mirror of
https://github.com/hrydgard/ppsspp.git
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Merge pull request #13239 from hrydgard/interface-audio
Add sound effects for PPSSPP interface navigation
This commit is contained in:
25 files changed
+449
-242
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@@ -433,6 +433,7 @@ static ConfigSetting generalSettings[] = {
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ConfigSetting("Language", &g_Config.sLanguageIni, &DefaultLangRegion),
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ConfigSetting("ForceLagSync2", &g_Config.bForceLagSync, false, true, true),
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ConfigSetting("DiscordPresence", &g_Config.bDiscordPresence, true, true, false), // Or maybe it makes sense to have it per-game? Race conditions abound...
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ConfigSetting("UISound", &g_Config.bUISound, false, true, false),
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ReportedConfigSetting("NumWorkerThreads", &g_Config.iNumWorkerThreads, &DefaultNumWorkers, true, true),
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ConfigSetting("AutoLoadSaveState", &g_Config.iAutoLoadSaveState, 0, true, true),
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@@ -196,6 +196,7 @@ public:
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int iMaxRecent;
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int iCurrentStateSlot;
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int iRewindFlipFrequency;
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bool bUISound;
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bool bEnableStateUndo;
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int iAutoLoadSaveState; // 0 = off, 1 = oldest, 2 = newest, >2 = slot number + 3
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bool bEnableCheats;
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@@ -1882,11 +1882,11 @@ static u32 sceMpegAvcCopyYCbCr(u32 mpeg, u32 sourceAddr, u32 YCbCrAddr)
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MpegContext *ctx = getMpegCtx(mpeg);
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if (!ctx) {
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WARN_LOG(ME, "UNIMPL sceMpegAvcCopyYCbCr(%08x, %08x, %08x): bad mpeg handle", mpeg, sourceAddr, YCbCrAddr);
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ERROR_LOG(ME, "UNIMPL sceMpegAvcCopyYCbCr(%08x, %08x, %08x): bad mpeg handle", mpeg, sourceAddr, YCbCrAddr);
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return -1;
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}
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ERROR_LOG(ME, "UNIMPL sceMpegAvcCopyYCbCr(%08x, %08x, %08x)", mpeg, sourceAddr, YCbCrAddr);
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WARN_LOG(ME, "UNIMPL sceMpegAvcCopyYCbCr(%08x, %08x, %08x)", mpeg, sourceAddr, YCbCrAddr);
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return 0;
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}
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+1
-2
@@ -1,7 +1,7 @@
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// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#ifndef MOBILE_DEVICE
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#include <string>
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#include "Core/WaveFile.h"
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@@ -105,4 +105,3 @@ void WaveFileWriter::AddStereoSamples(const short* sample_data, u32 count)
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file.WriteBytes(sample_data, count * 4);
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audio_size += count * 4;
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}
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#endif
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@@ -11,7 +11,6 @@
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// ---------------------------------------------------------------------------------
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#pragma once
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#ifndef MOBILE_DEVICE
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#include <array>
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#include <string>
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@@ -40,6 +39,3 @@ private:
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void Write(u32 value);
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void Write4(const char* ptr);
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};
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#endif
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+294
-212
@@ -4,6 +4,8 @@
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "file/chunk_file.h"
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#include "file/vfs.h"
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#include "ui/root.h"
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#include "Common/CommonTypes.h"
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#include "Core/HW/SimpleAudioDec.h"
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@@ -11,173 +13,195 @@
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#include "Common/FixedSizeQueue.h"
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#include "GameInfoCache.h"
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#include "Core/Config.h"
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#include "UI/BackgroundAudio.h"
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struct WavData {
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int num_channels = -1;
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int sample_rate = -1;
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int numFrames = -1;
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int samplesPerSec = -1;
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int avgBytesPerSec = -1;
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int raw_offset_loop_start = 0;
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int raw_offset_loop_end = 0;
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int loop_start_offset = 0;
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int loop_end_offset = 0;
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int codec = 0;
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int raw_bytes_per_frame = 0;
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uint8_t *raw_data = nullptr;
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int raw_data_size = 0;
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u8 at3_extradata[16];
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void Read(RIFFReader &riff);
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~WavData() {
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free(raw_data);
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raw_data = nullptr;
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}
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};
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void WavData::Read(RIFFReader &file_) {
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// If we have no loop start info, we'll just loop the entire audio.
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raw_offset_loop_start = 0;
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raw_offset_loop_end = 0;
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if (file_.Descend('RIFF')) {
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file_.ReadInt(); //get past 'WAVE'
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if (file_.Descend('fmt ')) { //enter the format chunk
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int temp = file_.ReadInt();
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int format = temp & 0xFFFF;
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switch (format) {
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case 0xFFFE:
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codec = PSP_CODEC_AT3PLUS;
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break;
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case 0x270:
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codec = PSP_CODEC_AT3;
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break;
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case 1:
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// Raw wave data, no codec
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codec = 0;
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break;
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default:
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ERROR_LOG(SCEAUDIO, "Unexpected wave format %04x", format);
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return;
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}
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num_channels = temp >> 16;
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samplesPerSec = file_.ReadInt();
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/*avgBytesPerSec =*/ file_.ReadInt();
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temp = file_.ReadInt();
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raw_bytes_per_frame = temp & 0xFFFF;
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if (codec == PSP_CODEC_AT3) {
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// The first two bytes are actually not a useful part of the extradata.
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// We already read 16 bytes, so make sure there's enough left.
