat menu if touched outside it.
if (chatMenu_ && chatMenu_->GetVisibility() == UI::V_VISIBLE) {
// Avoid pressing touch button behind the chat
if (!chatMenu_->Contains(touch.x, touch.y)) {
if ((touch.flags & TouchInputFlags::DOWN) != 0) {
chatMenu_->Close();
if (chatButton_)
chatButton_->SetVisibility(UI::V_VISIBLE);
UI::EnableFocusMovement(false);
}
}
}
UIScreen::touch(touch);
}
}
// 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, Centering::Both);
case ScreenEdgePosition::BOTTOM_CENTER: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), NONE, NONE, yOffset, Centering::Both);
case ScreenEdgePosition::BOTTOM_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, NONE, xOffset, yOffset, Centering::Both);
case ScreenEdgePosition::TOP_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, yOffset, NONE, NONE, Centering::Both);
case ScreenEdgePosition::TOP_CENTER: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, bounds.centerX(), yOffset, NONE, NONE, Centering::Both);
case ScreenEdgePosition::TOP_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, yOffset, xOffset, NONE, Centering::Both);
case ScreenEdgePosition::CENTER_LEFT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, bounds.centerY(), NONE, NONE, Centering::Both);
case ScreenEdgePosition::CENTER_RIGHT: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, NONE, bounds.centerY(), xOffset, NONE, Centering::Both);
default: return new AnchorLayoutParams(WRAP_CONTENT, WRAP_CONTENT, xOffset, NONE, NONE, yOffset, Centering::Both);
}
}
void EmuScreen::CreateViews() {
using namespace UI;
auto di = GetI18NCategory(I18NCat::DIALOG);
auto dev = GetI18NCategory(I18NCat::DEVELOPER);
auto sc = GetI18NCategory(I18NCat::SCREEN);
const DeviceOrientation deviceOrientation = GetDeviceOrientation();
TouchControlConfig &touch = g_Config.GetTouchControlsConfig(deviceOrientation);
const Bounds &bounds = GetLayoutBounds(*screenManager()->getUIContext());
InitPadLayout(&touch, deviceOrientation, bounds.w, bounds.h);
root_ = CreatePadLayout(touch, bounds.w, bounds.h, &pauseTrigger_, &g_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, Centering::Both));
buttons->SetSpacing(20.0f);
root_->Add(buttons);
resumeButton_ = buttons->Add(new Button(dev->T("Resume")));
resumeButton_->OnClick.Add([](UI::EventParams &) {
if (coreState == CoreState::CORE_RUNTIME_ERROR) {
// Force it!
Memory::MemFault_IgnoreLastCrash();
coreState = CoreState::CORE_RUNNING_CPU;
}
});
resumeButton_->SetVisibility(V_GONE);
resetButton_ = buttons->Add(new Button(di->T("Reset")));
resetButton_->OnClick.Add([](UI::EventParams &) {
if (coreState == CoreState::CORE_RUNTIME_ERROR) {
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
}
});
resetButton_->SetVisibility(V_GONE);
backButton_ = buttons->Add(new Button(di->T("Back")));
backButton_->OnClick.Add([this](UI::EventParams &) {
this->pauseTrigger_ = true;
});
backButton_->SetVisibility(V_GONE);
cardboardDisableButton_ = root_->Add(new Button(sc->T("Cardboard VR OFF"), new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 30, Centering::Both)));
DeviceOrientation orientation = GetDeviceOrientation();
cardboardDisableButton_->OnClick.Add([deviceOrientation](UI::EventParams &) {
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(deviceOrientation);
config.bEnableCardboardVR = false;
});
cardboardDisableButton_->SetVisibility(V_GONE);
cardboardDisableButton_->SetScale(0.65f); // make it smaller - this button can be in the way otherwise.
