// Copyright (c) 2013- 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 #include "base/colorutil.h" #include "gfx_es2/draw_buffer.h" #include "i18n/i18n.h" #include "ui/ui_context.h" #include "ui/view.h" #include "ui_atlas.h" #include "DisplayLayoutScreen.h" #include "Core/Config.h" #include "Core/System.h" #include "DisplayLayoutEditor.h" #include "GPU/GLES/Framebuffer.h" static const int leftColumnWidth = 200; static const float orgRatio = 1.764706; // Ugly hackery, need to rework some stuff to get around this static float local_dp_xres; static float local_dp_yres; class DragDropDisplay : public MultiTouchDisplay { public: DragDropDisplay(float &x, float &y, int img, float &scale) : MultiTouchDisplay(img, scale, new UI::AnchorLayoutParams(x*local_dp_xres, y*local_dp_yres, UI::NONE, UI::NONE, true)), x_(x), y_(y), theScale_(scale) { scale_ = theScale_; } virtual void SaveDisplayPosition() { x_ = bounds_.centerX() / local_dp_xres; y_ = bounds_.centerY() / local_dp_yres; scale_ = theScale_; } virtual float GetScale() const { return theScale_; } virtual void SetScale(float s) { theScale_ = s; scale_ = s; } private: float &x_, &y_; float &theScale_; }; DisplayLayoutScreen::DisplayLayoutScreen() { picked_ = 0; }; bool DisplayLayoutScreen::touch(const TouchInput &touch) { UIScreen::touch(touch); using namespace UI; int mode = mode_->GetSelection(); if (g_Config.iSmallDisplayZoomType == 2) { mode = -1; } const Bounds &screen_bounds = screenManager()->getUIContext()->GetBounds(); if ((touch.flags & TOUCH_MOVE) && picked_ != 0) { int touchX = touch.x - offsetTouchX; int touchY = touch.y - offsetTouchY; if (mode == 0) { const Bounds &bounds = picked_->GetBounds(); int minTouchX = screen_bounds.w / 4; int maxTouchX = screen_bounds.w - minTouchX; int minTouchY = screen_bounds.h / 4; int maxTouchY = screen_bounds.h - minTouchY; int newX = bounds.centerX(), newY = bounds.centerY(); // we have to handle x and y separately since even if x is blocked, y may not be. if (touchX > minTouchX && touchX < maxTouchX) { // if the leftmost point of the control is ahead of the margin, // move it. Otherwise, don't. newX = touchX; } if (touchY > minTouchY && touchY < maxTouchY) { newY = touchY; } picked_->ReplaceLayoutParams(new UI::AnchorLayoutParams(newX, newY, NONE, NONE, true)); } else if (mode == 1) { // Resize. Vertical = scaling, horizontal = spacing; // Up should be bigger so let's negate in that direction float diffX = (touchX - startX_); float diffY = -(touchY - startY_); float movementScale = 0.5f; float newScale = startScale_ + diffY * movementScale; if (newScale > 100.0f) newScale = 100.0f; if (newScale < 1.0f) newScale = 1.0f; picked_->SetScale(newScale); scaleUpdate_ = picked_->GetScale(); g_Config.fSmallDisplayZoomLevel = scaleUpdate_ / 8.0f; } } if ((touch.flags & TOUCH_DOWN) && picked_ == 0) { picked_ = displayRepresentation_; if (picked_) { const Bounds &bounds = picked_->GetBounds(); startX_ = bounds.centerX(); startY_ = bounds.centerY(); offsetTouchX = touch.x - startX_; offsetTouchY = touch.y - startY_; startScale_ = picked_->GetScale(); } } if ((touch.flags & TOUCH_UP) && picked_ != 0) { const Bounds &bounds = picked_->GetBounds(); float saveX_ = touch.x; float saveY_ = touch.y; startScale_ = picked_->GetScale(); picked_->SaveDisplayPosition(); picked_ = 0; } return true; }; void DisplayLayoutScreen::onFinish(DialogResult reason) { g_Config.Save(); } UI::EventReturn DisplayLayoutScreen::OnCenter(UI::EventParams &e) { g_Config.fSmallDisplayOffsetX = 0.5f; g_Config.fSmallDisplayOffsetY = 0.5f; RecreateViews(); return UI::EVENT_DONE; }; UI::EventReturn DisplayLayoutScreen::OnZoomTypeChange(UI::EventParams &e) { if (g_Config.iSmallDisplayZoomType < 3) { const Bounds &bounds = screenManager()->getUIContext()->GetBounds(); float autoBound = bounds.w / 480.0f; g_Config.fSmallDisplayZoomLevel = autoBound; displayRepresentationScale_ = g_Config.fSmallDisplayZoomLevel * 8.0f; g_Config.fSmallDisplayOffsetX = 0.5f; g_Config.fSmallDisplayOffsetY = 0.5f; } RecreateViews(); return UI::EVENT_DONE; }; void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) { RecreateViews(); } void DisplayLayoutScreen::CreateViews() { const Bounds &bounds = screenManager()->getUIContext()->GetBounds(); local_dp_xres = bounds.w; local_dp_yres = bounds.h; using namespace UI; I18NCategory *di = GetI18NCategory("Dialog"); I18NCategory *gr = GetI18NCategory("Graphics"); I18NCategory *co = GetI18NCategory("Controls"); root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); // Just visual boundaries of the screen, should be easier to use than imagination float verticalBoundaryPositionL = local_dp_xres / 4.0f; float verticalBoundaryPositionR = local_dp_xres - verticalBoundaryPositionL; float horizontalBoundaryPositionL = local_dp_yres / 4.0f; float horizontalBoundaryPositionR = local_dp_yres - horizontalBoundaryPositionL; TabHolder *verticalBoundaryL = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL, new AnchorLayoutParams(0, 0, 0, 0, false)); TabHolder *verticalBoundaryR = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionR + 4.0f, new AnchorLayoutParams(0, 0, 0, 0, false)); TabHolder *horizontalBoundaryL = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL * 2.0f, new AnchorLayoutParams(verticalBoundaryPositionL * 2.0f, horizontalBoundaryPositionL - 32.0f, 0, 0, true)); TabHolder *horizontalBoundaryR = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL * 2.0f, new AnchorLayoutParams(verticalBoundaryPositionL * 2.0f, horizontalBoundaryPositionR + 32.0f, 0, 0, true)); AnchorLayout *topBoundary = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); AnchorLayout *bottomBoundary = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); root_->Add(verticalBoundaryL); root_->Add(verticalBoundaryR); root_->Add(horizontalBoundaryL); root_->Add(horizontalBoundaryR); horizontalBoundaryL->AddTab("", topBoundary); horizontalBoundaryR->AddTab("", bottomBoundary); Choice *back = new Choice(di->T("Back"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 10)); static const char *zoomLevels[] = { "Stretching", "Partial Stretch", "Auto Scaling", "Manual Scaling" }; zoom_ = new PopupMultiChoice(&g_Config.iSmallDisplayZoomType, di->T("Options"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, local_dp_xres / 2 - 200, NONE, NONE, 10)); zoom_->OnChoice.Handle(this, &DisplayLayoutScreen::OnZoomTypeChange); static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" }; rotation_ = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, local_dp_xres / 2 - 200, NONE, NONE, local_dp_yres - 64)); rotation_->SetEnabledPtr(&displayRotEnable_); displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE); bool bRotated = false; if (displayRotEnable_ && (g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180)) { bRotated = true; } mode_ = new ChoiceStrip(ORIENT_VERTICAL, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 158 + 64 + 10)); displayRepresentationScale_ = g_Config.fSmallDisplayZoomLevel * 8.0f; // Visual representation image is just icon size and have to be scaled 8 times to match PSP native resolution which is used as 1.0 for zoom if (g_Config.iSmallDisplayZoomType > 1) { // Scaling if (g_Config.iSmallDisplayZoomType == 2) { // Auto Scaling mode_->AddChoice(gr->T("Auto Scaling")); mode_->ReplaceLayoutParams(new AnchorLayoutParams(0, 0, local_dp_xres / 2.0f - 70.0f, NONE, NONE, local_dp_yres / 2.0f + 32.0f)); float autoBound = local_dp_yres / 270.0f; // Case of screen rotated ~ only works with buffered rendering if (bRotated) { autoBound = local_dp_yres / 480.0f; } else { // Without rotation in common cases like 1080p we cut off 2 pixels of height, this reflects other cases float resCommonWidescreen = autoBound - floor(autoBound); if (resCommonWidescreen != 0.0f) { float ratio = local_dp_xres / local_dp_yres; if (ratio < orgRatio) { autoBound = local_dp_xres / 480.0f; } else { autoBound = local_dp_yres / 272.0f; } } } g_Config.fSmallDisplayZoomLevel = autoBound; displayRepresentationScale_ = g_Config.fSmallDisplayZoomLevel * 8.0f; g_Config.fSmallDisplayOffsetX = 0.5f; g_Config.fSmallDisplayOffsetY = 0.5f; } else { // Manual Scaling Choice *center = new Choice(di->T("Center"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 74)); center->OnClick.Handle(this, &DisplayLayoutScreen::OnCenter); root_->Add(center); PopupSliderChoiceFloat *zoomlvl_ = new PopupSliderChoiceFloat(&g_Config.fSmallDisplayZoomLevel, 1.0f, 10.0f, di->T("Zoom"), 1.0f, screenManager(), di->T("* PSP res"), new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 134)); root_->Add(zoomlvl_); mode_->AddChoice(di->T("Move")); mode_->AddChoice(di->T("Resize")); mode_->SetSelection(0); } displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, I_PSP_DISPLAY, displayRepresentationScale_); displayRepresentation_->SetVisibility(V_VISIBLE); } else { // Stretching mode_->AddChoice(gr->T("Stretching")); mode_->ReplaceLayoutParams(new AnchorLayoutParams(0, 0, local_dp_xres / 2.0f - 70.0f, NONE, NONE, local_dp_yres / 2.0f + 32.0f)); displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, I_PSP_DISPLAY, displayRepresentationScale_); displayRepresentation_->SetVisibility(V_INVISIBLE); float width = local_dp_xres / 2.0f; float height = local_dp_yres / 2.0f; if (g_Config.iSmallDisplayZoomType == 0) { // Stretched Choice *stretched = new Choice("", "", false, new AnchorLayoutParams(width, height, width - width / 2.0f, NONE, NONE, height - height / 2.0f)); stretched->SetEnabled(false); root_->Add(stretched); } else { // Partially stretched float origRatio = !bRotated ? 480.0f / 272.0f : 272.0f / 480.0f; float frameRatio = width / height; if (origRatio > frameRatio) { height = width / origRatio; if (!bRotated && g_Config.iSmallDisplayZoomType == 1) { height = (272.0f + height) / 2.0f; } } else { width = height * origRatio; if (bRotated && g_Config.iSmallDisplayZoomType == 1) { width = (272.0f + height) / 2.0f; } } Choice *stretched = new Choice("", "", false, new AnchorLayoutParams(width, height, local_dp_xres / 2.0f - width / 2.0f, NONE, NONE, local_dp_yres / 2.0f - height / 2.0f)); stretched->SetEnabled(false); root_->Add(stretched); } } if (bRotated) { displayRepresentation_->SetAngle(90.0f); } back->OnClick.Handle(this, &UIScreen::OnBack); root_->Add(displayRepresentation_); root_->Add(mode_); root_->Add(zoom_); root_->Add(rotation_); root_->Add(back); }