#include <algorithm>
#include <cmath>
#include "Common/GPU/thin3d.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Math/geom2d.h"
#include "Common/Math/curves.h"
#include "Common/Data/Random/Rng.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/UI/Context.h"
#include "Common/UI/UI.h"
#include "Common/File/Path.h"
#include "Common/File/FileUtil.h"
#include "Common/TimeUtil.h"
#include "Common/Render/ManagedTexture.h"
#include "Common/System/System.h"
#include "Common/System/Display.h"
#include "Common/System/Request.h"
#include "Core/ConfigValues.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/Util/RecentFiles.h"
#include "UI/Background.h"
#include "UI/GameInfoCache.h"
#ifdef _MSC_VER
#pragma execution_character_set("utf-8")
#endif
static Draw::Texture *bgTexture;
class Animation {
public:
virtual ~Animation() = default;
virtual void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) = 0;
};
class MovingBackground : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override {
if (!bgTexture)
return;
dc.Flush();
dc.GetDrawContext()->BindTexture(0, bgTexture);
Bounds bounds = dc.GetBounds();
const float x = std::min(std::max(focus.x / bounds.w, 0.0f), 1.0f) * XFAC;
const float y = std::min(std::max(focus.y / bounds.h, 0.0f), 1.0f) * YFAC;
const float z = 1.0f + std::max(XFAC, YFAC) + (focus.z - 1.0f) * ZFAC;
lastX_ = abs(x - lastX_) > 0.001f ? x * XSPEED + lastX_ * (1.0f - XSPEED) : x;
lastY_ = abs(y - lastY_) > 0.001f ? y * YSPEED + lastY_ * (1.0f - YSPEED) : y;
lastZ_ = abs(z - lastZ_) > 0.001f ? z * ZSPEED + lastZ_ * (1.0f - ZSPEED) : z;
float u1 = lastX_ / lastZ_;
float v1 = lastY_ / lastZ_;
float u2 = (1.0f + lastX_) / lastZ_;
float v2 = (1.0f + lastY_) / lastZ_;
dc.Draw()->DrawTexRect(bounds, u1, v1, u2, v2, whiteAlpha(alpha));
dc.Flush();
dc.RebindTexture();
}
private:
static constexpr float XFAC = 0.3f;
static constexpr float YFAC = 0.3f;
static constexpr float ZFAC = 0.12f;
static constexpr float XSPEED = 0.05f;
static constexpr float YSPEED = 0.05f;
static constexpr float ZSPEED = 0.1f;
float lastX_ = 0.0f;
float lastY_ = 0.0f;
float lastZ_ = 1.0f + std::max(XFAC, YFAC);
};
class WaveAnimation : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override {
const uint32_t color = colorAlpha(0xFFFFFFFF, alpha * 0.2f);
const float speed = 1.0;
Bounds bounds = dc.GetBounds();
dc.Flush();
dc.BeginNoTex();
const int steps = std::max(20, std::min((int)g_display.dp_xres, 500));
float step = (float)g_display.dp_xres / (float)steps;
t *= speed;
for (int n = 0; n < steps; n++) {
float x = (float)n * step;
float nextX = (float)(n + 1) * step;
float i = x * 1280 / bounds.w;
float wave0 = sin(i * 0.005 + t * 0.8) * 0.05 + sin(i * 0.002 + t * 0.25) * 0.02 + sin(i * 0.001 + t * 0.3) * 0.03 + 0.625;
float wave1 = sin(i * 0.0044 + t * 0.4) * 0.07 + sin(i * 0.003 + t * 0.1) * 0.02 + sin(i * 0.001 + t * 0.3) * 0.01 + 0.625;
dc.Draw()->RectVGradient(x, wave0 * bounds.h, nextX, bounds.h, color, 0x00000000);
dc.Draw()->RectVGradient(x, wave1 * bounds.h, nextX, bounds.h, color, 0x00000000);
dc.Draw()->RectVGradient(x, wave0 * bounds.h - 3.0f * g_display.pixel_in_dps_y, nextX, wave0 * bounds.h, 0x00000000, color);
dc.Draw()->RectVGradient(x, wave1 * bounds.h - 3.0f * g_display.pixel_in_dps_y, nextX, wave1 * bounds.h, 0x00000000, color);
}
dc.Flush();
dc.Begin();