chatButton_ = nullptr;
chatMenu_ = nullptr;
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);
chatButton_ = root_->Add(new ChoiceWithValueDisplay(&newChatMessages_, n->T("Chat"), layoutParams));
chatButton_->OnClick.Add([this](UI::EventParams &e) {
// Really, the check here should be "has a hard keyboard".
bool focus = System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_DESKTOP;
OpenChat(focus);
});
}
chatMenu_ = root_->Add(new ChatMenu(GetRequesterToken(), screenManager()->getUIContext()->GetBounds(), screenManager(), new LayoutParams(FILL_PARENT, FILL_PARENT)));
chatMenu_->SetVisibility(UI::V_GONE);
}
saveStatePreview_ = new AsyncImageFileView(Path(), IS_FIXED, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, Centering::Both));
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, 70, 70, Centering::Both)));
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);
}
});
// Will become visible along with the loadingView.
loadingBG->SetVisibility(V_INVISIBLE);
}
void EmuScreen::deviceLost() {
// If we are currently in the middle of boot, we have to block here!
// Otherwise the boot thread will encounter draw_ == nullptr and weird stuff like that.
// We're doing this in a very ugly way for now.
while (PollBootState() == BootState::Booting) {
sleep_ms(100, "device-lost-during-boot");
}
UIScreen::deviceLost();
if (imguiInited_) {
if (imDebugger_) {
imDebugger_->DeviceLost();
}
ImGui_ImplThin3d_DestroyDeviceObjects();
}
}
void EmuScreen::deviceRestored(Draw::DrawContext *draw) {
UIScreen::deviceRestored(draw);
if (imguiInited_) {
ImGui_ImplThin3d_CreateDeviceObjects(draw);
}
}
void EmuScreen::OnDevTools(UI::EventParams &params) {
DevMenuScreen *devMenu = new DevMenuScreen(gamePath_, I18NCat::DEVELOPER);
if (params.v)
devMenu->SetPopupOrigin(params.v);
screenManager()->push(devMenu);
}
void EmuScreen::OpenChat(bool focus) {
if (chatButton_ != nullptr && chatButton_->GetVisibility() == UI::V_VISIBLE) {
chatButton_->SetVisibility(UI::V_GONE);
}
if (chatMenu_ != nullptr) {
chatMenu_->SetVisibility(UI::V_VISIBLE);
if (focus) {
UI::EnableFocusMovement(true);
root_->SetDefaultFocusView(chatMenu_);
chatMenu_->SetFocus(UI::FocusFlags::CAUSE_FORCED);
UI::View *focused = UI::GetFocusedView();
if (focused) {
root_->SubviewFocused(focused);
}
}
}
}
// To avoid including proAdhoc.h, which includes a lot of stuff.
int GetChatMessageCount();
ViewLayoutMode EmuScreen::LayoutMode() const {
return ViewLayoutMode::ApplyInsets;
}
void EmuScreen::update() {
using namespace UI;
// This is where views are recreated.
UIScreen::update();
resumeButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR && Memory::MemFault_MayBeResumable() ? V_VISIBLE : V_GONE);
resetButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR ? V_VISIBLE : V_GONE);
backButton_->SetVisibility(coreState == CoreState::CORE_RUNTIME_ERROR ? V_VISIBLE : V_GONE);
if (chatButton_ && chatMenu_) {
if (chatMenu_->GetVisibility() != V_GONE) {
chatMessages_ = GetChatMessageCount();
newChatMessages_ = 0;
} else {
int diff = GetChatMessageCount() - chatMessages_;
// Cap the count at 50.
newChatMessages_ = diff > 50 ? 50 : diff;
}
}
// Simply forcibly update to the current screen size every frame. Doesn't cost much.
// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
// TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too.
