ppsspp/UI/EmuScreen.h

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <vector>
#include <list>
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#include "input/keycodes.h"
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#include "ui/screen.h"
#include "ui/ui_screen.h"
#include "ui/ui_tween.h"
#include "Common/KeyMap.h"
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struct AxisInput;
class AsyncImageFileView;
class EmuScreen : public UIScreen {
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public:
EmuScreen(const std::string &filename);
~EmuScreen();
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void update() override;
void render() override;
void preRender() override;
void postRender() override;
void dialogFinished(const Screen *dialog, DialogResult result) override;
void sendMessage(const char *msg, const char *value) override;
void resized() override;
bool touch(const TouchInput &touch) override;
bool key(const KeyInput &key) override;
bool axis(const AxisInput &axis) override;
protected:
void CreateViews() override;
UI::EventReturn OnDevTools(UI::EventParams &params);
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private:
void bootGame(const std::string &filename);
bool bootAllowStorage(const std::string &filename);
void bootComplete();
bool hasVisibleUI();
void renderUI();
void processAxis(const AxisInput &axis, int direction);
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void pspKey(int pspKeyCode, int flags);
void onVKeyDown(int virtualKeyCode);
void onVKeyUp(int virtualKeyCode);
void setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax);
void setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax);
void releaseButtons();
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void autoLoad();
void checkPowerDown();
UI::Event OnDevMenu;
bool bootPending_;
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std::string gamePath_;
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// Something invalid was loaded, don't try to emulate
bool invalid_;
bool quit_;
bool stopRender_ = false;
bool hasVisibleUI_ = true;
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std::string errorMessage_;
// If set, pauses at the end of the frame.
bool pauseTrigger_;
// To track mappable virtual keys. We can have as many as we want.
bool virtKeys[VIRTKEY_COUNT];
// In-memory save state used for freezeFrame, which is useful for debugging.
std::vector<u8> freezeState_;
std::string tag_;
// De-noise mapped axis updates
int axisState_[JOYSTICK_AXIS_MAX];
double saveStatePreviewShownTime_;
AsyncImageFileView *saveStatePreview_;
int saveStateSlot_;
UI::CallbackColorTween *loadingViewColor_ = nullptr;
UI::VisibilityTween *loadingViewVisible_ = nullptr;
UI::Spinner *loadingSpinner_ = nullptr;
UI::TextView *loadingTextView_ = nullptr;
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};