Add a popup dialog when clicking savestate screenshots

This commit is contained in:
Henrik Rydgard 2014-12-31 20:42:28 +01:00
parent 0cbff84489
commit a125178b0b
4 changed files with 119 additions and 20 deletions

View File

@ -401,6 +401,16 @@ namespace SaveState
return newestSlot;
}
std::string GetSlotDateAsString(int slot) {
std::string fn = GenerateSaveSlotFilename(slot, STATE_EXTENSION);
if (File::Exists(fn)) {
tm time = File::GetModifTime(fn);
char buf[256];
strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
return std::string(buf);
}
return "";
}
std::vector<Operation> Flush()
{
@ -520,6 +530,7 @@ namespace SaveState
INFO_LOG(COMMON, "Saving state to %s", op.filename.c_str());
result = CChunkFileReader::Save(op.filename, REVISION, PPSSPP_GIT_VERSION, state);
if (result == CChunkFileReader::ERROR_NONE) {
osm.Show(s->T("Saved State"), 2.0);
callbackResult = true;
} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
@ -563,7 +574,9 @@ namespace SaveState
break;
case SAVESTATE_SAVE_SCREENSHOT:
TakeGameScreenshot(op.filename.c_str(), SCREENSHOT_JPG, SCREENSHOT_RENDER);
if (!TakeGameScreenshot(op.filename.c_str(), SCREENSHOT_JPG, SCREENSHOT_RENDER)) {
ERROR_LOG(COMMON, "Failed to take a screenshot for the savestate! %s", op.filename.c_str());
}
break;
default:

View File

@ -41,6 +41,7 @@ namespace SaveState
// Returns -1 if there's no newest slot.
int GetNewestSlot();
std::string GetSlotDateAsString(int slot);
std::string GenerateSaveSlotFilename(int slot, const char *extension);
// Load the specified file into the current state (async.)

