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C++ screenManager函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中screenManager函数的典型用法代码示例。如果您正苦于以下问题:C++ screenManager函数的具体用法?C++ screenManager怎么用?C++ screenManager使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了screenManager函数的16个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: ReapplyGfxState

void EmuScreen::render() {
    if (invalid_)
        return;

    // Reapply the graphics state of the PSP
    ReapplyGfxState();

    // We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
    // The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
    int blockTicks = usToCycles(1000000 / 10);

    // Run until CORE_NEXTFRAME
    while (coreState == CORE_RUNNING) {
        u64 nowTicks = CoreTiming::GetTicks();
        mipsr4k.RunLoopUntil(nowTicks + blockTicks);
    }
    // Hopefully coreState is now CORE_NEXTFRAME
    if (coreState == CORE_NEXTFRAME) {
        // set back to running for the next frame
        coreState = CORE_RUNNING;
    } else if (coreState == CORE_POWERDOWN)	{
        ILOG("SELF-POWERDOWN!");
        screenManager()->switchScreen(new MenuScreen());
    }

    if (invalid_)
        return;

    if (g_Config.bBufferedRendering)
        fbo_unbind();

    UIShader_Prepare();

    uiTexture->Bind(0);

    glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
    glstate.viewport.restore();

    ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL);

    if (g_Config.bShowTouchControls)
        DrawGamepad(ui_draw2d);

    DrawWatermark();

    if (g_Config.bShowDebugStats) {
        char statbuf[4096] = {0};
        __DisplayGetDebugStats(statbuf);
        if (statbuf[4095])
            ERROR_LOG(HLE, "Statbuf too big");
        ui_draw2d.SetFontScale(.7f, .7f);
        ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000);
        ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF);
        ui_draw2d.SetFontScale(1.0f, 1.0f);
    }

    if (g_Config.bShowFPSCounter) {
        float vps, fps;
        __DisplayGetFPS(&vps, &fps);
        char fpsbuf[256];
        sprintf(fpsbuf, "VPS: %0.1f", vps);
        ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT);
        ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT);
    }


    glsl_bind(UIShader_Get());
    ui_draw2d.End();
    ui_draw2d.Flush();

    // Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
    bool hasDiscard = gl_extensions.EXT_discard_framebuffer;  // TODO
    if (hasDiscard) {
        //const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT };
        //glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets);
    }
#endif
}
开发者ID:rodeoliba0007,项目名称:ppsspp,代码行数:79,代码来源:EmuScreen.cpp


示例2: screenManager

void InGameMenuScreen::update(InputState &input) {
	if (input.pad_buttons_down & PAD_BUTTON_BACK) {
		screenManager()->finishDialog(this, DR_CANCEL);
	}
}
开发者ID:Titouf2609,项目名称:ppsspp,代码行数:5,代码来源:MenuScreens.cpp


示例3: screenManager

void EmuScreen::sendMessage(const char *message, const char *value) {
	// External commands, like from the Windows UI.
	if (!strcmp(message, "pause")) {
		screenManager()->push(new GamePauseScreen(gamePath_));
	} else if (!strcmp(message, "stop")) {
		// We will push MainScreen in update().
		PSP_Shutdown();
		bootPending_ = false;
		invalid_ = true;
		host->UpdateDisassembly();
	} else if (!strcmp(message, "reset")) {
		PSP_Shutdown();
		bootPending_ = true;
		invalid_ = true;
		host->UpdateDisassembly();

