mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 05:49:58 +00:00
547 lines
16 KiB
C++
547 lines
16 KiB
C++
// Copyright (c) 2013- 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 "base/colorutil.h"
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#include "base/timeutil.h"
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#include "math/curves.h"
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#include "ui/ui_context.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "Common/FileUtil.h"
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#include "Core/System.h"
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#include "Core/SaveState.h"
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#include "UI/EmuScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/GameScreen.h"
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#include "UI/MenuScreens.h"
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#include "UI/GameInfoCache.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/ui_atlas.h"
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#include "Core/Config.h"
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#include "GPU/GPUInterface.h"
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#ifdef _WIN32
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namespace MainWindow {
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void BrowseAndBoot(std::string defaultPath, bool browseDirectory = false);
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}
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#endif
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class GameButton : public UI::Clickable {
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public:
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GameButton(const std::string &gamePath, UI::LayoutParams *layoutParams = 0)
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: UI::Clickable(layoutParams), gamePath_(gamePath), holdFrameCount_(0) {}
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virtual void Draw(UIContext &dc);
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virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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w = 144;
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h = 80;
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}
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const std::string &GamePath() const { return gamePath_; }
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virtual void Touch(const TouchInput &input) {
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UI::Clickable::Touch(input);
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if (input.flags & TOUCH_UP) {
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holdFrameCount_ = 0;
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}
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}
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virtual void Update(const InputState &input_state) {
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if (down_)
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holdFrameCount_++;
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// Hold button for 1.5 seconds to launch the game directly
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if (holdFrameCount_ > 90) {
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UI::EventParams e;
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e.v = this;
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e.s = gamePath_;
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OnHoldClick.Trigger(e);
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}
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}
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UI::Event OnHoldClick;
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private:
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std::string gamePath_;
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int holdFrameCount_;
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};
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void GameButton::Draw(UIContext &dc) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, false);
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Texture *texture = 0;
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u32 color = 0, shadowColor = 0;
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if (ginfo->iconTexture) {
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texture = ginfo->iconTexture;
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} else {
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return;
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}
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int x = bounds_.x;
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int y = bounds_.y;
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int w = bounds_.w;
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int h = bounds_.h;
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if (texture) {
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color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
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shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
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float tw = texture->Width();
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float th = texture->Height();
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// Adjust position so we don't stretch the image vertically or horizontally.
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// TODO: Add a param to specify fit? The below assumes it's never too wide.
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float nw = h * tw / th;
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x += (w - nw) / 2.0f;
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w = nw;
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}
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int txOffset = down_ ? 4 : 0;
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// Render button
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int dropsize = 10;
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if (texture) {
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if (HasFocus()) {
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// dc.Draw()->DrawImage4Grid(I_DROP_SHADOW, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5, alphaMul(color, 0.5f), 1.0f);
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// dc.Draw()->Flush();
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} else {
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if (txOffset) {
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dropsize = 3;
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y += txOffset * 2;
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}
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dc.Draw()->DrawImage4Grid(I_DROP_SHADOW, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f);
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dc.Draw()->Flush();
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}
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}
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if (texture) {
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dc.Draw()->Flush();
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texture->Bind(0);
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if (holdFrameCount_ > 60) {
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// Blink before launching by holding
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if (((holdFrameCount_ >> 3) & 1) == 0)
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color = darkenColor(color);
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}
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dc.Draw()->DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color);
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dc.Draw()->Flush();
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dc.RebindTexture();
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} else {
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dc.FillRect(dc.theme->buttonStyle.background, bounds_);
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}
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}
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// Abstraction above path that lets you navigate easily.
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// "/" is a special path that means the root of the file system. On Windows,
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// listing this will yield drives.
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class PathBrowser {
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public:
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PathBrowser() {}
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PathBrowser(std::string path) { SetPath(path); }
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void SetPath(const std::string &path);
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void GetListing(std::vector<FileInfo> &fileInfo, const char *filter = 0);
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void Navigate(const std::string &path);
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std::string GetPath() {
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if (path_ != "/")
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return path_;
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else
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return "";
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}
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std::string path_;
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};
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// Normalize slashes.
