void MenuScreen::render() { UIShader_Prepare(); UIBegin(); DrawBackground(1.0f); double xoff = 150 - frames_ * frames_ * 0.4f; if (xoff < -20) xoff = -20; int w = LARGE_BUTTON_WIDTH + 40; ui_draw2d.DrawTextShadow(UBUNTU48, "PPSSPP", dp_xres + xoff - w/2, 80, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_BOTTOM); ui_draw2d.SetFontScale(0.7f, 0.7f); ui_draw2d.DrawTextShadow(UBUNTU24, "V0.31", dp_xres + xoff, 80, 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_BOTTOM); ui_draw2d.SetFontScale(1.0f, 1.0f); VLinear vlinear(dp_xres + xoff, 95, 20); if (UIButton(GEN_ID, vlinear, w, "Load...", ALIGN_RIGHT)) { FileSelectScreenOptions options; options.allowChooseDirectory = true; options.filter = "iso:cso:pbp:elf:prx:"; options.folderIcon = I_ICON_FOLDER; options.iconMapping["iso"] = I_ICON_UMD; options.iconMapping["cso"] = I_ICON_UMD; options.iconMapping["pbp"] = I_ICON_EXE; options.iconMapping["elf"] = I_ICON_EXE; screenManager()->switchScreen(new FileSelectScreen(options)); UIReset(); } if (UIButton(GEN_ID, vlinear, w, "Settings", ALIGN_RIGHT)) { screenManager()->switchScreen(new SettingsScreen()); UIReset(); } if (UIButton(GEN_ID, vlinear, w, "Credits", ALIGN_RIGHT)) { screenManager()->switchScreen(new CreditsScreen()); UIReset(); } if (UIButton(GEN_ID, vlinear, w, "Exit", ALIGN_RIGHT)) { // TODO: Need a more elegant way to quit exit(0); } if (UIButton(GEN_ID, vlinear, w, "www.ppsspp.org", ALIGN_RIGHT)) { LaunchBrowser("http://www.ppsspp.org/"); } DrawWatermark(); UIEnd(); glsl_bind(UIShader_Get()); ui_draw2d.Flush(UIShader_Get()); }
void InGameMenuScreen::render() { UIShader_Prepare(); UIBegin(); DrawBackground(1.0f); const char *title; if (UTF8StringHasNonASCII(game_title.c_str())) { title = "(can't display japanese title)"; } else { title = game_title.c_str(); } ui_draw2d.DrawText(UBUNTU48, title, dp_xres / 2, 30, 0xFFFFFFFF, ALIGN_HCENTER); int x = 30; int y = 50; UICheckBox(GEN_ID, x, y += 50, "Show Debug Statistics", ALIGN_TOPLEFT, &g_Config.bShowDebugStats); UICheckBox(GEN_ID, x, y += 50, "Show FPS", ALIGN_TOPLEFT, &g_Config.bShowFPSCounter); // TODO: Maybe shouldn't show this if the screen ratios are very close... UICheckBox(GEN_ID, x, y += 50, "Stretch to display", ALIGN_TOPLEFT, &g_Config.bStretchToDisplay); UICheckBox(GEN_ID, x, y += 50, "Hardware Transform", ALIGN_TOPLEFT, &g_Config.bHardwareTransform); bool fs = g_Config.iFrameSkip == 1; UICheckBox(GEN_ID, x, y += 50, "Frameskip", ALIGN_TOPLEFT, &fs); g_Config.iFrameSkip = fs ? 1 : 0; // TODO: Add UI for more than one slot. HLinear hlinear1(x, y + 80, 20); if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, "Save State", ALIGN_LEFT)) { SaveState::SaveSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, "Load State", ALIGN_LEFT)) { SaveState::LoadSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } VLinear vlinear(dp_xres - 10, 160, 20); if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH, "Continue", ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH, "Return to Menu", ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_OK); } if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), LARGE_BUTTON_WIDTH*2, "Debug: Dump Next Frame", ALIGN_BOTTOMRIGHT)) { gpu->DumpNextFrame(); } DrawWatermark(); UIEnd(); glsl_bind(UIShader_Get()); ui_draw2d.Flush(UIShader_Get()); }
void DeveloperScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); I18NCategory *g = GetI18NCategory("General"); I18NCategory *d = GetI18NCategory("Developer"); I18NCategory *s = GetI18NCategory("System"); ui_draw2d.SetFontScale(1.5f, 1.5f); ui_draw2d.DrawText(UBUNTU24, d->T("Developer Tools"), dp_xres / 2, 10, 0xFFFFFFFF, ALIGN_HCENTER); ui_draw2d.SetFontScale(1.0f, 1.0f); int x = 50; int y = 40; const int stride = 40; const int w = 400; UICheckBox(GEN_ID, x, y += stride, s->T("Show Debug Statistics"), ALIGN_TOPLEFT, &g_Config.bShowDebugStats); bool reportingEnabled = Reporting::IsEnabled(); const static std::string reportHostOfficial = "report.ppsspp.org"; if (UICheckBox(GEN_ID, x, y += stride, s->T("Enable Compatibility Server Reports"), ALIGN_TOPLEFT, &reportingEnabled)) { g_Config.sReportHost = reportingEnabled ? reportHostOfficial : ""; } VLinear vlinear(x, y + stride + 12, 16); if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) { screenManager()->finishDialog(this, DR_OK); } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Load language ini"), ALIGN_LEFT)) { i18nrepo.LoadIni(g_Config.languageIni); // After this, g and s are no longer valid. Need to reload them. g = GetI18NCategory("General"); d = GetI18NCategory("Developer"); } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Save language ini"), ALIGN_LEFT)) { i18nrepo.SaveIni(g_Config.languageIni); } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Run CPU tests"), ALIGN_LEFT)) { // TODO: Run tests RunTests(); // screenManager()->push(new EmuScreen()) } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Dump frame to log"), ALIGN_LEFT)) { gpu->DumpNextFrame(); } UIEnd(); }
void SettingsScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); I18NCategory *g = GetI18NCategory("General"); I18NCategory *ms = GetI18NCategory("MainSettings"); ui_draw2d.SetFontScale(1.5f, 1.5f); ui_draw2d.DrawText(UBUNTU24, ms->T("Settings"), dp_xres / 2, 10, 0xFFFFFFFF, ALIGN_HCENTER); ui_draw2d.SetFontScale(1.0f, 1.0f); VLinear vlinear(30, 135, 20); if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres-10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) { screenManager()->finishDialog(this, DR_OK); } const int stride = 70; int w = LARGE_BUTTON_WIDTH + 25; int s = 270; int y = 90; if (UIButton(GEN_ID, vlinear, w, 0, ms->T("Audio"), ALIGN_BOTTOMLEFT)) { screenManager()->push(new AudioScreen()); } ui_draw2d.DrawText(UBUNTU24, ms->T("AudioDesc", "Adjust Audio Settings"), s, y, 0xFFFFFFFF, ALIGN_LEFT); if (UIButton(GEN_ID, vlinear, w, 0, ms->T("Graphics"), ALIGN_BOTTOMLEFT)) { screenManager()->push(new GraphicsScreenP1()); } ui_draw2d.DrawText(UBUNTU24, ms->T("GraphicsDesc", "Change graphics options"), s, y += stride, 0xFFFFFFFF, ALIGN_LEFT); if (UIButton(GEN_ID, vlinear, w, 0, ms->T("System"), ALIGN_BOTTOMLEFT)) { screenManager()->push(new SystemScreen()); } ui_draw2d.DrawText(UBUNTU24, ms->T("SystemDesc", "Turn on Dynarec (JIT), Fast Memory"), s, y += stride, 0xFFFFFFFF, ALIGN_LEFT); if (UIButton(GEN_ID, vlinear, w, 0, ms->T("Controls"), ALIGN_BOTTOMLEFT)) { screenManager()->push(new ControlsScreen()); } ui_draw2d.DrawText(UBUNTU24, ms->T("ControlsDesc", "On Screen Controls, Large Buttons"), s, y += stride, 0xFFFFFFFF, ALIGN_LEFT); if (UIButton(GEN_ID, vlinear, w, 0, ms->T("Developer"), ALIGN_BOTTOMLEFT)) { screenManager()->push(new DeveloperScreen()); } ui_draw2d.DrawText(UBUNTU24, ms->T("DeveloperDesc", "Run CPU test, Dump Next Frame Log"), s, y += stride, 0xFFFFFFFF, ALIGN_LEFT); UIEnd(); }