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if (file_.GetCurrentChunkSize() >= 32) {
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file_.ReadData(at3_extradata, 16);
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} else {
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memset(at3_extradata, 0, sizeof(at3_extradata));
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}
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}
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file_.Ascend();
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// ILOG("got fmt data: %i", samplesPerSec);
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} else {
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ELOG("Error - no format chunk in wav");
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file_.Ascend();
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return;
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}
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if (file_.Descend('smpl')) {
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std::vector<u8> smplData;
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smplData.resize(file_.GetCurrentChunkSize());
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file_.ReadData(&smplData[0], (int)smplData.size());
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int numLoops = *(int *)&smplData[28];
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struct AtracLoopInfo {
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int cuePointID;
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int type;
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int startSample;
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int endSample;
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int fraction;
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int playCount;
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};
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if (numLoops > 0 && smplData.size() >= 36 + sizeof(AtracLoopInfo) * numLoops) {
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AtracLoopInfo *loops = (AtracLoopInfo *)&smplData[36];
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int samplesPerFrame = codec == PSP_CODEC_AT3PLUS ? 2048 : 1024;
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for (int i = 0; i < numLoops; ++i) {
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// Only seen forward loops, so let's ignore others.
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if (loops[i].type != 0)
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continue;
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// We ignore loop interpolation (fraction) and play count for now.
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raw_offset_loop_start = (loops[i].startSample / samplesPerFrame) * raw_bytes_per_frame;
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loop_start_offset = loops[i].startSample % samplesPerFrame;
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raw_offset_loop_end = (loops[i].endSample / samplesPerFrame) * raw_bytes_per_frame;
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loop_end_offset = loops[i].endSample % samplesPerFrame;
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if (loops[i].playCount == 0) {
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// This was an infinite loop, so ignore the rest.
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// In practice, there's usually only one and it's usually infinite.
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break;
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}
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}
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}
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file_.Ascend();
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}
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// enter the data chunk
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if (file_.Descend('data')) {
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int numBytes = file_.GetCurrentChunkSize();
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numFrames = numBytes / raw_bytes_per_frame; // numFrames
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raw_data = (uint8_t *)malloc(numBytes);
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raw_data_size = numBytes;
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if (num_channels == 1 || num_channels == 2) {
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file_.ReadData(raw_data, numBytes);
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} else {
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ELOG("Error - bad blockalign or channels");
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free(raw_data);
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raw_data = nullptr;
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return;
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}
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file_.Ascend();
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} else {
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ELOG("Error - no data chunk in wav");
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file_.Ascend();
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return;
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}
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file_.Ascend();
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} else {
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ELOG("Could not descend into RIFF file.");
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return;
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}
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sample_rate = samplesPerSec;
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}
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// Really simple looping in-memory AT3 player that also takes care of reading the file format.
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// Turns out that AT3 files used for this are modified WAVE files so fairly easy to parse.
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class AT3PlusReader {
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public:
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AT3PlusReader(const std::string &data)
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explicit AT3PlusReader(const std::string &data)
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: file_((const uint8_t *)&data[0], (int32_t)data.size()) {
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// Normally 8k but let's be safe.
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buffer_ = new short[32 * 1024];
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int codec = PSP_CODEC_AT3PLUS;
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u8 at3_extradata[16];
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skip_next_samples_ = 0;
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int num_channels, sample_rate, numFrames, samplesPerSec, avgBytesPerSec, Nothing;
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if (file_.Descend('RIFF')) {
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file_.ReadInt(); //get past 'WAVE'
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if (file_.Descend('fmt ')) { //enter the format chunk
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int temp = file_.ReadInt();
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int format = temp & 0xFFFF;
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switch (format) {
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case 0xFFFE:
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codec = PSP_CODEC_AT3PLUS;
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break;
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case 0x270:
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codec = PSP_CODEC_AT3;
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break;
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default:
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ERROR_LOG(SCEAUDIO, "Unexpected SND0.AT3 format %04x", format);
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return;
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}
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wave_.Read(file_);
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num_channels = temp >> 16;
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samplesPerSec = file_.ReadInt();
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avgBytesPerSec = file_.ReadInt();
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temp = file_.ReadInt();
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raw_bytes_per_frame_ = temp & 0xFFFF;
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Nothing = temp >> 16;
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// Not currently used, but part of the format.
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(void)avgBytesPerSec;
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(void)Nothing;
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if (codec == PSP_CODEC_AT3) {
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// The first two bytes are actually not a useful part of the extradata.
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// We already read 16 bytes, so make sure there's enough left.
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if (file_.GetCurrentChunkSize() >= 32) {
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file_.ReadData(at3_extradata, 16);
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} else {
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memset(at3_extradata, 0, sizeof(at3_extradata));
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}
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}
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file_.Ascend();
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// ILOG("got fmt data: %i", samplesPerSec);
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} else {
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ELOG("Error - no format chunk in wav");
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file_.Ascend();
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return;
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}
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// If we have no loop info, we'll just loop the entire audio.
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raw_offset_loop_start_ = 0;
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raw_offset_loop_end_ = 0;
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skip_next_samples_ = 0;
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if (file_.Descend('smpl')) {
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std::vector<u8> smplData;
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smplData.resize(file_.GetCurrentChunkSize());
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file_.ReadData(&smplData[0], (int)smplData.size());
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int numLoops = *(int *)&smplData[28];
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struct AtracLoopInfo {
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int cuePointID;
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int type;
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int startSample;
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int endSample;
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int fraction;
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int playCount;
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};
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if (numLoops > 0 && smplData.size() >= 36 + sizeof(AtracLoopInfo) * numLoops) {
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AtracLoopInfo *loops = (AtracLoopInfo *)&smplData[36];
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int samplesPerFrame = codec == PSP_CODEC_AT3PLUS ? 2048 : 1024;
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for (int i = 0; i < numLoops; ++i) {
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// Only seen forward loops, so let's ignore others.
