mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-26 23:10:38 +00:00
Fix returning to game with ESC or other mapped back button, minor
cleanups.
This commit is contained in:
parent
ea05c934d8
commit
0ae5e5cf1c
@ -26,8 +26,7 @@
|
||||
|
||||
struct AxisInput;
|
||||
|
||||
class EmuScreen : public UIScreen
|
||||
{
|
||||
class EmuScreen : public UIScreen {
|
||||
public:
|
||||
EmuScreen(const std::string &filename);
|
||||
~EmuScreen();
|
||||
@ -58,10 +57,12 @@ private:
|
||||
|
||||
bool booted_;
|
||||
std::string gamePath_;
|
||||
|
||||
// Something invalid was loaded, don't try to emulate
|
||||
bool invalid_;
|
||||
std::string errorMessage_;
|
||||
|
||||
// If set, pauses at the end of the frame.
|
||||
bool pauseTrigger_;
|
||||
|
||||
// To track mappable virtual keys. We can have as many as we want.
|
||||
|
@ -756,23 +756,20 @@ void GamePauseScreen::CreateViews() {
|
||||
|
||||
ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
|
||||
leftColumn->Add(leftColumnItems);
|
||||
|
||||
saveSlots_ = leftColumnItems->Add(new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(300, WRAP_CONTENT)));
|
||||
|
||||
|
||||
for (int i = 0; i < NUM_SAVESLOTS; i++){
|
||||
std::stringstream saveSlotText;
|
||||
saveSlotText<<" "<<i + 1<<" ";
|
||||
|
||||
saveSlotText << " " << i + 1 << " ";
|
||||
saveSlots_->AddChoice(saveSlotText.str());
|
||||
|
||||
if (SaveState::HasSaveInSlot(i)) {
|
||||
saveSlots_->HighlightChoice(i);
|
||||
}
|
||||
}
|
||||
saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
|
||||
|
||||
saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
|
||||
saveSlots_->OnChoice.Handle(this, &GamePauseScreen::OnStateSelected);
|
||||
|
||||
|
||||
saveStateButton_ = leftColumnItems->Add(new Choice(i->T("Save State")));
|
||||
saveStateButton_->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
|
||||
|
||||
@ -785,7 +782,7 @@ void GamePauseScreen::CreateViews() {
|
||||
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
|
||||
rightColumn->Add(rightColumnItems);
|
||||
|
||||
rightColumnItems->Add(new Choice(i->T("Continue")))->OnClick.Handle(this, &GamePauseScreen::OnContinue);
|
||||
rightColumnItems->Add(new Choice(i->T("Continue")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
|
||||
rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
|
||||
if (g_Config.bEnableCheats) {
|
||||
rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
|
||||
@ -808,10 +805,10 @@ UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
|
||||
return UI::EVENT_DONE;
|
||||
}
|
||||
|
||||
UI::EventReturn GamePauseScreen::OnContinue(UI::EventParams &e) {
|
||||
screenManager()->finishDialog(this, DR_CANCEL);
|
||||
if (gpu) gpu->Resized();
|
||||
return UI::EVENT_DONE;
|
||||
void GamePauseScreen::onFinish(DialogResult result) {
|
||||
// Do we really always need to "gpu->Resized" here?
|
||||
if (gpu)
|
||||
gpu->Resized();
|
||||
}
|
||||
|
||||
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
|
||||
|
@ -52,11 +52,13 @@ private:
|
||||
UI::EventReturn OnExit(UI::EventParams &e);
|
||||
};
|
||||
|
||||
class GamePauseScreen : public UIScreen {
|
||||
class GamePauseScreen : public UIDialogScreen {
|
||||
public:
|
||||
GamePauseScreen(const std::string &filename) : UIScreen(), gamePath_(filename), saveSlots_(NULL) {}
|
||||
GamePauseScreen(const std::string &filename) : UIDialogScreen(), gamePath_(filename), saveSlots_(NULL) {}
|
||||
~GamePauseScreen();
|
||||
|
||||
virtual void onFinish(DialogResult result);
|
||||
|
||||
protected:
|
||||
virtual void DrawBackground(UIContext &dc);
|
||||
virtual void CreateViews();
|
||||
@ -66,12 +68,11 @@ protected:
|
||||
private:
|
||||
UI::EventReturn OnMainSettings(UI::EventParams &e);
|
||||
UI::EventReturn OnGameSettings(UI::EventParams &e);
|
||||
UI::EventReturn OnContinue(UI::EventParams &e);
|
||||
UI::EventReturn OnExitToMenu(UI::EventParams &e);
|
||||
|
||||
UI::EventReturn OnSaveState(UI::EventParams &e);
|
||||
UI::EventReturn OnLoadState(UI::EventParams &e);
|
||||
|
||||
|
||||
UI::EventReturn OnStateSelected(UI::EventParams &e);
|
||||
UI::EventReturn OnCwCheat(UI::EventParams &e);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user