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Allow showing the game-info screen from in-game. Disable some options that can cause problems.
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@ -51,7 +51,7 @@
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#include "UI/SavedataScreen.h"
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#include "Core/Reporting.h"
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GameScreen::GameScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {
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GameScreen::GameScreen(const Path &gamePath, bool inGame) : UIDialogScreenWithGameBackground(gamePath), inGame_(inGame) {
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g_BackgroundAudio.SetGame(gamePath);
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System_PostUIMessage(UIMessage::GAME_SELECTED, gamePath.ToString());
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}
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@ -209,10 +209,16 @@ void GameScreen::CreateViews() {
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btnGameSettings_ = rightColumnItems->Add(new Choice(ga->T("Game Settings")));
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btnGameSettings_->OnClick.Handle(this, &GameScreen::OnGameSettings);
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btnDeleteGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Delete Game Config")));
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btnDeleteGameConfig_->OnClick.Handle(this, &GameScreen::OnDeleteConfig);
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if (inGame_)
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btnDeleteGameConfig_->SetEnabled(false);
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btnCreateGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Create Game Config")));
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btnCreateGameConfig_->OnClick.Handle(this, &GameScreen::OnCreateConfig);
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if (inGame_)
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btnCreateGameConfig_->SetEnabled(false);
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btnGameSettings_->SetVisibility(V_GONE);
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btnDeleteGameConfig_->SetVisibility(V_GONE);
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@ -224,7 +230,12 @@ void GameScreen::CreateViews() {
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otherChoices_.clear();
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Delete Game"))))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
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// Don't want to be able to delete the game while it's running.
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Choice *deleteChoice = rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Delete Game"))));
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deleteChoice->OnClick.Handle(this, &GameScreen::OnDeleteGame);
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if (inGame_) {
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deleteChoice->SetEnabled(false);
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}
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if (System_GetPropertyBool(SYSPROP_CAN_CREATE_SHORTCUT)) {
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Create Shortcut"))))->OnClick.Add([=](UI::EventParams &e) {
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GameInfoFlags::PARAM_SFO);
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@ -235,9 +246,15 @@ void GameScreen::CreateViews() {
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return UI::EVENT_DONE;
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});
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}
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if (isRecentGame(gamePath_)) {
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Remove From Recent"))))->OnClick.Handle(this, &GameScreen::OnRemoveFromRecent);
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Choice *removeButton = rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Remove From Recent"))));
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removeButton->OnClick.Handle(this, &GameScreen::OnRemoveFromRecent);
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if (inGame_) {
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removeButton->SetEnabled(false);
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}
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}
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#if (defined(USING_QT_UI) || PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(MAC)) && !PPSSPP_PLATFORM(UWP)
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rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Show In Folder"))))->OnClick.Handle(this, &GameScreen::OnShowInFolder);
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#endif
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@ -33,7 +33,7 @@ class NoticeView;
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class GameScreen : public UIDialogScreenWithGameBackground {
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public:
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GameScreen(const Path &gamePath);
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GameScreen(const Path &gamePath, bool inGame);
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~GameScreen();
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void update() override;
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@ -91,4 +91,5 @@ private:
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std::string CRC32string;
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bool isHomebrew_ = false;
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bool inGame_ = false;
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};
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@ -1511,7 +1511,7 @@ UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
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restoreFocusGamePath_ = highlightedGamePath_;
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g_BackgroundAudio.SetGame(path);
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lockBackgroundAudio_ = true;
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screenManager()->push(new GameScreen(path));
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screenManager()->push(new GameScreen(path, false));
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return UI::EVENT_DONE;
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}
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@ -51,6 +51,7 @@
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#include "UI/ReportScreen.h"
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#include "UI/CwCheatScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/GameScreen.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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@ -445,14 +446,18 @@ void GamePauseScreen::CreateViews() {
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}
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if (!Core_MustRunBehind()) {
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if (middleColumn) {
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playButton_ = middleColumn->Add(new Button("", g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"), new LinearLayoutParams(64, 64)));
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playButton_->OnClick.Add([=](UI::EventParams &e) {
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g_Config.bRunBehindPauseMenu = !g_Config.bRunBehindPauseMenu;
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playButton_->SetImageID(g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"));
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return UI::EVENT_DONE;
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});
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}
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playButton_ = middleColumn->Add(new Button("", g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"), new LinearLayoutParams(64, 64)));
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playButton_->OnClick.Add([=](UI::EventParams &e) {
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g_Config.bRunBehindPauseMenu = !g_Config.bRunBehindPauseMenu;
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playButton_->SetImageID(g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"));
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return UI::EVENT_DONE;
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});
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Button *infoButton = middleColumn->Add(new Button("", ImageID("I_INFO"), new LinearLayoutParams(64, 64)));
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infoButton->OnClick.Add([=](UI::EventParams &e) {
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screenManager()->push(new GameScreen(gamePath_, true));
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return UI::EVENT_DONE;
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});
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} else {
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auto nw = GetI18NCategory(I18NCat::NETWORKING);
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rightColumnHolder->Add(new TextView(nw->T("Network connected")));
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