ppsspp/UI/MainScreen.h
2014-07-17 00:49:58 +10:00

126 lines
4.1 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "base/functional.h"
#include "ui/ui_screen.h"
#include "ui/viewgroup.h"
#include "UI/MiscScreens.h"
// Game screen: Allows you to start a game, delete saves, delete the game,
// set game specific settings, etc.
// Uses GameInfoCache heavily to implement the functionality.
class MainScreen : public UIScreenWithBackground {
public:
MainScreen();
~MainScreen();
virtual bool isTopLevel() const { return true; }
// Horrible hack to show the demos & homebrew tab after having installed a game from a zip file.
static bool showHomebrewTab;
protected:
virtual void CreateViews();
virtual void DrawBackground(UIContext &dc);
virtual void update(InputState &input);
virtual void sendMessage(const char *message, const char *value);
virtual void dialogFinished(const Screen *dialog, DialogResult result);
private:
bool DrawBackgroundFor(UIContext &dc, const std::string &gamePath, float progress);
UI::EventReturn OnGameSelected(UI::EventParams &e);
UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
UI::EventReturn OnGameHighlight(UI::EventParams &e);
// Event handlers
UI::EventReturn OnLoadFile(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnRecentChange(UI::EventParams &e);
UI::EventReturn OnCredits(UI::EventParams &e);
UI::EventReturn OnSupport(UI::EventParams &e);
UI::EventReturn OnPPSSPPOrg(UI::EventParams &e);
UI::EventReturn OnForums(UI::EventParams &e);
UI::EventReturn OnExit(UI::EventParams &e);
UI::EventReturn OnDownloadUpgrade(UI::EventParams &e);
UI::EventReturn OnDismissUpgrade(UI::EventParams &e);
UI::EventReturn OnHomebrewStore(UI::EventParams &e);
UI::LinearLayout *upgradeBar_;
UI::TabHolder *tabHolder_;
std::string highlightedGamePath_;
std::string prevHighlightedGamePath_;
float highlightProgress_;
float prevHighlightProgress_;
bool backFromStore_;
bool lockBackgroundAudio_;
bool lastVertical_;
bool UseVerticalLayout() const;
};
class GamePauseScreen : public UIDialogScreenWithGameBackground {
public:
GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), saveSlots_(NULL) {}
virtual ~GamePauseScreen();
virtual void onFinish(DialogResult result);
protected:
virtual void CreateViews();
virtual void update(InputState &input);
virtual void sendMessage(const char *message, const char *value);
private:
UI::EventReturn OnMainSettings(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnExitToMenu(UI::EventParams &e);
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::EventReturn OnRewind(UI::EventParams &e);
UI::EventReturn OnStateSelected(UI::EventParams &e);
UI::EventReturn OnCwCheat(UI::EventParams &e);
UI::EventReturn OnSwitchUMD(UI::EventParams &e);
UI::ChoiceStrip *saveSlots_;
UI::Choice *saveStateButton_;
UI::Choice *loadStateButton_;
};
class UmdReplaceScreen : public UIDialogScreenWithBackground {
public:
UmdReplaceScreen() {}
protected:
virtual void CreateViews();
virtual void update(InputState &input);
//virtual void sendMessage(const char *message, const char *value);
private:
UI::EventReturn OnGameSelected(UI::EventParams &e);
UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
UI::EventReturn OnCancel(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
};