ppsspp/Core/Dialog/PSPSaveDialog.cpp

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// 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 "PSPSaveDialog.h"
#include "../Util/PPGeDraw.h"
#include "../HLE/sceCtrl.h"
#include "../Core/MemMap.h"
PSPSaveDialog::PSPSaveDialog()
: PSPDialog()
, currentSelectedSave(0)
, display(DS_NONE)
{
param.SetPspParam(0);
}
PSPSaveDialog::~PSPSaveDialog() {
}
void PSPSaveDialog::Init(int paramAddr)
{
param.SetPspParam((SceUtilitySavedataParam*)Memory::GetPointer(paramAddr));
DEBUG_LOG(HLE,"sceUtilitySavedataInitStart(%08x)", paramAddr);
DEBUG_LOG(HLE,"Mode: %i", param.GetPspParam()->mode);
switch(param.GetPspParam()->mode)
{
case SCE_UTILITY_SAVEDATA_TYPE_AUTOLOAD:
case SCE_UTILITY_SAVEDATA_TYPE_LOAD:
DEBUG_LOG(HLE, "Loading. Title: %s Save: %s File: %s", param.GetPspParam()->gameName, param.GetPspParam()->saveName, param.GetPspParam()->fileName);
display = DS_NONE;
break;
case SCE_UTILITY_SAVEDATA_TYPE_LISTLOAD:
DEBUG_LOG(HLE, "Loading. Title: %s Save: %s File: %s", param.GetPspParam()->gameName, param.GetPspParam()->saveName, param.GetPspParam()->fileName);
if(param.GetFilenameCount() == 0)
display = DS_LOAD_NODATA;
else
display = DS_LOAD_LIST_CHOICE;
break;
case SCE_UTILITY_SAVEDATA_TYPE_AUTOSAVE:
case SCE_UTILITY_SAVEDATA_TYPE_SAVE:
DEBUG_LOG(HLE, "Saving. Title: %s Save: %s File: %s", param.GetPspParam()->gameName, param.GetPspParam()->saveName, param.GetPspParam()->fileName);
display = DS_NONE;
break;
case SCE_UTILITY_SAVEDATA_TYPE_LISTSAVE:
DEBUG_LOG(HLE, "Saving. Title: %s Save: %s File: %s", param.GetPspParam()->gameName, param.GetPspParam()->saveName, param.GetPspParam()->fileName);
display = DS_SAVE_LIST_CHOICE;
break;
case SCE_UTILITY_SAVEDATA_TYPE_LISTDELETE:
DEBUG_LOG(HLE, "Delete. Title: %s Save: %s File: %s", param.GetPspParam()->gameName, param.GetPspParam()->saveName, param.GetPspParam()->fileName);
if(param.GetFilenameCount() == 0)
display = DS_DELETE_NODATA;
else
display = DS_DELETE_LIST_CHOICE;
break;
case SCE_UTILITY_SAVEDATA_TYPE_DELETE: // This run on PSP display a list of all save on the PSP. Weird.
case SCE_UTILITY_SAVEDATA_TYPE_SIZES:
default:
{
ERROR_LOG(HLE, "Load/Save function %d not coded. Title: %s Save: %s File: %s", param.GetPspParam()->mode, param.GetPspParam()->gameName, param.GetPspParam()->saveName, param.GetPspParam()->fileName);
display = DS_NONE;
return; // Return 0 should allow the game to continue, but missing function must be implemented and returning the right value or the game can block.