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if (loops[i].type != 0)
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continue;
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// We ignore loop interpolation (fraction) and play count for now.
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raw_offset_loop_start_ = (loops[i].startSample / samplesPerFrame) * raw_bytes_per_frame_;
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loop_start_offset_ = loops[i].startSample % samplesPerFrame;
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raw_offset_loop_end_ = (loops[i].endSample / samplesPerFrame) * raw_bytes_per_frame_;
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loop_end_offset_ = loops[i].endSample % samplesPerFrame;
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if (loops[i].playCount == 0) {
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// This was an infinite loop, so ignore the rest.
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// In practice, there's usually only one and it's usually infinite.
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break;
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}
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}
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}
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file_.Ascend();
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}
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if (file_.Descend('data')) { //enter the data chunk
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int numBytes = file_.GetCurrentChunkSize();
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numFrames = numBytes / raw_bytes_per_frame_; // numFrames
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raw_data_ = (uint8_t *)malloc(numBytes);
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raw_data_size_ = numBytes;
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if (num_channels == 1 || num_channels == 2) {
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file_.ReadData(raw_data_, numBytes);
|
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} else {
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ELOG("Error - bad blockalign or channels");
|
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free(raw_data_);
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raw_data_ = nullptr;
|
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return;
|
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}
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file_.Ascend();
|
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} else {
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ELOG("Error - no data chunk in wav");
|
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file_.Ascend();
|
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return;
|
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}
|
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file_.Ascend();
|
||||
} else {
|
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ELOG("Could not descend into RIFF file. Data size=%d", (int32_t)data.size());
|
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return;
|
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decoder_ = new SimpleAudio(wave_.codec, wave_.sample_rate, wave_.num_channels);
|
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if (wave_.codec == PSP_CODEC_AT3) {
|
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decoder_->SetExtraData(&wave_.at3_extradata[2], 14, wave_.raw_bytes_per_frame);
|
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}
|
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sample_rate = samplesPerSec;
|
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decoder_ = new SimpleAudio(codec, sample_rate, num_channels);
|
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if (codec == PSP_CODEC_AT3) {
|
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decoder_->SetExtraData(&at3_extradata[2], 14, raw_bytes_per_frame_);
|
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}
|
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ILOG("read ATRAC, frames: %i, rate %i", numFrames, sample_rate);
|
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ILOG("read ATRAC, frames: %d, rate %d", wave_.numFrames, wave_.sample_rate);
|
||||
}
|
||||
|
||||
~AT3PlusReader() {
|
||||
}
|
||||
|
||||
void Shutdown() {
|
||||
free(raw_data_);
|
||||
raw_data_ = nullptr;
|
||||
delete[] buffer_;
|
||||
buffer_ = nullptr;
|
||||
delete decoder_;
|
||||
decoder_ = nullptr;
|
||||
}
|
||||
|
||||
bool IsOK() { return raw_data_ != nullptr; }
|
||||
bool IsOK() { return wave_.raw_data != nullptr; }
|
||||
|
||||
bool Read(int *buffer, int len) {
|
||||
if (!raw_data_)
|
||||
if (!wave_.raw_data)
|
||||
return false;
|
||||
|
||||
while (bgQueue.size() < (size_t)(len * 2)) {
|
||||
int outBytes = 0;
|
||||
decoder_->Decode(raw_data_ + raw_offset_, raw_bytes_per_frame_, (uint8_t *)buffer_, &outBytes);
|
||||
decoder_->Decode(wave_.raw_data + raw_offset_, wave_.raw_bytes_per_frame, (uint8_t *)buffer_, &outBytes);
|
||||
if (!outBytes)
|
||||
return false;
|
||||
|
||||
if (raw_offset_loop_end_ != 0 && raw_offset_ == raw_offset_loop_end_) {
|
||||
if (wave_.raw_offset_loop_end != 0 && raw_offset_ == wave_.raw_offset_loop_end) {
|
||||
// Only take the remaining bytes, but convert to stereo s16.
|
||||
outBytes = std::min(outBytes, loop_end_offset_ * 4);
|
||||
outBytes = std::min(outBytes, wave_.loop_end_offset * 4);
|
||||
}
|
||||
|
||||
int start = skip_next_samples_;
|
||||
@@ -187,16 +211,16 @@ public:
|
||||
bgQueue.push(buffer_[i]);
|
||||
}
|
||||
|
||||
if (raw_offset_loop_end_ != 0 && raw_offset_ == raw_offset_loop_end_) {
|
||||
if (wave_.raw_offset_loop_end != 0 && raw_offset_ == wave_.raw_offset_loop_end) {
|
||||
// Time to loop. Account for the addition below.
|
||||
raw_offset_ = raw_offset_loop_start_ - raw_bytes_per_frame_;
|
||||
raw_offset_ = wave_.raw_offset_loop_start - wave_.raw_bytes_per_frame;
|
||||
// This time we're counting each stereo sample.
|
||||
skip_next_samples_ = loop_start_offset_ * 2;
|
||||
skip_next_samples_ = wave_.loop_start_offset * 2;
|
||||
}
|
||||
|
||||
// Handle loops when there's no loop info.