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void PathBrowser::SetPath(const std::string &path) {
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if (path[0] == '!') {
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path_ = path;
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return;
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}
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path_ = path;
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for (size_t i = 0; i < path_.size(); i++) {
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if (path_[i] == '\\') path_[i] = '/';
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}
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if (!path_.size() || (path_[path_.size() - 1] != '/'))
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path_ += "/";
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}
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void PathBrowser::GetListing(std::vector<FileInfo> &fileInfo, const char *filter) {
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#ifdef _WIN32
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if (path_ == "/") {
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// Special path that means root of file system.
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std::vector<std::string> drives = getWindowsDrives();
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for (auto drive = drives.begin(); drive != drives.end(); ++drive)
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{
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FileInfo fake;
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fake.fullName = *drive;
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fake.name = *drive;
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fake.isDirectory = true;
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fake.exists = true;
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fake.size = 0;
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fake.isWritable = false;
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fileInfo.push_back(fake);
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}
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}
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#endif
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getFilesInDir(path_.c_str(), &fileInfo, filter);
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}
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// TODO: Support paths like "../../hello"
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void PathBrowser::Navigate(const std::string &path) {
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if (path[0] == '!')
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return;
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if (path == ".")
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return;
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if (path == "..") {
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// Upwards.
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// Check for windows drives.
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if (path_.size() == 3 && path_[1] == ':') {
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path_ = "/";
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} else {
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size_t slash = path_.rfind('/', path_.size() - 2);
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if (slash != std::string::npos)
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path_ = path_.substr(0, slash + 1);
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}
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}
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else {
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if (path[1] == ':' && path_ == "/")
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path_ = path;
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else
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path_ = path_ + path;
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if (path_[path_.size() - 1] != '/')
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path_ += "/";
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}
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}
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class GameBrowser : public UI::GridLayout {
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public:
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GameBrowser(std::string path, bool allowBrowsing, UI::LayoutParams *layoutParams = 0);
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UI::Event OnChoice;
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UI::Event OnHoldChoice;
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virtual void Update(const InputState &input_state) {
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UI::GridLayout::Update(input_state);
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}
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private:
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void Refresh();
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UI::EventReturn GameButtonClick(UI::EventParams &e);
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UI::EventReturn GameButtonHoldClick(UI::EventParams &e);
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UI::EventReturn NavigateClick(UI::EventParams &e);
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PathBrowser path_;
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bool allowBrowsing_;
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};
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GameBrowser::GameBrowser(std::string path, bool allowBrowsing, UI::LayoutParams *layoutParams)
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: UI::GridLayout(UI::GridLayoutSettings(150, 85), layoutParams), path_(path), allowBrowsing_(allowBrowsing) {
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Refresh();
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}
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void GameBrowser::Refresh() {
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// Kill all the buttons
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for (size_t i = 0; i < views_.size(); i++) {
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delete views_[i];
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}
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views_.clear();
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// Find games in the current directory and create new ones.
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std::vector<UI::Button *> dirButtons;
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std::vector<GameButton *> gameButtons;
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if (path_.GetPath() == "!RECENT") {
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for (size_t i = 0; i < g_Config.recentIsos.size(); i++) {
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gameButtons.push_back(new GameButton(g_Config.recentIsos[i]));
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}
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} else {
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std::vector<FileInfo> fileInfo;
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path_.GetListing(fileInfo, "iso:cso:pbp:elf:prx:");
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for (size_t i = 0; i < fileInfo.size(); i++) {
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if (fileInfo[i].isDirectory && !File::Exists(path_.GetPath() + fileInfo[i].name + "/EBOOT.PBP")) {
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// Check if eboot directory
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if (allowBrowsing_)
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dirButtons.push_back(new UI::Button(fileInfo[i].name.c_str(), new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)));
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} else {
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gameButtons.push_back(new GameButton(fileInfo[i].fullName));
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}
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}
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}
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if (allowBrowsing_)
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Add(new UI::Button("..", new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)))->
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OnClick.Handle(this, &GameBrowser::NavigateClick);
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for (size_t i = 0; i < dirButtons.size(); i++) {
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Add(dirButtons[i])->OnClick.Handle(this, &GameBrowser::NavigateClick);
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}
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for (size_t i = 0; i < gameButtons.size(); i++) {
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GameButton *b = Add(gameButtons[i]);
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b->OnClick.Handle(this, &GameBrowser::GameButtonClick);
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b->OnHoldClick.Handle(this, &GameBrowser::GameButtonHoldClick);
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}
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}
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UI::EventReturn GameBrowser::GameButtonClick(UI::EventParams &e) {
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GameButton *button = static_cast<GameButton *>(e.v);
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UI::EventParams e2;
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e2.s = button->GamePath();
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// Insta-update - here we know we are already on the right thread.