}
break;
}
status = SCE_UTILITY_STATUS_INITIALIZE;
currentSelectedSave = 0;
lastButtons = __CtrlPeekButtons();
/*INFO_LOG(HLE,"Dump Param :");
INFO_LOG(HLE,"size : %d",param->size);
INFO_LOG(HLE,"language : %d",param->language);
INFO_LOG(HLE,"buttonSwap : %d",param->buttonSwap);
INFO_LOG(HLE,"result : %d",param->result);
INFO_LOG(HLE,"mode : %d",param->mode);
INFO_LOG(HLE,"bind : %d",param->bind);
INFO_LOG(HLE,"overwriteMode : %d",param->overwriteMode);
INFO_LOG(HLE,"gameName : %s",param->gameName);
INFO_LOG(HLE,"saveName : %s",param->saveName);
INFO_LOG(HLE,"saveNameList : %08x",*((unsigned int*)&param->saveNameList));
INFO_LOG(HLE,"fileName : %s",param->fileName);
INFO_LOG(HLE,"dataBuf : %08x",*((unsigned int*)&param->dataBuf));
INFO_LOG(HLE,"dataBufSize : %u",param->dataBufSize);
INFO_LOG(HLE,"dataSize : %u",param->dataSize);
INFO_LOG(HLE,"sfo title : %s",param->sfoParam.title);
INFO_LOG(HLE,"sfo savedataTitle : %s",param->sfoParam.savedataTitle);
INFO_LOG(HLE,"sfo detail : %s",param->sfoParam.detail);
INFO_LOG(HLE,"icon0 data : %08x",*((unsigned int*)&param->icon0FileData.buf));
INFO_LOG(HLE,"icon0 size : %u",param->icon0FileData.bufSize);
INFO_LOG(HLE,"icon1 data : %08x",*((unsigned int*)&param->icon1FileData.buf));
INFO_LOG(HLE,"icon1 size : %u",param->icon1FileData.bufSize);
INFO_LOG(HLE,"pic1 data : %08x",*((unsigned int*)&param->pic1FileData.buf));
INFO_LOG(HLE,"pic1 size : %u",param->pic1FileData.bufSize);
INFO_LOG(HLE,"snd0 data : %08x",*((unsigned int*)&param->snd0FileData.buf));
INFO_LOG(HLE,"snd0 size : %u",param->snd0FileData.bufSize);*/
}
void PSPSaveDialog::DisplaySaveList(bool canMove)
{
int displayCount = 0;
for(int i = 0; i < param.GetFilenameCount(); i++)
{
int textureColor = 0xFF000000; // Hack for differencing save existing and not while real texture not displayed
if(param.GetFileInfo(i).size == 0)
{
textureColor = 0xFF777777;
}
// Calc save image position on screen
int w = 150;
int h = 80;
int x = 20;
if(displayCount != currentSelectedSave)
{
w = 80;
h = 40;
x = 50;
}
int y = 80;
if(displayCount < currentSelectedSave)
y -= 50 * (currentSelectedSave - displayCount);
else if(displayCount > currentSelectedSave)
{
y += 90 + 50 * (displayCount - currentSelectedSave - 1);
}
PPGeDraw4Patch(I_BUTTON, x, y, w, h, textureColor); // TODO : Display save texture image, or default if no save
displayCount++;
}
if(canMove)
{
if (IsButtonPressed(CTRL_UP) && currentSelectedSave > 0)
{
currentSelectedSave--;
}
else if (IsButtonPressed(CTRL_DOWN) && currentSelectedSave < (param.GetFilenameCount()-1))
{
currentSelectedSave++;
}
}
}
void PSPSaveDialog::DisplaySaveIcon()
{
int textureColor = 0xFF000000; // Hack for differencing save existing and not while real texture not displayed
if(param.GetFileInfo(currentSelectedSave).size == 0)
{
textureColor = 0xFF777777;
}
// Calc save image position on screen
int w = 150;
int h = 80;
int x = 20;
int y = 80;
PPGeDraw4Patch(I_BUTTON, x, y, w, h, textureColor); // TODO : Display save texture image, or default if no save
}
void PSPSaveDialog::DisplaySaveDataInfo1()
{
if(param.GetFileInfo(currentSelectedSave).size == 0)
{
PPGeDrawText("New Save", 200, 110, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
}
else
{
char txt[1024];
sprintf(txt,"%s\nSize : %d",param.GetFilename(currentSelectedSave),param.GetFileInfo(currentSelectedSave).size);
