Files
ppsspp/UI/PauseScreen.cpp
2026-04-28 22:17:24 +02:00

930 lines
35 KiB
C++

// Copyright (c) 2014- 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 <algorithm>
#include <memory>
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/Context.h"
#include "Common/UI/UIScreen.h"
#include "Common/UI/PopupScreens.h"
#include "Common/UI/Notice.h"
#include "Common/GPU/thin3d.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Data/Text/Parsers.h"
#include "Common/StringUtils.h"
#include "Common/System/OSD.h"
#include "Common/System/Request.h"
#include "Common/VR/PPSSPPVR.h"
#include "Common/UI/AsyncImageFileView.h"
#include "Core/KeyMap.h"
#include "Core/Reporting.h"
#include "Core/Dialog/PSPSaveDialog.h"
#include "Core/SaveState.h"
#include "Core/System.h"
#include "Core/Core.h"
#include "Core/Config.h"
#include "Core/RetroAchievements.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceUmd.h"
#include "Core/HLE/sceNet.h"
#include "Core/HLE/sceNetInet.h"
#include "Core/HLE/sceNetAdhoc.h"
#include "Core/Util/GameDB.h"
#include "Core/HLE/NetAdhocCommon.h"
#include "GPU/GPUCommon.h"
#include "GPU/GPUState.h"
#include "UI/EmuScreen.h"
#include "UI/PauseScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/ReportScreen.h"
#include "UI/CwCheatScreen.h"
#include "UI/MainScreen.h"
#include "UI/GameScreen.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GameInfoCache.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/RetroAchievementScreens.h"
#include "UI/TouchControlLayoutScreen.h"
#include "UI/BackgroundAudio.h"
#include "UI/MiscViews.h"
#include "UI/AdhocServerScreen.h"
// This is in an objective-C file.
#if PPSSPP_PLATFORM(IOS)
void copyDeepLinkForPath(std::string_view filePath);
#endif
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);
}
}
class ScreenshotViewScreen : public UI::PopupScreen {
public:
ScreenshotViewScreen(const Path &screenshotFilename, std::string_view saveStatePrefix, std::string_view title, int slot, Path gamePath)
: PopupScreen(title), screenshotFilename_(screenshotFilename), saveStatePrefix_(saveStatePrefix), slot_(slot), gamePath_(gamePath), title_(title) {}
int GetSlot() const {
return slot_;
}
const char *tag() const override { return "ScreenshotView"; }
protected:
bool FillVertical() const override { return false; }
UI::Size PopupWidth() const override { return 500; }
bool ShowButtons() const override { return true; }
void CreatePopupContents(UI::ViewGroup *parent) override {
using namespace UI;
auto pa = GetI18NCategory(I18NCat::PAUSE);
auto di = GetI18NCategory(I18NCat::DIALOG);
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0f));
LinearLayout *content = new LinearLayout(ORIENT_VERTICAL);
Margins contentMargins(10, 0);
content->Add(new AsyncImageFileView(screenshotFilename_, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
GridLayoutSettings gridsettings(235, 64, 10);
gridsettings.fillCells = true;
GridLayout *grid = content->Add(new GridLayoutList(gridsettings, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Margins(10, 0))));
const bool hasUndo = SaveState::HasUndoSaveInSlot(saveStatePrefix_, slot_);
const bool undoEnabled = g_Config.bEnableStateUndo;
Choice *undoButton = nullptr;
if (undoEnabled || hasUndo) {
// Show the undo button if state undo is enabled in settings, OR one is available. We can load it
// even if making new undo states is not enabled.
undoButton = new Choice(pa->T("Undo last save"));
undoButton->SetEnabled(hasUndo);
}
grid->Add(new Choice(pa->T("Save State"), ImageID("I_FILE_SAVE")))->OnClick.Handle(this, &ScreenshotViewScreen::OnSaveState);
// We can unconditionally show the load state button, because you can only pop this dialog up if a state exists.
