mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
513 lines
17 KiB
C++
513 lines
17 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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#include <algorithm>
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#include <memory>
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#include "Common/Render/DrawBuffer.h"
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#include "Common/UI/View.h"
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#include "Common/UI/ViewGroup.h"
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#include "Common/UI/Context.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/StringUtils.h"
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#include "Common/System/OSD.h"
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#include "Common/System/Request.h"
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#include "Common/VR/PPSSPPVR.h"
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#include "Common/UI/AsyncImageFileView.h"
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#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/RetroAchievements.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceUmd.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/GPUState.h"
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#include "UI/PauseScreen.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/ReportScreen.h"
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#include "UI/CwCheatScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/GameInfoCache.h"
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#include "UI/DisplayLayoutScreen.h"
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#include "UI/RetroAchievementScreens.h"
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static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) {
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if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
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g_OSD.Show(status == SaveState::Status::SUCCESS ? OSDType::MESSAGE_SUCCESS : OSDType::MESSAGE_ERROR,
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message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
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}
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}
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class ScreenshotViewScreen : public PopupScreen {
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public:
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ScreenshotViewScreen(const Path &filename, std::string title, int slot, Path gamePath)
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: PopupScreen(title), filename_(filename), slot_(slot), gamePath_(gamePath) {} // PopupScreen will translate Back on its own
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int GetSlot() const {
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return slot_;
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}
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const char *tag() const override { return "ScreenshotView"; }
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protected:
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bool FillVertical() const override { return false; }
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UI::Size PopupWidth() const override { return 500; }
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bool ShowButtons() const override { return true; }
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void CreatePopupContents(UI::ViewGroup *parent) override {
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using namespace UI;
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auto pa = GetI18NCategory(I18NCat::PAUSE);
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auto di = GetI18NCategory(I18NCat::DIALOG);
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ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0f));
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LinearLayout *content = new LinearLayout(ORIENT_VERTICAL);
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Margins contentMargins(10, 0);
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content->Add(new AsyncImageFileView(filename_, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
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GridLayoutSettings gridsettings(240, 64, 5);
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gridsettings.fillCells = true;
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GridLayout *grid = content->Add(new GridLayoutList(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
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Choice *back = new Choice(di->T("Back"));
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Choice *undoButton = new Choice(pa->T("Undo last save"));
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undoButton->SetEnabled(SaveState::HasUndoSaveInSlot(gamePath_, slot_));
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grid->Add(new Choice(pa->T("Save State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnSaveState);
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grid->Add(new Choice(pa->T("Load State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnLoadState);
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grid->Add(back)->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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grid->Add(undoButton)->OnClick.Handle(this, &ScreenshotViewScreen::OnUndoState);
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scroll->Add(content);
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parent->Add(scroll);
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}
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private:
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UI::EventReturn OnSaveState(UI::EventParams &e);
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UI::EventReturn OnLoadState(UI::EventParams &e);
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UI::EventReturn OnUndoState(UI::EventParams &e);
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Path filename_;
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Path gamePath_;
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int slot_;
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};
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UI::EventReturn ScreenshotViewScreen::OnSaveState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
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TriggerFinish(DR_OK); //OK will close the pause screen as well
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return UI::EVENT_DONE;
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}
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UI::EventReturn ScreenshotViewScreen::OnLoadState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
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TriggerFinish(DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn ScreenshotViewScreen::OnUndoState(UI::EventParams &e) {
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SaveState::UndoSaveSlot(gamePath_, slot_);
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TriggerFinish(DR_CANCEL);
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return UI::EVENT_DONE;
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}
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class SaveSlotView : public UI::LinearLayout {
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public:
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SaveSlotView(const Path &gamePath, int slot, bool vertical, UI::LayoutParams *layoutParams = nullptr);
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
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w = 500; h = 90;
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}
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void Draw(UIContext &dc) override;
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int GetSlot() const {
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return slot_;
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}
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Path GetScreenshotFilename() const {
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return screenshotFilename_;
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}
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std::string GetScreenshotTitle() const {
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return SaveState::GetSlotDateAsString(gamePath_, slot_);
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}
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UI::Event OnStateLoaded;
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UI::Event OnStateSaved;
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UI::Event OnScreenshotClicked;
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private:
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UI::EventReturn OnScreenshotClick(UI::EventParams &e);
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UI::EventReturn OnSaveState(UI::EventParams &e);
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UI::EventReturn OnLoadState(UI::EventParams &e);
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UI::Button *saveStateButton_ = nullptr;
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UI::Button *loadStateButton_ = nullptr;
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int slot_;
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Path gamePath_;
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Path screenshotFilename_;
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};
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SaveSlotView::SaveSlotView(const Path &gameFilename, int slot, bool vertical, UI::LayoutParams *layoutParams) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot), gamePath_(gameFilename) {
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using namespace UI;
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screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION);
