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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Add a popup dialog when clicking savestate screenshots
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0cbff84489
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@ -401,6 +401,16 @@ namespace SaveState
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return newestSlot;
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}
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std::string GetSlotDateAsString(int slot) {
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std::string fn = GenerateSaveSlotFilename(slot, STATE_EXTENSION);
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if (File::Exists(fn)) {
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tm time = File::GetModifTime(fn);
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char buf[256];
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strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
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return std::string(buf);
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}
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return "";
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}
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std::vector<Operation> Flush()
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{
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@ -520,6 +530,7 @@ namespace SaveState
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INFO_LOG(COMMON, "Saving state to %s", op.filename.c_str());
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result = CChunkFileReader::Save(op.filename, REVISION, PPSSPP_GIT_VERSION, state);
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if (result == CChunkFileReader::ERROR_NONE) {
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osm.Show(s->T("Saved State"), 2.0);
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callbackResult = true;
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} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
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@ -563,7 +574,9 @@ namespace SaveState
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break;
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case SAVESTATE_SAVE_SCREENSHOT:
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TakeGameScreenshot(op.filename.c_str(), SCREENSHOT_JPG, SCREENSHOT_RENDER);
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if (!TakeGameScreenshot(op.filename.c_str(), SCREENSHOT_JPG, SCREENSHOT_RENDER)) {
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ERROR_LOG(COMMON, "Failed to take a screenshot for the savestate! %s", op.filename.c_str());
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}
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break;
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default:
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@ -41,6 +41,7 @@ namespace SaveState
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// Returns -1 if there's no newest slot.
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int GetNewestSlot();
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std::string GetSlotDateAsString(int slot);
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std::string GenerateSaveSlotFilename(int slot, const char *extension);
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// Load the specified file into the current state (async.)
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@ -18,6 +18,7 @@
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#include "i18n/i18n.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "ui/ui_screen.h"
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#include "thin3d/thin3d.h"
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#include "Core/Reporting.h"
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@ -43,10 +44,10 @@
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// TextureView takes a texture that is assumed to be alive during the lifetime
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// of the view. TODO: Actually make async using the task.
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class AsyncImageFileView : public UI::InertView {
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class AsyncImageFileView : public UI::Clickable {
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public:
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AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, PrioritizedWorkQueue *wq, UI::LayoutParams *layoutParams = 0)
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: UI::InertView(layoutParams), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), texture_(NULL), textureFailed_(false) {}
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: UI::Clickable(layoutParams), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), texture_(NULL), textureFailed_(false) {}
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~AsyncImageFileView() {
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delete texture_;
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}
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@ -57,6 +58,8 @@ public:
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void SetTexture(Thin3DTexture *texture) { texture_ = texture; }
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void SetColor(uint32_t color) { color_ = color; }
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const std::string &GetFilename() const { return filename_; }
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private:
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std::string filename_;
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uint32_t color_;
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@ -69,8 +72,15 @@ private:
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void AsyncImageFileView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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// TODO: involve sizemode
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if (texture_) {
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w = (float)texture_->Width();
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h = (float)texture_->Height();
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float texw = (float)texture_->Width();
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float texh = (float)texture_->Height();
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switch (sizeMode_) {
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case UI::IS_DEFAULT:
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default:
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w = texw;
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h = texh;
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break;
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}
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} else {
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w = 16;
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h = 16;
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@ -97,14 +107,39 @@ void AsyncImageFileView::Draw(UIContext &dc) {
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}
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}
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class ScreenshotViewScreen : public PopupScreen {
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public:
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ScreenshotViewScreen(std::string filename, std::string title, int slot) : PopupScreen(title, "Load State", "Back"), filename_(filename), slot_(slot) {}
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int GetSlot() const {
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return slot_;
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}
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std::string tag() const override {
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return "screenshot";
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}
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protected:
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virtual bool FillVertical() const override { return false; }
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bool ShowButtons() const override { return true; }
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virtual void CreatePopupContents(UI::ViewGroup *parent) {
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parent->Add(new AsyncImageFileView(filename_, UI::IS_DEFAULT, NULL, new UI::LayoutParams(480, 272)));
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}
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private:
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std::string filename_;
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int slot_;
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};
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class SaveSlotView : public UI::LinearLayout {
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public:
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SaveSlotView(int slot, UI::LayoutParams *layoutParams = nullptr) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot) {
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std::string filename = SaveState::GenerateSaveSlotFilename(slot, "jpg");
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screenshotFilename_ = SaveState::GenerateSaveSlotFilename(slot, "jpg");
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PrioritizedWorkQueue *wq = g_gameInfoCache.WorkQueue();
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Add(new UI::Spacer(10));
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Add(new UI::TextView(StringFromFormat("%i", slot_ + 1), 0, false, new UI::LinearLayoutParams(0.0, UI::G_CENTER)));
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Add(new AsyncImageFileView(filename, UI::IS_DEFAULT, wq, new UI::LayoutParams(80 * 2, 45 * 2)));
