// Copyright (c) 2013- 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/. #pragma once #include #include "Common/UI/UIScreen.h" #include "Common/UI/ViewGroup.h" #include "Common/Net/HTTPClient.h" #include "UI/MiscScreens.h" // Game screen: Allows you to start a game, delete saves, delete the game, // set game specific settings, etc. // Uses GameInfoCache heavily to implement the functionality. namespace json { struct JsonGet; } class ProductItemView; enum EntryType { ENTRY_PBPZIP, ENTRY_ISO, }; struct StoreCategory { std::string name; }; struct StoreEntry { EntryType type; std::string name; std::string description; std::string author; std::string iconURL; std::string file; // This is the folder name of the installed one too, and hence a "unique-ish" identifier. Also used as a-link on the license website, if !license.empty(). std::string category; std::string downloadURL; // Only set for games that are not hosted on store.ppsspp.org std::string websiteURL; std::string license; bool hidden; int contentRating; // 100 means to hide it on iOS. No other values defined yet. u64 size; }; class StoreScreen : public UIDialogScreenWithBackground { public: StoreScreen(); ~StoreScreen(); void update() override; const char *tag() const override { return "Store"; } protected: void CreateViews() override; UI::EventReturn OnGameSelected(UI::EventParams &e); UI::EventReturn OnRetry(UI::EventParams &e); UI::EventReturn OnGameLaunch(UI::EventParams &e); private: void ParseListing(const std::string &json); ProductItemView *GetSelectedItem(); std::string GetTranslatedString(const json::JsonGet json, const std::string &key, const char *fallback = nullptr) const; std::shared_ptr listing_; std::shared_ptr image_; // TODO: Replace with a PathBrowser or similar. Though that one only supports // local filesystems at the moment. std::string storePath_; bool loading_ = true; bool connectionError_ = false; int resultCode_ = 0; std::map categories_; // We download the whole store in one JSON request. Not super scalable but works fine // for now. entries_ contains all the products in the store. std::vector entries_; std::string lang_; std::string lastSelectedName_; UI::ViewGroup *scrollItemView_ = nullptr; UI::ViewGroup *productPanel_ = nullptr; UI::TextView *titleText_ = nullptr; };