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OnChoice.Trigger(e2);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameBrowser::GameButtonHoldClick(UI::EventParams &e) {
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GameButton *button = static_cast<GameButton *>(e.v);
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UI::EventParams e2;
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e2.s = button->GamePath();
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// Insta-update - here we know we are already on the right thread.
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OnHoldChoice.Trigger(e2);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameBrowser::NavigateClick(UI::EventParams &e) {
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UI::Button *button = static_cast<UI::Button *>(e.v);
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std::string text = button->GetText();
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path_.Navigate(text);
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g_Config.currentDirectory = path_.GetPath();
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Refresh();
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return UI::EVENT_DONE;
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}
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void MainScreen::CreateViews() {
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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TabHolder *leftColumn = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(1.0));
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root_->Add(leftColumn);
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ScrollView *scrollRecentGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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ScrollView *scrollAllGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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ScrollView *scrollHomebrew = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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GameBrowser *tabRecentGames = new GameBrowser("!RECENT", false, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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GameBrowser *tabAllGames = new GameBrowser(g_Config.currentDirectory, true, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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GameBrowser *tabHomebrew = new GameBrowser(g_Config.memCardDirectory + "PSP/GAME/", false, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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scrollRecentGames->Add(tabRecentGames);
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scrollAllGames->Add(tabAllGames);
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scrollHomebrew->Add(tabHomebrew);
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leftColumn->AddTab("Recent", scrollRecentGames);
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leftColumn->AddTab("Games", scrollAllGames);
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leftColumn->AddTab("Homebrew & Demos", scrollHomebrew);
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tabRecentGames->OnChoice.Handle(this, &MainScreen::OnGameSelected);
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tabAllGames->OnChoice.Handle(this, &MainScreen::OnGameSelected);
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tabHomebrew->OnChoice.Handle(this, &MainScreen::OnGameSelected);
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tabRecentGames->OnHoldChoice.Handle(this, &MainScreen::OnGameHoldSelected);
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tabAllGames->OnHoldChoice.Handle(this, &MainScreen::OnGameHoldSelected);
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tabHomebrew->OnHoldChoice.Handle(this, &MainScreen::OnGameHoldSelected);
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/*
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if (info) {
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texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
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tvTitle_ = leftColumn->Add(new TextView(0, info->title, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 200, NONE, NONE)));
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tvGameSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 250, NONE, NONE)));
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tvSaveDataSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 290, NONE, NONE)));
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}
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*/
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ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumn);
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ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
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rightColumn->Add(rightColumnItems);
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#ifdef _WIN32
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rightColumnItems->Add(new Choice("Load..."))->OnClick.Handle(this, &MainScreen::OnLoadFile);
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#endif
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rightColumnItems->Add(new Choice("Settings"))->OnClick.Handle(this, &MainScreen::OnSettings);
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rightColumnItems->Add(new Choice("Exit"))->OnClick.Handle(this, &MainScreen::OnExit);
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rightColumnItems->Add(new Choice("Credits"))->OnClick.Handle(this, &MainScreen::OnCredits);
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rightColumnItems->Add(new Choice("Support PPSSPP"))->OnClick.Handle(this, &MainScreen::OnSupport);
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}
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void MainScreen::sendMessage(const char *message, const char *value) {
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if (!strcmp(message, "boot")) {
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screenManager()->switchScreen(new EmuScreen(value));
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}
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}
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void MainScreen::update(InputState &input) {
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UIScreen::update(input);
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globalUIState = UISTATE_MENU;
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}
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UI::EventReturn MainScreen::OnLoadFile(UI::EventParams &e) {
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#ifdef _WIN32
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MainWindow::BrowseAndBoot("");
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#endif
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
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if(g_Config.bDirectLoad) {
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// Go directly into the game.
