ppsspp/UI/EmuScreen.h
Henrik Rydgård 6c8ee35826 Crash screen: Add a very dangerous and inaccurate "Resume" function.
Not sure if there's much point really but maybe..
2020-12-19 20:27:39 +01:00

116 lines
3.4 KiB
C++

// 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 <string>
#include <vector>
#include <list>
#include "Common/Input/KeyCodes.h"
#include "Common/UI/Screen.h"
#include "Common/UI/UIScreen.h"
#include "Common/UI/Tween.h"
#include "Core/KeyMap.h"
struct AxisInput;
class AsyncImageFileView;
class OnScreenMessagesView;
class EmuScreen : public UIScreen {
public:
EmuScreen(const std::string &filename);
~EmuScreen();
void update() override;
void render() override;
void preRender() override;
void postRender() override;
void dialogFinished(const Screen *dialog, DialogResult result) override;
void sendMessage(const char *msg, const char *value) override;
void resized() override;
bool touch(const TouchInput &touch) override;
bool key(const KeyInput &key) override;
bool axis(const AxisInput &axis) override;
private:
void CreateViews() override;
UI::EventReturn OnDevTools(UI::EventParams &params);
UI::EventReturn OnDisableCardboard(UI::EventParams &params);
UI::EventReturn OnChat(UI::EventParams &params);
UI::EventReturn OnResume(UI::EventParams &params);
void bootGame(const std::string &filename);
bool bootAllowStorage(const std::string &filename);
void bootComplete();
bool hasVisibleUI();
void renderUI();
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();
void checkPowerDown();
UI::Event OnDevMenu;
UI::Event OnChatMenu;
bool bootPending_;
std::string gamePath_;
// Something invalid was loaded, don't try to emulate
bool invalid_;
bool quit_;
bool stopRender_ = false;
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];
// In-memory save state used for freezeFrame, which is useful for debugging.
std::vector<u8> freezeState_;
std::string tag_;
// De-noise mapped axis updates
int axisState_[JOYSTICK_AXIS_MAX];
double saveStatePreviewShownTime_;
AsyncImageFileView *saveStatePreview_;
int saveStateSlot_;
UI::CallbackColorTween *loadingViewColor_ = nullptr;
UI::VisibilityTween *loadingViewVisible_ = nullptr;
UI::Spinner *loadingSpinner_ = nullptr;
UI::TextView *loadingTextView_ = nullptr;
UI::Button *resumeButton_ = nullptr;
UI::Button *cardboardDisableButton_ = nullptr;
OnScreenMessagesView *onScreenMessagesView_ = nullptr;
bool autoRotatingAnalogCW_ = false;
bool autoRotatingAnalogCCW_ = false;
};