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Add(new Spacer(5));
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AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, new UI::LayoutParams(82 * 2, 47 * 2)));
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fv->SetOverlayText(StringFromFormat("%d", slot_ + 1));
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auto pa = GetI18NCategory(I18NCat::PAUSE);
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LinearLayout *lines = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
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lines->SetSpacing(2.0f);
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Add(lines);
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LinearLayout *buttons = new LinearLayout(vertical ? ORIENT_VERTICAL : ORIENT_HORIZONTAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
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buttons->SetSpacing(10.0f);
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lines->Add(buttons);
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saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
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saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState);
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fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
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if (SaveState::HasSaveInSlot(gamePath_, slot)) {
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loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
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loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
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std::string dateStr = SaveState::GetSlotDateAsString(gamePath_, slot_);
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if (!dateStr.empty()) {
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TextView *dateView = new TextView(dateStr, new LinearLayoutParams(0.0, G_VCENTER));
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if (vertical) {
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dateView->SetSmall(true);
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}
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lines->Add(dateView)->SetShadow(true);
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}
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} else {
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fv->SetFilename(Path());
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}
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}
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void SaveSlotView::Draw(UIContext &dc) {
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if (g_Config.iCurrentStateSlot == slot_) {
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dc.FillRect(UI::Drawable(0x70000000), GetBounds().Expand(3));
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dc.FillRect(UI::Drawable(0x70FFFFFF), GetBounds().Expand(3));
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}
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UI::LinearLayout::Draw(dc);
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}
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UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
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UI::EventParams e2{};
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e2.v = this;
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OnStateLoaded.Trigger(e2);
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return UI::EVENT_DONE;
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}
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UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
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UI::EventParams e2{};
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e2.v = this;
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OnStateSaved.Trigger(e2);
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return UI::EVENT_DONE;
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}
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UI::EventReturn SaveSlotView::OnScreenshotClick(UI::EventParams &e) {
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UI::EventParams e2{};
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e2.v = this;
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OnScreenshotClicked.Trigger(e2);
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::update() {
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UpdateUIState(UISTATE_PAUSEMENU);
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UIScreen::update();
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if (finishNextFrame_) {
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TriggerFinish(DR_CANCEL);
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finishNextFrame_ = false;
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}
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SetVRAppMode(VRAppMode::VR_MENU_MODE);
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}
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GamePauseScreen::GamePauseScreen(const Path &filename)
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: UIDialogScreenWithGameBackground(filename) {
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}
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GamePauseScreen::~GamePauseScreen() {
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__DisplaySetWasPaused();
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}
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void GamePauseScreen::CreateSavestateControls(UI::LinearLayout *leftColumnItems, bool vertical) {
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auto pa = GetI18NCategory(I18NCat::PAUSE);
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static const int NUM_SAVESLOTS = 5;
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using namespace UI;
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leftColumnItems->SetSpacing(10.0);
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for (int i = 0; i < NUM_SAVESLOTS; i++) {
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SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(gamePath_, i, vertical, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
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slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
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slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
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slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked);
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}
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leftColumnItems->Add(new Spacer(0.0));
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LinearLayout *buttonRow = leftColumnItems->Add(new LinearLayout(ORIENT_HORIZONTAL));
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if (g_Config.bEnableStateUndo) {
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UI::Choice *loadUndoButton = buttonRow->Add(new Choice(pa->T("Undo last load")));
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loadUndoButton->SetEnabled(SaveState::HasUndoLoad(gamePath_));
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loadUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLoadUndo);
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UI::Choice *saveUndoButton = buttonRow->Add(new Choice(pa->T("Undo last save")));
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saveUndoButton->SetEnabled(SaveState::HasUndoLastSave(gamePath_));
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saveUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLastSaveUndo);
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}
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if (g_Config.iRewindSnapshotInterval > 0) {
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UI::Choice *rewindButton = buttonRow->Add(new Choice(pa->T("Rewind")));
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rewindButton->SetEnabled(SaveState::CanRewind());
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rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
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}
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}
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void GamePauseScreen::CreateViews() {
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using namespace UI;
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bool vertical = UseVerticalLayout();
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Margins scrollMargins(0, 10, 0, 0);
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Margins actionMenuMargins(0, 10, 15, 0);
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auto gr = GetI18NCategory(I18NCat::GRAPHICS);
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auto pa = GetI18NCategory(I18NCat::PAUSE);
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0, scrollMargins));
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root_->Add(leftColumn);
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LinearLayout *leftColumnItems = new LinearLayoutList(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
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leftColumn->Add(leftColumnItems);
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leftColumnItems->Add(new Spacer(0.0));
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if (Achievements::IsActive()) {
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leftColumnItems->Add(new GameAchievementSummaryView());
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leftColumnItems->Add(new Spacer(5.0));
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}
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if (!Achievements::ChallengeModeActive()) {
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CreateSavestateControls(leftColumnItems, vertical);
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} else {
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// Let's show the active challenges.
