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// Copyright (c) 2014- 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/.
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# include <algorithm>
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# include <memory>
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# include "Common/Render/DrawBuffer.h"
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# include "Common/UI/View.h"
# include "Common/UI/ViewGroup.h"
# include "Common/UI/Context.h"
# include "Common/UI/UIScreen.h"
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# include "Common/GPU/thin3d.h"
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# include "Common/Data/Text/I18n.h"
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# include "Common/StringUtils.h"
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# include "Common/System/System.h"
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# include "Common/VR/PPSSPPVR.h"
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# include "Common/UI/AsyncImageFileView.h"
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# include "Core/Reporting.h"
# include "Core/SaveState.h"
# include "Core/System.h"
# include "Core/Config.h"
# include "Core/ELF/ParamSFO.h"
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# include "Core/HLE/sceDisplay.h"
# include "Core/HLE/sceUmd.h"
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# include "GPU/GPUCommon.h"
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# include "GPU/GPUState.h"
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# include "UI/PauseScreen.h"
# include "UI/GameSettingsScreen.h"
# include "UI/ReportScreen.h"
# include "UI/CwCheatScreen.h"
# include "UI/MainScreen.h"
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# include "UI/OnScreenDisplay.h"
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# include "UI/GameInfoCache.h"
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# include "UI/DisplayLayoutScreen.h"
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static void AfterSaveStateAction ( SaveState : : Status status , const std : : string & message , void * ) {
if ( ! message . empty ( ) & & ( ! g_Config . bDumpFrames | | ! g_Config . bDumpVideoOutput ) ) {
osm . Show ( message , status = = SaveState : : Status : : SUCCESS ? 2.0 : 5.0 ) ;
}
}
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class ScreenshotViewScreen : public PopupScreen {
public :
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ScreenshotViewScreen ( const Path & filename , std : : string title , int slot , std : : shared_ptr < I18NCategory > i18n , Path gamePath )
: PopupScreen ( title ) , filename_ ( filename ) , slot_ ( slot ) , gamePath_ ( gamePath ) { } // PopupScreen will translate Back on its own
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int GetSlot ( ) const {
return slot_ ;
}
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const char * tag ( ) const override { return " ScreenshotView " ; }
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protected :
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bool FillVertical ( ) const override { return false ; }
UI : : Size PopupWidth ( ) const override { return 500 ; }
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bool ShowButtons ( ) const override { return true ; }
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void CreatePopupContents ( UI : : ViewGroup * parent ) override {
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using namespace UI ;
auto pa = GetI18NCategory ( " Pause " ) ;
auto di = GetI18NCategory ( " Dialog " ) ;
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ScrollView * scroll = new ScrollView ( ORIENT_VERTICAL , new LinearLayoutParams ( FILL_PARENT , WRAP_CONTENT , 1.0f ) ) ;
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LinearLayout * content = new LinearLayout ( ORIENT_VERTICAL ) ;
Margins contentMargins ( 10 , 0 ) ;
content - > Add ( new AsyncImageFileView ( filename_ , IS_KEEP_ASPECT , new LinearLayoutParams ( 480 , 272 , contentMargins ) ) ) - > SetCanBeFocused ( false ) ;
GridLayoutSettings gridsettings ( 240 , 64 , 5 ) ;
gridsettings . fillCells = true ;
GridLayout * grid = content - > Add ( new GridLayoutList ( gridsettings , new LayoutParams ( FILL_PARENT , WRAP_CONTENT ) ) ) ;
Choice * back = new Choice ( di - > T ( " Back " ) ) ;
Choice * undoButton = new Choice ( pa - > T ( " Undo last save " ) ) ;