		std::string resetError;
		if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
			ELOG("Error resetting: %s", resetError.c_str());
			screenManager()->switchScreen(new MainScreen());
			System_SendMessage("event", "failstartgame");
			return;
		}
	} else if (!strcmp(message, "boot")) {
		const char *ext = strrchr(value, '.');
		if (!strcmp(ext, ".ppst")) {
			SaveState::Load(value, &AfterStateLoad);
		} else {
			PSP_Shutdown();
			bootPending_ = true;
			bootGame(value);
		}
	} else if (!strcmp(message, "control mapping")) {
		UpdateUIState(UISTATE_MENU);
		screenManager()->push(new ControlMappingScreen());
	} else if (!strcmp(message, "settings")) {
		UpdateUIState(UISTATE_MENU);
		screenManager()->push(new GameSettingsScreen(gamePath_));
	} else if (!strcmp(message, "gpu resized") || !strcmp(message, "gpu clear cache")) {
		if (gpu) {
			gpu->ClearCacheNextFrame();
			gpu->Resized();
		}
		Reporting::UpdateConfig();
		RecreateViews();
	} else if (!strcmp(message, "gpu dump next frame")) {
		if (gpu) gpu->DumpNextFrame();
	} else if (!strcmp(message, "clear jit")) {
		if (MIPSComp::jit) {
			MIPSComp::jit->ClearCache();
		}
		if (PSP_IsInited()) {
			currentMIPS->UpdateCore(g_Config.bJit ? CPU_JIT : CPU_INTERPRETER);
		}
	} else if (!strcmp(message, "window minimized")) {
		if (!strcmp(value, "true")) {
			gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
		} else {
			gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
		}
	}
}
开发者ID:Artoria2e5,项目名称:ppsspp,代码行数:62,代码来源:EmuScreen.cpp


示例4: bootGame

void EmuScreen::update(InputState &input) {
	if (bootPending_)
		bootGame(gamePath_);

	UIScreen::update(input);

	// Simply forcibily update to the current screen size every frame. Doesn't cost much.
	// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
	// TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too.
	const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
	PSP_CoreParameter().pixelWidth = pixel_xres * bounds.w / dp_xres;
	PSP_CoreParameter().pixelHeight = pixel_yres * bounds.h / dp_yres;

	if (!invalid_) {
		UpdateUIState(UISTATE_INGAME);
	}

	if (errorMessage_.size()) {
		// Special handling for ZIP files. It's not very robust to check an error message but meh,
		// at least it's pre-translation.
		if (errorMessage_.find("ZIP") != std::string::npos) {
			screenManager()->push(new InstallZipScreen(gamePath_));
			errorMessage_ = "";
			quit_ = true;
			return;
		}
		I18NCategory *g = GetI18NCategory("Error");
		std::string errLoadingFile = g->T("Error loading file", "Could not load game");

		errLoadingFile.append(" ");
		errLoadingFile.append(g->T(errorMessage_.c_str()));

		screenManager()->push(new PromptScreen(errLoadingFile, "OK", ""));
		errorMessage_ = "";
		quit_ = true;
		return;
	}

	if (invalid_)
		return;

	// Virtual keys.
	__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);

	// Apply tilt to left stick
	// TODO: Make into an axis
#ifdef MOBILE_DEVICE
	/*
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// Get the "base" coordinate system which is setup by the calibration system
		float base_x = g_Config.fTiltBaseX;
		float base_y = g_Config.fTiltBaseY;

		//convert the current input into base coordinates and normalize
		//TODO: check if all phones give values between [-50, 50]. I'm not sure how iOS works.
		float normalized_input_x = (input.acc.y - base_x) / 50.0 ;
		float normalized_input_y = (input.acc.x - base_y) / 50.0 ;

		//TODO: need a better name for computed x and y.
		float delta_x =  tiltInputCurve(normalized_input_x * 2.0 * (g_Config.iTiltSensitivityX)) ;

		//if the invert is enabled, invert the motion
		if (g_Config.bInvertTiltX) {
			delta_x *= -1;
		}

		float delta_y =  tiltInputCurve(normalized_input_y * 2.0 * (g_Config.iTiltSensitivityY)) ;
		
		if (g_Config.bInvertTiltY) {
			delta_y *= -1;
		}

		//clamp the delta between [-1, 1]
		leftstick_x += clamp1(delta_x);
		__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);

		
		leftstick_y += clamp1(delta_y);
		__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
	}
	*/
#endif

	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	// This is here to support the iOS on screen back button.
	if (pauseTrigger_) {
		pauseTrigger_ = false;
		screenManager()->push(new GamePauseScreen(gamePath_));
	}
}
开发者ID:Artoria2e5,项目名称:ppsspp,代码行数:94,代码来源:EmuScreen.cpp