grid->Add(new Choice(pa->T("Load State"), ImageID("I_FOLDER_OPEN")))->OnClick.Handle(this, &ScreenshotViewScreen::OnLoadState);
grid->Add(new Choice(di->T("Delete"), ImageID("I_TRASHCAN")))->OnClick.Handle(this, &ScreenshotViewScreen::OnDeleteState);
if (undoButton) {
grid->Add(undoButton)->OnClick.Handle(this, &ScreenshotViewScreen::OnUndoState);
}
grid->Add(new Choice(di->T("Back"), ImageID("I_NAVIGATE_BACK")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
scroll->Add(content);
parent->Add(scroll);
}
private:
void OnSaveState(UI::EventParams &e);
void OnLoadState(UI::EventParams &e);
void OnUndoState(UI::EventParams &e);
void OnDeleteState(UI::EventParams &e);
Path screenshotFilename_;
Path gamePath_;
std::string saveStatePrefix_;
std::string title_;
int slot_;
};
void ScreenshotViewScreen::OnSaveState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK); //OK will close the pause screen as well
}
}
void ScreenshotViewScreen::OnLoadState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK);
}
}
void ScreenshotViewScreen::OnUndoState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
SaveState::UndoSaveSlot(saveStatePrefix_, slot_);
TriggerFinish(DR_YES); // DR_YES signals that we need a refresh, but not to close the pause menu.
}
}
void ScreenshotViewScreen::OnDeleteState(UI::EventParams &e) {
auto di = GetI18NCategory(I18NCat::DIALOG);
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GameInfoFlags::PARAM_SFO);
std::string_view title = di->T("Delete");
std::string message = std::string(di->T("DeleteConfirmSaveState")) + "\n\n" + info->GetTitle() + " (" + info->id + ")";
message += "\n\n" + title_;
// TODO: Also show the screenshot on the confirmation screen?
screenManager()->push(new UI::MessagePopupScreen(title, message, di->T("Delete"), di->T("Cancel"), [this](bool result) {
if (result) {
SaveState::DeleteSlot(saveStatePrefix_, slot_);
TriggerFinish(DR_YES); // DR_YES signals that we need a refresh, but not to close the pause menu.
}
}));
}
class SaveSlotView : public UI::LinearLayout {
public:
SaveSlotView(std::string_view saveStatePrefix, int slot, UI::LayoutParams *layoutParams = nullptr);
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
w = 500; h = 90;
}
void Draw(UIContext &dc) override;
int GetSlot() const {
return slot_;
}
Path GetScreenshotFilename() const {
return screenshotFilename_;
}
std::string GetScreenshotTitle() const {
return SaveState::GetSlotDateAsString(saveStatePrefix_, slot_);
}
UI::Event OnStateLoaded;
UI::Event OnStateSaved;
UI::Event OnScreenshotClicked;
UI::Event OnSelected;
private:
void OnSaveState(UI::EventParams &e);
void OnLoadState(UI::EventParams &e);
UI::Button *saveStateButton_ = nullptr;
UI::Button *loadStateButton_ = nullptr;
int slot_;
std::string saveStatePrefix_;
Path screenshotFilename_;
};
SaveSlotView::SaveSlotView(std::string_view saveStatePrefix, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(ORIENT_HORIZONTAL, layoutParams), slot_(slot), saveStatePrefix_(saveStatePrefix) {
using namespace UI;
screenshotFilename_ = SaveState::GenerateSaveSlotPath(saveStatePrefix_, slot, SaveState::SCREENSHOT_EXTENSION);
std::string number = StringFromFormat("%d", slot + 1);
Add(new Spacer(5));
// TEMP HACK: use some other view, like a Choice, themed differently to enable keyboard access to selection.
ClickableTextView *numberView = Add(new ClickableTextView(number, new LinearLayoutParams(40.0f, WRAP_CONTENT, 0.0f, Gravity::G_VCENTER)));
numberView->SetBig(true);
numberView->OnClick.Add([this](UI::EventParams &e) {
e.v = this;
OnSelected.Trigger(e);
});
AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, new UI::LayoutParams(82 * 2, 47 * 2)));
auto pa = GetI18NCategory(I18NCat::PAUSE);