|
||||
raw_offset_ += raw_bytes_per_frame_;
|
||||
if (raw_offset_ >= raw_data_size_) {
|
||||
raw_offset_ += wave_.raw_bytes_per_frame;
|
||||
if (raw_offset_ >= wave_.raw_data_size) {
|
||||
raw_offset_ = 0;
|
||||
}
|
||||
}
|
||||
@@ -209,123 +233,181 @@ public:
|
||||
|
||||
private:
|
||||
RIFFReader file_;
|
||||
uint8_t *raw_data_ = nullptr;
|
||||
int raw_data_size_ = 0;
|
||||
|
||||
WavData wave_;
|
||||
|
||||
int raw_offset_ = 0;
|
||||
int raw_bytes_per_frame_;
|
||||
int raw_offset_loop_start_ = 0;
|
||||
int raw_offset_loop_end_ = 0;
|
||||
int loop_start_offset_ = 0;
|
||||
int loop_end_offset_ = 0;
|
||||
int skip_next_samples_ = 0;
|
||||
FixedSizeQueue<s16, 128 * 1024> bgQueue;
|
||||
short *buffer_ = nullptr;
|
||||
SimpleAudio *decoder_ = nullptr;
|
||||
};
|
||||
|
||||
static std::mutex g_bgMutex;
|
||||
static std::string bgGamePath;
|
||||
static int playbackOffset;
|
||||
static AT3PlusReader *at3Reader;
|
||||
static double gameLastChanged;
|
||||
static double lastPlaybackTime;
|
||||
static int buffer[44100];
|
||||
static bool fadingOut = true;
|
||||
static float volume;
|
||||
static float delta = -0.0001f;
|
||||
BackgroundAudio g_BackgroundAudio;
|
||||
|
||||
static void ClearBackgroundAudio(bool hard) {
|
||||
if (!hard) {
|
||||
fadingOut = true;
|
||||
volume = 1.0f;
|
||||
return;
|
||||
}
|
||||
if (at3Reader) {
|
||||
at3Reader->Shutdown();
|
||||
delete at3Reader;
|
||||
at3Reader = nullptr;
|
||||
}
|
||||
playbackOffset = 0;
|
||||
BackgroundAudio::BackgroundAudio() {
|
||||
buffer = new int[BUFSIZE]();
|
||||
}
|
||||
|
||||
void SetBackgroundAudioGame(const std::string &path) {
|
||||
BackgroundAudio::~BackgroundAudio() {
|
||||
delete[] buffer;
|
||||
}
|
||||
|
||||
BackgroundAudio::Sample *BackgroundAudio::LoadSample(const std::string &path) {
|
||||
size_t bytes;
|
||||
uint8_t *data = VFSReadFile(path.c_str(), &bytes);
|
||||
if (!data) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RIFFReader reader(data, (int)bytes);
|
||||
|
||||
WavData wave;
|
||||
wave.Read(reader);
|
||||
|
||||
if (wave.num_channels != 2 || wave.sample_rate != 44100 || wave.raw_bytes_per_frame != 4) {
|
||||
ELOG("Wave format not supported for mixer playback. Must be 16-bit raw stereo. '%s'", path.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
int16_t *samples = new int16_t[2 * wave.numFrames];
|
||||
memcpy(samples, wave.raw_data, wave.numFrames * wave.raw_bytes_per_frame);
|
||||
|
||||
return new BackgroundAudio::Sample(samples, wave.numFrames);
|
||||
}
|
||||
|
||||
void BackgroundAudio::LoadSamples() {
|
||||
samples_.resize((size_t)UI::UISound::COUNT);
|
||||
samples_[(size_t)UI::UISound::BACK] = std::unique_ptr<Sample>(LoadSample("sfx_back.wav"));
|
||||
samples_[(size_t)UI::UISound::SELECT] = std::unique_ptr<Sample>(LoadSample("sfx_select.wav"));
|
||||
samples_[(size_t)UI::UISound::CONFIRM] = std::unique_ptr<Sample>(LoadSample("sfx_confirm.wav"));
|
||||
samples_[(size_t)UI::UISound::TOGGLE_ON] = std::unique_ptr<Sample>(LoadSample("sfx_toggle_on.wav"));
|
||||
samples_[(size_t)UI::UISound::TOGGLE_OFF] = std::unique_ptr<Sample>(LoadSample("sfx_toggle_off.wav"));
|
||||
|
||||
UI::SetSoundCallback([](UI::UISound sound) {
|
||||
g_BackgroundAudio.PlaySFX(sound);
|
||||
});
|
||||
}
|
||||
|
||||
void BackgroundAudio::PlaySFX(UI::UISound sfx) {
|
||||
std::lock_guard<std::mutex> lock(mutex_);
|
||||
plays_.push_back(PlayInstance{ sfx, 0, 64, false });
|
||||
}
|
||||
|
||||
void BackgroundAudio::Clear(bool hard) {
|
||||
if (!hard) {
|
||||
fadingOut_ = true;
|
||||
volume_ = 1.0f;
|
||||
return;
|
||||
}
|
||||
if (at3Reader_) {
|
||||
delete at3Reader_;
|
||||
at3Reader_ = nullptr;
|
||||
}
|
||||
playbackOffset_ = 0;
|
||||
}
|
||||
|
||||
void BackgroundAudio::SetGame(const std::string &path) {
|
||||
time_update();
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_bgMutex);
|
||||
if (path == bgGamePath) {
|
||||
std::lock_guard<std::mutex> lock(mutex_);
|
||||
if (path == bgGamePath_) {
|
||||
// Do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
if (path.size() == 0) {
|
||||
ClearBackgroundAudio(false);
|
||||
fadingOut = true;
|
||||
Clear(false);
|
||||
fadingOut_ = true;
|
||||
} else {
|
||||
ClearBackgroundAudio(true);
|
||||
gameLastChanged = time_now_d();
|
||||
fadingOut = false;
|
||||
Clear(true);
|
||||
gameLastChanged_ = time_now_d();
|
||||
fadingOut_ = false;
|
||||
}
|
||||
volume = 1.0f;
|
||||
bgGamePath = path;
|
||||
volume_ = 1.0f;
|
||||
bgGamePath_ = path;
|
||||
}
|
||||
|
||||
int PlayBackgroundAudio() {
|
||||
int BackgroundAudio::Play() {
|
||||
time_update();
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_bgMutex);
|
||||
std::lock_guard<std::mutex> lock(mutex_);
|
||||
|
||||
// Immediately stop the sound if it is turned off while playing.