示例5: ReapplyGfxState

void EmuScreen::render() {
	if (invalid_)
		return;

	// Reapply the graphics state of the PSP
	ReapplyGfxState();

	// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
	// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
	int blockTicks = usToCycles(1000000 / 10);

	// Run until CORE_NEXTFRAME
	while (coreState == CORE_RUNNING) {
		PSP_RunLoopFor(blockTicks);
	}
	// Hopefully coreState is now CORE_NEXTFRAME
	if (coreState == CORE_NEXTFRAME) {
		// set back to running for the next frame
		coreState = CORE_RUNNING;
	} else if (coreState == CORE_POWERDOWN)	{
		ILOG("SELF-POWERDOWN!");
		if (g_Config.bNewUI)
			screenManager()->switchScreen(new MainScreen());
		else
			screenManager()->switchScreen(new MenuScreen());
	}

	if (invalid_)
		return;

	bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
	if (useBufferedRendering)
		fbo_unbind();

	UIShader_Prepare();

	uiTexture->Bind(0);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
	glstate.viewport.restore();

	ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL);

	float touchOpacity = g_Config.iTouchButtonOpacity / 100.0f;

	if (root_) {
		UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
		root_->Draw(*screenManager()->getUIContext());
	}
	DrawWatermark();

	if (!osm.IsEmpty()) {
		osm.Draw(ui_draw2d);
	}

	if (g_Config.bShowDebugStats) {
		char statbuf[4096] = {0};
		__DisplayGetDebugStats(statbuf);
		if (statbuf[4095])
			ERROR_LOG(HLE, "Statbuf too big");
		ui_draw2d.SetFontScale(.7f, .7f);
		ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000);
		ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF);
		ui_draw2d.SetFontScale(1.0f, 1.0f);
	}

	if (g_Config.iShowFPSCounter) {
		float vps, fps;
		__DisplayGetFPS(&vps, &fps);
		char fpsbuf[256];
		switch (g_Config.iShowFPSCounter) {
		case 1:
			sprintf(fpsbuf, "Speed: %0.1f%%", vps / 60.0f * 100.0f); break;
		case 2:
			sprintf(fpsbuf, "FPS: %0.1f", fps); break;
		case 3:
			sprintf(fpsbuf, "Speed: %0.1f%%\nFPS: %0.1f", vps / 60.0f * 100.0f, fps); break;
		}
		ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT);
		ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT);
	}
	

	glsl_bind(UIShader_Get());
	ui_draw2d.End();
	ui_draw2d.Flush();

	// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
	bool hasDiscard = gl_extensions.EXT_discard_framebuffer;  // TODO
	if (hasDiscard) {
		//const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT };
		//glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets);
	}
#endif
}
开发者ID:DonelBueno,项目名称:ppsspp,代码行数:96,代码来源:EmuScreen.cpp


示例6: screenManager

void PauseScreen::update(InputState &input) {
	globalUIState = UISTATE_PAUSEMENU;
	if (input.pad_buttons_down & PAD_BUTTON_BACK) {
		screenManager()->finishDialog(this, DR_CANCEL);
	}
}
开发者ID:cemedine,项目名称:ppsspp,代码行数:6,代码来源:MenuScreens.cpp


示例7: UIShader_Prepare

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.
//.........这里部分代码省略.........
开发者ID:cemedine,项目名称:ppsspp,代码行数:101,代码来源:MenuScreens.cpp


示例8: ERROR_LOG

void EmuScreen::bootGame(const std::string &filename) {
	if (PSP_IsIniting()) {
		std::string error_string;
		bootPending_ = !PSP_InitUpdate(&error_string);
		if (!bootPending_) {
			invalid_ = !PSP_IsInited();
			if (invalid_) {
				errorMessage_ = error_string;
				ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
				System_SendMessage("event", "failstartgame");
				return;
			}
			bootComplete();
		}
		return;
	}

