Rework the display layout editor to ditch the preview thing.

We lose the snapping in the refactor because I ended up rewriting the
whole dragging mechanism, might reintroduce later.
This commit is contained in:
Henrik Rydgård committed 2022-11-22 20:10:20 +01:00
1 parent b80df6c360
commit 57864f62ce
11 files changed
+95 -324

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+73 -183
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@@ -23,6 +23,8 @@
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/Math/math_util.h"
#include "Common/System/Display.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Data/Text/I18n.h"
@@ -30,64 +32,24 @@
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "DisplayLayoutEditor.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PresentationCommon.h"
static const int leftColumnWidth = 200;
static const float orgRatio = 1.764706f;
static const float orgRatio = 1.764706f; // 480.0 / 272.0
static const float UI_DISPLAY_SCALE = 8.0f;
static float ScaleSettingToUI() {
float scale = g_Config.fSmallDisplayZoomLevel * UI_DISPLAY_SCALE;
// Account for 1x display doubling dps.
if (g_dpi_scale_x > 1.0f) {
scale *= g_dpi_scale_x;
}
return scale;
}
static void UpdateScaleSetting(float scale) {
// Account for 1x display doubling dps.
if (g_dpi_scale_x > 1.0f) {
scale /= g_dpi_scale_x;
}
g_Config.fSmallDisplayZoomLevel = scale;
}
static void UpdateScaleSettingFromUI(float scale) {
UpdateScaleSetting(scale / UI_DISPLAY_SCALE);
}
class DragDropDisplay : public MultiTouchDisplay {
public:
DragDropDisplay(float &x, float &y, ImageID img, float scale, const Bounds &screenBounds)
: MultiTouchDisplay(img, scale, new UI::AnchorLayoutParams(x * screenBounds.w, y * screenBounds.h, UI::NONE, UI::NONE, true)),
x_(x), y_(y), screenBounds_(screenBounds) {
UpdateScale(scale);
}
std::string DescribeText() const override;
void SaveDisplayPosition() {
x_ = bounds_.centerX() / screenBounds_.w;
y_ = bounds_.centerY() / screenBounds_.h;
}
void UpdateScale(float s) {
scale_ = s;
}
float Scale() {
return scale_;
}
private:
float &x_, &y_;
const Bounds &screenBounds_;
enum Mode {
MODE_MOVE,
MODE_RESIZE,
};
std::string DragDropDisplay::DescribeText() const {
auto u = GetI18NCategory("UI Elements");
return u->T("Screen representation");
static Bounds FRectToBounds(FRect rc) {
Bounds b;
b.x = rc.x * g_dpi_scale_x;
b.y = rc.y * g_dpi_scale_y;
b.w = rc.w * g_dpi_scale_x;
b.h = rc.h * g_dpi_scale_y;
return b;
}
DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename) {
@@ -98,6 +60,25 @@ DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenW
darkenGameBackground_ = false;
}
void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
// We normally rely on the PSP screen.
UIDialogScreenWithGameBackground::DrawBackground(dc);
} else {
// But if it's not present (we're not in game, or skip buffer effects is used),
// we have to draw a substitute ourselves.
// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
FRect screenFrame = GetScreenFrame(pixel_xres, pixel_yres);
FRect rc;
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
dc.Flush();
ImageID bg = ImageID("I_PSP_DISPLAY");
dc.Draw()->DrawImageStretch(bg, FRectToBounds(rc), 0x7FFFFFFF);
}
}
bool DisplayLayoutScreen::touch(const TouchInput &touch) {
UIScreen::touch(touch);
@@ -108,89 +89,42 @@ bool DisplayLayoutScreen::touch(const TouchInput &touch) {
mode = -1;
}
const Bounds &screen_bounds = screenManager()->getUIContext()->GetBounds();
const Bounds &screenBounds = screenManager()->getUIContext()->GetBounds();
if ((touch.flags & TOUCH_MOVE) != 0 && dragging_) {
int touchX = touch.x - offsetTouchX_;
int touchY = touch.y - offsetTouchY_;
if (mode == 0) {
const auto &prevParams = displayRepresentation_->GetLayoutParams()->As<AnchorLayoutParams>();
Point newPos(prevParams->left, prevParams->top);
float relativeTouchX = touch.x - startX_;
float relativeTouchY = touch.y - startY_;
int limitX = g_Config.fSmallDisplayZoomLevel * 120;
int limitY = g_Config.fSmallDisplayZoomLevel * 68;
const int quarterResX = screen_bounds.w / 4;
const int quarterResY = screen_bounds.h / 4;
if (bRotated_) {
//swap X/Y limit for rotated display
std::swap(limitX, limitY);
}
// Check where each edge of the screen is
const int windowLeftEdge = quarterResX;
const int windowRightEdge = windowLeftEdge * 3;
const int windowUpperEdge = quarterResY;
const int windowLowerEdge = windowUpperEdge * 3;
// And stick display when close to any edge
stickToEdgeX_ = false;
stickToEdgeY_ = false;
