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025bcb1673
Still lots left to convert! Convert GetSysDirectory to return Path. More buildfixing Remove unnecessary Path( constructors
98 lines
3.1 KiB
C++
98 lines
3.1 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 <functional>
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#include <memory>
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#include "Common/File/Path.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/ViewGroup.h"
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#include "UI/MiscScreens.h"
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#include "UI/TextureUtil.h"
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class GamePauseScreen : public UIDialogScreenWithGameBackground {
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public:
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GamePauseScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename), gamePath_(filename) {}
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virtual ~GamePauseScreen();
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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() override;
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void CallbackDeleteConfig(bool yes);
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private:
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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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// hack
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bool finishNextFrame_ = false;
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Path gamePath_;
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};
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// AsyncImageFileView loads a texture from a file, and reloads it as necessary.
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// TODO: Actually make async, doh.
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class AsyncImageFileView : public UI::Clickable {
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public:
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AsyncImageFileView(const Path &filename, UI::ImageSizeMode sizeMode, UI::LayoutParams *layoutParams = 0);
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~AsyncImageFileView();
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void GetContentDimensionsBySpec(const UIContext &dc, UI::MeasureSpec horiz, UI::MeasureSpec vert, float &w, float &h) const override;
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void Draw(UIContext &dc) override;
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std::string DescribeText() const override { return text_; }
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void DeviceLost() override;
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void DeviceRestored(Draw::DrawContext *draw) override;
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void SetFilename(const Path &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 Path &GetFilename() const { return filename_; }
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private:
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bool canFocus_;
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Path 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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std::unique_ptr<ManagedTexture> 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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