undoButton - > SetEnabled ( SaveState : : HasUndoSaveInSlot ( gamePath_ , slot_ ) ) ;
grid - > Add ( new Choice ( pa - > T ( " Save State " ) ) ) - > OnClick . Handle ( this , & ScreenshotViewScreen : : OnSaveState ) ;
grid - > Add ( new Choice ( pa - > T ( " Load State " ) ) ) - > OnClick . Handle ( this , & ScreenshotViewScreen : : OnLoadState ) ;
grid - > Add ( back ) - > OnClick . Handle < UIScreen > ( this , & UIScreen : : OnBack ) ;
grid - > Add ( undoButton ) - > OnClick . Handle ( this , & ScreenshotViewScreen : : OnUndoState ) ;
scroll - > Add ( content ) ;
parent - > Add ( scroll ) ;
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}
private :
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UI : : EventReturn OnSaveState ( UI : : EventParams & e ) ;
UI : : EventReturn OnLoadState ( UI : : EventParams & e ) ;
UI : : EventReturn OnUndoState ( UI : : EventParams & e ) ;
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Path filename_ ;
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Path gamePath_ ;
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int slot_ ;
} ;
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UI : : EventReturn ScreenshotViewScreen : : OnSaveState ( UI : : EventParams & e ) {
g_Config . iCurrentStateSlot = slot_ ;
SaveState : : SaveSlot ( gamePath_ , slot_ , & AfterSaveStateAction ) ;
TriggerFinish ( DR_OK ) ; //OK will close the pause screen as well
return UI : : EVENT_DONE ;
}
UI : : EventReturn ScreenshotViewScreen : : OnLoadState ( UI : : EventParams & e ) {
g_Config . iCurrentStateSlot = slot_ ;
SaveState : : LoadSlot ( gamePath_ , slot_ , & AfterSaveStateAction ) ;
TriggerFinish ( DR_OK ) ;
return UI : : EVENT_DONE ;
}
UI : : EventReturn ScreenshotViewScreen : : OnUndoState ( UI : : EventParams & e ) {
SaveState : : UndoSaveSlot ( gamePath_ , slot_ ) ;
TriggerFinish ( DR_CANCEL ) ;
return UI : : EVENT_DONE ;
}
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class SaveSlotView : public UI : : LinearLayout {
public :
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SaveSlotView ( const Path & gamePath , int slot , bool vertical , UI : : LayoutParams * layoutParams = nullptr ) ;
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void GetContentDimensions ( const UIContext & dc , float & w , float & h ) const override {
w = 500 ; h = 90 ;
}
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void Draw ( UIContext & dc ) override ;
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int GetSlot ( ) const {
return slot_ ;
}
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Path GetScreenshotFilename ( ) const {
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return screenshotFilename_ ;
}
std : : string GetScreenshotTitle ( ) const {
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return SaveState : : GetSlotDateAsString ( gamePath_ , slot_ ) ;
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}
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UI : : Event OnStateLoaded ;
UI : : Event OnStateSaved ;
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UI : : Event OnScreenshotClicked ;
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private :
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UI : : EventReturn OnScreenshotClick ( UI : : EventParams & e ) ;
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UI : : EventReturn OnSaveState ( UI : : EventParams & e ) ;
UI : : EventReturn OnLoadState ( UI : : EventParams & e ) ;
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UI : : Button * saveStateButton_ = nullptr ;
UI : : Button * loadStateButton_ = nullptr ;
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int slot_ ;
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Path gamePath_ ;
Path screenshotFilename_ ;
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} ;
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SaveSlotView : : SaveSlotView ( const Path & gameFilename , int slot , bool vertical , UI : : LayoutParams * layoutParams ) : UI : : LinearLayout ( UI : : ORIENT_HORIZONTAL , layoutParams ) , slot_ ( slot ) , gamePath_ ( gameFilename ) {
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using namespace UI ;
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screenshotFilename_ = SaveState : : GenerateSaveSlotFilename ( gamePath_ , slot , SaveState : : SCREENSHOT_EXTENSION ) ;
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Add ( new Spacer ( 5 ) ) ;