std::string saveinfoTxt = txt;
PPGeDrawText(saveinfoTxt.c_str(), 200, 100, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
}
}
void PSPSaveDialog::DisplaySaveDataInfo2()
{
if(param.GetFileInfo(currentSelectedSave).size == 0)
{
}
else
{
char txt[1024];
sprintf(txt,"%s\nSize : %d",param.GetFilename(currentSelectedSave),param.GetFileInfo(currentSelectedSave).size);
std::string saveinfoTxt = txt;
PPGeDrawText(saveinfoTxt.c_str(), 10, 180, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
}
}
void PSPSaveDialog::DisplayConfirmationYesNo(std::string text)
{
PPGeDrawText(text.c_str(), 200, 90, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
PPGeDrawText("Yes", 250, 150, PPGE_ALIGN_LEFT, 0.5f, (yesnoChoice == 1?0xFF0000FF:0xFFFFFFFF));
PPGeDrawText("No", 350, 150, PPGE_ALIGN_LEFT, 0.5f, (yesnoChoice == 0?0xFF0000FF:0xFFFFFFFF));
if (IsButtonPressed(CTRL_LEFT) && yesnoChoice == 0)
{
yesnoChoice = 1;
}
else if (IsButtonPressed(CTRL_RIGHT) && yesnoChoice == 1)
{
yesnoChoice = 0;
}
}
void PSPSaveDialog::DisplayInfo(std::string text)
{
PPGeDrawText(text.c_str(), 200, 90, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
}
void PSPSaveDialog::DisplayTitle(std::string name)
{
PPGeDrawText(name.c_str(), 10, 10, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
}
void PSPSaveDialog::DisplayEnterBack()
{
PPGeDrawImage(okButtonImg, 200, 220, 20, 20, 0, 0xFFFFFFFF);
PPGeDrawText("Enter", 230, 220, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
PPGeDrawImage(cancelButtonImg, 290, 220, 20, 20, 0, 0xFFFFFFFF);
PPGeDrawText("Back", 320, 220, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
}
void PSPSaveDialog::DisplayBack()
{
PPGeDrawImage(cancelButtonImg, 250, 220, 20, 20, 0, 0xFFFFFFFF);
PPGeDrawText("Back", 270, 220, PPGE_ALIGN_LEFT, 0.5f, 0xFFFFFFFF);
}
void PSPSaveDialog::Update()
{
switch (status) {
case SCE_UTILITY_STATUS_FINISHED:
status = SCE_UTILITY_STATUS_SHUTDOWN;
break;
}
if (status != SCE_UTILITY_STATUS_RUNNING)
{
return;
}
if (!param.GetPspParam()) {
status = SCE_UTILITY_STATUS_SHUTDOWN;
return;
}
buttons = __CtrlPeekButtons();
okButtonImg = I_CIRCLE;
cancelButtonImg = I_CROSS;
okButtonFlag = CTRL_CIRCLE;
cancelButtonFlag = CTRL_CROSS;
if(param.GetPspParam()->buttonSwap == 1)
{
okButtonImg = I_CROSS;
cancelButtonImg = I_CIRCLE;
okButtonFlag = CTRL_CROSS;
cancelButtonFlag = CTRL_CIRCLE;
}
switch(display)
{
case DS_SAVE_LIST_CHOICE:
StartDraw();
DisplayTitle("Save");
// TODO : use focus for selected save by default, and don't modify global selected save,use local var
DisplaySaveList();
DisplaySaveDataInfo1();
// TODO : Dialogs should take control over input and not send them to the game while displaying
DisplayEnterBack();
if (IsButtonPressed(cancelButtonFlag))
{
status = SCE_UTILITY_STATUS_FINISHED;
param.GetPspParam()->result = SCE_UTILITY_DIALOG_RESULT_CANCEL;
}
else if (IsButtonPressed(okButtonFlag))
{
// Save exist, ask user confirm
if(param.GetFileInfo(currentSelectedSave).size > 0)
{
yesnoChoice = 0;
display = DS_SAVE_CONFIRM_OVERWRITE;
}
else
{
display = DS_SAVE_SAVING;
if(param.Save(param.GetPspParam(),currentSelectedSave))
{
param.SetPspParam(param.GetPspParam()); // Optim : Just Update modified save
display = DS_SAVE_DONE;
}
else
{
display = DS_SAVE_LIST_CHOICE; // This will probably need error message ?