auto sy = GetI18NCategory(I18NCat::SYSTEM);
LinearLayout *lines = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
lines->SetSpacing(2.0f);
Add(lines);
LinearLayout *buttons = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
buttons->SetSpacing(10.0f);
lines->Add(buttons);
saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, Gravity::G_VCENTER)));
saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState);
fv->OnClick.Add([this](UI::EventParams &e) {
e.v = this;
OnScreenshotClicked.Trigger(e);
});
if (SaveState::HasSaveInSlot(saveStatePrefix_, slot_)) {
if (!Achievements::HardcoreModeActive()) {
loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, Gravity::G_VCENTER)));
loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
}
std::string dateStr = SaveState::GetSlotDateAsString(saveStatePrefix_, slot_);
if (slot_ == g_Config.iAutoLoadSaveState - 3) {
dateStr += " (" + std::string(sy->T("Auto load savestate")) + ")";
}
if (!dateStr.empty()) {
TextView *dateView = new TextView(dateStr, new LinearLayoutParams(0.0, Gravity::G_VCENTER));
dateView->SetSmall(true);
lines->Add(dateView)->SetShadow(true);
}
} else {
fv->SetFilename(Path());
}
}
void SaveSlotView::Draw(UIContext &dc) {
if (g_Config.iCurrentStateSlot == slot_) {
dc.FillRect(UI::Drawable(0x70000000), GetBounds().Expand(3));
dc.FillRect(UI::Drawable(0x70FFFFFF), GetBounds().Expand(3));
}
UI::LinearLayout::Draw(dc);
}
void SaveSlotView::OnLoadState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
UI::EventParams e2{};
e2.v = this;
OnStateLoaded.Trigger(e2);
}
}
void SaveSlotView::OnSaveState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
UI::EventParams e2{};
e2.v = this;
OnStateSaved.Trigger(e2);
}
}
void GamePauseScreen::update() {
UpdateUIState(UISTATE_PAUSEMENU);
UIScreen::update();
if (finishNextFrame_) {
TriggerFinish(finishNextFrameResult_);
finishNextFrame_ = false;
}
const bool networkConnected = IsNetworkConnected();
const InfraDNSConfig &dnsConfig = GetInfraDNSConfig();
if (g_netInited != lastNetInited_ || netInetInited != lastNetInetInited_ || lastAdhocServerConnected_ != g_adhocServerConnected || lastOnline_ != networkConnected || lastDNSConfigLoaded_ != dnsConfig.loaded) {
INFO_LOG(Log::sceNet, "Network status changed (or pause dialog just popped up), recreating views");
RecreateViews();
lastNetInetInited_ = netInetInited;
lastNetInited_ = g_netInited;
lastAdhocServerConnected_ = g_adhocServerConnected;
lastOnline_ = networkConnected;
lastDNSConfigLoaded_ = dnsConfig.loaded;
}
if (playButton_) {
const bool mustRunBehind = MustRunBehind();
playButton_->SetEnabled(!mustRunBehind);
}
SetVRAppMode(VRAppMode::VR_MENU_MODE);
}
GamePauseScreen::GamePauseScreen(const Path &filename, bool bootPending)
: UIBaseDialogScreen(filename), bootPending_(bootPending) {
// So we can tell if something blew up while on the pause screen.
std::string assertStr = "PauseScreen: " + filename.GetFilename();
SetExtraAssertInfo(assertStr.c_str());
saveStatePrefix_ = SaveState::GetGamePrefix(g_paramSFO);
SaveState::Rescan(saveStatePrefix_);
g_controlMapper.AddListener(this);
createdTime_ = time_now_d();
}
GamePauseScreen::~GamePauseScreen() {
g_controlMapper.RemoveListener(this);
__DisplaySetWasPaused();
}
bool GamePauseScreen::UnsyncKey(const KeyInput &key) {
int retval = UIScreen::UnsyncKey(key);
bool pauseTrigger = false;
return retval || g_controlMapper.Key(key, &pauseTrigger);
}
void GamePauseScreen::UnsyncAxis(const AxisInput *axes, size_t count) {
UIScreen::UnsyncAxis(axes, count);
g_controlMapper.Axis(axes, count);
}
void GamePauseScreen::OnVKey(VirtKey virtualKeyCode, bool down) {
// Simple de-bounce using createdTime_, just to be safe.