}
};
class FloatingSymbolsAnimation : public Animation {
public:
FloatingSymbolsAnimation(bool is_colored) {
this->is_colored = is_colored;
}
void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override {
float xres = dc.GetBounds().w;
float yres = dc.GetBounds().h;
dc.Flush();
dc.Begin();
if (last_xres != xres || last_yres != yres) {
Regenerate(xres, yres);
}
for (size_t i = 0; i < base.size(); i++) {
const float x = base[i].x + dc.GetBounds().x;
const float y = base[i].y + dc.GetBounds().y + 40 * cosf(i * 7.2f + t * 1.3f);
const float angle = sinf(i + t);
int n = i & 3;
Color color = is_colored ? colorAlpha(COLORS[n], alpha * 0.25f) : colorAlpha(DEFAULT_COLOR, alpha * 0.1f);
ui_draw2d.DrawImageRotated(SYMBOLS[n], x, y, 1.0f, angle, color);
}
dc.Flush();
}
private:
static constexpr Color DEFAULT_COLOR = 0xC0FFFFFF;
static constexpr Color COLORS[4] = {0xFFE3B56F, 0xFF615BFF, 0xFFAA88F3, 0xFFC2CC7A,};
static const ImageID SYMBOLS[4];
bool is_colored = false;
std::vector<Point2D> base;
float last_xres = 0;
float last_yres = 0;
void Regenerate(int xres, int yres) {
int count = xres * yres / (120.0f * 120.0f);
base.resize(count);
GMRng rng;
rng.Init(time_now_d() * 100239);
for (size_t i = 0; i < base.size(); i++) {
base[i] = { rng.F() * xres, rng.F() * yres };
}
last_xres = xres;
last_yres = yres;
}
};
const ImageID FloatingSymbolsAnimation::SYMBOLS[4] = {
ImageID("I_CROSS"),
ImageID("I_CIRCLE"),
ImageID("I_SQUARE"),
ImageID("I_TRIANGLE"),
};
class RecentGamesAnimation : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override {
if (lastIndex_ == nextIndex_) {
CheckNext(dc, t);
} else if (t > nextT_) {
lastIndex_ = nextIndex_;
}
if (g_recentFiles.HasAny()) {
std::shared_ptr<GameInfo> lastInfo = GetInfo(dc, lastIndex_);
std::shared_ptr<GameInfo> nextInfo = GetInfo(dc, nextIndex_);
dc.Flush();
float lastAmount = Clamp((float)(nextT_ - t) * 1.0f / TRANSITION, 0.0f, 1.0f);
DrawTex(dc, lastInfo, lastAmount * alpha * 0.2f);
float nextAmount = lastAmount <= 0.0f ? 1.0f : 1.0f - lastAmount;
DrawTex(dc, nextInfo, nextAmount * alpha * 0.2f);
dc.RebindTexture();
}
}
private:
void CheckNext(UIContext &dc, double t) {
if (!g_recentFiles.HasAny()) {
return;
}
std::vector<std::string> recents = g_recentFiles.GetRecentFiles();
for (int index = lastIndex_ + 1; index != lastIndex_; ++index) {
if (index < 0 || index >= (int)recents.size()) {
if (lastIndex_ == -1)
break;
index = 0;
}
std::shared_ptr<GameInfo> ginfo = GetInfo(dc, index);
if (ginfo && !ginfo->Ready(GameInfoFlags::PIC1)) {
break;
}
if (ginfo && ginfo->pic1.texture) {
nextIndex_ = index;
nextT_ = t + INTERVAL;
break;
}
}
}
static std::shared_ptr<GameInfo> GetInfo(UIContext &dc, int index) {
if (index < 0) {
return nullptr;
}
const auto recentIsos = g_recentFiles.GetRecentFiles();
if (index >= (int)recentIsos.size())
return std::shared_ptr<GameInfo>();
return g_gameInfoCache->GetInfo(dc.GetDrawContext(), Path(recentIsos[index]), GameInfoFlags::PIC1);
}
static void DrawTex(UIContext &dc, std::shared_ptr<GameInfo> &ginfo, float amount) {
if (!ginfo || amount <= 0.0f)
return;
GameInfoTex *pic = ginfo->GetPIC1();
if (!pic)
return;
dc.GetDrawContext()->BindTexture(0, pic->texture);
uint32_t color = whiteAlpha(amount) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color);
dc.Flush();
}
static constexpr double INTERVAL = 8.0;