|
||||
if (!g_Config.bEnableSound) {
|
||||
ClearBackgroundAudio(true);
|
||||
Clear(true);
|
||||
__PushExternalAudio(0, 0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
double now = time_now();
|
||||
if (at3Reader) {
|
||||
int sz = lastPlaybackTime <= 0.0 ? 44100 / 60 : (int)((now - lastPlaybackTime) * 44100);
|
||||
sz = std::min((int)ARRAY_SIZE(buffer) / 2, sz);
|
||||
double now = time_now_d();
|
||||
int sz = lastPlaybackTime_ <= 0.0 ? 44100 / 60 : (int)((now - lastPlaybackTime_) * 44100);
|
||||
sz = std::min(BUFSIZE / 2, sz);
|
||||
if (at3Reader_) {
|
||||
if (sz >= 16) {
|
||||
if (at3Reader->Read(buffer, sz)) {
|
||||
if (!fadingOut) {
|
||||
__PushExternalAudio(buffer, sz);
|
||||
} else {
|
||||
if (at3Reader_->Read(buffer, sz)) {
|
||||
if (fadingOut_) {
|
||||
for (int i = 0; i < sz*2; i += 2) {
|
||||
buffer[i] *= volume;
|
||||
buffer[i + 1] *= volume;
|
||||
volume += delta;
|
||||
}
|
||||
__PushExternalAudio(buffer, sz);
|
||||
if (volume <= 0.0f) {
|
||||
ClearBackgroundAudio(true);
|
||||
fadingOut = false;
|
||||
gameLastChanged = 0;
|
||||
buffer[i] *= volume_;
|
||||
buffer[i + 1] *= volume_;
|
||||
volume_ += delta_;
|
||||
}
|
||||
}
|
||||
}
|
||||
lastPlaybackTime = now;
|
||||
}
|
||||
} else {
|
||||
__PushExternalAudio(0, 0);
|
||||
lastPlaybackTime = now;
|
||||
for (int i = 0; i < sz * 2; i += 2) {
|
||||
buffer[i] = 0;
|
||||
buffer[i + 1] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Mix in menu sound effects. Terribly slow mixer but meh.
|
||||
if (!plays_.empty()) {
|
||||
for (int i = 0; i < sz * 2; i += 2) {
|
||||
std::vector<PlayInstance>::iterator iter = plays_.begin();
|
||||
while (iter != plays_.end()) {
|
||||
PlayInstance inst = *iter;
|
||||
auto sample = samples_[(int)inst.sound].get();
|
||||
if (!sample || iter->offset >= sample->length_) {
|
||||
iter->done = true;
|
||||
iter = plays_.erase(iter);
|
||||
} else {
|
||||
if (!iter->done) {
|
||||
buffer[i] += sample->data_[inst.offset * 2] * inst.volume >> 8;
|
||||
buffer[i + 1] += sample->data_[inst.offset * 2 + 1] * inst.volume >> 8;
|
||||
}
|
||||
iter->offset++;
|
||||
iter++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
__PushExternalAudio(buffer, sz);
|
||||
|
||||
if (at3Reader_ && fadingOut_ && volume_ <= 0.0f) {
|
||||
Clear(true);
|
||||
fadingOut_ = false;
|
||||
gameLastChanged_ = 0;
|
||||
}
|
||||
|
||||
lastPlaybackTime_ = now;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Stuff that should be on the UI thread only, like anything to do with
|
||||
// g_gameInfoCache.
|
||||
void UpdateBackgroundAudio() {
|
||||
void BackgroundAudio::Update() {
|
||||
// If there's a game, and some time has passed since the selected game
|
||||
// last changed... (to prevent crazy amount of reads when skipping through a list)
|
||||
if (bgGamePath.size() && (time_now_d() - gameLastChanged > 0.5)) {
|
||||
std::lock_guard<std::mutex> lock(g_bgMutex);
|
||||
if (!at3Reader) {
|
||||
if (bgGamePath_.size() && (time_now_d() - gameLastChanged_ > 0.5)) {
|
||||
std::lock_guard<std::mutex> lock(mutex_);
|
||||
if (!at3Reader_) {
|
||||
// Grab some audio from the current game and play it.