#ifndef _WIN32
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
PSP_CoreParameter().pixelWidth = g_display.pixel_xres * bounds.w / g_display.dp_xres;
PSP_CoreParameter().pixelHeight = g_display.pixel_yres * bounds.h / g_display.dp_yres;
#endif
if (PSP_IsInited()) {
UpdateUIState(coreState != CORE_RUNTIME_ERROR ? UISTATE_INGAME : UISTATE_EXCEPTION);
}
if (errorMessage_.size()) {
auto err = GetI18NCategory(I18NCat::ERRORS);
auto di = GetI18NCategory(I18NCat::DIALOG);
std::string errLoadingFile = GetFriendlyPath(gamePath_) + "\n\n";
errLoadingFile.append(err->T("Error loading file", "Could not load game"));
errLoadingFile.append("\n");
errLoadingFile.append(errorMessage_);
// Can't really use the MessagePopupScreen here because we don't have a good looking background.
screenManager()->push(new PromptScreen(gamePath_, errLoadingFile, di->T("OK"), ""));
errorMessage_.clear();
quit_ = true;
return;
}
if (pauseTrigger_) {
pauseTrigger_ = false;
screenManager()->push(new GamePauseScreen(gamePath_, bootPending_));
}
if (!PSP_IsInited())
return;
double now = time_now_d();
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(GetDeviceOrientation());
g_controlMapper.UpdateConfig(config);
if (saveStatePreview_ && !bootPending_) {
int currentSlot = SaveState::GetCurrentSlot();
if (saveStateSlot_ != currentSlot) {
saveStateSlot_ = currentSlot;
const std::string gamePrefix = SaveState::GetGamePrefix(g_paramSFO);
Path fn;
if (SaveState::HasSaveInSlot(gamePrefix, currentSlot)) {
fn = SaveState::GenerateSaveSlotPath(gamePrefix, currentSlot, SaveState::SCREENSHOT_EXTENSION);
}
saveStatePreview_->SetFilename(fn);
if (!fn.empty()) {
saveStatePreview_->SetVisibility(UI::V_VISIBLE);
saveStatePreviewShownTime_ = now;
} else {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) {
double endTime = saveStatePreviewShownTime_ + 2.0;
float alpha = clamp_value((endTime - now) * 4.0, 0.0, 1.0);
saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha));
if (now - saveStatePreviewShownTime_ > 2) {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
}
}
bool EmuScreen::checkPowerDown() {
// This is for handling things like sceKernelExitGame().
// Also for REQUEST_STOP.
if (coreState == CORE_POWERDOWN && PSP_GetBootState() == BootState::Complete && !bootPending_) {
INFO_LOG(Log::System, "SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
return true;
}
return false;
}
ScreenRenderRole EmuScreen::renderRole(bool isTop) const {
auto CanBeBackground = [&]() -> bool {
if (skipBufferEffects_) {
return isTop || (g_Config.bTransparentBackground && ShouldRunBehind());
}
if (!g_Config.bTransparentBackground && !isTop) {
if (ShouldRunBehind() || screenManager()->topScreen()->wantBrightBackground())
return true;
return false;
}
if (!PSP_IsInited() && !bootPending_) {
return false;
}
return true;
};
ScreenRenderRole role = ScreenRenderRole::MUST_BE_FIRST;
if (CanBeBackground()) {
role |= ScreenRenderRole::CAN_BE_BACKGROUND;
}
return role;
}
void EmuScreen::darken() {
if (screenManager()->topScreen()->wantBrightBackground()) {
return;
}
UIContext &dc = *screenManager()->getUIContext();
uint32_t color = GetBackgroundColorWithAlpha(dc);
dc.Begin();
dc.RebindTexture();
dc.FillRect(UI::Drawable(color), dc.GetBounds());
dc.Flush();
}
void EmuScreen::HandleFlip() {
Achievements::FrameUpdate();
// This video dumping stuff is bad. Or at least completely broken with frameskip..