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AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, UI::IS_DEFAULT, wq, new UI::LayoutParams(80 * 2, 45 * 2)));
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I18NCategory *i = GetI18NCategory("Pause");
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@ -114,6 +149,8 @@ public:
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if (SaveState::HasSaveInSlot(slot)) {
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loadStateButton_ = Add(new UI::Button(i->T("Load State"), new UI::LinearLayoutParams(0.0, UI::G_VCENTER)));
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loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
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fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
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}
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}
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@ -128,18 +165,32 @@ public:
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UI::LinearLayout::Draw(dc);
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}
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int GetSlot() const {
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return slot_;
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}
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std::string GetScreenshotFilename() const {
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return screenshotFilename_;
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}
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std::string GetScreenshotTitle() const {
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return SaveState::GetSlotDateAsString(slot_);
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}
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UI::Event OnStateLoaded;
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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);
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UI::EventReturn OnLoadState(UI::EventParams &e);
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UI::Button *saveStateButton_;
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UI::Button *loadStateButton_;
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Thin3DTexture *texture_;
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int slot_;
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std::string screenshotFilename_;
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};
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@ -147,6 +198,7 @@ UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::LoadSlot(slot_, SaveState::Callback(), 0);
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UI::EventParams e2;
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e2.v = this;
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OnStateLoaded.Trigger(e2);
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return UI::EVENT_DONE;
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}
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@ -155,13 +207,26 @@ UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::SaveSlot(slot_, SaveState::Callback(), 0);
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UI::EventParams e2;
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e2.v = this;
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OnStateSaved.Trigger(e2);
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return UI::EVENT_DONE;
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}
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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;
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OnScreenshotClicked.Trigger(e2);
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::update(InputState &input) {
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UpdateUIState(UISTATE_PAUSEMENU);
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UIScreen::update(input);
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if (finishNextFrame_) {
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screenManager()->finishDialog(this, DR_CANCEL);
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finishNextFrame_ = false;
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}
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}
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GamePauseScreen::~GamePauseScreen() {
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@ -190,6 +255,7 @@ void GamePauseScreen::CreateViews() {
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SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(i, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
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slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
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slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
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slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked);
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}
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if (g_Config.iRewindFlipFrequency > 0) {
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@ -239,12 +305,6 @@ UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
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int st = e.a;
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loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st));
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::onFinish(DialogResult result) {
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// Do we really always need to "gpu->Resized" here?
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if (gpu)
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@ -257,6 +317,27 @@ UI::EventReturn GamePauseScreen::OnState(UI::EventParams &e) {
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
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std::string tag = dialog->tag();
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if (tag == "screenshot" && dr == DR_OK) {
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ScreenshotViewScreen *s = (ScreenshotViewScreen *)dialog;
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int slot = s->GetSlot();
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g_Config.iCurrentStateSlot = slot;
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SaveState::LoadSlot(slot, SaveState::Callback(), 0);
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finishNextFrame_ = true;
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}
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}
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UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
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SaveSlotView *v = (SaveSlotView *)e.v;
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std::string fn = v->GetScreenshotFilename();
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std::string title = v->GetScreenshotTitle();
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Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot());
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screenManager()->push(screen);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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@ -24,15 +24,16 @@
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class GamePauseScreen : public UIDialogScreenWithGameBackground {
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public:
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GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename) {}
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GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), finishNextFrame_(false) {}
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virtual ~GamePauseScreen();
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virtual void onFinish(DialogResult result);
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void onFinish(DialogResult result) override;
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virtual void dialogFinished(const Screen *dialog, DialogResult dr) override;
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protected:
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virtual void CreateViews();
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virtual void update(InputState &input);
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virtual void sendMessage(const char *message, const char *value);
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virtual void CreateViews() override;
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virtual void update(InputState &input) override;
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virtual void sendMessage(const char *message, const char *value) override;
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void CallbackDeleteConfig(bool yes);
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private:
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@ -43,7 +44,7 @@ private:
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UI::EventReturn OnRewind(UI::EventParams &e);
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UI::EventReturn OnStateSelected(UI::EventParams &e);
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UI::EventReturn OnScreenshotClicked(UI::EventParams &e);
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UI::EventReturn OnCwCheat(UI::EventParams &e);
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UI::EventReturn OnCreateConfig(UI::EventParams &e);
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@ -54,4 +55,7 @@ private:
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UI::Choice *saveStateButton_;
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UI::Choice *loadStateButton_;
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// hack
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bool finishNextFrame_;
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};
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