|
||||
if (!g_gameInfoCache)
|
||||
return;
|
||||
|
||||
std::shared_ptr<GameInfo> gameInfo = g_gameInfoCache->GetInfo(NULL, bgGamePath, GAMEINFO_WANTSND);
|
||||
std::shared_ptr<GameInfo> gameInfo = g_gameInfoCache->GetInfo(NULL, bgGamePath_, GAMEINFO_WANTSND);
|
||||
if (!gameInfo)
|
||||
return;
|
||||
|
||||
@@ -336,8 +418,8 @@ void UpdateBackgroundAudio() {
|
||||
|
||||
if (gameInfo->sndFileData.size()) {
|
||||
const std::string &data = gameInfo->sndFileData;
|
||||
at3Reader = new AT3PlusReader(data);
|
||||
lastPlaybackTime = 0.0;
|
||||
at3Reader_ = new AT3PlusReader(data);
|
||||
lastPlaybackTime_ = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+59
-3
@@ -1,7 +1,63 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <mutex>
|
||||
#include <vector>
|
||||
|
||||
void SetBackgroundAudioGame(const std::string &path);
|
||||
int PlayBackgroundAudio();
|
||||
void UpdateBackgroundAudio();
|
||||
#include "ui/root.h"
|
||||
|
||||
class AT3PlusReader;
|
||||
|
||||
class BackgroundAudio {
|
||||
public:
|
||||
BackgroundAudio();
|
||||
~BackgroundAudio();
|
||||
|
||||
void Clear(bool hard);
|
||||
void SetGame(const std::string &path);
|
||||
void Update();
|
||||
int Play();
|
||||
|
||||
void LoadSamples();
|
||||
void PlaySFX(UI::UISound sfx);
|
||||
|
||||
private:
|
||||
enum {
|
||||
BUFSIZE = 44100,
|
||||
};
|
||||
|
||||
std::mutex mutex_;
|
||||
std::string bgGamePath_;
|
||||
int playbackOffset_ = 0;
|
||||
AT3PlusReader *at3Reader_;
|
||||
double gameLastChanged_ = 0.0;
|
||||
double lastPlaybackTime_ = 0.0;
|
||||
int *buffer = nullptr;
|
||||
bool fadingOut_ = true;
|
||||
float volume_ = 0.0f;
|
||||
float delta_ = -0.0001f;
|
||||
|
||||
struct PlayInstance {
|
||||
UI::UISound sound;
|
||||
int offset;
|
||||
int volume; // 0..255
|
||||
bool done;
|
||||
};
|
||||
|
||||
struct Sample {
|
||||
// data must be new-ed.
|
||||
Sample(int16_t *data, int length) : data_(data), length_(length) {}
|
||||
~Sample() {
|
||||
delete[] data_;
|
||||
}
|
||||
int16_t *data_;
|
||||
int length_; // stereo samples.
|
||||
};
|
||||
|
||||
static Sample *LoadSample(const std::string &path);
|
||||
|
||||
std::vector<PlayInstance> plays_;
|
||||
std::vector<std::unique_ptr<Sample>> samples_;
|
||||
};
|
||||
|
||||
extern BackgroundAudio g_BackgroundAudio;
|
||||
+1
-1
@@ -193,7 +193,7 @@ void EmuScreen::bootGame(const std::string &filename) {
|
||||
return;
|
||||
}
|
||||
|
||||
SetBackgroundAudioGame("");
|
||||
g_BackgroundAudio.SetGame("");
|
||||
|
||||
// Check permission status first, in case we came from a shortcut.
|
||||
if (!bootAllowStorage(filename))
|
||||
|
||||
+1
-1
@@ -38,7 +38,7 @@
|
||||
#include "UI/BackgroundAudio.h"
|
||||
|
||||
GameScreen::GameScreen(const std::string &gamePath) : UIDialogScreenWithGameBackground(gamePath) {
|
||||
SetBackgroundAudioGame(gamePath);
|
||||
g_BackgroundAudio.SetGame(gamePath);
|
||||
}
|
||||
|
||||
GameScreen::~GameScreen() {
|
||||
|
||||
@@ -816,8 +816,9 @@ void GameSettingsScreen::CreateViews() {
|
||||
systemSettingsScroll->Add(systemSettings);
|
||||
tabHolder->AddTab(ms->T("System"), systemSettingsScroll);
|
||||
|
||||
systemSettings->Add(new ItemHeader(sy->T("UI Language")));
|
||||
systemSettings->Add(new ItemHeader(sy->T("UI Language"))); // Should be renamed "UI"?
|
||||
systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);
|
||||
systemSettings->Add(new CheckBox(&g_Config.bUISound, dev->T("UI Sound")));
|
||||
|
||||
systemSettings->Add(new ItemHeader(sy->T("Help the PPSSPP team")));
|
||||
enableReports_ = Reporting::IsEnabled();
|
||||
@@ -859,7 +860,6 @@ void GameSettingsScreen::CreateViews() {
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, sy->T("VersionCheck", "Check for new versions of PPSSPP")));
|
||||
const std::string bgPng = GetSysDirectory(DIRECTORY_SYSTEM) + "background.png";
|
||||
const std::string bgJpg = GetSysDirectory(DIRECTORY_SYSTEM) + "background.jpg";
|
||||
|
||||
+5
-5
@@ -935,12 +935,12 @@ UI::EventReturn GameBrowser::OnHomebrewStore(UI::EventParams &e) {
|
||||
|
||||
MainScreen::MainScreen() {
|
||||
System_SendMessage("event", "mainscreen");
|
||||
SetBackgroundAudioGame("");
|
||||
g_BackgroundAudio.SetGame("");
|
||||
lastVertical_ = UseVerticalLayout();
|
||||
}
|
||||
|
||||
MainScreen::~MainScreen() {
|
||||
SetBackgroundAudioGame("");
|
||||
g_BackgroundAudio.SetGame("");
|
||||
}
|
||||
|
||||
void MainScreen::CreateViews() {
|
||||
@@ -1283,7 +1283,7 @@ UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
|
||||
|
||||
// Restore focus if it was highlighted (e.g. by gamepad.)