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std::set<uint32_t> ids = Achievements::GetActiveChallengeIDs();
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if (!ids.empty()) {
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leftColumnItems->Add(new ItemHeader(ac->T("Active Challenges")));
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for (auto id : ids) {
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const rc_client_achievement_t *achievement = rc_client_get_achievement_info(Achievements::GetClient(), id);
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if (!achievement)
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continue;
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leftColumnItems->Add(new AchievementView(achievement));
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}
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}
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}
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ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(vertical ? 200 : 300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumn);
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LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
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rightColumn->Add(rightColumnItems);
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rightColumnItems->SetSpacing(0.0f);
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if (getUMDReplacePermit()) {
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rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
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}
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Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue")));
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root_->SetDefaultFocusView(continueChoice);
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continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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rightColumnItems->Add(new Spacer(25.0));
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std::string gameId = g_paramSFO.GetDiscID();
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if (g_Config.hasGameConfig(gameId)) {
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rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
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} else {
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rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
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}
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UI::Choice *displayEditor_ = rightColumnItems->Add(new Choice(gr->T("Display Layout && Effects")));
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displayEditor_->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
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screenManager()->push(new DisplayLayoutScreen(gamePath_));
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return UI::EVENT_DONE;
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});
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if (g_Config.bEnableCheats) {
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rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Add([&](UI::EventParams &e) {
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screenManager()->push(new CwCheatScreen(gamePath_));
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return UI::EVENT_DONE;
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});
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}
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if (g_Config.bAchievementsEnable && Achievements::HasAchievementsOrLeaderboards()) {
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rightColumnItems->Add(new Choice(ac->T("Achievements")))->OnClick.Add([&](UI::EventParams &e) {
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screenManager()->push(new RetroAchievementsListScreen(gamePath_));
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return UI::EVENT_DONE;
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});
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}
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// TODO, also might be nice to show overall compat rating here?
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// Based on their platform or even cpu/gpu/config. Would add an API for it.
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if (Reporting::IsSupported() && g_paramSFO.GetValueString("DISC_ID").size()) {
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auto rp = GetI18NCategory(I18NCat::REPORTING);
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rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
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}
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rightColumnItems->Add(new Spacer(25.0));
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if (g_Config.bPauseMenuExitsEmulator) {
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auto mm = GetI18NCategory(I18NCat::MAINMENU);
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rightColumnItems->Add(new Choice(mm->T("Exit")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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} else {
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rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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}
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}
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UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
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screenManager()->push(new GameSettingsScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnState(UI::EventParams &e) {
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TriggerFinish(DR_CANCEL);
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
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std::string tag = dialog->tag();
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if (tag == "ScreenshotView" && dr == DR_OK) {
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finishNextFrame_ = true;
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} else {
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// There may have been changes to our savestates, so let's recreate.
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RecreateViews();
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}
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}
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UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
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SaveSlotView *v = static_cast<SaveSlotView *>(e.v);
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int slot = v->GetSlot();
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g_Config.iCurrentStateSlot = v->GetSlot();
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if (SaveState::HasSaveInSlot(gamePath_, slot)) {
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Path fn = v->GetScreenshotFilename();
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std::string title = v->GetScreenshotTitle();
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Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), gamePath_);
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screenManager()->push(screen);
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}
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
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if (g_Config.bPauseMenuExitsEmulator) {
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System_ExitApp();
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} else {
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TriggerFinish(DR_OK);
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}
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
|
|
screenManager()->push(new ReportScreen(gamePath_));
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
|
|
SaveState::Rewind(&AfterSaveStateAction);
|
|
|
|
TriggerFinish(DR_CANCEL);
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnLoadUndo(UI::EventParams &e) {
|
|
SaveState::UndoLoad(gamePath_, &AfterSaveStateAction);
|
|
|
|
TriggerFinish(DR_CANCEL);
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnLastSaveUndo(UI::EventParams &e) {
|
|
SaveState::UndoLastSave(gamePath_);
|
|
|
|
RecreateViews();
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
|
|
screenManager()->push(new UmdReplaceScreen());
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
void GamePauseScreen::CallbackDeleteConfig(bool yes)
|
|
{
|
|
if (yes) {
|
|
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
|
|
g_Config.unloadGameConfig();
|
|
g_Config.deleteGameConfig(info->id);
|
|
info->hasConfig = false;
|
|
screenManager()->RecreateAllViews();
|
|
}
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e)
|
|
{
|
|
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, 0);
|
|
std::string gameId = g_paramSFO.GetDiscID();
|
|
g_Config.createGameConfig(gameId);
|
|
g_Config.changeGameSpecific(gameId, info->GetTitle());
|
|
g_Config.saveGameConfig(gameId, info->GetTitle());
|
|
if (info) {
|
|
info->hasConfig = true;
|
|
}
|
|
|
|
screenManager()->topScreen()->RecreateViews();
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
|
|
{
|
|
auto di = GetI18NCategory(I18NCat::DIALOG);
|
|
auto ga = GetI18NCategory(I18NCat::GAME);
|
|
screenManager()->push(
|
|
new PromptScreen(gamePath_, di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"),
|
|
std::bind(&GamePauseScreen::CallbackDeleteConfig, this, std::placeholders::_1)));
|
|
|
|
return UI::EVENT_DONE;
|
|
}
|