if (touchX > windowLeftEdge - 8 + limitX && touchX < windowLeftEdge + 8 + limitX) { touchX = windowLeftEdge + limitX; stickToEdgeX_ = true; }
if (touchX > windowRightEdge - 8 - limitX && touchX < windowRightEdge + 8 - limitX) { touchX = windowRightEdge - limitX; stickToEdgeX_ = true; }
if (touchY > windowUpperEdge - 8 + limitY && touchY < windowUpperEdge + 8 + limitY) { touchY = windowUpperEdge + limitY; stickToEdgeY_ = true; }
if (touchY > windowLowerEdge - 8 - limitY && touchY < windowLowerEdge + 8 - limitY) { touchY = windowLowerEdge - limitY; stickToEdgeY_ = true; }
const int minX = screen_bounds.w / 2;
const int maxX = screen_bounds.w + minX;
const int minY = screen_bounds.h / 2;
const int maxY = screen_bounds.h + minY;
// Display visualization disappear outside of those bounds, so we have to limit
if (touchX < -minX) touchX = -minX;
if (touchX > maxX) touchX = maxX;
if (touchY < -minY) touchY = -minY;
if (touchY > maxY) touchY = maxY;
// Limit small display on much larger output a bit differently
if (quarterResX > limitX) limitX = quarterResX;
if (quarterResY > limitY) limitY = quarterResY;
// Allow moving zoomed in display freely as long as at least noticeable portion of the screen is occupied
if (touchX > minX - limitX - 10 && touchX < minX + limitX + 10) {
newPos.x = touchX;
}
if (touchY > minY - limitY - 10 && touchY < minY + limitY + 10) {
newPos.y = touchY;
}
displayRepresentation_->ReplaceLayoutParams(new AnchorLayoutParams(newPos.x, newPos.y, NONE, NONE, true));
} else if (mode == 1) {
switch (mode) {
case MODE_MOVE:
{
g_Config.fSmallDisplayOffsetX = startDisplayOffsetX_ + relativeTouchX * 0.5f / screenBounds.w;
g_Config.fSmallDisplayOffsetY = startDisplayOffsetY_ + relativeTouchY * 0.5f / screenBounds.h;
break;
}
case MODE_RESIZE:
{
// Resize. Vertical = scaling; Up should be bigger so let's negate in that direction
float diffY = -(touchY - startY_);
float movementScale = 0.5f;
float newScale = startScale_ + diffY * movementScale;
// Desired scale * 8.0 since the visualization is tiny size and multiplied by 8.
newScale = clamp_value(newScale, UI_DISPLAY_SCALE, UI_DISPLAY_SCALE * 10.0f);
displayRepresentation_->UpdateScale(newScale);
UpdateScaleSettingFromUI(newScale);
float diffYProp = -relativeTouchY * 0.007f;
g_Config.fSmallDisplayZoomLevel = startScale_ * powf(2.0f, diffYProp);
break;
}
}
}
if ((touch.flags & TOUCH_DOWN) != 0 && !dragging_) {
dragging_ = true;
const Bounds &bounds = displayRepresentation_->GetBounds();
startY_ = bounds.centerY();
offsetTouchX_ = touch.x - bounds.centerX();
offsetTouchY_ = touch.y - bounds.centerY();
startScale_ = displayRepresentation_->Scale();
startX_ = touch.x;
startY_ = touch.y;
startDisplayOffsetX_ = g_Config.fSmallDisplayOffsetX;
startDisplayOffsetY_ = g_Config.fSmallDisplayOffsetY;
startScale_ = g_Config.fSmallDisplayZoomLevel;
}
if ((touch.flags & TOUCH_UP) != 0 && dragging_) {
displayRepresentation_->SaveDisplayPosition();
dragging_ = false;
}
return true;
}
void DisplayLayoutScreen::resized() {
RecreateViews();
return true;
}
void DisplayLayoutScreen::onFinish(DialogResult reason) {
@@ -198,22 +132,23 @@ void DisplayLayoutScreen::onFinish(DialogResult reason) {
}
UI::EventReturn DisplayLayoutScreen::OnCenter(UI::EventParams &e) {
if (!stickToEdgeX_ || (stickToEdgeX_ && stickToEdgeY_))
g_Config.fSmallDisplayOffsetX = 0.5f;
if (!stickToEdgeY_ || (stickToEdgeX_ && stickToEdgeY_))
g_Config.fSmallDisplayOffsetY = 0.5f;
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 < (int)SmallDisplayZoom::MANUAL) {
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
float autoBound = bounds.w / 480.0f;
UpdateScaleSetting(autoBound);
displayRepresentation_->UpdateScale(ScaleSettingToUI());
switch (g_Config.iSmallDisplayZoomType) {
case (int)SmallDisplayZoom::AUTO:
case (int)SmallDisplayZoom::PARTIAL_STRETCH:
case (int)SmallDisplayZoom::STRETCH:
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
break;
default:
// Not SmallDisplayZoom::MANUAL
break;
}
RecreateViews();
return UI::EVENT_DONE;
@@ -223,20 +158,6 @@ void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult resu
RecreateViews();
}
class Boundary : public UI::View {
public:
Boundary(UI::LayoutParams *layoutParams) : UI::View(layoutParams) {
}
std::string DescribeText() const override {
return "";
}
void Draw(UIContext &dc) override {
dc.Draw()->DrawImageCenterTexel(dc.theme->whiteImage, bounds_.x, bounds_.y, bounds_.x2(), bounds_.y2(), dc.theme->itemDownStyle.background.color);
}
};
// Stealing StickyChoice's layout and text rendering.