|
||||
restoreFocusGamePath_ = highlightedGamePath_;
|
||||
SetBackgroundAudioGame(path);
|
||||
g_BackgroundAudio.SetGame(path);
|
||||
lockBackgroundAudio_ = true;
|
||||
screenManager()->push(new GameScreen(path));
|
||||
return UI::EVENT_DONE;
|
||||
@@ -1314,7 +1314,7 @@ UI::EventReturn MainScreen::OnGameHighlight(UI::EventParams &e) {
|
||||
}
|
||||
|
||||
if ((!highlightedGamePath_.empty() || e.a == FF_LOSTFOCUS) && !lockBackgroundAudio_) {
|
||||
SetBackgroundAudioGame(highlightedGamePath_);
|
||||
g_BackgroundAudio.SetGame(highlightedGamePath_);
|
||||
}
|
||||
|
||||
lockBackgroundAudio_ = false;
|
||||
@@ -1401,7 +1401,7 @@ void MainScreen::dialogFinished(const Screen *dialog, DialogResult result) {
|
||||
restoreFocusGamePath_.clear();
|
||||
} else {
|
||||
// Not refocusing, so we need to stop the audio.
|
||||
SetBackgroundAudioGame("");
|
||||
g_BackgroundAudio.SetGame("");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+7
-2
@@ -271,7 +271,7 @@ std::string NativeQueryConfig(std::string query) {
|
||||
|
||||
int NativeMix(short *audio, int num_samples) {
|
||||
if (GetUIState() != UISTATE_INGAME) {
|
||||
PlayBackgroundAudio();
|
||||
g_BackgroundAudio.Play();
|
||||
}
|
||||
|
||||
int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
|
||||
@@ -446,6 +446,9 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch
|
||||
|
||||
g_Discord.SetPresenceMenu();
|
||||
|
||||
// TODO: Load these in the background instead of synchronously.
|
||||
g_BackgroundAudio.LoadSamples();
|
||||
|
||||
// Make sure UI state is MENU.
|
||||
ResetUIState();
|
||||
|
||||
@@ -1040,7 +1043,7 @@ void NativeRender(GraphicsContext *graphicsContext) {
|
||||
if (GetUIState() != UISTATE_INGAME) {
|
||||
// Note: We do this from NativeRender so that the graphics context is
|
||||
// guaranteed valid, to be safe - g_gameInfoCache messes around with textures.
|
||||
UpdateBackgroundAudio();
|
||||
g_BackgroundAudio.Update();
|
||||
}
|
||||
|
||||
float xres = dp_xres;
|
||||
@@ -1205,6 +1208,8 @@ void NativeUpdate() {
|
||||
screenManager->update();
|
||||
|
||||
g_Discord.Update();
|
||||
|
||||
UI::SetSoundEnabled(g_Config.bUISound);
|
||||
}
|
||||
|
||||
bool NativeIsAtTopLevel() {
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -285,6 +285,7 @@ static bool IsLocalPath(const char *path) {
|
||||
return isUnixLocal || isWindowsLocal;
|
||||
}
|
||||
|
||||
// The returned data should be free'd with delete[].
|
||||
uint8_t *VFSReadFile(const char *filename, size_t *size) {
|
||||
if (IsLocalPath(filename)) {
|
||||
// Local path, not VFS.
|
||||
|
||||
@@ -48,7 +48,7 @@ private:
|
||||
|
||||
class DirectoryAssetReader : public AssetReader {
|
||||
public:
|
||||
DirectoryAssetReader(const char *path) {
|
||||
explicit DirectoryAssetReader(const char *path) {
|
||||
strncpy(path_, path, ARRAY_SIZE(path_));
|
||||
path_[ARRAY_SIZE(path_) - 1] = '\0';
|
||||
}
|
||||
@@ -61,6 +61,6 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
char path_[512];
|
||||
char path_[512]{};
|
||||
};
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include <deque>
|
||||
|
||||
#include "ppsspp_config.h"
|
||||
|
||||
#include "base/timeutil.h"
|
||||
#include "ui/root.h"
|
||||
#include "ui/viewgroup.h"
|
||||
@@ -17,6 +18,10 @@ static bool focusMovementEnabled;
|
||||
bool focusForced;
|
||||
static std::mutex eventMutex_;
|
||||
|
||||
static std::function<void(UISound)> soundCallback;
|
||||
static bool soundEnabled = true;
|
||||
|
||||
|
||||
struct DispatchQueueItem {
|
||||
Event *e;
|
||||
EventParams params;
|
||||
@@ -133,6 +138,22 @@ void MoveFocus(ViewGroup *root, FocusDirection direction) {
|
||||
if (neigh.view) {
|
||||
neigh.view->SetFocus();
|
||||
root->SubviewFocused(neigh.view);
|
||||
|
||||
PlayUISound(UISound::SELECT);
|
||||
}
|
||||
}
|
||||
|
||||
void SetSoundEnabled(bool enabled) {
|
||||
soundEnabled = enabled;
|
||||
}
|
||||
|
||||
void SetSoundCallback(std::function<void(UISound)> func) {
|
||||
soundCallback = func;
|
||||
}
|
||||
|
||||
void PlayUISound(UISound sound) {
|
||||
if (soundEnabled && soundCallback) {
|
||||
soundCallback(sound);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include "ui/ui_context.h"
|
||||
#include "input/input_state.h"
|
||||
|
||||
@@ -26,4 +28,18 @@ bool KeyEvent(const KeyInput &key, ViewGroup *root);
|
||||
bool TouchEvent(const TouchInput &touch, ViewGroup *root);
|
||||
bool AxisEvent(const AxisInput &axis, ViewGroup *root);
|
||||
|
||||
enum class UISound {
