ppsspp/UI/MainScreen.h

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// 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/.
#pragma once
#include <functional>
#include "Common/File/Path.h"
#include "Common/UI/UIScreen.h"
#include "Common/UI/ViewGroup.h"
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#include "UI/MiscScreens.h"
#include "Common/File/PathBrowser.h"
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enum GameBrowserFlags {
FLAG_HOMEBREWSTOREBUTTON = 1
};
enum class BrowseFlags {
NONE = 0,
NAVIGATE = 1,
BROWSE = 2,
ARCHIVES = 4,
PIN = 8,
HOMEBREW_STORE = 16,
STANDARD = 1 | 2 | 4 | 8,
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};
ENUM_CLASS_BITOPS(BrowseFlags);
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bool LaunchFile(ScreenManager *screenManager, const Path &path);
class GameBrowser : public UI::LinearLayout {
public:
GameBrowser(int token, const Path &path, BrowseFlags browseFlags, bool *gridStyle, ScreenManager *screenManager, std::string_view lastText, std::string_view lastLink, UI::LayoutParams *layoutParams = nullptr);
UI::Event OnChoice;
UI::Event OnHoldChoice;
UI::Event OnHighlight;
void FocusGame(const Path &gamePath);
void SetPath(const Path &path);
void ApplySearchFilter(const std::string &filter);
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void Draw(UIContext &dc) override;
void Update() override;
void RequestRefresh() {
refreshPending_ = true;
}
void SetHomePath(const Path &path) {
homePath_ = path;
}
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protected:
virtual bool DisplayTopBar();
virtual bool HasSpecialFiles(std::vector<Path> &filenames);
virtual Path HomePath();
void ApplySearchFilter();
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void Refresh();
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Path homePath_;
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private:
bool IsCurrentPathPinned();
std::vector<Path> GetPinnedPaths() const;
std::string GetBaseName(const std::string &path) const;
UI::EventReturn GameButtonClick(UI::EventParams &e);
UI::EventReturn GameButtonHoldClick(UI::EventParams &e);
UI::EventReturn GameButtonHighlight(UI::EventParams &e);
UI::EventReturn NavigateClick(UI::EventParams &e);
UI::EventReturn LayoutChange(UI::EventParams &e);
UI::EventReturn LastClick(UI::EventParams &e);
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UI::EventReturn BrowseClick(UI::EventParams &e);
UI::EventReturn StorageClick(UI::EventParams &e);
UI::EventReturn OnHomeClick(UI::EventParams &e);
UI::EventReturn PinToggleClick(UI::EventParams &e);
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UI::EventReturn GridSettingsClick(UI::EventParams &e);
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UI::EventReturn OnRecentClear(UI::EventParams &e);
UI::EventReturn OnHomebrewStore(UI::EventParams &e);
enum class SearchState {
MATCH,
MISMATCH,
PENDING,
};
UI::ViewGroup *gameList_ = nullptr;
PathBrowser path_;
bool *gridStyle_ = nullptr;
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BrowseFlags browseFlags_;
std::string lastText_;
std::string lastLink_;
std::string searchFilter_;
std::vector<SearchState> searchStates_;
Path focusGamePath_;
bool listingPending_ = false;
bool searchPending_ = false;
bool refreshPending_ = false;
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float lastScale_ = 1.0f;
bool lastLayoutWasGrid_ = true;
ScreenManager *screenManager_;
int token_;
};
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class RemoteISOBrowseScreen;
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class MainScreen : public UIScreenWithBackground {
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public:
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MainScreen();
~MainScreen();
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bool isTopLevel() const override { return true; }
const char *tag() const override { return "Main"; }
// Horrible hack to show the demos & homebrew tab after having installed a game from a zip file.
static bool showHomebrewTab;
bool key(const KeyInput &touch) override;
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protected:
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void CreateViews() override;
void DrawBackground(UIContext &dc) override;
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void update() override;
void sendMessage(UIMessage message, const char *value) override;
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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bool DrawBackgroundFor(UIContext &dc, const Path &gamePath, float progress);
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UI::EventReturn OnGameSelected(UI::EventParams &e);
UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
UI::EventReturn OnGameHighlight(UI::EventParams &e);
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// Event handlers
UI::EventReturn OnLoadFile(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
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UI::EventReturn OnCredits(UI::EventParams &e);
UI::EventReturn OnSupport(UI::EventParams &e);
UI::EventReturn OnPPSSPPOrg(UI::EventParams &e);
UI::EventReturn OnForums(UI::EventParams &e);
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UI::EventReturn OnExit(UI::EventParams &e);
UI::EventReturn OnDownloadUpgrade(UI::EventParams &e);
UI::EventReturn OnDismissUpgrade(UI::EventParams &e);
UI::EventReturn OnAllowStorage(UI::EventParams &e);
UI::EventReturn OnFullScreenToggle(UI::EventParams &e);
UI::LinearLayout *upgradeBar_ = nullptr;
UI::TabHolder *tabHolder_ = nullptr;
UI::Button *fullscreenButton_ = nullptr;
Path restoreFocusGamePath_;
std::vector<GameBrowser *> gameBrowsers_;
Path highlightedGamePath_;
Path prevHighlightedGamePath_;
float highlightProgress_ = 0.0f;
float prevHighlightProgress_ = 0.0f;
bool backFromStore_ = false;
bool lockBackgroundAudio_ = false;
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bool lastVertical_ = false;
bool confirmedTemporary_ = false;
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UI::ScrollView *scrollAllGames_ = nullptr;
bool searchKeyModifier_ = false;
bool searchChanged_ = false;
std::string searchFilter_;
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friend class RemoteISOBrowseScreen;
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};
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class UmdReplaceScreen : public UIDialogScreenWithBackground {
public:
const char *tag() const override { return "UmdReplace"; }
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protected:
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void CreateViews() override;
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void update() override;
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private:
UI::EventReturn OnGameSelected(UI::EventParams &e);
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UI::EventReturn OnGameSettings(UI::EventParams &e);
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};
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class GridSettingsPopupScreen : public PopupScreen {
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public:
GridSettingsPopupScreen(std::string_view label) : PopupScreen(label) {}
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void CreatePopupContents(UI::ViewGroup *parent) override;
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UI::Event OnRecentChanged;
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const char *tag() const override { return "GridSettings"; }
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private:
UI::EventReturn GridPlusClick(UI::EventParams &e);
UI::EventReturn GridMinusClick(UI::EventParams &e);
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UI::EventReturn OnRecentClearClick(UI::EventParams &e);
const float MAX_GAME_GRID_SCALE = 3.0f;
const float MIN_GAME_GRID_SCALE = 0.8f;
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};