ppsspp/UI/GameScreen.cpp

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2013-06-02 11:43:15 +00:00
// Copyright (c) 2013- 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.
// 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/.
#include "base/colorutil.h"
#include "base/timeutil.h"
#include "math/curves.h"
#include "ui/ui_context.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "UI/EmuScreen.h"
#include "UI/GameScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/MenuScreens.h"
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#include "UI/MainScreen.h"
void GameScreen::CreateViews() {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
root_ = new LinearLayout(ORIENT_HORIZONTAL);
ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
root_->Add(leftColumn);
leftColumn->Add(new Choice("Back", "", new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack);
if (info) {
texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
tvTitle_ = leftColumn->Add(new TextView(0, info->title, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 200, NONE, NONE)));
tvGameSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 250, NONE, NONE)));
tvSaveDataSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 290, NONE, NONE)));
}
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
rightColumnItems->Add(new Choice("Play"))->OnClick.Handle(this, &GameScreen::OnPlay);
rightColumnItems->Add(new Choice("Game Settings"))->OnClick.Handle(this, &GameScreen::OnGameSettings);
rightColumnItems->Add(new Choice("Delete Save Data"))->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
rightColumnItems->Add(new Choice("Delete Game"))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
}
void DrawBackground(float alpha);
void GameScreen::DrawBackground(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true);
dc.Flush();
dc.RebindTexture();
::DrawBackground(1.0f);
dc.Flush();
if (ginfo && ginfo->pic1Texture) {
ginfo->pic1Texture->Bind(0);
uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color);
dc.Flush();
dc.RebindTexture();
}
/*
if (ginfo && ginfo->pic0Texture) {
ginfo->pic0Texture->Bind(0);
// Pic0 is drawn in the bottom right corner, overlaying pic1.
float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width();
float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height();
uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0;
ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color);
ui_draw2d.Flush();
dc.RebindTexture();
}*/
}
void GameScreen::update(InputState &input) {
UIScreen::update(input);
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
if (tvTitle_)
tvTitle_->SetText(info->title);
if (info->iconTexture && texvGameIcon_) {
texvGameIcon_->SetTexture(info->iconTexture);
uint32_t color = whiteAlpha(ease((time_now_d() - info->timeIconWasLoaded) * 3));
texvGameIcon_->SetColor(color);
}
if (info->gameSize) {
char temp[256];
sprintf(temp, "Game: %1.1f MB", (float)(info->gameSize) / 1024.f / 1024.f);
tvGameSize_->SetText(temp);
sprintf(temp, "SaveData: %1.2f MB", (float)(info->saveDataSize) / 1024.f / 1024.f);
tvSaveDataSize_->SetText(temp);
}
}
UI::EventReturn GameScreen::OnSwitchBack(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn GameScreen::OnPlay(UI::EventParams &e) {
screenManager()->switchScreen(new EmuScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GameScreen::OnGameSettings(UI::EventParams &e) {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
if (info && info->paramSFOLoaded) {
std::string discID = info->paramSFO.GetValueString("DISC_ID");
screenManager()->push(new GameSettingsScreen(gamePath_, discID));
}
return UI::EVENT_DONE;
}
UI::EventReturn GameScreen::OnDeleteSaveData(UI::EventParams &e) {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
if (info) {
screenManager()->push(
new PromptScreen("Do you really want to delete all\nyour save data for this game?", "Delete Savedata", "Cancel",
std::bind(&GameScreen::CallbackDeleteSaveData, this, placeholder::_1)));
}
RecreateViews();
return UI::EVENT_DONE;
}
void GameScreen::CallbackDeleteSaveData(bool yes) {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, false);
if (yes) {
info->DeleteAllSaveData();
}
}
UI::EventReturn GameScreen::OnDeleteGame(UI::EventParams &e) {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
if (info) {
screenManager()->push(
new PromptScreen("Do you really want to delete all\nthis game entirely? You can't undo this.", "Delete Game", "Cancel",
std::bind(&GameScreen::CallbackDeleteGame, this, placeholder::_1)));
}
return UI::EVENT_DONE;
}
void GameScreen::CallbackDeleteGame(bool yes) {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, false);
if (yes) {
info->DeleteGame();
g_gameInfoCache.Clear();
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screenManager()->switchScreen(new MainScreen());
}
}
void DrawBackground(float alpha);
void PromptScreen::DrawBackground(UIContext &dc) {
::DrawBackground(1.0f);
}
void PromptScreen::CreateViews() {
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
root_ = new LinearLayout(ORIENT_HORIZONTAL);
ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
root_->Add(leftColumn);
leftColumn->Add(new TextView(0, message_, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 10, NONE, NONE)));
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumnItems);
rightColumnItems->Add(new Choice(yesButtonText_))->OnClick.Handle(this, &PromptScreen::OnYes);
if (noButtonText_ != "")
rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo);
}
UI::EventReturn PromptScreen::OnYes(UI::EventParams &e) {
callback_(true);
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn PromptScreen::OnNo(UI::EventParams &e) {
callback_(false);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}