mirror of
https://github.com/hrydgard/ppsspp.git
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126 lines
4.1 KiB
C++
126 lines
4.1 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "base/functional.h"
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#include "ui/ui_screen.h"
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#include "ui/viewgroup.h"
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#include "UI/MiscScreens.h"
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// Game screen: Allows you to start a game, delete saves, delete the game,
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// set game specific settings, etc.
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// Uses GameInfoCache heavily to implement the functionality.
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class MainScreen : public UIScreenWithBackground {
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public:
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MainScreen();
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~MainScreen();
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virtual bool isTopLevel() const { return true; }
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// Horrible hack to show the demos & homebrew tab after having installed a game from a zip file.
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static bool showHomebrewTab;
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protected:
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virtual void CreateViews();
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virtual void DrawBackground(UIContext &dc);
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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 dialogFinished(const Screen *dialog, DialogResult result);
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private:
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bool DrawBackgroundFor(UIContext &dc, const std::string &gamePath, float progress);
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UI::EventReturn OnGameSelected(UI::EventParams &e);
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UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
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UI::EventReturn OnGameHighlight(UI::EventParams &e);
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// Event handlers
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UI::EventReturn OnLoadFile(UI::EventParams &e);
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UI::EventReturn OnGameSettings(UI::EventParams &e);
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UI::EventReturn OnRecentChange(UI::EventParams &e);
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UI::EventReturn OnCredits(UI::EventParams &e);
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UI::EventReturn OnSupport(UI::EventParams &e);
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UI::EventReturn OnPPSSPPOrg(UI::EventParams &e);
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UI::EventReturn OnForums(UI::EventParams &e);
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UI::EventReturn OnExit(UI::EventParams &e);
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UI::EventReturn OnDownloadUpgrade(UI::EventParams &e);
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UI::EventReturn OnDismissUpgrade(UI::EventParams &e);
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UI::EventReturn OnHomebrewStore(UI::EventParams &e);
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UI::LinearLayout *upgradeBar_;
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UI::TabHolder *tabHolder_;
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std::string highlightedGamePath_;
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std::string prevHighlightedGamePath_;
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float highlightProgress_;
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float prevHighlightProgress_;
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bool backFromStore_;
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bool lockBackgroundAudio_;
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bool lastVertical_;
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bool UseVerticalLayout() const;
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};
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class GamePauseScreen : public UIDialogScreenWithGameBackground {
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public:
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GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), saveSlots_(NULL) {}
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virtual ~GamePauseScreen();
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virtual void onFinish(DialogResult result);
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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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private:
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UI::EventReturn OnMainSettings(UI::EventParams &e);
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UI::EventReturn OnGameSettings(UI::EventParams &e);
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UI::EventReturn OnExitToMenu(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::EventReturn OnRewind(UI::EventParams &e);
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UI::EventReturn OnStateSelected(UI::EventParams &e);
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UI::EventReturn OnCwCheat(UI::EventParams &e);
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UI::EventReturn OnSwitchUMD(UI::EventParams &e);
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UI::ChoiceStrip *saveSlots_;
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UI::Choice *saveStateButton_;
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UI::Choice *loadStateButton_;
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};
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class UmdReplaceScreen : public UIDialogScreenWithBackground {
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public:
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UmdReplaceScreen() {}
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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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private:
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UI::EventReturn OnGameSelected(UI::EventParams &e);
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UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
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UI::EventReturn OnCancel(UI::EventParams &e);
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UI::EventReturn OnGameSettings(UI::EventParams &e);
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};
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