mirror of
https://github.com/hrydgard/ppsspp.git
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70 lines
2.3 KiB
C++
70 lines
2.3 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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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 OnGameHoldSelected(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 OnSettings(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 OnExit(UI::EventParams &e);
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};
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class GamePauseScreen : public UIScreen {
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public:
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GamePauseScreen(const std::string &filename) : UIScreen(), gamePath_(filename) {}
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~GamePauseScreen();
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protected:
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virtual void DrawBackground(UIContext &dc);
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virtual void CreateViews();
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virtual void update(InputState &input);
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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 OnContinue(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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std::string gamePath_;
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UI::ChoiceStrip *saveSlots_;
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}; |