	//pre-emptive loading of game specific config if possible, to get all the settings
	GameInfo *info = g_gameInfoCache.GetInfo(NULL, filename, 0);
	if (info && !info->id.empty())
	{
		g_Config.loadGameConfig(info->id);
	}

	invalid_ = true;

	CoreParameter coreParam;
	coreParam.cpuCore = g_Config.bJit ? CPU_JIT : CPU_INTERPRETER;
	coreParam.gpuCore = g_Config.bSoftwareRendering ? GPU_SOFTWARE : GPU_GLES;
	if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
		coreParam.gpuCore = GPU_DIRECTX9;
	}
	coreParam.enableSound = g_Config.bEnableSound;
	coreParam.fileToStart = filename;
	coreParam.mountIso = "";
	coreParam.mountRoot = "";
	coreParam.startPaused = false;
	coreParam.printfEmuLog = false;
	coreParam.headLess = false;

	const Bounds &bounds = screenManager()->getUIContext()->GetBounds();

	if (g_Config.iInternalResolution == 0) {
		coreParam.renderWidth = bounds.w;
		coreParam.renderHeight = bounds.h;
	} else {
		if (g_Config.iInternalResolution < 0)
			g_Config.iInternalResolution = 1;
		coreParam.renderWidth = 480 * g_Config.iInternalResolution;
		coreParam.renderHeight = 272 * g_Config.iInternalResolution;
	}

	std::string error_string;
	if (!PSP_InitStart(coreParam, &error_string)) {
		bootPending_ = false;
		invalid_ = true;
		errorMessage_ = error_string;
		ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
		System_SendMessage("event", "failstartgame");
	}
}
开发者ID:adimetro00,项目名称:ppsspp,代码行数:61,代码来源:EmuScreen.cpp


示例9: screenManager

void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new PromptScreen(
			"Error loading file: " + errorMessage_, "OK", ""));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	float leftstick_x = 0.0f;
	float leftstick_y = 0.0f;
	float rightstick_x = 0.0f;
	float rightstick_y = 0.0f;

	// Virtual keys.
	__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
	// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
#ifdef _WIN32
	if(g_Config.bShowTouchControls) {
#endif
		// TODO: Make new better touch buttons so we don't have to do this crap.

		// Copy over the mouse data from the real inputstate.
		fakeInputState.mouse_valid = input.mouse_valid;
		fakeInputState.pad_last_buttons = fakeInputState.pad_buttons;
		fakeInputState.pad_buttons = input.pad_buttons;
		memcpy(fakeInputState.pointer_down, input.pointer_down, sizeof(input.pointer_down));
		memcpy(fakeInputState.pointer_x, input.pointer_x, sizeof(input.pointer_x));
		memcpy(fakeInputState.pointer_y, input.pointer_y, sizeof(input.pointer_y));
		fakeInputState.pad_lstick_x = 0.0f;
		fakeInputState.pad_lstick_y = 0.0f;
		fakeInputState.pad_rstick_x = 0.0f;
		fakeInputState.pad_rstick_y = 0.0f;
		UpdateGamepad(fakeInputState);
		UpdateInputState(&fakeInputState, true);

		for (size_t i = 0; i < ARRAY_SIZE(legacy_touch_mapping); i++) {
			if (fakeInputState.pad_buttons_down & legacy_touch_mapping[i].from)
				__CtrlButtonDown(legacy_touch_mapping[i].to);
			if (fakeInputState.pad_buttons_up & legacy_touch_mapping[i].from)
				__CtrlButtonUp(legacy_touch_mapping[i].to);
		}
		leftstick_x += fakeInputState.pad_lstick_x;
		leftstick_y += fakeInputState.pad_lstick_y;
		rightstick_x += fakeInputState.pad_rstick_x;
		rightstick_y += fakeInputState.pad_rstick_y;

		if (g_Config.bShowAnalogStick) {
			__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
			__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
		}
		__CtrlSetAnalogX(clamp1(rightstick_x), CTRL_STICK_RIGHT);
		__CtrlSetAnalogY(clamp1(rightstick_y), CTRL_STICK_RIGHT);