View File

@ -18,6 +18,7 @@
#include "i18n/i18n.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "ui/ui_screen.h"
#include "thin3d/thin3d.h"
#include "Core/Reporting.h"
@ -43,10 +44,10 @@
// TextureView takes a texture that is assumed to be alive during the lifetime
// of the view. TODO: Actually make async using the task.
class AsyncImageFileView : public UI::InertView {
class AsyncImageFileView : public UI::Clickable {
public:
AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, PrioritizedWorkQueue *wq, UI::LayoutParams *layoutParams = 0)
: UI::InertView(layoutParams), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), texture_(NULL), textureFailed_(false) {}
: UI::Clickable(layoutParams), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), texture_(NULL), textureFailed_(false) {}
~AsyncImageFileView() {
delete texture_;
}
@ -57,6 +58,8 @@ public:
void SetTexture(Thin3DTexture *texture) { texture_ = texture; }
void SetColor(uint32_t color) { color_ = color; }
const std::string &GetFilename() const { return filename_; }
private:
std::string filename_;
uint32_t color_;
@ -69,8 +72,15 @@ private:
void AsyncImageFileView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
// TODO: involve sizemode
if (texture_) {
w = (float)texture_->Width();
h = (float)texture_->Height();
float texw = (float)texture_->Width();
float texh = (float)texture_->Height();
switch (sizeMode_) {
case UI::IS_DEFAULT:
default:
w = texw;
h = texh;
break;
}
} else {
w = 16;
h = 16;
@ -97,14 +107,39 @@ void AsyncImageFileView::Draw(UIContext &dc) {
}
}
class ScreenshotViewScreen : public PopupScreen {
public:
ScreenshotViewScreen(std::string filename, std::string title, int slot) : PopupScreen(title, "Load State", "Back"), filename_(filename), slot_(slot) {}
int GetSlot() const {
return slot_;
}
std::string tag() const override {
return "screenshot";
}
protected:
virtual bool FillVertical() const override { return false; }
bool ShowButtons() const override { return true; }
virtual void CreatePopupContents(UI::ViewGroup *parent) {
parent->Add(new AsyncImageFileView(filename_, UI::IS_DEFAULT, NULL, new UI::LayoutParams(480, 272)));
}
private:
std::string filename_;
int slot_;
};
class SaveSlotView : public UI::LinearLayout {
public:
SaveSlotView(int slot, UI::LayoutParams *layoutParams = nullptr) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot) {
std::string filename = SaveState::GenerateSaveSlotFilename(slot, "jpg");
screenshotFilename_ = SaveState::GenerateSaveSlotFilename(slot, "jpg");
PrioritizedWorkQueue *wq = g_gameInfoCache.WorkQueue();
Add(new UI::Spacer(10));
Add(new UI::TextView(StringFromFormat("%i", slot_ + 1), 0, false, new UI::LinearLayoutParams(0.0, UI::G_CENTER)));
Add(new AsyncImageFileView(filename, UI::IS_DEFAULT, wq, new UI::LayoutParams(80 * 2, 45 * 2)));
AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, UI::IS_DEFAULT, wq, new UI::LayoutParams(80 * 2, 45 * 2)));
I18NCategory *i = GetI18NCategory("Pause");
@ -114,6 +149,8 @@ public:
if (SaveState::HasSaveInSlot(slot)) {
loadStateButton_ = Add(new UI::Button(i->T("Load State"), new UI::LinearLayoutParams(0.0, UI::G_VCENTER)));
loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
}
}
@ -128,18 +165,32 @@ public:
UI::LinearLayout::Draw(dc);
}
int GetSlot() const {
return slot_;
}
std::string GetScreenshotFilename() const {
return screenshotFilename_;
}
std::string GetScreenshotTitle() const {
return SaveState::GetSlotDateAsString(slot_);
}
UI::Event OnStateLoaded;
UI::Event OnStateSaved;
UI::Event OnScreenshotClicked;
private:
UI::EventReturn OnScreenshotClick(UI::EventParams &e);
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::Button *saveStateButton_;
UI::Button *loadStateButton_;
Thin3DTexture *texture_;
int slot_;
std::string screenshotFilename_;
};
@ -147,6 +198,7 @@ UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(slot_, SaveState::Callback(), 0);
UI::EventParams e2;
e2.v = this;
OnStateLoaded.Trigger(e2);
return UI::EVENT_DONE;
}
@ -155,13 +207,26 @@ UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(slot_, SaveState::Callback(), 0);
UI::EventParams e2;
e2.v = this;
OnStateSaved.Trigger(e2);
return UI::EVENT_DONE;
}
UI::EventReturn SaveSlotView::OnScreenshotClick(UI::EventParams &e) {
UI::EventParams e2;
e2.v = this;
OnScreenshotClicked.Trigger(e2);
return UI::EVENT_DONE;
}
void GamePauseScreen::update(InputState &input) {
UpdateUIState(UISTATE_PAUSEMENU);
UIScreen::update(input);
if (finishNextFrame_) {
screenManager()->finishDialog(this, DR_CANCEL);
finishNextFrame_ = false;
}
}
GamePauseScreen::~GamePauseScreen() {
@ -190,6 +255,7 @@ void GamePauseScreen::CreateViews() {
SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(i, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked);
}
if (g_Config.iRewindFlipFrequency > 0) {
@ -239,12 +305,6 @@ UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
int st = e.a;
loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st));
return UI::EVENT_DONE;
}
void GamePauseScreen::onFinish(DialogResult result) {
// Do we really always need to "gpu->Resized" here?
if (gpu)
@ -257,6 +317,27 @@ UI::EventReturn GamePauseScreen::OnState(UI::EventParams &e) {
return UI::EVENT_DONE;
}
void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
std::string tag = dialog->tag();
if (tag == "screenshot" && dr == DR_OK) {
ScreenshotViewScreen *s = (ScreenshotViewScreen *)dialog;
int slot = s->GetSlot();
g_Config.iCurrentStateSlot = slot;
SaveState::LoadSlot(slot, SaveState::Callback(), 0);
finishNextFrame_ = true;
}
}
UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
SaveSlotView *v = (SaveSlotView *)e.v;
std::string fn = v->GetScreenshotFilename();
std::string title = v->GetScreenshotTitle();
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot());
screenManager()->push(screen);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;

View File

@ -24,15 +24,16 @@
class GamePauseScreen : public UIDialogScreenWithGameBackground {
public:
GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename) {}
GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), finishNextFrame_(false) {}
virtual ~GamePauseScreen();
virtual void onFinish(DialogResult result);
void onFinish(DialogResult result) override;
virtual void dialogFinished(const Screen *dialog, DialogResult dr) override;
protected:
virtual void CreateViews();
virtual void update(InputState &input);
virtual void sendMessage(const char *message, const char *value);
virtual void CreateViews() override;
virtual void update(InputState &input) override;
virtual void sendMessage(const char *message, const char *value) override;
void CallbackDeleteConfig(bool yes);
private:
@ -43,7 +44,7 @@ private:
UI::EventReturn OnRewind(UI::EventParams &e);
UI::EventReturn OnStateSelected(UI::EventParams &e);
UI::EventReturn OnScreenshotClicked(UI::EventParams &e);
UI::EventReturn OnCwCheat(UI::EventParams &e);
UI::EventReturn OnCreateConfig(UI::EventParams &e);
@ -54,4 +55,7 @@ private:
UI::Choice *saveStateButton_;
UI::Choice *loadStateButton_;
// hack
bool finishNextFrame_;
};