}
}
}
EndDraw();
break;
case DS_SAVE_CONFIRM_OVERWRITE:
StartDraw();
DisplayTitle("Save");
DisplaySaveIcon();
DisplaySaveDataInfo2();
DisplayConfirmationYesNo("Do you want to overwrite the data ?");
DisplayEnterBack();
if (IsButtonPressed(cancelButtonFlag))
{
display = DS_SAVE_LIST_CHOICE;
}
else if (IsButtonPressed(okButtonFlag))
{
if(yesnoChoice == 0)
{
display = DS_SAVE_LIST_CHOICE;
}
else
{
display = DS_SAVE_SAVING;
if(param.Save(param.GetPspParam(),currentSelectedSave))
{
param.SetPspParam(param.GetPspParam()); // Optim : Just Update modified save
display = DS_SAVE_DONE;
}
else
{
display = DS_SAVE_LIST_CHOICE; // This will probably need error message ?
}
}
}
EndDraw();
break;
case DS_SAVE_SAVING:
StartDraw();
DisplayTitle("Save");
DisplaySaveIcon();
DisplaySaveDataInfo2();
DisplayInfo("Saving\nPlease Wait...");
EndDraw();
break;
case DS_SAVE_DONE:
StartDraw();
DisplayTitle("Save");
DisplaySaveIcon();
DisplaySaveDataInfo2();
DisplayBack();
DisplayInfo("Save completed");
if (IsButtonPressed(cancelButtonFlag))
{
status = SCE_UTILITY_STATUS_FINISHED;
param.GetPspParam()->result = SCE_UTILITY_DIALOG_RESULT_SUCCESS;
// Set the save to use for autosave and autoload
param.SetSelectedSave(param.GetFileInfo(currentSelectedSave).idx);
}
EndDraw();
break;
case DS_LOAD_LIST_CHOICE:
StartDraw();
DisplayTitle("Load");
DisplaySaveList();
DisplaySaveDataInfo1();
// TODO : Dialogs should take control over input and not send them to the game while displaying
DisplayEnterBack();
if (IsButtonPressed(cancelButtonFlag))
{
status = SCE_UTILITY_STATUS_FINISHED;
param.GetPspParam()->result = SCE_UTILITY_DIALOG_RESULT_CANCEL;
}
else if (IsButtonPressed(okButtonFlag))
{
display = DS_LOAD_LOADING;
if(param.Load(param.GetPspParam(),currentSelectedSave))
{
display = DS_LOAD_DONE;
}
}
EndDraw();
break;
case DS_LOAD_LOADING:
StartDraw();
DisplayTitle("Load");
DisplaySaveIcon();
DisplaySaveDataInfo2();
DisplayInfo("Loading\nPlease Wait...");
EndDraw();
break;
case DS_LOAD_DONE:
StartDraw();
DisplayTitle("Load");
DisplaySaveIcon();
DisplaySaveDataInfo2();
DisplayBack();
DisplayInfo("Load completed");
if (IsButtonPressed(cancelButtonFlag))
{
status = SCE_UTILITY_STATUS_FINISHED;
param.GetPspParam()->result = SCE_UTILITY_DIALOG_RESULT_SUCCESS;
// Set the save to use for autosave and autoload
param.SetSelectedSave(param.GetFileInfo(currentSelectedSave).idx);
}
EndDraw();
break;
case DS_LOAD_NODATA:
StartDraw();
DisplayTitle("Load");
DisplayBack();
DisplayInfo("There is no data");
if (IsButtonPressed(cancelButtonFlag))
{
status = SCE_UTILITY_STATUS_FINISHED;
param.GetPspParam()->result = SCE_UTILITY_SAVEDATA_ERROR_LOAD_NO_DATA;