if (down && virtualKeyCode == VIRTKEY_PAUSE && time_now_d() > createdTime_ + 0.1) {
finishNextFrame_ = true;
finishNextFrameResult_ = DR_BACK;
}
}
void GamePauseScreen::CreateSavestateControls(UI::LinearLayout *leftColumnItems, UI::LinearLayout **extraRow) {
auto pa = GetI18NCategory(I18NCat::PAUSE);
using namespace UI;
leftColumnItems->SetSpacing(10.0);
for (int i = 0; i < g_Config.iSaveStateSlotCount; i++) {
SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(saveStatePrefix_, i, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Gravity::G_HCENTER, Margins(0,0,0,0))));
slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
slot->OnScreenshotClicked.Add([this](UI::EventParams &e) {
SaveSlotView *v = static_cast<SaveSlotView *>(e.v);
int slot = v->GetSlot();
g_Config.iCurrentStateSlot = v->GetSlot();
if (SaveState::HasSaveInSlot(saveStatePrefix_, slot)) {
Path fn = v->GetScreenshotFilename();
std::string title = v->GetScreenshotTitle();
Screen *screen = new ScreenshotViewScreen(fn, saveStatePrefix_, title, v->GetSlot(), gamePath_);
screenManager()->push(screen);
}
});
slot->OnSelected.Add([this](UI::EventParams &e) {
SaveSlotView *v = static_cast<SaveSlotView *>(e.v);
g_Config.iCurrentStateSlot = v->GetSlot();
RecreateViews();
});
}
*extraRow = nullptr;
LinearLayout *buttonRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(Margins(10, 0, 0, 10)));
if (g_Config.bEnableStateUndo && !Achievements::HardcoreModeActive() && NetworkAllowSaveState()) {
UI::Choice *saveUndoButton = buttonRow->Add(new Choice(pa->T("Undo last save"), ImageID("I_NAVIGATE_BACK"), new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)));
saveUndoButton->SetEnabled(SaveState::HasUndoLastSave(saveStatePrefix_));
saveUndoButton->OnClick.Add([this](UI::EventParams &e) {
SaveState::UndoLastSave(saveStatePrefix_);
RecreateViews();
});
UI::Choice *loadUndoButton = buttonRow->Add(new Choice(pa->T("Undo last load"), ImageID("I_NAVIGATE_BACK"), new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)));
loadUndoButton->SetEnabled(SaveState::HasUndoLoad(saveStatePrefix_));
loadUndoButton->OnClick.Add([this](UI::EventParams &e) {
SaveState::UndoLoad(saveStatePrefix_, &AfterSaveStateAction);
TriggerFinish(DR_CANCEL);
});
}
if (g_Config.iRewindSnapshotInterval > 0 && !Achievements::HardcoreModeActive() && NetworkAllowSaveState()) {
UI::Choice *rewindButton = buttonRow->Add(new Choice(pa->T("Rewind"), ImageID("I_REWIND"), new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)));
rewindButton->SetEnabled(SaveState::CanRewind());
rewindButton->OnClick.Add([this](UI::EventParams &e) {
SaveState::Rewind(&AfterSaveStateAction);
TriggerFinish(DR_CANCEL);
});
}
if (buttonRow->GetNumSubviews() == 0) {
delete buttonRow;
} else {
*extraRow = buttonRow;
}
}
UI::Margins GamePauseScreen::RootMargins() const {
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE && GetDeviceOrientation() == DeviceOrientation::Landscape) {
// Add some top margin on mobile so it isn't too close to the status bar, as we place buttons
// very close to the top of the screen.
return UI::Margins(0, 30, 0, 0);
} else {
return UI::Margins(0);
}
}
void GamePauseScreen::CreateViews() {
using namespace UI;
bool portrait = GetDeviceOrientation() == DeviceOrientation::Portrait;
Margins scrollMargins(0, 10, 0, 0);
Margins actionMenuMargins(0, 10, 15, 0);
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
auto pa = GetI18NCategory(I18NCat::PAUSE);
auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
auto nw = GetI18NCategory(I18NCat::NETWORKING);
auto di = GetI18NCategory(I18NCat::DIALOG);
auto co = GetI18NCategory(I18NCat::CONTROLS);
root_ = new LinearLayout(portrait ? ORIENT_VERTICAL : ORIENT_HORIZONTAL);
if (portrait) {
((LinearLayout *)root_)->SetSpacing(0);
}
if (portrait) {
// We have room for a title bar in portrait mode. Use the game DB title if available.
std::string title;
std::vector<GameDBInfo> dbInfos;
const bool inGameDB = g_gameDB.GetGameInfos(g_paramSFO.GetDiscID(), &dbInfos);
if (inGameDB) {
title = dbInfos[0].title;
} else {
title = g_paramSFO.GetValueString("TITLE");
}
TopBar *topBar = new TopBar(*screenManager()->getUIContext(), TopBarFlags::ContextMenuButton, title);
root_->Add(topBar);
topBar->OnContextMenuClick.Add([this, portrait](UI::EventParams &e) {
UI::View *srcView = e.v;
ShowContextMenu(srcView, portrait);
});
}
ViewGroup *saveScrollContainer = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f, scrollMargins));
root_->Add(saveScrollContainer);
ScrollView *saveStateScroll = saveScrollContainer->Add(new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f)));
saveStateScroll->SetShadows(false);
LinearLayout *saveDataScrollItems = new LinearLayoutList(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
saveStateScroll->Add(saveDataScrollItems);
saveDataScrollItems->SetSpacing(5.0f);
if (Achievements::IsActive()) {
// TODO: active subset?
