ppsspp/UI/GameSettingsScreen.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 "ui/ui_screen.h"
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#include "UI/MiscScreens.h"
// Per-game settings screen - enables you to configure graphic options, control options, etc
// per game.
class GameSettingsScreen : public UIDialogScreenWithGameBackground {
public:
GameSettingsScreen(std::string gamePath, std::string gameID = "", bool editThenRestore = false);
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virtual void update(InputState &input);
virtual void onFinish(DialogResult result);
UI::Event OnRecentChanged;
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protected:
virtual void CreateViews();
virtual void sendMessage(const char *message, const char *value);
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void CallbackRestoreDefaults(bool yes);
void CallbackRenderingBackend(bool yes);
bool UseVerticalLayout() const;
private:
std::string gameID_;
//edit the game-specific settings and restore the global settings after exiting
bool bEditThenRestore;
bool lastVertical_;
// As we load metadata in the background, we need to be able to update these after the fact.
UI::TextView *tvTitle_;
UI::TextView *tvGameSize_;
UI::CheckBox *enableReportsCheckbox_;
UI::Choice *layoutEditorChoice_;
UI::Choice *postProcChoice_;
UI::PopupMultiChoice *resolutionChoice_;
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UI::CheckBox *frameSkipAuto_;
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#ifdef _WIN32
UI::CheckBox *SavePathInMyDocumentChoice;
UI::CheckBox *SavePathInOtherChoice;
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// Used to enable/disable the above two options.
bool installed_;
bool otherinstalled_;
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#endif
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// Event handlers
UI::EventReturn OnControlMapping(UI::EventParams &e);
UI::EventReturn OnTouchControlLayout(UI::EventParams &e);
UI::EventReturn OnDumpNextFrameToLog(UI::EventParams &e);
UI::EventReturn OnReloadCheats(UI::EventParams &e);
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UI::EventReturn OnTiltTypeChange(UI::EventParams &e);
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UI::EventReturn OnTiltCustomize(UI::EventParams &e);
// Global settings handlers
UI::EventReturn OnLanguage(UI::EventParams &e);
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UI::EventReturn OnLanguageChange(UI::EventParams &e);
UI::EventReturn OnAutoFrameskip(UI::EventParams &e);
UI::EventReturn OnPostProcShader(UI::EventParams &e);
UI::EventReturn OnPostProcShaderChange(UI::EventParams &e);
UI::EventReturn OnDeveloperTools(UI::EventParams &e);
UI::EventReturn OnChangeNickname(UI::EventParams &e);
UI::EventReturn OnChangeproAdhocServerAddress(UI::EventParams &e);
UI::EventReturn OnChangeMacAddress(UI::EventParams &e);
UI::EventReturn OnClearRecents(UI::EventParams &e);
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UI::EventReturn OnFullscreenChange(UI::EventParams &e);
UI::EventReturn OnResolutionChange(UI::EventParams &e);
UI::EventReturn OnHwScaleChange(UI::EventParams &e);
UI::EventReturn OnShaderChange(UI::EventParams &e);
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UI::EventReturn OnRestoreDefaultSettings(UI::EventParams &e);
UI::EventReturn OnRenderingMode(UI::EventParams &e);
UI::EventReturn OnRenderingBackend(UI::EventParams &e);
UI::EventReturn OnJitAffectingSetting(UI::EventParams &e);
#ifdef _WIN32
UI::EventReturn OnSavePathMydoc(UI::EventParams &e);
UI::EventReturn OnSavePathOther(UI::EventParams &e);
#endif
UI::EventReturn OnSoftwareRendering(UI::EventParams &e);
UI::EventReturn OnHardwareTransform(UI::EventParams &e);
UI::EventReturn OnScreenRotation(UI::EventParams &e);
UI::EventReturn OnImmersiveModeChange(UI::EventParams &e);
UI::EventReturn OnAdhocGuides(UI::EventParams &e);
UI::EventReturn OnAudioBackend(UI::EventParams &e);
UI::EventReturn OnSavedataManager(UI::EventParams &e);
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// Temporaries to convert bools to int settings
bool cap60FPS_;
int iAlternateSpeedPercent_;
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bool enableReports_;
// Cached booleans
bool vtxCacheEnable_;
bool postProcEnable_;
bool resolutionEnable_;
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bool bloomHackEnable_;
bool displayRotEnable_;
};
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class DeveloperToolsScreen : public UIDialogScreenWithBackground {
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public:
DeveloperToolsScreen() {}
virtual void onFinish(DialogResult result);
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protected:
virtual void CreateViews();
private:
UI::EventReturn OnBack(UI::EventParams &e);
UI::EventReturn OnRunCPUTests(UI::EventParams &e);
UI::EventReturn OnSysInfo(UI::EventParams &e);
UI::EventReturn OnLoggingChanged(UI::EventParams &e);
UI::EventReturn OnLoadLanguageIni(UI::EventParams &e);
UI::EventReturn OnSaveLanguageIni(UI::EventParams &e);
UI::EventReturn OnLogConfig(UI::EventParams &e);
UI::EventReturn OnJitAffectingSetting(UI::EventParams &e);
};
class ProAdhocServerScreen : public UIDialogScreenWithBackground {
public:
ProAdhocServerScreen() {}
protected:
virtual void CreateViews();
private:
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std::string tempProAdhocServer;
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UI::TextView *addrView_;
UI::EventReturn OnBack(UI::EventParams &e);
UI::EventReturn On0Click(UI::EventParams &e);
UI::EventReturn On1Click(UI::EventParams &e);
UI::EventReturn On2Click(UI::EventParams &e);
UI::EventReturn On3Click(UI::EventParams &e);
UI::EventReturn On4Click(UI::EventParams &e);
UI::EventReturn On5Click(UI::EventParams &e);
UI::EventReturn On6Click(UI::EventParams &e);
UI::EventReturn On7Click(UI::EventParams &e);
UI::EventReturn On8Click(UI::EventParams &e);
UI::EventReturn On9Click(UI::EventParams &e);
UI::EventReturn OnPointClick(UI::EventParams &e);
UI::EventReturn OnDeleteClick(UI::EventParams &e);
UI::EventReturn OnDeleteAllClick(UI::EventParams &e);
UI::EventReturn OnOKClick(UI::EventParams &e);
UI::EventReturn OnCancelClick(UI::EventParams &e);
};