		// Also send the special buttons to input, since that's where they're handled.
		input.pad_buttons_down |= fakeInputState.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
		input.pad_buttons_up |= fakeInputState.pad_buttons_up & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
		input.pad_buttons = fakeInputState.pad_buttons;
#ifdef _WIN32
	}
#endif

	// Still checking input.pad_buttons here to support the onscreen throttle button.
	PSP_CoreParameter().unthrottle = virtKeys[VIRTKEY_UNTHROTTLE - VIRTKEY_FIRST] ||
		(input.pad_buttons & PAD_BUTTON_UNTHROTTLE) != 0;

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		leftstick_x += clamp1(curve1(input.acc.y) * 2.0f);
		__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
	}

	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	// This is still here to support the iOS on screen back button.
	if (input.pad_buttons_down & (PAD_BUTTON_BACK)) {
		screenManager()->push(new PauseScreen());
	}
}
开发者ID:Micket,项目名称:ppsspp,代码行数:91,代码来源:EmuScreen.cpp


示例10: UIShader_Prepare

void LanguageScreen::render() {
	UIShader_Prepare();
	UIBegin(UIShader_Get());
	DrawBackground(1.0f);

	I18NCategory *s = GetI18NCategory("System");
	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *l = GetI18NCategory("Language");

	ui_draw2d.SetFontScale(1.5f, 1.5f);
	ui_draw2d.DrawText(UBUNTU24, s->T("Language"), dp_xres / 2, 20, 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);
	}

	VGrid vlang(50, 100, dp_yres - 50, 10, 10);

	for (size_t i = 0; i < langs_.size(); i++) {
		std::string code;
		size_t dot = langs_[i].name.find('.');
		if (dot != std::string::npos)
			code = langs_[i].name.substr(0, dot);

		std::string buttonTitle = langs_[i].name;
		if (!code.empty())
			buttonTitle = code;

		if (UIButton(GEN_ID_LOOP(i), vlang, LARGE_BUTTON_WIDTH - 40, 0, buttonTitle.c_str(), ALIGN_TOPLEFT)) {
			std::string oldLang = g_Config.languageIni;
			g_Config.languageIni = code;

			if (i18nrepo.LoadIni(g_Config.languageIni)) {
				// Dunno what else to do here.
				langValuesMapping["ja_JP"] = PSP_SYSTEMPARAM_LANGUAGE_JAPANESE;
				langValuesMapping["en_US"] = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH;
				langValuesMapping["fr_FR"] = PSP_SYSTEMPARAM_LANGUAGE_FRENCH;
				langValuesMapping["es_ES"] = PSP_SYSTEMPARAM_LANGUAGE_SPANISH;
				langValuesMapping["es_LA"] = PSP_SYSTEMPARAM_LANGUAGE_SPANISH;
				langValuesMapping["de_DE"] = PSP_SYSTEMPARAM_LANGUAGE_GERMAN; 
				langValuesMapping["it_IT"] = PSP_SYSTEMPARAM_LANGUAGE_ITALIAN; 
				langValuesMapping["nl_NL"] = PSP_SYSTEMPARAM_LANGUAGE_DUTCH;
				langValuesMapping["pt_BR"] = PSP_SYSTEMPARAM_LANGUAGE_PORTUGUESE;
				langValuesMapping["ru_RU"] = PSP_SYSTEMPARAM_LANGUAGE_RUSSIAN;
				langValuesMapping["ko_KR"] = PSP_SYSTEMPARAM_LANGUAGE_KOREAN;
				langValuesMapping["zh_TW"] = PSP_SYSTEMPARAM_LANGUAGE_CHINESE_TRADITIONAL;
				langValuesMapping["zh_CN"] = PSP_SYSTEMPARAM_LANGUAGE_CHINESE_SIMPLIFIED;

				if(langValuesMapping.find(code) == langValuesMapping.end()) {
					//Fallback to English
					g_Config.ilanguage = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH;
				} else {
					g_Config.ilanguage = langValuesMapping[code];
				}