saveDataScrollItems->Add(new GameAchievementSummaryView(0));
char buf[512];
size_t sz = Achievements::GetRichPresenceMessage(buf, sizeof(buf));
if (sz != (size_t)-1) {
saveDataScrollItems->Add(new TextView(std::string_view(buf, sz), FLAG_WRAP_TEXT, true, new UI::LinearLayoutParams(Margins(5, 5))));
}
}
if (IsNetworkConnected()) {
const InfraDNSConfig &dnsConfig = GetInfraDNSConfig();
LinearLayout *networkInfo = saveDataScrollItems->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Margins(12, 0))));
if (dnsConfig.loaded && __NetApctlConnected()) {
networkInfo->Add(new NoticeView(NoticeLevel::SUCCESS, ApplySafeSubstitutions("%1: %2", nw->T("Network connected"), nw->T("Infrastructure")), ""));
if (dnsConfig.state == InfraGameState::NotWorking) {
networkInfo->Add(new NoticeView(NoticeLevel::WARN, nw->T("Some network functionality in this game is not working"), ""));
if (!dnsConfig.workingIDs.empty()) {
std::string str(nw->T("Other versions of this game that should work:"));
for (auto &id : dnsConfig.workingIDs) {
str.append("\n - ");
str += id;
}
networkInfo->Add(new TextView(str));
}
} else if (dnsConfig.state == InfraGameState::Unknown) {
networkInfo->Add(new NoticeView(NoticeLevel::WARN, nw->T("Network functionality in this game is not guaranteed"), ""));
}
if (!dnsConfig.revivalTeam.empty()) {
networkInfo->Add(new TextView(std::string(nw->T("Infrastructure server provided by:"))));
networkInfo->Add(new TextView(dnsConfig.revivalTeam));
if (!dnsConfig.revivalTeamURL.empty()) {
networkInfo->Add(new Button(dnsConfig.revivalTeamURL))->OnClick.Add([&dnsConfig](UI::EventParams &e) {
if (!dnsConfig.revivalTeamURL.empty()) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, dnsConfig.revivalTeamURL.c_str());
}
});
}
}
} else if (NetAdhocctl_GetState() >= ADHOCCTL_STATE_CONNECTED) {
// If we have it (thanks to the server list), add more metadata about the connected ad-hoc server here.
AdhocServerListEntry entry{};
if (AdhocGetServerByHost(g_Config.sProAdhocServer, &entry)) {
networkInfo->Add(new NoticeView(NoticeLevel::SUCCESS, ApplySafeSubstitutions("%1: %2", nw->T("AdHoc server"), nw->T("Connected")), ""));
Choice *status = networkInfo->Add(new Choice(ApplySafeSubstitutions(nw->T("Server status: %1"), entry.name), new LinearLayoutParams(WRAP_CONTENT, ITEM_HEIGHT)));
status->SetIconLeft(ImageID("I_INFO"));
status->OnClick.Add([this, entry](UI::EventParams &) {
screenManager()->push(new AdhocServerInfoScreen(entry));
});
} else {
// Awkwardly re-using a string here
networkInfo->Add(new NoticeView(NoticeLevel::SUCCESS, ApplySafeSubstitutions("%1: %2 (%3)", nw->T("AdHoc server"), nw->T("Connected"), g_Config.sProAdhocServer), ""));
}
} else {
// Hm, other kind of network connection, maybe plain sockets.
networkInfo->Add(new NoticeView(NoticeLevel::SUCCESS, nw->T("Network connected"), ""));
}
}
bool achievementsAllowSavestates = !Achievements::HardcoreModeActive() || g_Config.bAchievementsSaveStateInHardcoreMode;
bool showSavestateControls = achievementsAllowSavestates;
if (IsNetworkConnected() && !g_Config.bAllowSavestateWhileConnected) {
showSavestateControls = false;
}
if (showSavestateControls) {
if (PSP_CoreParameter().compat.flags().SaveStatesNotRecommended) {
LinearLayout *horiz = new LinearLayout(ORIENT_HORIZONTAL);
saveDataScrollItems->Add(horiz);
horiz->Add(new NoticeView(NoticeLevel::WARN, pa->T("Using save states is not recommended in this game"), "", new LinearLayoutParams(1.0f)));
horiz->Add(new Button(di->T("More info")))->OnClick.Add([](UI::EventParams &e) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://www.ppsspp.org/docs/troubleshooting/save-state-time-warps");
});
}
LinearLayout *extraRow = nullptr;
CreateSavestateControls(saveDataScrollItems, &extraRow);
if (extraRow) {
saveScrollContainer->Add(extraRow);
}
} else {
// Let's show the active challenges.
std::set<uint32_t> ids = Achievements::GetActiveChallengeIDs();
if (!ids.empty()) {
saveDataScrollItems->Add(new ItemHeader(ac->T("Active Challenges")));
for (auto id : ids) {
const rc_client_achievement_t *achievement = rc_client_get_achievement_info(Achievements::GetClient(), id);
if (!achievement)
continue;
saveDataScrollItems->Add(new AchievementView(achievement));
}
}
// And tack on an explanation for why savestate options are not available.
