mirror of
https://github.com/hrydgard/ppsspp.git
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604ad0181b
Conflicts: UI/MenuScreens.cpp
214 lines
7.3 KiB
C++
214 lines
7.3 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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#include "base/colorutil.h"
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#include "base/timeutil.h"
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#include "math/curves.h"
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#include "ui/ui_context.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "UI/EmuScreen.h"
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#include "UI/GameScreen.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/MenuScreens.h"
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#include "UI/MainScreen.h"
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void GameScreen::CreateViews() {
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
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root_->Add(leftColumn);
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leftColumn->Add(new Choice("Back", "", new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack);
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if (info) {
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texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
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tvTitle_ = leftColumn->Add(new TextView(0, info->title, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 200, NONE, NONE)));
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tvGameSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 250, NONE, NONE)));
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tvSaveDataSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 290, NONE, NONE)));
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}
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ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumn);
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ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
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rightColumn->Add(rightColumnItems);
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rightColumnItems->Add(new Choice("Play"))->OnClick.Handle(this, &GameScreen::OnPlay);
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rightColumnItems->Add(new Choice("Game Settings"))->OnClick.Handle(this, &GameScreen::OnGameSettings);
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rightColumnItems->Add(new Choice("Delete Save Data"))->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
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rightColumnItems->Add(new Choice("Delete Game"))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
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}
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void DrawBackground(float alpha);
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void GameScreen::DrawBackground(UIContext &dc) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true);
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dc.Flush();
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dc.RebindTexture();
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::DrawBackground(1.0f);
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dc.Flush();
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if (ginfo && ginfo->pic1Texture) {
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ginfo->pic1Texture->Bind(0);
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uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0;
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dc.Draw()->DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color);
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dc.Flush();
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dc.RebindTexture();
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}
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/*
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if (ginfo && ginfo->pic0Texture) {
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ginfo->pic0Texture->Bind(0);
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// Pic0 is drawn in the bottom right corner, overlaying pic1.
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float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width();
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float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height();
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uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0;
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ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color);
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ui_draw2d.Flush();
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dc.RebindTexture();
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}*/
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}
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void GameScreen::update(InputState &input) {
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UIScreen::update(input);
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
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if (tvTitle_)
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tvTitle_->SetText(info->title);
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if (info->iconTexture && texvGameIcon_) {
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texvGameIcon_->SetTexture(info->iconTexture);
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uint32_t color = whiteAlpha(ease((time_now_d() - info->timeIconWasLoaded) * 3));
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texvGameIcon_->SetColor(color);
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}
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if (info->gameSize) {
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char temp[256];
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sprintf(temp, "Game: %1.1f MB", (float)(info->gameSize) / 1024.f / 1024.f);
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tvGameSize_->SetText(temp);
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sprintf(temp, "SaveData: %1.2f MB", (float)(info->saveDataSize) / 1024.f / 1024.f);
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tvSaveDataSize_->SetText(temp);
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}
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}
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UI::EventReturn GameScreen::OnSwitchBack(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnPlay(UI::EventParams &e) {
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screenManager()->switchScreen(new EmuScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnGameSettings(UI::EventParams &e) {
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
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if (info && info->paramSFOLoaded) {
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std::string discID = info->paramSFO.GetValueString("DISC_ID");
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screenManager()->push(new GameSettingsScreen(gamePath_, discID));
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}
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameScreen::OnDeleteSaveData(UI::EventParams &e) {
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
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if (info) {
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screenManager()->push(
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new PromptScreen("Do you really want to delete all\nyour save data for this game?", "Delete Savedata", "Cancel",
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std::bind(&GameScreen::CallbackDeleteSaveData, this, placeholder::_1)));
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}
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RecreateViews();
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return UI::EVENT_DONE;
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}
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void GameScreen::CallbackDeleteSaveData(bool yes) {
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, false);
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if (yes) {
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info->DeleteAllSaveData();
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}
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}
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UI::EventReturn GameScreen::OnDeleteGame(UI::EventParams &e) {
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
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if (info) {
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screenManager()->push(
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new PromptScreen("Do you really want to delete all\nthis game entirely? You can't undo this.", "Delete Game", "Cancel",
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std::bind(&GameScreen::CallbackDeleteGame, this, placeholder::_1)));
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}
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return UI::EVENT_DONE;
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}
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void GameScreen::CallbackDeleteGame(bool yes) {
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GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, false);
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if (yes) {
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info->DeleteGame();
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g_gameInfoCache.Clear();
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screenManager()->switchScreen(new MainScreen());
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}
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}
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void DrawBackground(float alpha);
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void PromptScreen::DrawBackground(UIContext &dc) {
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::DrawBackground(1.0f);
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}
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void PromptScreen::CreateViews() {
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
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root_->Add(leftColumn);
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leftColumn->Add(new TextView(0, message_, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 10, NONE, NONE)));
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ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumnItems);
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rightColumnItems->Add(new Choice(yesButtonText_))->OnClick.Handle(this, &PromptScreen::OnYes);
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if (noButtonText_ != "")
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rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo);
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}
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UI::EventReturn PromptScreen::OnYes(UI::EventParams &e) {
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callback_(true);
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn PromptScreen::OnNo(UI::EventParams &e) {
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callback_(false);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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