				// After this, g and s are no longer valid. Let's return, some flicker is okay.
				g = GetI18NCategory("General");
				s = GetI18NCategory("System");
				l = GetI18NCategory("Language");
			} else {
				g_Config.languageIni = oldLang;
			}
		}
	}
	UIEnd();
}
开发者ID:mickL39,项目名称:ppsspp,代码行数:67,代码来源:MenuScreens.cpp


示例11: UIShader_Prepare

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, "Settings", ALIGN_RIGHT)) {
		screenManager()->push(new SettingsScreen(), 0);
	}
	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());
}
开发者ID:Titouf2609,项目名称:ppsspp,代码行数:61,代码来源:MenuScreens.cpp


示例12: screenManager

void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	UpdateGamepad(input);

	UpdateInputState(&input);

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;
	
	I18NCategory *s = GetI18NCategory("Screen"); 

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (PSP_CoreParameter().fpsLimit != 2) {
		if (input.pad_buttons_down & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		if (input.pad_buttons_up & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}
	}
	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}
	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0) {
			PSP_CoreParameter().fpsLimit = 1;
			osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
		}
		else if (PSP_CoreParameter().fpsLimit == 1){
			PSP_CoreParameter().fpsLimit = 2;
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		else if (PSP_CoreParameter().fpsLimit == 2){
			PSP_CoreParameter().fpsLimit = 0;
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}
	}
		

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
//.........这里部分代码省略.........
开发者ID:chaserhkj,项目名称:ppsspp,代码行数:101,代码来源:EmuScreen.cpp


示例13: screenManager

void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
	if (result == DR_OK) {
		screenManager()->switchScreen(new MenuScreen());
	}
}
开发者ID:Almamu,项目名称:ppsspp,代码行数:5,代码来源:EmuScreen.cpp


示例14: screenManager

void SettingsScreen::update(InputState &input) {
	if (input.pad_buttons_down & PAD_BUTTON_BACK) {
		g_Config.Save();
		screenManager()->switchScreen(new MenuScreen());
	}
}
开发者ID:codernxtdoor,项目名称:ppsspp,代码行数:6,代码来源:MenuScreens.cpp


示例15: checkPowerDown

void EmuScreen::render() {
	if (invalid_) {
		// It's possible this might be set outside PSP_RunLoopFor().
		// In this case, we need to double check it here.
		checkPowerDown();
		return;
	}

	if (PSP_CoreParameter().freezeNext) {
		PSP_CoreParameter().frozen = true;
		PSP_CoreParameter().freezeNext = false;
		SaveState::SaveToRam(freezeState_);
	} else if (PSP_CoreParameter().frozen) {
		if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_)) {
			ERROR_LOG(HLE, "Failed to load freeze state. Unfreezing.");
			PSP_CoreParameter().frozen = false;
		}
	}

	// Reapply the graphics state of the PSP
	ReapplyGfxState();

	// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
	// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
	int blockTicks = usToCycles(1000000 / 10);

	// Run until CORE_NEXTFRAME
	while (coreState == CORE_RUNNING) {
		PSP_RunLoopFor(blockTicks);
	}
	// Hopefully coreState is now CORE_NEXTFRAME
	if (coreState == CORE_NEXTFRAME) {
		// set back to running for the next frame
		coreState = CORE_RUNNING;
	}
	checkPowerDown();

	if (invalid_)
		return;

	bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
	if (useBufferedRendering && g_Config.iGPUBackend == GPU_BACKEND_OPENGL)
		fbo_unbind();

	screenManager()->getUIContext()->RebindTexture();
	Thin3DContext *thin3d = screenManager()->getThin3DContext();