static constexpr float TRANSITION = 3.0f;
int lastIndex_ = -1;
int nextIndex_ = -1;
double nextT_ = -INTERVAL;
};
class BouncingIconAnimation : public Animation {
public:
void Draw(UIContext &dc, double t, float alpha, Lin::Vec3 focus) override {
dc.Flush();
dc.Begin();
float xres = dc.GetBounds().w;
float yres = dc.GetBounds().h;
if (last_xres != xres || last_yres != yres) {
Recalculate(xres, yres);
}
float xpos = xbase + dc.GetBounds().x;
float ypos = ybase + dc.GetBounds().y;
ImageID icon = !color_ix && System_GetPropertyBool(SYSPROP_APP_GOLD) ? ImageID("I_ICON_GOLD") : ImageID("I_ICON");
ui_draw2d.DrawImage(icon, xpos, ypos, scale, COLORS[color_ix], ALIGN_CENTER);
dc.Flush();
float xmax = xres - border;
float ymax = yres - border;
bool should_recolor = false;
if (xbase > xmax || xbase < border) {
xspeed = -xspeed;
should_recolor = true;
}
if (ybase > ymax || ybase < border) {
yspeed = -yspeed;
should_recolor = true;
}
if (should_recolor) {
RandomizeColor();
}
xbase = Clamp(xbase, border, xmax);
ybase = Clamp(ybase, border, ymax);
xbase += xspeed;
ybase += yspeed;
}
private:
static constexpr int COLOR_COUNT = 11;
static constexpr Color COLORS[COLOR_COUNT] = {0xFFFFFFFF, 0xFFFFFF00, 0xFFFF0000, 0xFF00FF00, 0xFF0000FF,
0xFF00FFFF, 0xFFFF00FF, 0xFF4111D1, 0xFF3577F3, 0xFFAA77FF, 0xFF623B84};
static constexpr float BORDER_SIZE = 35.0f;
float xbase = 0.0f;
float ybase = 0.0f;
float last_xres = 0.0f;
float last_yres = 0.0f;
float xspeed = 1.0f;
float yspeed = 1.0f;
float scale = 1.0f;
float border = BORDER_SIZE;
int color_ix = 0;
int last_color_ix = -1;
GMRng rng;
void Recalculate(int xres, int yres) {
if (last_color_ix == -1) {
xbase = xres / 2.0f;
ybase = yres / 2.0f;
last_color_ix = 0;
rng.Init(time_now_d() * 100239);
if (rng.R32() % 2 != 0) xspeed = -xspeed;
if (rng.R32() % 2 != 0) yspeed = -yspeed;
}
scale = std::min(xres, yres) / 400.0f;
float speed = scale < 2.5f ? scale * 0.58f : scale * 0.46f;
xspeed = std::copysign(speed, xspeed);
yspeed = std::copysign(speed, yspeed);
border = BORDER_SIZE * scale;
last_xres = xres;
last_yres = yres;
}
void RandomizeColor() {
do {
color_ix = rng.R32() % COLOR_COUNT;
} while (color_ix == last_color_ix);
last_color_ix = color_ix;
}
};
static BackgroundAnimation g_CurBackgroundAnimation = BackgroundAnimation::OFF;
static std::unique_ptr<Animation> g_Animation;
static bool bgTextureInited = false;
void UIBackgroundInit(UIContext &dc) {
const Path bgPng = GetSysDirectory(DIRECTORY_SYSTEM) / "background.png";
const Path bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) / "background.jpg";
if (File::Exists(bgPng) || File::Exists(bgJpg)) {
const Path &bgFile = File::Exists(bgPng) ? bgPng : bgJpg;
bgTexture = CreateTextureFromFile(dc.GetDrawContext(), bgFile.c_str(), ImageFileType::DETECT, true);
}
}
void UIBackgroundShutdown() {
if (bgTexture) {
bgTexture->Release();
bgTexture = nullptr;
}
bgTextureInited = false;
g_Animation.reset(nullptr);
g_CurBackgroundAnimation = BackgroundAnimation::OFF;
}
void DrawBackground(UIContext &dc, float alpha, Lin::Vec3 focus) {
if (!bgTextureInited) {
UIBackgroundInit(dc);
bgTextureInited = true;
}
if (g_CurBackgroundAnimation != (BackgroundAnimation)g_Config.iBackgroundAnimation) {
g_CurBackgroundAnimation = (BackgroundAnimation)g_Config.iBackgroundAnimation;