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AsyncImageFileView * fv = Add ( new AsyncImageFileView ( screenshotFilename_ , IS_DEFAULT , new UI : : LayoutParams ( 82 * 2 , 47 * 2 ) ) ) ;
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fv - > SetOverlayText ( StringFromFormat ( " %d " , slot_ + 1 ) ) ;
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auto pa = GetI18NCategory ( " Pause " ) ;
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LinearLayout * lines = new LinearLayout ( ORIENT_VERTICAL , new LinearLayoutParams ( WRAP_CONTENT , WRAP_CONTENT ) ) ;
lines - > SetSpacing ( 2.0f ) ;
Add ( lines ) ;
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LinearLayout * buttons = new LinearLayout ( vertical ? ORIENT_VERTICAL : ORIENT_HORIZONTAL , new LinearLayoutParams ( WRAP_CONTENT , WRAP_CONTENT ) ) ;
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buttons - > SetSpacing ( 10.0f ) ;
lines - > Add ( buttons ) ;
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saveStateButton_ = buttons - > Add ( new Button ( pa - > T ( " Save State " ) , new LinearLayoutParams ( 0.0 , G_VCENTER ) ) ) ;
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saveStateButton_ - > OnClick . Handle ( this , & SaveSlotView : : OnSaveState ) ;
fv - > OnClick . Handle ( this , & SaveSlotView : : OnScreenshotClick ) ;
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if ( SaveState : : HasSaveInSlot ( gamePath_ , slot ) ) {
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loadStateButton_ = buttons - > Add ( new Button ( pa - > T ( " Load State " ) , new LinearLayoutParams ( 0.0 , G_VCENTER ) ) ) ;
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loadStateButton_ - > OnClick . Handle ( this , & SaveSlotView : : OnLoadState ) ;
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std : : string dateStr = SaveState : : GetSlotDateAsString ( gamePath_ , slot_ ) ;
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if ( ! dateStr . empty ( ) ) {
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TextView * dateView = new TextView ( dateStr , new LinearLayoutParams ( 0.0 , G_VCENTER ) ) ;
if ( vertical ) {
dateView - > SetSmall ( true ) ;
}
lines - > Add ( dateView ) - > SetShadow ( true ) ;
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}
} else {
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fv - > SetFilename ( Path ( ) ) ;
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}
}
void SaveSlotView : : Draw ( UIContext & dc ) {
if ( g_Config . iCurrentStateSlot = = slot_ ) {
dc . FillRect ( UI : : Drawable ( 0x70000000 ) , GetBounds ( ) . Expand ( 3 ) ) ;
dc . FillRect ( UI : : Drawable ( 0x70FFFFFF ) , GetBounds ( ) . Expand ( 3 ) ) ;
}
UI : : LinearLayout : : Draw ( dc ) ;
}
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UI : : EventReturn SaveSlotView : : OnLoadState ( UI : : EventParams & e ) {
g_Config . iCurrentStateSlot = slot_ ;
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SaveState : : LoadSlot ( gamePath_ , slot_ , & AfterSaveStateAction ) ;
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UI : : EventParams e2 { } ;
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e2 . v = this ;
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OnStateLoaded . Trigger ( e2 ) ;
return UI : : EVENT_DONE ;
}
UI : : EventReturn SaveSlotView : : OnSaveState ( UI : : EventParams & e ) {
g_Config . iCurrentStateSlot = slot_ ;
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SaveState : : SaveSlot ( gamePath_ , slot_ , & AfterSaveStateAction ) ;
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UI : : EventParams e2 { } ;
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e2 . v = this ;
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OnStateSaved . Trigger ( e2 ) ;
return UI : : EVENT_DONE ;
}
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UI : : EventReturn SaveSlotView : : OnScreenshotClick ( UI : : EventParams & e ) {
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UI : : EventParams e2 { } ;
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e2 . v = this ;
OnScreenshotClicked . Trigger ( e2 ) ;
return UI : : EVENT_DONE ;
}
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void GamePauseScreen : : update ( ) {
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UpdateUIState ( UISTATE_PAUSEMENU ) ;
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UIScreen : : update ( ) ;
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if ( finishNextFrame_ ) {
