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https://github.com/hrydgard/ppsspp.git
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101 lines
3.4 KiB
C++
101 lines
3.4 KiB
C++
// Copyright (c) 2014- 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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class GamePauseScreen : public UIDialogScreenWithGameBackground {
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public:
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GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), finishNextFrame_(false), gamePath_(filename) {}
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virtual ~GamePauseScreen();
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void onFinish(DialogResult result) override;
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virtual void dialogFinished(const Screen *dialog, DialogResult dr) override;
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protected:
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virtual void CreateViews() override;
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virtual void update(InputState &input) override;
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virtual void sendMessage(const char *message, const char *value) override;
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void CallbackDeleteConfig(bool yes);
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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 OnExitToMenu(UI::EventParams &e);
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UI::EventReturn OnReportFeedback(UI::EventParams &e);
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UI::EventReturn OnRewind(UI::EventParams &e);
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UI::EventReturn OnScreenshotClicked(UI::EventParams &e);
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UI::EventReturn OnCwCheat(UI::EventParams &e);
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UI::EventReturn OnCreateConfig(UI::EventParams &e);
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UI::EventReturn OnDeleteConfig(UI::EventParams &e);
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UI::EventReturn OnSwitchUMD(UI::EventParams &e);
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UI::EventReturn OnState(UI::EventParams &e);
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UI::Choice *saveStateButton_;
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UI::Choice *loadStateButton_;
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// hack
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bool finishNextFrame_;
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std::string gamePath_;
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};
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class PrioritizedWorkQueue;
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// TextureView takes a texture that is assumed to be alive during the lifetime
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// of the view. TODO: Actually make async using the task.
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class AsyncImageFileView : public UI::Clickable {
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public:
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AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, PrioritizedWorkQueue *wq, UI::LayoutParams *layoutParams = 0)
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: UI::Clickable(layoutParams), canFocus_(true), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), texture_(NULL), textureFailed_(false), fixedSizeW_(0.0f), fixedSizeH_(0.0f) {}
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~AsyncImageFileView() {
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delete texture_;
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}
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
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void Draw(UIContext &dc) override;
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void SetFilename(std::string filename);
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void SetColor(uint32_t color) { color_ = color; }
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void SetOverlayText(std::string text) { text_ = text; }
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void SetFixedSize(float fixW, float fixH) { fixedSizeW_ = fixW; fixedSizeH_ = fixH; }
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void SetCanBeFocused(bool can) { canFocus_ = can; }
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bool CanBeFocused() const override { return canFocus_; }
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const std::string &GetFilename() const { return filename_; }
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private:
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bool canFocus_;
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std::string filename_;
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std::string text_;
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uint32_t color_;
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UI::ImageSizeMode sizeMode_;
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Thin3DTexture *texture_;
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bool textureFailed_;
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float fixedSizeW_;
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float fixedSizeH_;
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};
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