mirror of
https://github.com/hrydgard/ppsspp.git
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105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
// Copyright (c) 2012- 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 <string>
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#include <vector>
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#include <list>
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#include "input/keycodes.h"
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#include "ui/screen.h"
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#include "ui/ui_screen.h"
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#include "ui/ui_tween.h"
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#include "Common/KeyMap.h"
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struct AxisInput;
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class AsyncImageFileView;
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class EmuScreen : public UIScreen {
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public:
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EmuScreen(const std::string &filename);
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~EmuScreen();
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void update() override;
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void render() override;
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void preRender() override;
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void postRender() override;
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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void sendMessage(const char *msg, const char *value) override;
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void resized() override;
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bool touch(const TouchInput &touch) override;
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bool key(const KeyInput &key) override;
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bool axis(const AxisInput &axis) override;
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protected:
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void CreateViews() override;
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UI::EventReturn OnDevTools(UI::EventParams ¶ms);
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private:
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void bootGame(const std::string &filename);
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void bootComplete();
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void renderUI();
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void processAxis(const AxisInput &axis, int direction);
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void pspKey(int pspKeyCode, int flags);
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void onVKeyDown(int virtualKeyCode);
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void onVKeyUp(int virtualKeyCode);
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void setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax);
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void setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax);
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void releaseButtons();
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void autoLoad();
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void checkPowerDown();
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UI::Event OnDevMenu;
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bool bootPending_;
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std::string gamePath_;
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// Something invalid was loaded, don't try to emulate
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bool invalid_;
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bool quit_;
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bool stopRender_ = false;
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std::string errorMessage_;
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// If set, pauses at the end of the frame.
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bool pauseTrigger_;
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// To track mappable virtual keys. We can have as many as we want.
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bool virtKeys[VIRTKEY_COUNT];
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// In-memory save state used for freezeFrame, which is useful for debugging.
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std::vector<u8> freezeState_;
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std::string tag_;
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// De-noise mapped axis updates
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int axisState_[JOYSTICK_AXIS_MAX];
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double saveStatePreviewShownTime_;
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AsyncImageFileView *saveStatePreview_;
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int saveStateSlot_;
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UI::View *loadingView_ = nullptr;
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UI::TextColorTween *loadingViewColor_ = nullptr;
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UI::VisibilityTween *loadingViewVisible_ = nullptr;
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};
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