void InGameMenuScreen::render() { UIShader_Prepare(); UIBegin(); DrawBackground(1.0f); const char *title; if (UTF8StringHasNonASCII(game_title.c_str())) { title = "(can't display japanese title)"; } else { title = game_title.c_str(); } ui_draw2d.DrawText(UBUNTU48, title, dp_xres / 2, 30, 0xFFFFFFFF, ALIGN_HCENTER); int x = 30; int y = 50; UICheckBox(GEN_ID, x, y += 50, "Show Debug Statistics", ALIGN_TOPLEFT, &g_Config.bShowDebugStats); UICheckBox(GEN_ID, x, y += 50, "Hardware Transform", ALIGN_TOPLEFT, &g_Config.bHardwareTransform); // TODO: Add UI for more than one slot. VLinear vlinear1(x, y + 80, 20); UIText(UBUNTU24, vlinear1, "Save states are experimental (and large)", 0xFFFFFFFF); if (UIButton(GEN_ID, vlinear1, LARGE_BUTTON_WIDTH, "Save State", ALIGN_LEFT)) { SaveState::SaveSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, vlinear1, LARGE_BUTTON_WIDTH, "Load State", ALIGN_LEFT)) { SaveState::LoadSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } VLinear vlinear(dp_xres - 10, 160, 20); if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH, "Continue", ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH, "Return to Menu", ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_OK); } if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), LARGE_BUTTON_WIDTH*2, "Debug: Dump Next Frame", ALIGN_BOTTOMRIGHT)) { gpu->DumpNextFrame(); } DrawWatermark(); UIEnd(); glsl_bind(UIShader_Get()); ui_draw2d.Flush(UIShader_Get()); }
void DeveloperScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); VLinear vlinear(50, 100, 20); int w = 400; I18NCategory *g = GetI18NCategory("General"); I18NCategory *d = GetI18NCategory("Developer"); ui_draw2d.SetFontScale(1.5f, 1.5f); ui_draw2d.DrawText(UBUNTU24, d->T("Developer Tools"), dp_xres / 2, 10, 0xFFFFFFFF, ALIGN_HCENTER); ui_draw2d.SetFontScale(1.0f, 1.0f); if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres-10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) { screenManager()->finishDialog(this, DR_OK); } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Load language ini"), ALIGN_LEFT)) { i18nrepo.LoadIni(g_Config.languageIni); // After this, g and s are no longer valid. Need to reload them. g = GetI18NCategory("General"); d = GetI18NCategory("Developer"); } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Save language ini"), ALIGN_LEFT)) { i18nrepo.SaveIni(g_Config.languageIni); } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Run CPU tests"), ALIGN_LEFT)) { // TODO: Run tests RunTests(); // screenManager()->push(new EmuScreen()) } if (UIButton(GEN_ID, vlinear, w, 0, d->T("Dump frame to log"), ALIGN_LEFT)) { gpu->DumpNextFrame(); } UIEnd(); }