switch (g_CurBackgroundAnimation) {
case BackgroundAnimation::FLOATING_SYMBOLS:
g_Animation.reset(new FloatingSymbolsAnimation(false));
break;
case BackgroundAnimation::RECENT_GAMES:
g_Animation.reset(new RecentGamesAnimation());
break;
case BackgroundAnimation::WAVE:
g_Animation.reset(new WaveAnimation());
break;
case BackgroundAnimation::MOVING_BACKGROUND:
g_Animation.reset(new MovingBackground());
break;
case BackgroundAnimation::BOUNCING_ICON:
g_Animation.reset(new BouncingIconAnimation());
break;
case BackgroundAnimation::FLOATING_SYMBOLS_COLORED:
g_Animation.reset(new FloatingSymbolsAnimation(true));
break;
default:
g_Animation.reset(nullptr);
}
}
uint32_t bgColor = whiteAlpha(alpha);
if (bgTexture != nullptr) {
dc.Flush();
dc.Begin();
dc.GetDrawContext()->BindTexture(0, bgTexture);
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, bgColor);
dc.Flush();
dc.RebindTexture();
} else {
ImageID img = ImageID("I_BG");
dc.Begin();
dc.Draw()->DrawImageStretch(img, dc.GetBounds(), bgColor & dc.GetTheme().backgroundColor);
dc.Flush();
}
#if PPSSPP_PLATFORM(IOS)
static int frameCount = 0.0;
frameCount++;
double t = (double)frameCount / System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
#else
double t = time_now_d();
#endif
if (g_Animation) {
g_Animation->Draw(dc, t, alpha, focus);
}
}
uint32_t GetBackgroundColorWithAlpha(const UIContext &dc) {
return colorAlpha(colorBlend(dc.GetTheme().backgroundColor, 0, 0.5f), 0.65f);
}
enum class BackgroundFillMode {
Stretch = 0,
AdaptiveCropToScreen = 1,
FitToScreen = 2,
};
void DrawGameBackground(UIContext &dc, const Path &gamePath, Lin::Vec3 focus, float alpha) {
using namespace Draw;
using namespace UI;
dc.Flush();
std::shared_ptr<GameInfo> ginfo;
if (!gamePath.empty()) {
ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath, GameInfoFlags::PIC1);
}
GameInfoTex *pic = (ginfo && ginfo->Ready(GameInfoFlags::PIC1)) ? ginfo->GetPIC1() : nullptr;
if (pic && pic->texture) {
dc.GetDrawContext()->BindTexture(0, pic->texture);
uint32_t color = whiteAlpha(std::clamp(ease((time_now_d() - pic->timeLoaded) * 3.0f) * alpha, 0.0f, 1.0f)) & 0xFFc0c0c0;
const BackgroundFillMode mode = BackgroundFillMode::AdaptiveCropToScreen;
const Bounds screenBounds = dc.GetBounds();
float imageW = screenBounds.w;
float imageH = screenBounds.h;
float imageAspect = (float)pic->texture->Width() / (float)pic->texture->Height();
float squash = imageAspect / screenBounds.AspectRatio();
const float aspectLeeway = 0.5f;
if (mode == BackgroundFillMode::AdaptiveCropToScreen && squash >= 0.6f && squash < 1.7f) {
imageAspect = screenBounds.AspectRatio();
}
if (imageAspect > screenBounds.AspectRatio()) {
if (mode == BackgroundFillMode::AdaptiveCropToScreen) {
imageW = screenBounds.h * imageAspect;
} else if (mode == BackgroundFillMode::FitToScreen) {
imageH = screenBounds.w / imageAspect;
}
} else {
if (mode == BackgroundFillMode::AdaptiveCropToScreen) {
imageH = screenBounds.w / imageAspect;
} else if (mode == BackgroundFillMode::FitToScreen) {
imageW = screenBounds.h / imageAspect;
}
}
Bounds finalImageBounds = Bounds::FromCenterWH(screenBounds.centerX(), screenBounds.centerY(), imageW, imageH);
dc.Draw()->DrawTexRect(finalImageBounds, 0, 0, 1, 1, color);
dc.Flush();
dc.RebindTexture();
} else {
::DrawBackground(dc, 1.0f, focus);
dc.RebindTexture();
dc.Flush();
}
}