// 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*)¶m->saveNameList)); INFO_LOG(HLE,"fileName : %s",param->fileName); INFO_LOG(HLE,"dataBuf : %08x",*((unsigned int*)¶m->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*)¶m->icon0FileData.buf)); INFO_LOG(HLE,"icon0 size : %u",param->icon0FileData.bufSize); INFO_LOG(HLE,"icon1 data : %08x",*((unsigned int*)¶m->icon1FileData.buf)); INFO_LOG(HLE,"icon1 size : %u",param->icon1FileData.bufSize); INFO_LOG(HLE,"pic1 data : %08x",*((unsigned int*)¶m->pic1FileData.buf)); INFO_LOG(HLE,"pic1 size : %u",param->pic1FileData.bufSize); INFO_LOG(HLE,"snd0 data : %08x",*((unsigned int*)¶m->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); }