void InGameMenuScreen::render() { UIShader_Prepare(); UIBegin(); DrawBackground(1.0f); ui_draw2d.DrawText(UBUNTU48, "Emulation Paused", dp_xres / 2, 30, 0xFFFFFFFF, ALIGN_HCENTER); VLinear vlinear(dp_xres - 10, 160, 20); if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH, "Continue", ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH, "Return to Menu", ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_OK); } DrawWatermark(); UIEnd(); glsl_bind(UIShader_Get()); ui_draw2d.Flush(UIShader_Get()); }
void AudioScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); I18NCategory *g = GetI18NCategory("General"); I18NCategory *a = GetI18NCategory("Audio"); ui_draw2d.SetFontScale(1.5f, 1.5f); ui_draw2d.DrawText(UBUNTU24, a->T("Audio Settings"), dp_xres / 2, 10, 0xFFFFFFFF, ALIGN_HCENTER); ui_draw2d.SetFontScale(1.0f, 1.0f); if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres-10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) { screenManager()->finishDialog(this, DR_OK); } int x = 30; int y = 35; int stride = 40; int columnw = 400; UICheckBox(GEN_ID, x, y += stride, a->T("Enable Sound"), ALIGN_TOPLEFT, &g_Config.bEnableSound); if (Atrac3plus_Decoder::IsInstalled() && g_Config.bEnableSound) { UICheckBox(GEN_ID, x, y += stride, a->T("Enable Atrac3+"), ALIGN_TOPLEFT, &g_Config.bEnableAtrac3plus); } #if (defined(_WIN32) && (defined(_M_IX86) || defined(_M_X64))) || defined(ARMEABI) || defined(ARMEABI_V7A) VLinear vlinear(30, 300, 20); if (UIButton(GEN_ID, vlinear, 400, 0, a->T("Download Atrac3+ plugin"), ALIGN_LEFT)) { screenManager()->push(new PluginScreen()); } #endif UIEnd(); }
void PauseScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); std::string title = game_title.c_str(); // Try to ignore (tm) etc. //if (UTF8StringNonASCIICount(game_title.c_str()) > 2) { // title = "(can't display japanese title)"; //} else { //} UIContext *ctx = screenManager()->getUIContext(); // This might create a texture so we must flush first. UIFlush(); GameInfo *ginfo = g_gameInfoCache.GetInfo(PSP_CoreParameter().fileToStart, true); if (ginfo) { title = ginfo->title; } if (ginfo && ginfo->pic1Texture) { ginfo->pic1Texture->Bind(0); uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0; ui_draw2d.DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color); ui_draw2d.Flush(); ctx->RebindTexture(); } if (ginfo && ginfo->pic0Texture) { ginfo->pic0Texture->Bind(0); // Pic0 is drawn in the bottom right corner, overlaying pic1. float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width(); float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height(); uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0; ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color); ui_draw2d.Flush(); ctx->RebindTexture(); } if (ginfo && ginfo->iconTexture) { uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 1.5)); ginfo->iconTexture->Bind(0); // Maintain the icon's aspect ratio. Minis are square, for example. float iconAspect = (float)ginfo->iconTexture->Width() / (float)ginfo->iconTexture->Height(); float h = 80.0f; float w = 144.0f; float x = 10.0f + (w - h * iconAspect) / 2.0f; w = h * iconAspect; ui_draw2d.DrawTexRect(x, 10, x + w, 10 + h, 0, 0, 1, 1, 0xFFFFFFFF); ui_draw2d.Flush(); ctx->RebindTexture(); } ui_draw2d.DrawText(UBUNTU24, title.c_str(), 10+144+10, 30, 0xFFFFFFFF, ALIGN_LEFT); int x = 30; int y = 50; int stride = 40; int columnw = 400; // Shared with settings I18NCategory *ss = GetI18NCategory("System"); I18NCategory *gs = GetI18NCategory("Graphics"); I18NCategory *a = GetI18NCategory("Audio"); UICheckBox(GEN_ID, x, y += stride, ss->T("Show FPS"), ALIGN_TOPLEFT, &g_Config.bShowFPSCounter); UICheckBox(GEN_ID, x, y += stride, a->T("Enable Sound"), ALIGN_TOPLEFT, &g_Config.bEnableSound); // TODO: Maybe shouldn't show this if the screen ratios are very close... #ifdef BLACKBERRY10 if (pixel_xres == pixel_yres) UICheckBox(GEN_ID, x, y += stride, gs->T("Partial Vertical Stretch"), ALIGN_TOPLEFT, &g_Config.bPartialStretch); #endif UICheckBox(GEN_ID, x, y += stride, gs->T("Stretch to Display"), ALIGN_TOPLEFT, &g_Config.bStretchToDisplay); UICheckBox(GEN_ID, x, y += stride, gs->T("Hardware Transform"), ALIGN_TOPLEFT, &g_Config.bHardwareTransform); if (UICheckBox(GEN_ID, x, y += stride, gs->T("Buffered Rendering"), ALIGN_TOPLEFT, &g_Config.bBufferedRendering)) { if (gpu) gpu->Resized(); } UICheckBox(GEN_ID, x, y += stride, gs->T("Media Engine"), ALIGN_TOPLEFT, &g_Config.bUseMediaEngine); bool enableFrameSkip = g_Config.iFrameSkip != 0; UICheckBox(GEN_ID, x, y += stride, gs->T("Frame Skipping"), ALIGN_TOPLEFT, &enableFrameSkip); if (enableFrameSkip) { if (g_Config.iFrameSkip == 0) g_Config.iFrameSkip = 3; float getfskip= g_Config.iFrameSkip; char showfskip[256]; sprintf(showfskip, "Skip Frames: %0.0f", getfskip); ui_draw2d.DrawText(UBUNTU24, showfskip, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT); ui_draw2d.DrawText(UBUNTU24, showfskip, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT); ui_draw2d.DrawText(UBUNTU24, gs->T("Frames :"), x + 60, y += stride + 10, 0xFFFFFFFF, ALIGN_LEFT); HLinear hlinear1(x + 200 , y + 5, 20); if (UIButton(GEN_ID, hlinear1, 80, 0, "Auto", ALIGN_LEFT)) g_Config.iFrameSkip = 3; if (UIButton(GEN_ID, hlinear1, 40, 0, "-1", ALIGN_LEFT)) if(g_Config.iFrameSkip>0){ g_Config.iFrameSkip -= 1;} if (UIButton(GEN_ID, hlinear1, 40, 0, "+1", ALIGN_LEFT)) if(g_Config.iFrameSkip!=9){ g_Config.iFrameSkip += 1;} } else { g_Config.iFrameSkip = 0; } I18NCategory *i = GetI18NCategory("Pause"); // TODO: Add UI for more than one slot. HLinear hlinear1(x, y + 80, 20); if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, 0, i->T("Save State"), ALIGN_LEFT)) { SaveState::SaveSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, 0, i->T("Load State"), ALIGN_LEFT)) { SaveState::LoadSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } VLinear vlinear(dp_xres - 10, 160, 20); if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Continue"), ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Settings"), ALIGN_RIGHT)) { screenManager()->push(new SettingsScreen(), 0); } if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Back to Menu"), ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_OK); } /* if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), LARGE_BUTTON_WIDTH*2, 0, "Debug: Dump Next Frame", ALIGN_BOTTOMRIGHT)) { gpu->DumpNextFrame(); } */ DrawWatermark(); UIEnd(); }
void MenuScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); double xoff = 150 - frames_ * frames_ * 0.4f; if (xoff < -20) xoff = -20; if (frames_ > 200) // seems the above goes nuts after a while... xoff = -20; int w = LARGE_BUTTON_WIDTH + 60; ui_draw2d.DrawTextShadow(UBUNTU48, "PPSSPP", dp_xres + xoff - w/2, 75, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_BOTTOM); ui_draw2d.SetFontScale(0.7f, 0.7f); ui_draw2d.DrawTextShadow(UBUNTU24, PPSSPP_GIT_VERSION, dp_xres + xoff, 85, 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_BOTTOM); ui_draw2d.SetFontScale(1.0f, 1.0f); VLinear vlinear(dp_xres + xoff, 100, 20); I18NCategory *m = GetI18NCategory("MainMenu"); if (UIButton(GEN_ID, vlinear, w, 0, m->T("Load", "Load..."), ALIGN_RIGHT)) { #if defined(USING_QT_UI) && !defined(MEEGO_EDITION_HARMATTAN) QString fileName = QFileDialog::getOpenFileName(NULL, "Load ROM", g_Config.currentDirectory.c_str(), "PSP ROMs (*.iso *.cso *.pbp *.elf)"); if (QFile::exists(fileName)) { QDir newPath; g_Config.currentDirectory = newPath.filePath(fileName).toStdString(); g_Config.Save(); screenManager()->switchScreen(new EmuScreen(fileName.toStdString())); } #elif _WIN32 MainWindow::BrowseAndBoot(""); #else FileSelectScreenOptions options; options.allowChooseDirectory = true; options.filter = "iso:cso:pbp:elf:prx:"; options.folderIcon = I_ICON_FOLDER; options.iconMapping["iso"] = I_ICON_UMD; options.iconMapping["cso"] = I_ICON_UMD; options.iconMapping["pbp"] = I_ICON_EXE; options.iconMapping["elf"] = I_ICON_EXE; screenManager()->switchScreen(new FileSelectScreen(options)); #endif UIReset(); } if (UIButton(GEN_ID, vlinear, w, 0, m->T("Settings"), ALIGN_RIGHT)) { screenManager()->push(new SettingsScreen(), 0); UIReset(); } if (UIButton(GEN_ID, vlinear, w, 0, m->T("Credits"), ALIGN_RIGHT)) { screenManager()->switchScreen(new CreditsScreen()); UIReset(); } if (UIButton(GEN_ID, vlinear, w, 0, m->T("Exit"), ALIGN_RIGHT)) { // TODO: Save when setting changes, rather than when we quit NativeShutdown(); // TODO: Need a more elegant way to quit #ifdef _WIN32 ExitProcess(0); #else exit(0); #endif } if (UIButton(GEN_ID, vlinear, w, 0, "www.ppsspp.org", ALIGN_RIGHT)) { LaunchBrowser("http://www.ppsspp.org/"); } int recentW = 350; if (g_Config.recentIsos.size()) { ui_draw2d.DrawText(UBUNTU24, m->T("Recent"), -xoff, 80, 0xFFFFFFFF, ALIGN_BOTTOMLEFT); } int spacing = 15; float textureButtonWidth = 144; float textureButtonHeight = 80; if (dp_yres < 480) spacing = 8; // On small screens, we can't fit four vertically. if (100 + spacing * 6 + textureButtonHeight * 4 > dp_yres) { textureButtonHeight = (dp_yres - 100 - spacing * 6) / 4; textureButtonWidth = (textureButtonHeight / 80) * 144; } VGrid vgrid_recent(-xoff, 100, std::min(dp_yres-spacing*2, 480), spacing, spacing); for (size_t i = 0; i < g_Config.recentIsos.size(); i++) { std::string filename; std::string rec = g_Config.recentIsos[i]; for (size_t j = 0; j < rec.size(); j++) if (rec[j] == '\\') rec[j] = '/'; SplitPath(rec, nullptr, &filename, nullptr); UIContext *ctx = screenManager()->getUIContext(); // This might create a texture so we must flush first. UIFlush(); GameInfo *ginfo = g_gameInfoCache.GetInfo(g_Config.recentIsos[i], false); if (ginfo && ginfo->fileType != FILETYPE_PSP_ELF) { u32 color; if (ginfo->iconTexture == 0) { color = 0; } else { color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2)); } if (UITextureButton(ctx, (int)GEN_ID_LOOP(i), vgrid_recent, textureButtonWidth, textureButtonHeight, ginfo->iconTexture, ALIGN_LEFT, color, I_DROP_SHADOW)) { UIEnd(); screenManager()->switchScreen(new