}
EndDraw();
break;
case DS_DELETE_LIST_CHOICE:
StartDraw();
DisplayTitle("Delete");
DisplaySaveList();
DisplaySaveDataInfo1();
// TODO : Dialogs should take control over input and not send them to the game while displaying
DisplayEnterBack();
if (IsButtonPressed(cancelButtonFlag))
{
status = SCE_UTILITY_STATUS_FINISHED;
param.GetPspParam()->result = SCE_UTILITY_DIALOG_RESULT_CANCEL;
}
else if (IsButtonPressed(okButtonFlag))
{
yesnoChoice = 0;
display = DS_DELETE_CONFIRM;
}
EndDraw();
break;
case DS_DELETE_CONFIRM:
StartDraw();
DisplayTitle("Delete");
DisplaySaveIcon();
DisplaySaveDataInfo2();
DisplayConfirmationYesNo("The data will be deleted.\nAre you sure you want to continue?");
DisplayEnterBack();
if (IsButtonPressed(cancelButtonFlag))
{
display = DS_DELETE_LIST_CHOICE;
}
else if (IsButtonPressed(okButtonFlag))
{
if(yesnoChoice == 0)
{
display = DS_DELETE_LIST_CHOICE;
}
else
{
display = DS_DELETE_DELETING;
if(param.Delete(param.GetPspParam(),currentSelectedSave))
{
param.SetPspParam(param.GetPspParam()); // Optim : Just Update modified save
display = DS_DELETE_DONE;
}
else
{
display = DS_DELETE_LIST_CHOICE; // This will probably need error message ?
}
}
}
EndDraw();
break;
case DS_DELETE_DELETING:
StartDraw();
DisplayTitle("Delete");
DisplayInfo("Deleting\nPlease Wait...");
EndDraw();
break;
case DS_DELETE_DONE:
StartDraw();
DisplayTitle("Delete");
DisplayBack();
DisplayInfo("Delete completed");
if (IsButtonPressed(cancelButtonFlag))
{
if(param.GetFilenameCount() == 0)
display = DS_DELETE_NODATA;
else
display = DS_DELETE_LIST_CHOICE;
}
EndDraw();
break;
case DS_DELETE_NODATA:
StartDraw();
DisplayTitle("Delete");
DisplayBack();
DisplayInfo("There is no data");
if (IsButtonPressed(cancelButtonFlag))
{
status = SCE_UTILITY_STATUS_FINISHED;
param.GetPspParam()->result = SCE_UTILITY_SAVEDATA_ERROR_DELETE_NO_DATA;
}
EndDraw();
break;
case DS_NONE: // For action which display nothing
{
switch(param.GetPspParam()->mode)
{
case SCE_UTILITY_SAVEDATA_TYPE_LOAD: // Only load and exit
case SCE_UTILITY_SAVEDATA_TYPE_AUTOLOAD:
param.Save(param.GetPspParam(),param.GetSelectedSave());
status = SCE_UTILITY_STATUS_FINISHED;
return;
break;
case SCE_UTILITY_SAVEDATA_TYPE_SAVE: // Only save and exit
case SCE_UTILITY_SAVEDATA_TYPE_AUTOSAVE:
param.Load(param.GetPspParam(),param.GetSelectedSave());
status = SCE_UTILITY_STATUS_FINISHED;
return;
break;
default:
status = SCE_UTILITY_STATUS_FINISHED;
return;
break;
}
}
break;
default:
status = SCE_UTILITY_STATUS_FINISHED;
return;
break;
}
lastButtons = buttons;
}
void PSPSaveDialog::Shutdown()
{
PSPDialog::Shutdown();
param.SetPspParam(0);
}