class HighlightLabel : public UI::StickyChoice {
public:
@@ -259,25 +180,9 @@ void DisplayLayoutScreen::CreateViews() {
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
const float previewWidth = bounds.w / 2.0f;
const float previewHeight = bounds.h / 2.0f;
// Just visual boundaries of the screen, should be easier to use than imagination
const float horizPreviewPadding = bounds.w / 4.0f;
const float vertPreviewPadding = bounds.h / 4.0f;
const float horizBoundariesWidth = 4.0f;
// This makes it have at least 10.0f padding below at 1x.
const float vertBoundariesHeight = 52.0f;
// We manually implement insets here for the buttons. This file defied refactoring :(
float leftInset = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT);
// Left side, right, top, bottom.
root_->Add(new Boundary(new AnchorLayoutParams(horizBoundariesWidth, FILL_PARENT, horizPreviewPadding - horizBoundariesWidth, 0, NONE, 0)));
root_->Add(new Boundary(new AnchorLayoutParams(horizBoundariesWidth, FILL_PARENT, horizPreviewPadding + previewWidth, 0, NONE, 0)));
root_->Add(new Boundary(new AnchorLayoutParams(previewWidth, vertBoundariesHeight, horizPreviewPadding, vertPreviewPadding - vertBoundariesHeight, NONE, NONE)));
root_->Add(new Boundary(new AnchorLayoutParams(previewWidth, vertBoundariesHeight, horizPreviewPadding, vertPreviewPadding + previewHeight, NONE, NONE)));
bool displayRotEnable = !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
bRotated_ = false;
if (displayRotEnable && (g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180)) {
@@ -305,7 +210,7 @@ void DisplayLayoutScreen::CreateViews() {
}
}
}
UpdateScaleSetting(autoBound);
g_Config.fSmallDisplayZoomLevel = autoBound;
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
} else { // Manual Scaling
@@ -323,19 +228,11 @@ void DisplayLayoutScreen::CreateViews() {
mode_->AddChoice(di->T("Resize"));
mode_->SetSelection(0, false);
}
displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, ImageID("I_PSP_DISPLAY"), ScaleSettingToUI(), bounds);
displayRepresentation_->SetVisibility(V_VISIBLE);
} else { // Stretching
label = new HighlightLabel(gr->T("Stretching"), new AnchorLayoutParams(WRAP_CONTENT, 64.0f, bounds.w / 2.0f, bounds.h / 2.0f, NONE, NONE, true));
displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, ImageID("I_PSP_DISPLAY"), ScaleSettingToUI(), bounds);
displayRepresentation_->SetVisibility(V_INVISIBLE);
float width = previewWidth;
float height = previewHeight;
if (g_Config.iSmallDisplayZoomType == (int)SmallDisplayZoom::STRETCH) {
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 width = bounds.w;
float height = bounds.h;
if (g_Config.iSmallDisplayZoomType != (int)SmallDisplayZoom::STRETCH) {
float origRatio = !bRotated_ ? 480.0f / 272.0f : 272.0f / 480.0f;
float frameRatio = width / height;
if (origRatio > frameRatio) {
@@ -349,16 +246,9 @@ void DisplayLayoutScreen::CreateViews() {
width = (272.0f + height) / 2.0f;
}
}
Choice *stretched = new Choice("", "", false, new AnchorLayoutParams(width, height, previewWidth - width / 2.0f, NONE, NONE, previewHeight - height / 2.0f));
stretched->SetEnabled(false);
root_->Add(stretched);
}
}
if (bRotated_) {
displayRepresentation_->SetAngle(90.0f);
}
root_->Add(displayRepresentation_);
if (mode_) {
root_->Add(mode_);
}
@@ -367,12 +257,12 @@ void DisplayLayoutScreen::CreateViews() {
}
static const char *zoomLevels[] = { "Stretching", "Partial Stretch", "Auto Scaling", "Manual Scaling" };
auto zoom = new PopupMultiChoice(&g_Config.iSmallDisplayZoomType, di->T("Options"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, previewWidth - 200.0f, NONE, NONE, 10));
auto zoom = new PopupMultiChoice(&g_Config.iSmallDisplayZoomType, di->T("Options"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, bounds.w / 2.0f - 200.0f, NONE, NONE, 10));
zoom->OnChoice.Handle(this, &DisplayLayoutScreen::OnZoomTypeChange);
root_->Add(zoom);
static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, previewWidth - 200.0f, 10, NONE, bounds.h - 64 - 10));
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, bounds.w / 2.0f - 200.0f, 10, NONE, bounds.h - 64 - 10));
rotation->SetEnabledFunc([] {
return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
});