if (!achievementsAllowSavestates) {
saveDataScrollItems->Add(new NoticeView(NoticeLevel::INFO, ac->T("Save states not available in Hardcore Mode"), ""));
}
}
LinearLayout *middleColumn = nullptr;
ViewGroup *buttonColumn = nullptr;
if (portrait) {
buttonColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
middleColumn = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, ITEM_HEIGHT, Margins(10, 10, 10, 10)));
root_->Add(middleColumn);
root_->Add(buttonColumn);
} else {
middleColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(ITEM_HEIGHT, FILL_PARENT, Margins(0, 10, 0, 15)));
root_->Add(middleColumn);
middleColumn->SetSpacing(0.0f);
ViewGroup *buttonColumnScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(320, FILL_PARENT, actionMenuMargins));
buttonColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
buttonColumnScroll->Add(buttonColumn);
root_->Add(buttonColumnScroll);
}
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
buttonColumn->Add(rightColumnItems);
rightColumnItems->SetSpacing(0.0f);
if (getUMDReplacePermit()) {
rightColumnItems->Add(new Choice(pa->T("Switch UMD"), ImageID("I_UMD")))->OnClick.Add([this](UI::EventParams &) {
screenManager()->push(new UmdReplaceScreen());
});
}
if (!portrait) {
Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue"), ImageID("I_PLAY")));
root_->SetDefaultFocusView(continueChoice);
continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
rightColumnItems->Add(new Spacer(20.0));
}
if (g_paramSFO.IsValid() && g_Config.HasGameConfig(g_paramSFO.GetDiscID())) {
rightColumnItems->Add(new Choice(pa->T("Game Settings"), ImageID("I_GEAR")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
auto pa = GetI18NCategory(I18NCat::PAUSE);
if (g_Config.HasGameConfig(g_paramSFO.GetValueString("DISC_ID"))) {
Choice *delGameConfig = rightColumnItems->Add(new Choice(pa->T("Delete Game Config"), ImageID("I_TRASHCAN")));
delGameConfig->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
delGameConfig->SetEnabled(!bootPending_);
}
} else if (PSP_CoreParameter().fileType != IdentifiedFileType::PPSSPP_GE_DUMP) {
rightColumnItems->Add(new Choice(pa->T("Settings"), ImageID("I_GEAR")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
Choice *createGameConfig = rightColumnItems->Add(new Choice(pa->T("Create Game Config"), ImageID("I_GEAR_STAR")));
createGameConfig->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
createGameConfig->SetEnabled(!bootPending_);
}
if (g_Config.bAchievementsEnable && Achievements::HasAchievementsOrLeaderboards()) {
rightColumnItems->Add(new Choice(ac->T("Achievements"), ImageID("I_ACHIEVEMENT")))->OnClick.Add([this](UI::EventParams &e) {
screenManager()->push(new RetroAchievementsListScreen(gamePath_));
});
}
rightColumnItems->Add(new Choice(gr->T("Display layout & effects"), ImageID("I_DISPLAY")))->OnClick.Add([this](UI::EventParams &) -> void {
screenManager()->push(new DisplayLayoutScreen(gamePath_));
});
if (g_Config.bShowTouchControls) {
rightColumnItems->Add(new Choice(co->T("Edit touch control layout"), ImageID("I_CONTROLLER")))->OnClick.Add([this](UI::EventParams &) -> void {
screenManager()->push(new TouchControlLayoutScreen(gamePath_));
});
}
if (g_Config.bEnableCheats && PSP_CoreParameter().fileType != IdentifiedFileType::PPSSPP_GE_DUMP) {
rightColumnItems->Add(new Choice(pa->T("Cheats"), ImageID("I_CHEAT")))->OnClick.Add([this](UI::EventParams &e) {
screenManager()->push(new CwCheatScreen(gamePath_));
});
}
// TODO, also might be nice to show overall compat rating here?