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && !startDumping_) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
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_) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
avi.Stop();
g_OSD.Show(OSDType::MESSAGE_INFO, sy->T("AVI Dump stopped."), 3.0f, "avi_dump");
Path lastFilename = avi.LastFilename();
g_OSD.SetClickCallback("avi_dump", [lastFilename]() {
System_ShowFileInFolder(lastFilename);
});
startDumping_ = false;
}
#endif
}
bool EmuScreen::ShouldRunEmulation(ScreenRenderMode mode) const {
if (!(mode & ScreenRenderMode::TOP) && !ShouldRunBehind() && strcmp(screenManager()->topScreen()->tag(), "DevMenu") != 0) {
return false;
}
return true;
}
ScreenRenderFlags EmuScreen::PreRender(ScreenRenderMode mode) {
// If a boot is in progress, update it.
ProcessGameBoot(gamePath_);
using namespace Draw;
skipBufferEffects_ = g_Config.bSkipBufferEffects;
if (!skipBufferEffects_ && PSP_IsInited()) {
if (ShouldRunEmulation(mode)) {
// We need to run emulation here, and perform all the normal render passes.
return RunEmulation(false);
} else if (gpu) {
// Need to check for gpu here, we might be in reset.
const DeviceOrientation orientation = GetDeviceOrientation();
const DisplayLayoutConfig &displayLayoutConfig = g_Config.GetDisplayLayoutConfig(orientation);
// We run just the post shaders.
gpu->PrepareCopyDisplayToOutput(displayLayoutConfig);
// Screens on top like reporting might want to take screenshots of existing framebuffers.
ScreenshotNotifyPostGameRender(screenManager()->getDrawContext());
}
}
return ScreenRenderFlags::NONE;
}
ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
// Moved from update, because we want it to be possible for booting to happen even when the screen
// is in the background, like when choosing Reset from the pause menu.
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
if (!draw) {
return ScreenRenderFlags::NONE; // shouldn't really happen but I've seen a suspicious stack trace..
}
ScreenRenderFlags screenRenderFlags = ScreenRenderFlags::NONE;
if (mode & ScreenRenderMode::TOP) {
System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
}
const DeviceOrientation orientation = GetDeviceOrientation();
const DisplayLayoutConfig &displayLayoutConfig = g_Config.GetDisplayLayoutConfig(orientation);
// We might have a bad viewport after RunEmulation, reset.
Viewport viewport{0.0f, 0.0f, (float)g_display.pixel_xres, (float)g_display.pixel_yres, 0.0f, 1.0f};
if (!skipBufferEffects_ && !ShouldRunEmulation(mode)) {
if (gpu) {
gpu->CopyDisplayToOutput(displayLayoutConfig);
}
draw->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
darken();
return screenRenderFlags;
}
if (!PSP_IsInited() || readyToFinishBoot_) {
// 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->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
renderUI();
return screenRenderFlags;
}
if (skipBufferEffects_) {
// In skip buffer effects mode, we run emulation *after* the backbuffer bind.
screenRenderFlags = RunEmulation(true);
}
draw->SetViewport(viewport);
ProcessQueuedVKeys();
const bool skipBufferEffects = skipBufferEffects_;
// Gotta copy the output at some point. Also this is where we take the screenshot if needed.
if (gpu) {
gpu->CopyDisplayToOutput(displayLayoutConfig);
}
// Reset the viewport. Needed in case Cardboard or something similar was enabled.
draw->SetViewport(viewport);
Draw::BackendState state = draw->GetCurrentBackendState();
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 screenRenderFlags;
}
// NOTE: We don't check for powerdown if we're not the top screen.
checkPowerDown();
if (hasVisibleUI()) {
if (clearColor_) {
// This is used on the exception bluescreen for example.
