// Copyright (c) 2012- 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 #include "ui/screen.h" #include "ui/ui_screen.h" #include "Common/KeyMap.h" struct AxisInput; class EmuScreen : public UIScreen { public: EmuScreen(const std::string &filename); ~EmuScreen(); virtual void update(InputState &input); virtual void render(); virtual void deviceLost(); virtual void dialogFinished(const Screen *dialog, DialogResult result); virtual void sendMessage(const char *msg, const char *value); virtual void touch(const TouchInput &touch); virtual void key(const KeyInput &key); virtual void axis(const AxisInput &axis); protected: virtual void CreateViews(); UI::EventReturn OnDevTools(UI::EventParams ¶ms); private: void bootGame(const std::string &filename); void processAxis(const AxisInput &axis, int direction); void pspKey(int pspKeyCode, int flags); void onVKeyDown(int virtualKeyCode); void onVKeyUp(int virtualKeyCode); void setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax); void setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax); void autoLoad(); 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. bool virtKeys[VIRTKEY_COUNT]; };