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TriggerFinish ( DR_CANCEL ) ;
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finishNextFrame_ = false ;
}
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SetVRAppMode ( VRAppMode : : VR_MENU_MODE ) ;
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}
GamePauseScreen : : ~ GamePauseScreen ( ) {
__DisplaySetWasPaused ( ) ;
}
void GamePauseScreen : : CreateViews ( ) {
static const int NUM_SAVESLOTS = 5 ;
using namespace UI ;
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bool vertical = UseVerticalLayout ( ) ;
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Margins scrollMargins ( 0 , 20 , 0 , 0 ) ;
Margins actionMenuMargins ( 0 , 20 , 15 , 0 ) ;
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auto gr = GetI18NCategory ( " Graphics " ) ;
auto pa = GetI18NCategory ( " Pause " ) ;
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root_ = new LinearLayout ( ORIENT_HORIZONTAL ) ;
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ViewGroup * leftColumn = new ScrollView ( ORIENT_VERTICAL , new LinearLayoutParams ( 1.0 , scrollMargins ) ) ;
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root_ - > Add ( leftColumn ) ;
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LinearLayout * leftColumnItems = new LinearLayoutList ( ORIENT_VERTICAL , new LayoutParams ( FILL_PARENT , WRAP_CONTENT ) ) ;
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leftColumn - > Add ( leftColumnItems ) ;
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leftColumnItems - > Add ( new Spacer ( 0.0 ) ) ;
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leftColumnItems - > SetSpacing ( 10.0 ) ;
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for ( int i = 0 ; i < NUM_SAVESLOTS ; i + + ) {
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SaveSlotView * slot = leftColumnItems - > Add ( new SaveSlotView ( gamePath_ , i , vertical , new LayoutParams ( FILL_PARENT , WRAP_CONTENT ) ) ) ;
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slot - > OnStateLoaded . Handle ( this , & GamePauseScreen : : OnState ) ;
slot - > OnStateSaved . Handle ( this , & GamePauseScreen : : OnState ) ;
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slot - > OnScreenshotClicked . Handle ( this , & GamePauseScreen : : OnScreenshotClicked ) ;
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}
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leftColumnItems - > Add ( new Spacer ( 0.0 ) ) ;
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LinearLayout * buttonRow = leftColumnItems - > Add ( new LinearLayout ( ORIENT_HORIZONTAL ) ) ;
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if ( g_Config . bEnableStateUndo ) {
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UI : : Choice * loadUndoButton = buttonRow - > Add ( new Choice ( pa - > T ( " Undo last load " ) ) ) ;
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loadUndoButton - > SetEnabled ( SaveState : : HasUndoLoad ( gamePath_ ) ) ;
loadUndoButton - > OnClick . Handle ( this , & GamePauseScreen : : OnLoadUndo ) ;
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UI : : Choice * saveUndoButton = buttonRow - > Add ( new Choice ( pa - > T ( " Undo last save " ) ) ) ;
saveUndoButton - > SetEnabled ( SaveState : : HasUndoLastSave ( gamePath_ ) ) ;
saveUndoButton - > OnClick . Handle ( this , & GamePauseScreen : : OnLastSaveUndo ) ;
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}
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if ( g_Config . iRewindSnapshotInterval > 0 ) {
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UI : : Choice * rewindButton = buttonRow - > Add ( new Choice ( pa - > T ( " Rewind " ) ) ) ;
rewindButton - > SetEnabled ( SaveState : : CanRewind ( ) ) ;
rewindButton - > OnClick . Handle ( this , & GamePauseScreen : : OnRewind ) ;
}
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ViewGroup * rightColumn = new ScrollView ( ORIENT_VERTICAL , new LinearLayoutParams ( vertical ? 200 : 300 , FILL_PARENT , actionMenuMargins ) ) ;
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root_ - > Add ( rightColumn ) ;
LinearLayout * rightColumnItems = new LinearLayout ( ORIENT_VERTICAL ) ;
rightColumn - > Add ( rightColumnItems ) ;
rightColumnItems - > SetSpacing ( 0.0f ) ;
if ( getUMDReplacePermit ( ) ) {
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rightColumnItems - > Add ( new Choice ( pa - > T ( " Switch UMD " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnSwitchUMD ) ;