EmuScreen(g_Config.recentIsos[i])); return; } } else { if (UIButton((int)GEN_ID_LOOP(i), vgrid_recent, textureButtonWidth, textureButtonHeight, filename.c_str(), ALIGN_LEFT)) { UIEnd(); screenManager()->switchScreen(new EmuScreen(g_Config.recentIsos[i])); return; } } } #if defined(_DEBUG) & defined(_WIN32) // Print the current dp_xres/yres in the corner. For UI scaling testing - just // resize to 800x480 to get an idea of what it will look like on a Nexus S. ui_draw2d.SetFontScale(0.4, 0.4); char temptext[64]; sprintf(temptext, "%ix%i", dp_xres, dp_yres); ui_draw2d.DrawTextShadow(UBUNTU24, temptext, 5, dp_yres-5, 0xFFFFFFFF, ALIGN_BOTTOMLEFT); ui_draw2d.SetFontScale(1.0, 1.0); #endif DrawWatermark(); UIEnd(); }
void MenuScreen::render() { UIShader_Prepare(); UIBegin(); DrawBackground(1.0f); double xoff = 150 - frames_ * frames_ * 0.4f; if (xoff < -20) xoff = -20; if (frames_ > 200) // seems the above goes nuts after a while... xoff = -20; int w = LARGE_BUTTON_WIDTH + 40; ui_draw2d.DrawTextShadow(UBUNTU48, "PPSSPP", dp_xres + xoff - w/2, 75, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_BOTTOM); ui_draw2d.SetFontScale(0.7f, 0.7f); ui_draw2d.DrawTextShadow(UBUNTU24, PPSSPP_GIT_VERSION, dp_xres + xoff, 85, 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_BOTTOM); ui_draw2d.SetFontScale(1.0f, 1.0f); VLinear vlinear(dp_xres + xoff, 100, 20); if (UIButton(GEN_ID, vlinear, w, "Load...", ALIGN_RIGHT)) { #if defined(USING_QT_UI) QString fileName = QFileDialog::getOpenFileName(NULL, "Load ROM", g_Config.currentDirectory.c_str(), "PSP ROMs (*.iso *.cso *.pbp *.elf)"); if (QFile::exists(fileName)) { QDir newPath; g_Config.currentDirectory = newPath.filePath(fileName).toStdString(); g_Config.Save(); screenManager()->switchScreen(new EmuScreen(fileName.toStdString())); } #else FileSelectScreenOptions options; options.allowChooseDirectory = true; options.filter = "iso:cso:pbp:elf:prx:"; options.folderIcon = I_ICON_FOLDER; options.iconMapping["iso"] = I_ICON_UMD; options.iconMapping["cso"] = I_ICON_UMD; options.iconMapping["pbp"] = I_ICON_EXE; options.iconMapping["elf"] = I_ICON_EXE; screenManager()->switchScreen(new FileSelectScreen(options)); #endif UIReset(); } if (UIButton(GEN_ID, vlinear, w, "Settings", ALIGN_RIGHT)) { screenManager()->push(new SettingsScreen(), 0); UIReset(); } if (UIButton(GEN_ID, vlinear, w, "Credits", ALIGN_RIGHT)) { screenManager()->switchScreen(new CreditsScreen()); UIReset(); } if (UIButton(GEN_ID, vlinear, w, "Exit", ALIGN_RIGHT)) { // TODO: Save when setting changes, rather than when we quit NativeShutdown(); // TODO: Need a more elegant way to quit exit(0); } if (UIButton(GEN_ID, vlinear, w, "www.ppsspp.org", ALIGN_RIGHT)) { LaunchBrowser("http://www.ppsspp.org/"); } DrawWatermark(); UIEnd(); glsl_bind(UIShader_Get()); ui_draw2d.Flush(UIShader_Get()); }
void PauseScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); std::string title = game_title.c_str(); // Try to ignore (tm) etc. //if (UTF8StringNonASCIICount(game_title.c_str()) > 2) { // title = "(can't display japanese title)"; //} else { //} UIContext *ctx = screenManager()->getUIContext(); // This might create a texture so we must flush first. UIFlush(); GameInfo *ginfo = g_gameInfoCache.GetInfo(PSP_CoreParameter().fileToStart, true); if (ginfo) { title = ginfo->title; } if (ginfo && ginfo->pic1Texture) { ginfo->pic1Texture->Bind(0); uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0; ui_draw2d.DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color); ui_draw2d.Flush(); ctx->RebindTexture(); } if (ginfo && ginfo->pic0Texture) { ginfo->pic0Texture->Bind(0); // Pic0 is drawn in the bottom right corner, overlaying pic1. float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width(); float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height(); uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0; ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color); ui_draw2d.Flush(); ctx->RebindTexture(); } if (ginfo && ginfo->iconTexture) { uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 1.5)); ginfo->iconTexture->Bind(0); ui_draw2d.DrawTexRect(10,10,10+144, 10+80, 0,0,1,1,0xFFFFFFFF); ui_draw2d.Flush(); ctx->RebindTexture(); } ui_draw2d.DrawText(UBUNTU24, title.c_str(), 10+144+10, 30, 0xFFFFFFFF, ALIGN_LEFT); int x = 30; int y = 50; int stride = 40; int columnw = 400; // Shared with settings I18NCategory *ss = GetI18NCategory("System"); I18NCategory *gs = GetI18NCategory("Graphics"); UICheckBox(GEN_ID, x, y += stride, ss->T("Show Debug Statistics"), ALIGN_TOPLEFT, &g_Config.bShowDebugStats); UICheckBox(GEN_ID, x, y += stride, ss->T("Show FPS"), ALIGN_TOPLEFT, &g_Config.bShowFPSCounter); // TODO: Maybe shouldn't show this if the screen ratios are very close... UICheckBox(GEN_ID, x, y += stride, gs->T("Stretch to Display"), ALIGN_TOPLEFT, &g_Config.bStretchToDisplay); UICheckBox(GEN_ID, x, y += stride, gs->T("Hardware Transform"), ALIGN_TOPLEFT, &g_Config.bHardwareTransform); if (UICheckBox(GEN_ID, x, y += stride, gs->T("Buffered Rendering"), ALIGN_TOPLEFT, &g_Config.bBufferedRendering)) { if (gpu) gpu->Resized(); } bool fs = g_Config.iFrameSkip == 1; UICheckBox(GEN_ID, x, y += stride, gs->T("Frame Skipping"), ALIGN_TOPLEFT, &fs); UICheckBox(GEN_ID, x, y += stride, gs->T("Media Engine"), ALIGN_TOPLEFT, &g_Config.bUseMediaEngine); g_Config.iFrameSkip = fs ? 1 : 0; I18NCategory *i = GetI18NCategory("Pause"); // TODO: Add UI for more than one slot. HLinear hlinear1(x, y + 80, 20); if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, 0, i->T("Save State"), ALIGN_LEFT)) { SaveState::SaveSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, 0, i->T("Load State"), ALIGN_LEFT)) { SaveState::LoadSlot(0, 0, 0); screenManager()->finishDialog(this, DR_CANCEL); } VLinear vlinear(dp_xres - 10, 160, 20); if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Continue"), ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_CANCEL); } if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Settings"), ALIGN_RIGHT)) { screenManager()->push(new SettingsScreen(), 0); } if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Back to Menu"), ALIGN_RIGHT)) { screenManager()->finishDialog(this, DR_OK); } /* if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), LARGE_BUTTON_WIDTH*2, 0, "Debug: Dump Next Frame", ALIGN_BOTTOMRIGHT)) { gpu->DumpNextFrame(); } */ DrawWatermark(); UIEnd(); }