draw->Clear(Draw::Aspect::COLOR_BIT, clearColor_, 0.0f, 0);
}
cardboardDisableButton_->SetVisibility(displayLayoutConfig.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE);
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 screenRenderFlags;
}
ScreenRenderFlags EmuScreen::RunEmulation(bool skipBufferEffects) {
using namespace Draw;
ScreenRenderFlags flags = ScreenRenderFlags::NONE;
g_OSD.NudgeIngameNotifications();
const DeviceOrientation orientation = GetDeviceOrientation();
const DisplayLayoutConfig &displayLayoutConfig = g_Config.GetDisplayLayoutConfig(orientation);
__DisplaySetDisplayLayoutConfig(displayLayoutConfig);
DrawContext *draw = screenManager()->getDrawContext();
const Draw::Viewport viewport{0.0f, 0.0f, (float)g_display.pixel_xres, (float)g_display.pixel_yres, 0.0f, 1.0f};
PSP_UpdateDebugStats((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::DEBUG_STATS || g_Config.bLogFrameDrops);
clearColor_ = 0;
bool blockedExecution = Achievements::IsBlockingExecution();
if (!blockedExecution) {
// We process savestates before running the frame.
SaveState::Process();
if (gpu) {
gpu->BeginHostFrame(displayLayoutConfig);
}
// 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_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 = frameStep_ ? CORE_STEPPING_CPU : 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;
} 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 (PSP_IsInited()) {
gpu->SetCurFramebufferDirty(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;
}
if (gpu) {
// Run post processing and other passes.
gpu->PrepareCopyDisplayToOutput(displayLayoutConfig);
gpu->EndHostFrame();
// The right time to run this
if (ScreenshotNotifyPostGameRender(draw) && skipBufferEffects) {
// Need to restore the backbuffer render pass, it probably got destroyed.
draw->BindFramebufferAsRenderTarget(nullptr, {RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR}, "BackBuffer");
}
}
if (SaveState::PollRestartNeeded() && !bootPending_) {
Achievements::UnloadGame();
PSP_Shutdown(true);
// Restart the boot process
bootPending_ = true;
bootIsReset_ = true;
RecreateViews();
_dbg_assert_(coreState == CORE_POWERDOWN);
if (!PSP_InitStart(PSP_CoreParameter())) {
bootPending_ = false;
WARN_LOG(Log::Loader, "Error resetting");
screenManager()->switchScreen(new MainScreen());
}
}
}
if (frameStep_) {
frameStep_ = false;
if (coreState == CORE_RUNNING_CPU) {
Core_Break(BreakReason::FrameAdvance, 0);
}
}
runImDebugger();
return flags;
}
void EmuScreen::runImDebugger() {
if (!lastImguiEnabled_ && g_Config.bShowImDebugger) {
#if !defined(MOBILE_DEVICE)
// On mobile devices (specifically iOS) we don't want to pop the keyboard
// on activating imgui. Instead, we should do it when a text edit field in imgui gets focus,
// although we'll still have ugly overlap problems.
System_NotifyUIEvent(UIEventNotification::TEXT_GOTFOCUS);
#endif
VERBOSE_LOG(Log::System, "activating keyboard");
} else if (lastImguiEnabled_ && !g_Config.bShowImDebugger) {
System_NotifyUIEvent(UIEventNotification::TEXT_LOSTFOCUS);
VERBOSE_LOG(Log::System, "deactivating keyboard");
}
lastImguiEnabled_ = g_Config.bShowImDebugger;
if (g_Config.bShowImDebugger) {
Draw::DrawContext *draw = screenManager()->getDrawContext();
if (!imguiInited_) {
// TODO: Do this only on demand.
