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 <list>
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#include <string>
#include <vector>
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#include "Common/File/Path.h"
#include "Common/Input/KeyCodes.h"
#include "Common/UI/Screen.h"
#include "Common/UI/UIScreen.h"
#include "Common/UI/Tween.h"
#include "Core/KeyMap.h"
#include "Core/ControlMapper.h"
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struct AxisInput;
class AsyncImageFileView;
class ChatMenu;
class EmuScreen : public UIScreen {
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public:
EmuScreen(const Path &filename);
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~EmuScreen();
const char *tag() const override { return "Emu"; }
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void update() override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
void dialogFinished(const Screen *dialog, DialogResult result) override;
void sendMessage(UIMessage message, const char *value) override;
void resized() override;
ScreenRenderRole renderRole(bool isTop) const override;
// Note: Unlike your average boring UIScreen, here we override the Unsync* functions
// to get minimal latency and full control. We forward to UIScreen when needed.
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bool UnsyncTouch(const TouchInput &touch) override;
bool UnsyncKey(const KeyInput &key) override;
void UnsyncAxis(const AxisInput *axes, size_t count) override;
// We also need to do some special handling of queued UI events to handle closing the chat window.
bool key(const KeyInput &key) override;
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void touch(const TouchInput &key) override;
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protected:
void darken();
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void focusChanged(ScreenFocusChange focusChange) override;
private:
void CreateViews() override;
UI::EventReturn OnDevTools(UI::EventParams &params);
UI::EventReturn OnDisableCardboard(UI::EventParams &params);
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UI::EventReturn OnChat(UI::EventParams &params);
UI::EventReturn OnResume(UI::EventParams &params);
void bootGame(const Path &filename);
bool bootAllowStorage(const Path &filename);
void bootComplete();
bool hasVisibleUI();
void renderUI();
void onVKey(int virtualKeyCode, bool down);
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void onVKeyAnalog(int virtualKeyCode, float value);
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void autoLoad();
bool checkPowerDown();
UI::Event OnDevMenu;
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UI::Event OnChatMenu;
bool bootPending_ = true;
Path gamePath_;
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// Something invalid was loaded, don't try to emulate
bool invalid_ = true;
bool quit_ = false;
bool stopRender_ = false;
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std::string errorMessage_;
// If set, pauses at the end of the frame.
bool pauseTrigger_ = false;
// The last read chat message count, and how many new ones there are.
int chatMessages_ = 0;
int newChatMessages_ = 0;
// In-memory save state used for freezeFrame, which is useful for debugging.
std::vector<u8> freezeState_;
std::string tag_;
double saveStatePreviewShownTime_ = 0.0;
AsyncImageFileView *saveStatePreview_ = nullptr;
int saveStateSlot_;
UI::CallbackColorTween *loadingViewColor_ = nullptr;
UI::VisibilityTween *loadingViewVisible_ = nullptr;
UI::Spinner *loadingSpinner_ = nullptr;
UI::TextView *loadingTextView_ = nullptr;
UI::Button *resumeButton_ = nullptr;
UI::Button *resetButton_ = nullptr;
UI::Button *backButton_ = nullptr;
UI::View *chatButton_ = nullptr;
ChatMenu *chatMenu_ = nullptr;
UI::Button *cardboardDisableButton_ = nullptr;
std::string extraAssertInfoStr_;
std::atomic<bool> doFrameAdvance_{};
ControlMapper controlMapper_;
bool imguiInited_ = false;
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bool imguiVisible_ = false;
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};