mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
f44852bb18
Also missing virtual destructors, hidden non-overrides, etc.
70 lines
2.1 KiB
C++
70 lines
2.1 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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enum class PauseScreenMode {
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MAIN,
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DISPLAY_SETTINGS,
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};
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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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~GamePauseScreen();
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void dialogFinished(const Screen *dialog, DialogResult dr) override;
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const char *tag() const override { return "GamePause"; }
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protected:
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void CreateViews() override;
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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 OnLoadUndo(UI::EventParams &e);
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UI::EventReturn OnLastSaveUndo(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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PauseScreenMode mode_ = PauseScreenMode::MAIN;
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};
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