IMGUI_CHECKVERSION();
ctx_ = ImGui::CreateContext();
ImGui_ImplPlatform_Init(GetSysDirectory(DIRECTORY_SYSTEM) / "imgui.ini");
imDebugger_ = std::make_unique<ImDebugger>();
// Read the TTF font
size_t propSize = 0;
const uint8_t *propFontData = g_VFS.ReadFile("Roboto_Condensed-Regular.ttf", &propSize);
size_t fixedSize = 0;
const uint8_t *fixedFontData = g_VFS.ReadFile("Inconsolata-Regular.ttf", &fixedSize);
// 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, propFontData, propSize, fixedFontData, fixedSize);
imguiInited_ = true;
}
if (PSP_IsInited()) {
_dbg_assert_(imDebugger_);
ImGui_ImplPlatform_NewFrame();
ImGui_ImplThin3d_NewFrame(draw, ui_draw2d.GetDrawMatrix());
ImGui::NewFrame();
if (imCmd_.cmd != ImCmd::NONE) {
imDebugger_->PostCmd(imCmd_);
imCmd_.cmd = ImCmd::NONE;
}
// Update keyboard modifiers.
auto &io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, keyCtrlLeft_ || keyCtrlRight_);
io.AddKeyEvent(ImGuiMod_Shift, keyShiftLeft_ || keyShiftRight_);
io.AddKeyEvent(ImGuiMod_Alt, keyAltLeft_ || keyAltRight_);
// io.AddKeyEvent(ImGuiMod_Super, e.key.super);
ImGuiID dockID = ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(), ImGuiDockNodeFlags_PassthruCentralNode | ImGuiDockNodeFlags_NoDockingOverCentralNode);
ImGuiDockNode* node = ImGui::DockBuilderGetCentralNode(dockID);
// Not elegant! But don't know how else to pass through the bounds, without making a mess.
Bounds centralNode(node->Pos.x, node->Pos.y, node->Size.x, node->Size.y);
SetOverrideScreenFrame(&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() && imDebugger_) {
ImGui_ImplThin3d_RenderDrawData(ImGui::GetDrawData(), draw);
}
}
}
bool EmuScreen::hasVisibleUI() {
// Regular but uncommon UI.
if (saveStatePreview_->GetVisibility() != UI::V_GONE || loadingSpinner_->GetVisibility() == UI::V_VISIBLE)
return true;
if (!g_OSD.IsEmpty() || g_Config.bShowTouchControls || g_Config.iShowStatusFlags != 0)
return true;
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(GetDeviceOrientation());
if (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 *draw = screenManager()->getDrawContext();
UIContext *ctx = screenManager()->getUIContext();
ctx->BeginFrame();
// This sets up some important states but not the viewport.
ctx->Begin();
if (root_) {
UI::LayoutViewHierarchy(*ctx, RootMargins(), root_, LayoutMode(), UseImmersiveMode());
root_->Draw(*ctx);
}
if (PSP_IsInited()) {
if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::CONTROL) {
DrawControlMapperOverlay(ctx, GetLayoutBounds(*ctx), g_controlMapper);
}
if (g_Config.iShowStatusFlags) {
DrawFPS(ctx, GetLayoutBounds(*ctx));
}
}
#ifdef USE_PROFILER
if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::FRAME_PROFILE && PSP_IsInited()) {
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::AutoLoadSaveState() {
if (autoLoadFailed_) {
return;
}
int autoSlot = -1;
std::string gamePrefix = SaveState::GetGamePrefix(g_paramSFO);
//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(gamePrefix);
break;
case (int)AutoLoadSaveState::NEWEST: // "Newest Save"
autoSlot = SaveState::GetNewestSlot(gamePrefix);
break;
default: // try the specific save state slot specified
autoSlot = (SaveState::HasSaveInSlot(gamePrefix, g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1;
break;
}
if (g_Config.iAutoLoadSaveState && autoSlot != -1) {
SaveState::LoadSlot(gamePrefix, autoSlot, [this, autoSlot](SaveState::Status status, std::string_view message) {
AfterSaveStateAction(status, message);
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (status == SaveState::Status::FAILURE) {
autoLoadFailed_ = true;
} else {
std::string msg = std::string(sy->T("Auto Load Savestate")) + ": " + StringFromFormat("%d", autoSlot);
g_OSD.Show(OSDType::MESSAGE_SUCCESS, msg, 2.0f, "autoload");
}
});
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();
}