|
||||
SELECT = 0,
|
||||
BACK,
|
||||
CONFIRM,
|
||||
TOGGLE_ON,
|
||||
TOGGLE_OFF,
|
||||
COUNT,
|
||||
};
|
||||
|
||||
void SetSoundEnabled(bool enabled);
|
||||
void SetSoundCallback(std::function<void(UISound)> func);
|
||||
|
||||
void PlayUISound(UISound sound);
|
||||
|
||||
} // namespace UI
|
||||
@@ -168,6 +168,7 @@ bool UIDialogScreen::key(const KeyInput &key) {
|
||||
} else {
|
||||
finished_ = true;
|
||||
TriggerFinish(DR_BACK);
|
||||
UI::PlayUISound(UI::UISound::BACK);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
+21
-2
@@ -376,6 +376,7 @@ bool StickyChoice::Key(const KeyInput &key) {
|
||||
if (key.flags & KEY_DOWN) {
|
||||
if (IsAcceptKey(key)) {
|
||||
down_ = true;
|
||||
UI::PlayUISound(UI::UISound::TOGGLE_ON);
|
||||
Click();
|
||||
return true;
|
||||
}
|
||||
@@ -424,6 +425,11 @@ void ClickableItem::Draw(UIContext &dc) {
|
||||
DrawBG(dc, style);
|
||||
}
|
||||
|
||||
void Choice::Click() {
|
||||
ClickableItem::Click();
|
||||
UI::PlayUISound(UI::UISound::CONFIRM);
|
||||
}
|
||||
|
||||
void Choice::GetContentDimensionsBySpec(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert, float &w, float &h) const {
|
||||
if (atlasImage_.isValid()) {
|
||||
dc.Draw()->GetAtlas()->measureImage(atlasImage_, &w, &h);
|
||||
@@ -596,8 +602,10 @@ void PopupHeader::Draw(UIContext &dc) {
|
||||
}
|
||||
|
||||
void CheckBox::Toggle() {
|
||||
if (toggle_)
|
||||
if (toggle_) {
|
||||
*toggle_ = !(*toggle_);
|
||||
UI::PlayUISound(*toggle_ ? UI::UISound::TOGGLE_ON : UI::UISound::TOGGLE_OFF);
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckBox::Toggled() const {
|
||||
@@ -668,8 +676,14 @@ void CheckBox::GetContentDimensions(const UIContext &dc, float &w, float &h) con
|
||||
}
|
||||
|
||||
void BitCheckBox::Toggle() {
|
||||
if (bitfield_)
|
||||
if (bitfield_) {
|
||||
*bitfield_ = *bitfield_ ^ bit_;
|
||||
if (*bitfield_ & bit_) {
|
||||
UI::PlayUISound(UI::UISound::TOGGLE_ON);
|
||||
} else {
|
||||
UI::PlayUISound(UI::UISound::TOGGLE_OFF);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool BitCheckBox::Toggled() const {
|
||||
@@ -689,6 +703,11 @@ void Button::GetContentDimensions(const UIContext &dc, float &w, float &h) const
|
||||
h += paddingH_;
|
||||
}
|
||||
|
||||
void Button::Click() {
|
||||
Clickable::Click();
|
||||
UI::PlayUISound(UI::UISound::CONFIRM);
|
||||
}
|
||||
|
||||
void Button::Draw(UIContext &dc) {
|
||||
Style style = dc.theme->buttonStyle;
|
||||
|
||||
|
||||
@@ -519,6 +519,7 @@ public:
|
||||
Button(const std::string &text, ImageID imageID, LayoutParams *layoutParams = 0)
|
||||
: Clickable(layoutParams), text_(text), imageID_(imageID) {}
|
||||
|
||||
void Click() override;
|
||||
void Draw(UIContext &dc) override;
|
||||
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
|
||||
const std::string &GetText() const { return text_; }
|
||||
@@ -647,6 +648,7 @@ public:
|
||||
Choice(ImageID image, LayoutParams *layoutParams = nullptr)
|
||||
: ClickableItem(layoutParams), atlasImage_(image), iconImage_(ImageID::invalid()), centered_(false), highlighted_(false), selected_(false) {}
|
||||
|
||||
virtual void Click();
|
||||
virtual void HighlightChanged(bool highlighted);
|
||||
void GetContentDimensionsBySpec(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert, float &w, float &h) const override;
|
||||
void Draw(UIContext &dc) override;
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "math/curves.h"
|
||||
#include "ui/ui_context.h"
|
||||
#include "ui/ui_tween.h"
|
||||
#include "ui/root.h"
|
||||
#include "ui/view.h"
|
||||
#include "ui/viewgroup.h"
|
||||
#include "gfx_es2/draw_buffer.h"
|
||||
@@ -1321,11 +1322,17 @@ void ChoiceStrip::HighlightChoice(unsigned int choice){
|
||||
bool ChoiceStrip::Key(const KeyInput &input) {
|
||||
bool ret = false;
|
||||
if (input.flags & KEY_DOWN) {
|
||||
if (IsTabLeftKey(input) && selected_ > 0) {
|
||||
SetSelection(selected_ - 1);
|
||||
if (IsTabLeftKey(input)) {
|
||||
if (selected_ > 0) {
|
||||
SetSelection(selected_ - 1);
|
||||
UI::PlayUISound(UI::UISound::TOGGLE_OFF); // Maybe make specific sounds for this at some point?
|
||||
}
|
||||
ret = true;
|
||||
} else if (IsTabRightKey(input) && selected_ < (int)views_.size() - 1) {
|
||||
SetSelection(selected_ + 1);
|
||||
} else if (IsTabRightKey(input)) {
|
||||
if (selected_ < (int)views_.size() - 1) {
|
||||
SetSelection(selected_ + 1);
|
||||
UI::PlayUISound(UI::UISound::TOGGLE_ON);
|
||||
}
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user