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screenManager()->switchScreen(new EmuScreen(e.s));
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} else {
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// Goto Game Menu.
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screenManager()->push(new GameScreen(e.s));
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}
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnGameHoldSelected(UI::EventParams &e) {
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// Go directly into the game.
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screenManager()->switchScreen(new EmuScreen(e.s));
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnSettings(UI::EventParams &e) {
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// screenManager()->push(new SettingsScreen());
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screenManager()->push(new GlobalSettingsScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnCredits(UI::EventParams &e) {
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screenManager()->push(new CreditsScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnSupport(UI::EventParams &e) {
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#ifdef ANDROID
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LaunchBrowser("market://details?id=org.ppsspp.ppssppgold");
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#else
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LaunchBrowser("http://central.ppsspp.org/buygold");
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#endif
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnExit(UI::EventParams &e) {
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NativeShutdown();
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exit(0);
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::update(InputState &input) {
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globalUIState = UISTATE_PAUSEMENU;
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UIScreen::update(input);
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}
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void GamePauseScreen::DrawBackground(UIContext &dc) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true);
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dc.Flush();
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if (ginfo && ginfo->pic1Texture) {
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ginfo->pic1Texture->Bind(0);
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uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0;
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dc.Draw()->DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color);
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dc.Flush();
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dc.RebindTexture();
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}
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}
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GamePauseScreen::~GamePauseScreen() {
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g_Config.iCurrentStateSlot = saveSlots_->GetSelection();
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g_Config.Save();
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}
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void GamePauseScreen::CreateViews() {
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(leftColumn);
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root_->Add(new Spacer(new LinearLayoutParams(1.0)));
|
|
|
|
ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
|
|
leftColumn->Add(leftColumnItems);
|
|
|
|
saveSlots_ = leftColumnItems->Add(new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(300, WRAP_CONTENT)));
|
|
saveSlots_->AddChoice("1");
|
|
saveSlots_->AddChoice("2");
|
|
saveSlots_->AddChoice("3");
|
|
saveSlots_->AddChoice("4");
|
|
saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
|
|
|
|
leftColumnItems->Add(new Choice("Save State"))->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
|
|
leftColumnItems->Add(new Choice("Load State"))->OnClick.Handle(this, &GamePauseScreen::OnLoadState);
|
|
|
|
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
|
|
root_->Add(rightColumn);
|
|
|
|
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
|
|
rightColumn->Add(rightColumnItems);
|
|
|
|
rightColumnItems->Add(new Choice("Continue"))->OnClick.Handle(this, &GamePauseScreen::OnContinue);
|
|
rightColumnItems->Add(new Choice("Game Settings"))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
|
|
rightColumnItems->Add(new Choice("Main Settings"))->OnClick.Handle(this, &GamePauseScreen::OnMainSettings);
|
|
rightColumnItems->Add(new Choice("Exit to menu"))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnMainSettings(UI::EventParams &e) {
|
|
screenManager()->push(new GlobalSettingsScreen());
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
|
|
screenManager()->push(new GameSettingsScreen(gamePath_));
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnContinue(UI::EventParams &e) {
|
|
screenManager()->finishDialog(this, DR_CANCEL);
|
|
if (gpu) gpu->Resized();
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
|
|
screenManager()->finishDialog(this, DR_OK);
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) {
|
|
SaveState::LoadSlot(saveSlots_->GetSelection(), 0, 0);
|
|
|
|
screenManager()->finishDialog(this, DR_CANCEL);
|
|
return UI::EVENT_DONE;
|
|
}
|
|
|
|
UI::EventReturn GamePauseScreen::OnSaveState(UI::EventParams &e) {
|
|
SaveState::SaveSlot(saveSlots_->GetSelection(), 0, 0);
|
|
|
|
screenManager()->finishDialog(this, DR_CANCEL);
|
|
return UI::EVENT_DONE;
|
|
}
|