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}
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Choice * continueChoice = rightColumnItems - > Add ( new Choice ( pa - > T ( " Continue " ) ) ) ;
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root_ - > SetDefaultFocusView ( continueChoice ) ;
continueChoice - > OnClick . Handle < UIScreen > ( this , & UIScreen : : OnBack ) ;
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rightColumnItems - > Add ( new Spacer ( 25.0 ) ) ;
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std : : string gameId = g_paramSFO . GetDiscID ( ) ;
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if ( g_Config . hasGameConfig ( gameId ) ) {
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rightColumnItems - > Add ( new Choice ( pa - > T ( " Game Settings " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnGameSettings ) ;
rightColumnItems - > Add ( new Choice ( pa - > T ( " Delete Game Config " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnDeleteConfig ) ;
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} else {
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rightColumnItems - > Add ( new Choice ( pa - > T ( " Settings " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnGameSettings ) ;
rightColumnItems - > Add ( new Choice ( pa - > T ( " Create Game Config " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnCreateConfig ) ;
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}
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UI : : Choice * displayEditor_ = rightColumnItems - > Add ( new Choice ( gr - > T ( " Display Layout && Effects " ) ) ) ;
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displayEditor_ - > OnClick . Add ( [ & ] ( UI : : EventParams & ) - > UI : : EventReturn {
screenManager ( ) - > push ( new DisplayLayoutScreen ( gamePath_ ) ) ;
return UI : : EVENT_DONE ;
} ) ;
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if ( g_Config . bEnableCheats ) {
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rightColumnItems - > Add ( new Choice ( pa - > T ( " Cheats " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnCwCheat ) ;
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}
// TODO, also might be nice to show overall compat rating here?
// Based on their platform or even cpu/gpu/config. Would add an API for it.
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if ( Reporting : : IsSupported ( ) & & g_paramSFO . GetValueString ( " DISC_ID " ) . size ( ) ) {
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auto rp = GetI18NCategory ( " Reporting " ) ;
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rightColumnItems - > Add ( new Choice ( rp - > T ( " ReportButton " , " Report Feedback " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnReportFeedback ) ;
}
rightColumnItems - > Add ( new Spacer ( 25.0 ) ) ;
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if ( g_Config . bPauseMenuExitsEmulator ) {
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auto mm = GetI18NCategory ( " MainMenu " ) ;
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rightColumnItems - > Add ( new Choice ( mm - > T ( " Exit " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnExitToMenu ) ;
} else {
rightColumnItems - > Add ( new Choice ( pa - > T ( " Exit to menu " ) ) ) - > OnClick . Handle ( this , & GamePauseScreen : : OnExitToMenu ) ;
}
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}
UI : : EventReturn GamePauseScreen : : OnGameSettings ( UI : : EventParams & e ) {
screenManager ( ) - > push ( new GameSettingsScreen ( gamePath_ ) ) ;
return UI : : EVENT_DONE ;
}
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UI : : EventReturn GamePauseScreen : : OnState ( UI : : EventParams & e ) {
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TriggerFinish ( DR_CANCEL ) ;
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return UI : : EVENT_DONE ;
}
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void GamePauseScreen : : dialogFinished ( const Screen * dialog , DialogResult dr ) {
std : : string tag = dialog - > tag ( ) ;
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if ( tag = = " ScreenshotView " & & dr = = DR_OK ) {
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finishNextFrame_ = true ;
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} else {
// There may have been changes to our savestates, so let's recreate.
