ppsspp/UI/MiscScreens.h
Henrik Rydgård c5791764d8 Make the i18n T function use std::string_view
Buildfixes, crashfixes

One more

Android buildfix

Buildfix Qt
2024-02-12 18:44:39 +01:00

201 lines
5.6 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 <map>
#include <string>
#include <vector>
#include "Common/UI/UIScreen.h"
#include "Common/UI/PopupScreens.h"
#include "Common/File/DirListing.h"
#include "Common/File/Path.h"
struct ShaderInfo;
struct TextureShaderInfo;
extern Path boot_filename;
void UIBackgroundInit(UIContext &dc);
void UIBackgroundShutdown();
inline void NoOpVoidBool(bool) {}
class BackgroundScreen : public UIScreen {
public:
ScreenRenderFlags render(ScreenRenderMode mode) override;
void sendMessage(UIMessage message, const char *value) override;
private:
void CreateViews() override {}
const char *tag() const override { return "bg"; }
Path gamePath_;
};
// This doesn't have anything to do with the background anymore. It's just a PPSSPP UIScreen
// that knows how handle sendMessage properly. Same for all the below.
class UIScreenWithBackground : public UIScreen {
public:
UIScreenWithBackground() : UIScreen() {}
protected:
void sendMessage(UIMessage message, const char *value) override;
};
class UIScreenWithGameBackground : public UIScreenWithBackground {
public:
UIScreenWithGameBackground(const Path &gamePath) : UIScreenWithBackground(), gamePath_(gamePath) {}
void sendMessage(UIMessage message, const char *value) override;
protected:
Path gamePath_;
bool forceTransparent_ = false;
bool darkenGameBackground_ = true;
};
class UIDialogScreenWithBackground : public UIDialogScreen {
public:
UIDialogScreenWithBackground() : UIDialogScreen() {}
protected:
void sendMessage(UIMessage message, const char *value) override;
void AddStandardBack(UI::ViewGroup *parent);
};
class UIDialogScreenWithGameBackground : public UIDialogScreenWithBackground {
public:
UIDialogScreenWithGameBackground(const Path &gamePath)
: UIDialogScreenWithBackground(), gamePath_(gamePath) {}
void sendMessage(UIMessage message, const char *value) override;
protected:
Path gamePath_;
};
class PromptScreen : public UIDialogScreenWithGameBackground {
public:
PromptScreen(const Path& gamePath, std::string_view message, std::string_view yesButtonText, std::string_view noButtonText,
std::function<void(bool)> callback = &NoOpVoidBool);
void CreateViews() override;
void TriggerFinish(DialogResult result) override;
const char *tag() const override { return "Prompt"; }
private:
UI::EventReturn OnYes(UI::EventParams &e);
UI::EventReturn OnNo(UI::EventParams &e);
std::string message_;
std::string yesButtonText_;
std::string noButtonText_;
std::function<void(bool)> callback_;
};
class NewLanguageScreen : public UI::ListPopupScreen {
public:
NewLanguageScreen(std::string_view title);
const char *tag() const override { return "NewLanguage"; }
private:
void OnCompleted(DialogResult result) override;
bool ShowButtons() const override { return true; }
std::vector<File::FileInfo> langs_;
};
class TextureShaderScreen : public UI::ListPopupScreen {
public:
TextureShaderScreen(std::string_view title);
void CreateViews() override;
const char *tag() const override { return "TextureShader"; }
private:
void OnCompleted(DialogResult result) override;
bool ShowButtons() const override { return true; }
std::vector<TextureShaderInfo> shaders_;
};
enum class AfterLogoScreen {
TO_GAME_SETTINGS,
DEFAULT,
MEMSTICK_SCREEN_INITIAL_SETUP,
};
class LogoScreen : public UIScreen {
public:
LogoScreen(AfterLogoScreen afterLogoScreen = AfterLogoScreen::DEFAULT);
bool key(const KeyInput &key) override;
void touch(const TouchInput &touch) override;
void update() override;
void DrawForeground(UIContext &ui) override;
void sendMessage(UIMessage message, const char *value) override;
void CreateViews() override {}
const char *tag() const override { return "Logo"; }
private:
void Next();
int frames_ = 0;
double sinceStart_ = 0.0;
bool switched_ = false;
AfterLogoScreen afterLogoScreen_;
};
class CreditsScreen : public UIDialogScreenWithBackground {
public:
CreditsScreen();
void update() override;
void DrawForeground(UIContext &ui) override;
void CreateViews() override;
const char *tag() const override { return "Credits"; }
private:
UI::EventReturn OnSupport(UI::EventParams &e);
UI::EventReturn OnPPSSPPOrg(UI::EventParams &e);
UI::EventReturn OnPrivacy(UI::EventParams &e);
UI::EventReturn OnForums(UI::EventParams &e);
UI::EventReturn OnDiscord(UI::EventParams &e);
UI::EventReturn OnShare(UI::EventParams &e);
UI::EventReturn OnTwitter(UI::EventParams &e);
double startTime_ = 0.0;
};
class SettingInfoMessage : public UI::LinearLayout {
public:
SettingInfoMessage(int align, float cutOffY, UI::AnchorLayoutParams *lp);
void Show(std::string_view text, const UI::View *refView = nullptr);
void Draw(UIContext &dc) override;
std::string GetText() const;
private:
UI::TextView *text_ = nullptr;
double timeShown_ = 0.0;
float cutOffY_;
bool showing_ = false;
};
uint32_t GetBackgroundColorWithAlpha(const UIContext &dc);