	T3DViewport viewport;
	viewport.TopLeftX = 0;
	viewport.TopLeftY = 0;
	viewport.Width = pixel_xres;
	viewport.Height = pixel_yres;
	viewport.MaxDepth = 1.0;
	viewport.MinDepth = 0.0;
	thin3d->SetViewports(1, &viewport);
	glstate.viewport.restore();

	thin3d->SetBlendState(thin3d->GetBlendStatePreset(BS_STANDARD_ALPHA));
	ui_draw2d.Begin(thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D), DBMODE_NORMAL);

	if (root_) {
		UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
		root_->Draw(*screenManager()->getUIContext());
	}

	if (!osm.IsEmpty()) {
		osm.Draw(ui_draw2d, screenManager()->getUIContext()->GetBounds());
	}

	if (g_Config.bShowDebugStats) {
		char statbuf[4096] = {0};
		__DisplayGetDebugStats(statbuf);
		if (statbuf[4095]) {
			ELOG("Statbuf too small! :(");
		}
		ui_draw2d.SetFontScale(.7f, .7f);
		ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000, FLAG_DYNAMIC_ASCII);
		ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
		ui_draw2d.SetFontScale(1.0f, 1.0f);
	}

	if (g_Config.iShowFPSCounter) {
		float vps, fps, actual_fps;
		__DisplayGetFPS(&vps, &fps, &actual_fps);
		char fpsbuf[256];
		switch (g_Config.iShowFPSCounter) {
		case 1:
			sprintf(fpsbuf, "Speed: %0.1f%%", vps / (59.94f / 100.0f)); break;
		case 2:
			sprintf(fpsbuf, "FPS: %0.1f", actual_fps); break;
		case 3:
			sprintf(fpsbuf, "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f)); break;
		default:
			return;
		}

		const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
		ui_draw2d.SetFontScale(0.7f, 0.7f);
		ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
		ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
//.........这里部分代码省略.........
开发者ID:Artoria2e5,项目名称:ppsspp,代码行数:101,代码来源:EmuScreen.cpp


示例16: screenManager

void EmuScreen::update(InputState &input) {
    globalUIState = UISTATE_INGAME;
    if (errorMessage_.size()) {
        screenManager()->push(new ErrorScreen(
                                  "Error loading file",
                                  errorMessage_));
        errorMessage_ = "";
        return;
    }

    if (invalid_)
        return;

    // First translate touches into native pad input.
    // Do this no matter the value of g_Config.bShowTouchControls, some people
    // like to use invisible controls...
    UpdateGamepad(input);

    UpdateInputState(&input);

    // Then translate pad input into PSP pad input. Also, add in tilt.
    static const int mapping[12][2] = {
        {PAD_BUTTON_A, CTRL_CROSS},
        {PAD_BUTTON_B, CTRL_CIRCLE},
        {PAD_BUTTON_X, CTRL_SQUARE},
        {PAD_BUTTON_Y, CTRL_TRIANGLE},
        {PAD_BUTTON_UP, CTRL_UP},
        {PAD_BUTTON_DOWN, CTRL_DOWN},
        {PAD_BUTTON_LEFT, CTRL_LEFT},
        {PAD_BUTTON_RIGHT, CTRL_RIGHT},
        {PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
        {PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
        {PAD_BUTTON_START, CTRL_START},
        {PAD_BUTTON_SELECT, CTRL_SELECT},
    };

    for (int i = 0; i < 12; i++) {
        if (input.pad_buttons_down & mapping[i][0]) {
            __CtrlButtonDown(mapping[i][1]);
        }
        if (input.pad_buttons_up & mapping[i][0]) {
            __CtrlButtonUp(mapping[i][1]);
        }
    }

    float stick_x = input.pad_lstick_x;
    float stick_y = input.pad_lstick_y;
    // Apply tilt
    if (g_Config.bAccelerometerToAnalogHoriz) {
        // TODO: Deadzone, etc.
        stick_x += clamp1(curve1(input.acc.y) * 2.0f);
        stick_x = clamp1(stick_x);
    }

    __CtrlSetAnalog(stick_x, stick_y);

    if (input.pad_buttons & PAD_BUTTON_LEFT_THUMB) {
        PSP_CoreParameter().unthrottle = true;
    } else {
        PSP_CoreParameter().unthrottle = false;
    }

    if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
        if (g_Config.bBufferedRendering)
            fbo_unbind();
        screenManager()->push(new PauseScreen());
    }
}
开发者ID:rodeoliba0007,项目名称:ppsspp,代码行数:68,代码来源:EmuScreen.cpp



注:本文中的screenManager函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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