RecreateViews ( ) ;
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}
}
UI : : EventReturn GamePauseScreen : : OnScreenshotClicked ( UI : : EventParams & e ) {
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SaveSlotView * v = static_cast < SaveSlotView * > ( e . v ) ;
int slot = v - > GetSlot ( ) ;
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g_Config . iCurrentStateSlot = v - > GetSlot ( ) ;
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if ( SaveState : : HasSaveInSlot ( gamePath_ , slot ) ) {
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Path fn = v - > GetScreenshotFilename ( ) ;
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std : : string title = v - > GetScreenshotTitle ( ) ;
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auto pa = GetI18NCategory ( " Pause " ) ;
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Screen * screen = new ScreenshotViewScreen ( fn , title , v - > GetSlot ( ) , pa , gamePath_ ) ;
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screenManager ( ) - > push ( screen ) ;
}
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return UI : : EVENT_DONE ;
}
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UI : : EventReturn GamePauseScreen : : OnExitToMenu ( UI : : EventParams & e ) {
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if ( g_Config . bPauseMenuExitsEmulator ) {
System_SendMessage ( " finish " , " " ) ;
} else {
TriggerFinish ( DR_OK ) ;
}
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return UI : : EVENT_DONE ;
}
UI : : EventReturn GamePauseScreen : : OnReportFeedback ( UI : : EventParams & e ) {
screenManager ( ) - > push ( new ReportScreen ( gamePath_ ) ) ;
return UI : : EVENT_DONE ;
}
UI : : EventReturn GamePauseScreen : : OnRewind ( UI : : EventParams & e ) {
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SaveState : : Rewind ( & AfterSaveStateAction ) ;
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TriggerFinish ( DR_CANCEL ) ;
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return UI : : EVENT_DONE ;
}
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UI : : EventReturn GamePauseScreen : : OnLoadUndo ( UI : : EventParams & e ) {
SaveState : : UndoLoad ( gamePath_ , & AfterSaveStateAction ) ;
TriggerFinish ( DR_CANCEL ) ;
return UI : : EVENT_DONE ;
}
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UI : : EventReturn GamePauseScreen : : OnLastSaveUndo ( UI : : EventParams & e ) {
SaveState : : UndoLastSave ( gamePath_ ) ;
RecreateViews ( ) ;
return UI : : EVENT_DONE ;
}
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UI : : EventReturn GamePauseScreen : : OnCwCheat ( UI : : EventParams & e ) {
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screenManager ( ) - > push ( new CwCheatScreen ( gamePath_ ) ) ;
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return UI : : EVENT_DONE ;
}
UI : : EventReturn GamePauseScreen : : OnSwitchUMD ( UI : : EventParams & e ) {
screenManager ( ) - > push ( new UmdReplaceScreen ( ) ) ;
return UI : : EVENT_DONE ;
}
void GamePauseScreen : : CallbackDeleteConfig ( bool yes )
{
if ( yes ) {
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std : : shared_ptr < GameInfo > info = g_gameInfoCache - > GetInfo ( NULL , gamePath_ , 0 ) ;
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g_Config . unloadGameConfig ( ) ;
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g_Config . deleteGameConfig ( info - > id ) ;
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info - > hasConfig = false ;
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screenManager ( ) - > RecreateAllViews ( ) ;
}
}
UI : : EventReturn GamePauseScreen : : OnCreateConfig ( UI : : EventParams & e )
{
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std : : shared_ptr < GameInfo > info = g_gameInfoCache - > GetInfo ( NULL , gamePath_ , 0 ) ;
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std : : string gameId = g_paramSFO . GetDiscID ( ) ;
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g_Config . createGameConfig ( gameId ) ;
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g_Config . changeGameSpecific ( gameId , info - > GetTitle ( ) ) ;
g_Config . saveGameConfig ( gameId , info - > GetTitle ( ) ) ;
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if ( info ) {
info - > hasConfig = true ;
}
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screenManager ( ) - > topScreen ( ) - > RecreateViews ( ) ;
return UI : : EVENT_DONE ;
}
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UI : : EventReturn GamePauseScreen : : OnDeleteConfig ( UI : : EventParams & e )
{
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auto di = GetI18NCategory ( " Dialog " ) ;
auto ga = GetI18NCategory ( " Game " ) ;
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screenManager ( ) - > push (
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new PromptScreen ( gamePath_ , di - > T ( " DeleteConfirmGameConfig " , " Do you really want to delete the settings for this game? " ) , ga - > T ( " ConfirmDelete " ) , di - > T ( " Cancel " ) ,
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std : : bind ( & GamePauseScreen : : CallbackDeleteConfig , this , std : : placeholders : : _1 ) ) ) ;
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return UI : : EVENT_DONE ;
}