// Based on their platform or even cpu/gpu/config. Would add an API for it.
if (!portrait) {
AddExtraOptions(rightColumnItems);
}
rightColumnItems->Add(new Spacer(20.0));
Choice *exit;
if (g_Config.bPauseMenuExitsEmulator) {
auto mm = GetI18NCategory(I18NCat::MAINMENU);
exit = new Choice(mm->T("Exit"), ImageID("I_EXIT"));
} else {
exit = new Choice(pa->T("Exit to menu"), ImageID("I_EXIT"));
}
if (portrait) {
UI::LinearLayout *exitRow = new UI::LinearLayout(ORIENT_HORIZONTAL, new UI::LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Margins(0, 0, 0, 0)));
rightColumnItems->Add(exitRow);
exitRow->Add(exit);
exit->ReplaceLayoutParams(new UI::LinearLayoutParams(1.0f, Gravity::G_VCENTER));
Choice *continueChoice = new Choice(pa->T("Continue"), ImageID("I_PLAY"));
continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
root_->SetDefaultFocusView(continueChoice);
exitRow->Add(continueChoice);
continueChoice->ReplaceLayoutParams(new UI::LinearLayoutParams(1.0f, Gravity::G_VCENTER));
} else {
rightColumnItems->Add(exit);
}
exit->OnClick.Handle(this, &GamePauseScreen::OnExit);
exit->SetEnabled(!bootPending_);
if (middleColumn) {
middleColumn->SetSpacing(portrait ? 8.0f : 0.0f);
playButton_ = middleColumn->Add(new Choice(g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE_LINE") : ImageID("I_PLAY_LINE"), new LinearLayoutParams(64, 64)));
playButton_->OnClick.Add([this](UI::EventParams &e) {
g_Config.bRunBehindPauseMenu = !g_Config.bRunBehindPauseMenu;
playButton_->SetIconLeft(g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE_LINE") : ImageID("I_PLAY_LINE"));
});
bool mustRunBehind = MustRunBehind();
playButton_->SetEnabled(!mustRunBehind);
if (!portrait) {
middleColumn->Add(new Spacer(20.0f));
}
Choice *infoButton = middleColumn->Add(new Choice(ImageID("I_INFO"), new LinearLayoutParams(64, 64)));
infoButton->OnClick.Add([this](UI::EventParams &e) {
screenManager()->push(new GameScreen(gamePath_, true));
});
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
AddRotationPicker(screenManager(), middleColumn, false);
}
if (!portrait) {
Choice *menuButton = middleColumn->Add(new Choice("", ImageID("I_THREE_DOTS"), new LinearLayoutParams(64, 64)));
menuButton->OnClick.Add([this, menuButton, portrait](UI::EventParams &e) {
ShowContextMenu(menuButton, portrait);
});
}
} else {
playButton_ = nullptr;
}
}
void GamePauseScreen::ShowContextMenu(UI::View *menuButton, bool portrait) {
using namespace UI;
PopupCallbackScreen *contextMenu = new UI::PopupCallbackScreen([this, portrait](UI::ViewGroup *parent) {
auto di = GetI18NCategory(I18NCat::DIALOG);
parent->Add(new Choice(di->T("Reset"), ImageID("I_WARNING")))->OnClick.Add([this](UI::EventParams &e) {
std::string confirmMessage = GetConfirmExitMessage();
if (!confirmMessage.empty()) {
auto di = GetI18NCategory(I18NCat::DIALOG);
screenManager()->push(new UI::MessagePopupScreen(di->T("Reset"), confirmMessage, di->T("Reset"), di->T("Cancel"), [this](bool result) {
if (result) {
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
finishNextFrameResult_ = DR_BACK; // resume
finishNextFrame_ = true;
}
}));
} else {
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
finishNextFrameResult_ = DR_BACK; // resume
finishNextFrame_ = true;
}
});
if (portrait) {
AddExtraOptions(parent);
}
}, menuButton);
screenManager()->push(contextMenu);
}
void GamePauseScreen::AddExtraOptions(UI::ViewGroup *parent) {
using namespace UI;
// Add some other options that are removed from the main screen in portrait mode.
if (Reporting::IsSupported() && g_paramSFO.GetValueString("DISC_ID").size()) {
auto rp = GetI18NCategory(I18NCat::REPORTING);
parent->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
}
}
void GamePauseScreen::OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(gamePath_));
}
void GamePauseScreen::OnState(UI::EventParams &e) {
TriggerFinish(DR_CANCEL);
}
void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
std::string tag = dialog->tag();
if (tag == "ScreenshotView") {
if (dr == DR_OK) {
finishNextFrame_ = true;
} else if (dr != DR_CANCEL && dr != DR_BACK) {
// Just go back to the pause menu, but refresh the savestate thumbnails in case something changed.
SaveState::Rescan(saveStatePrefix_);
RecreateViews();
}
} else {
if (tag == "Game") {
g_BackgroundAudio.SetGame(Path());
} else if (tag != "MessagePopupScreen" && tag != "Prompt" && tag != "ContextMenuPopup" && tag != "ContextMenuCallbackPopup" && tag != "Report" && tag != "listpopup") {
// Maybe should invert the logic here, so many cases..
