ppsspp/UI/MiscScreens.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 <map>
#include <string>
#include <vector>
#include "Common/UI/UIScreen.h"
#include "Common/File/DirListing.h"
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struct ShaderInfo;
struct TextureShaderInfo;
extern std::string boot_filename;
void UIBackgroundInit(UIContext &dc);
void UIBackgroundShutdown();
inline void NoOpVoidBool(bool) {}
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class UIScreenWithBackground : public UIScreen {
public:
UIScreenWithBackground() : UIScreen() {}
protected:
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void DrawBackground(UIContext &dc) override;
void sendMessage(const char *message, const char *value) override;
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};
class UIScreenWithGameBackground : public UIScreenWithBackground {
public:
UIScreenWithGameBackground(const std::string &gamePath)
: UIScreenWithBackground(), gamePath_(gamePath) {}
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void DrawBackground(UIContext &dc) override;
void sendMessage(const char *message, const char *value) override;
protected:
std::string gamePath_;
};
class UIDialogScreenWithBackground : public UIDialogScreen {
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public:
UIDialogScreenWithBackground() : UIDialogScreen() {}
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protected:
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void DrawBackground(UIContext &dc) override;
void sendMessage(const char *message, const char *value) override;
void AddStandardBack(UI::ViewGroup *parent);
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};
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class UIDialogScreenWithGameBackground : public UIDialogScreenWithBackground {
public:
UIDialogScreenWithGameBackground(const std::string &gamePath)
: UIDialogScreenWithBackground(), gamePath_(gamePath) {}
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void DrawBackground(UIContext &dc) override;
void sendMessage(const char *message, const char *value) override;
protected:
std::string gamePath_;
};
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class PromptScreen : public UIDialogScreenWithBackground {
public:
PromptScreen(std::string message, std::string yesButtonText, std::string noButtonText,
std::function<void(bool)> callback = &NoOpVoidBool);
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void CreateViews() override;
void TriggerFinish(DialogResult result) override;
private:
UI::EventReturn OnYes(UI::EventParams &e);
UI::EventReturn OnNo(UI::EventParams &e);
std::string message_;
std::string yesButtonText_;
std::string noButtonText_;
std::function<void(bool)> callback_;
};
class NewLanguageScreen : public ListPopupScreen {
public:
NewLanguageScreen(const std::string &title);
private:
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void OnCompleted(DialogResult result) override;
bool ShowButtons() const override { return true; }
std::map<std::string, std::pair<std::string, int>> langValuesMapping;
std::map<std::string, std::string> titleCodeMapping;
std::vector<File::FileInfo> langs_;
};
class PostProcScreen : public ListPopupScreen {
public:
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PostProcScreen(const std::string &title, int id);
private:
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void OnCompleted(DialogResult result) override;
bool ShowButtons() const override { return true; }
std::vector<ShaderInfo> shaders_;
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int id_;
};
class TextureShaderScreen : public ListPopupScreen {
public:
TextureShaderScreen(const std::string &title);
private:
void OnCompleted(DialogResult result) override;
bool ShowButtons() const override { return true; }
std::vector<TextureShaderInfo> shaders_;
};
class LogoScreen : public UIScreen {
public:
LogoScreen(bool gotoGameSettings = false);
bool key(const KeyInput &key) override;
bool touch(const TouchInput &touch) override;
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void update() override;
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void render() override;
void sendMessage(const char *message, const char *value) override;
void CreateViews() override {}
private:
void Next();
int frames_ = 0;
double sinceStart_ = 0.0;
bool switched_ = false;
bool gotoGameSettings_ = false;
};
class CreditsScreen : public UIDialogScreenWithBackground {
public:
CreditsScreen();
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void update() override;
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void render() override;
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void CreateViews() override;
private:
UI::EventReturn OnOK(UI::EventParams &e);
UI::EventReturn OnSupport(UI::EventParams &e);
UI::EventReturn OnPPSSPPOrg(UI::EventParams &e);
UI::EventReturn OnPrivacy(UI::EventParams &e);
UI::EventReturn OnForums(UI::EventParams &e);
UI::EventReturn OnDiscord(UI::EventParams &e);
UI::EventReturn OnShare(UI::EventParams &e);
UI::EventReturn OnTwitter(UI::EventParams &e);
double startTime_ = 0.0;
};