ppsspp/UI/GameScreen.h
Henrik Rydgård 4f43cff5ca
Move fileutil, net, image loaders, ui to Common. (#13506)
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing

Let's also move net while we're at it.

Move the ZIM/PNG loaders over to Common.

Move the UI framework into Common

iOS buildfix

* Buildfix

* Buildfixes

* Apple buildfix

* This typo again..

* UWP buildfix

* Fix build of PPSSPPQt, such as it is (it's not in good condition...)

* Guess what? Another buildfix.
2020-10-04 20:48:47 +02:00

79 lines
2.6 KiB
C++

// 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 <functional>
#include "UI/MiscScreens.h"
#include "Common/UI/UIScreen.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.
// Should possibly merge this with the PauseScreen.
class GameScreen : public UIDialogScreenWithGameBackground {
public:
GameScreen(const std::string &gamePath);
~GameScreen();
void render() override;
std::string tag() const override { return "game"; }
protected:
void CreateViews() override;
void CallbackDeleteConfig(bool yes);
void CallbackDeleteSaveData(bool yes);
void CallbackDeleteGame(bool yes);
bool isRecentGame(const std::string &gamePath);
private:
UI::Choice *AddOtherChoice(UI::Choice *choice);
// Event handlers
UI::EventReturn OnPlay(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnDeleteSaveData(UI::EventParams &e);
UI::EventReturn OnDeleteGame(UI::EventParams &e);
UI::EventReturn OnSwitchBack(UI::EventParams &e);
UI::EventReturn OnCreateShortcut(UI::EventParams &e);
UI::EventReturn OnRemoveFromRecent(UI::EventParams &e);
UI::EventReturn OnShowInFolder(UI::EventParams &e);
UI::EventReturn OnCreateConfig(UI::EventParams &e);
UI::EventReturn OnDeleteConfig(UI::EventParams &e);
UI::EventReturn OnCwCheat(UI::EventParams &e);
UI::EventReturn OnSetBackground(UI::EventParams &e);
// As we load metadata in the background, we need to be able to update these after the fact.
UI::TextView *tvTitle_;
UI::TextView *tvGameSize_;
UI::TextView *tvSaveDataSize_;
UI::TextView *tvInstallDataSize_;
UI::TextView *tvRegion_;
UI::Choice *btnGameSettings_;
UI::Choice *btnCreateGameConfig_;
UI::Choice *btnDeleteGameConfig_;
UI::Choice *btnDeleteSaveData_;
UI::Choice *btnSetBackground_;
std::vector<UI::Choice *> otherChoices_;
std::vector<std::string> saveDirs;
};