// There may have been changes to our savestates, so let's recreate.
SaveState::Rescan(saveStatePrefix_);
RecreateViews();
}
}
}
int GetUnsavedProgressSeconds() {
const double timeSinceSaveState = SaveState::SecondsSinceLastSavestate();
const double timeSinceGameSave = SecondsSinceLastGameSave();
return (int)std::min(timeSinceSaveState, timeSinceGameSave);
}
// If empty, no confirmation dialog should be shown.
std::string GetConfirmExitMessage() {
std::string confirmMessage;
if (!PSP_IsInited()) {
return std::string();
}
int unsavedSeconds = GetUnsavedProgressSeconds();
// If RAIntegration has dirty info, ask for confirmation.
if (Achievements::RAIntegrationDirty()) {
auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
confirmMessage = ac->T("You have unsaved RAIntegration changes.");
confirmMessage += '\n';
}
if (coreState == CORE_RUNTIME_ERROR) {
// The game crashed, or similar. Don't bother checking for timeout or network.
return confirmMessage;
}
if (IsNetworkConnected()) {
auto nw = GetI18NCategory(I18NCat::NETWORKING);
confirmMessage += nw->T("Network connected");
confirmMessage += '\n';
} else if (g_Config.iAskForExitConfirmationAfterSeconds > 0 && unsavedSeconds > g_Config.iAskForExitConfirmationAfterSeconds) {
if (PSP_CoreParameter().fileType == IdentifiedFileType::PPSSPP_GE_DUMP) {
// No need to ask for this type of confirmation for dumps.
return confirmMessage;
}
auto di = GetI18NCategory(I18NCat::DIALOG);
confirmMessage += ApplySafeSubstitutions(di->T("You haven't saved your progress for %1."), NiceTimeFormat((int)unsavedSeconds));
confirmMessage += '\n';
}
return confirmMessage;
}
void GamePauseScreen::OnExit(UI::EventParams &e) {
std::string confirmExitMessage = GetConfirmExitMessage();
if (!confirmExitMessage.empty()) {
auto mm = GetI18NCategory(I18NCat::MAINMENU);
auto di = GetI18NCategory(I18NCat::DIALOG);
std::string_view title = di->T("Are you sure you want to exit?");
screenManager()->push(new UI::MessagePopupScreen(title, confirmExitMessage, mm->T("Exit"), di->T("Cancel"), [this](bool result) {
if (result) {
if (g_Config.bPauseMenuExitsEmulator) {
System_ExitApp();
} else {
finishNextFrameResult_ = DR_OK; // exit game
finishNextFrame_ = true;
}
}
}));
} else {
if (g_Config.bPauseMenuExitsEmulator) {
System_ExitApp();
} else {
TriggerFinish(DR_OK);
}
}
}
void GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
screenManager()->push(new ReportScreen(gamePath_));
}
void GamePauseScreen::OnCreateConfig(UI::EventParams &e) {
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GameInfoFlags::PARAM_SFO);
if (info->Ready(GameInfoFlags::PARAM_SFO)) {
auto ga = GetI18NCategory(I18NCat::GAME);
auto di = GetI18NCategory(I18NCat::DIALOG);
screenManager()->push(new UI::MessagePopupScreen(info->GetTitle(), ga->T("Are you sure you want to create a game-specific config?"), di->T("Yes"), di->T("No"),
[this, info](bool result) {
if (result) {
std::string gameId = info->id;
g_Config.CreateGameConfig(gameId);
g_Config.SaveGameConfig(gameId, info->GetTitle());
if (info) {
info->hasConfig = true;
}
RecreateViews();
}
}));
}
}
void GamePauseScreen::OnDeleteConfig(UI::EventParams &e) {
auto di = GetI18NCategory(I18NCat::DIALOG);
const bool trashAvailable = System_GetPropertyBool(SYSPROP_HAS_TRASH_BIN);
screenManager()->push(
// TODO: This string should be changed to better match the one in OnCreateConfig.
new UI::MessagePopupScreen(di->T("Delete"), di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"),
trashAvailable ? di->T("Move to trash") : di->T("Delete"), di->T("Cancel"), [this](bool yes) {
if (!yes) {
return;
}
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GameInfoFlags::PARAM_SFO);
if (info->Ready(GameInfoFlags::PARAM_SFO)) {
g_Config.UnloadGameConfig();
g_Config.DeleteGameConfig(info->id);
info->hasConfig = false;
screenManager()->RecreateAllViews();
}
}));
}