// 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/. #include "base/colorutil.h" #include "base/timeutil.h" #include "gfx_es2/draw_buffer.h" #include "math/curves.h" #include "ui/ui_context.h" #include "ui/view.h" #include "ui/viewgroup.h" #include "Common/FileUtil.h" #include "Core/System.h" #include "Core/SaveState.h" #include "UI/EmuScreen.h" #include "UI/MainScreen.h" #include "UI/GameScreen.h" #include "UI/GameInfoCache.h" #include "UI/GameSettingsScreen.h" #include "UI/MiscScreens.h" #include "UI/ui_atlas.h" #include "Core/Config.h" #include "GPU/GPUInterface.h" #include "i18n/i18n.h" #ifdef USING_QT_UI #include #include #include #endif #ifdef _WIN32 namespace MainWindow { void BrowseAndBoot(std::string defaultPath, bool browseDirectory = false); } #endif class GameButton : public UI::Clickable { public: GameButton(const std::string &gamePath, bool gridStyle, UI::LayoutParams *layoutParams = 0) : UI::Clickable(layoutParams), gridStyle_(gridStyle), gamePath_(gamePath), holdFrameCount_(0) {} virtual void Draw(UIContext &dc); virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const { if (gridStyle_) { w = 144; h = 80; } else { w = 500; h = 50; } } const std::string &GamePath() const { return gamePath_; } virtual void Touch(const TouchInput &input) { UI::Clickable::Touch(input); if (input.flags & TOUCH_UP) { holdFrameCount_ = 0; } } virtual void Update(const InputState &input_state) { if (down_) holdFrameCount_++; else holdFrameCount_ = 0; // Hold button for 1.5 seconds to launch the game directly if (holdFrameCount_ > 90) { holdFrameCount_ = 0; UI::EventParams e; e.v = this; e.s = gamePath_; down_ = false; OnHoldClick.Trigger(e); } } UI::Event OnHoldClick; private: bool gridStyle_; std::string gamePath_; int holdFrameCount_; }; void GameButton::Draw(UIContext &dc) { GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, false); Texture *texture = 0; u32 color = 0, shadowColor = 0; if (ginfo->iconTexture) { texture = ginfo->iconTexture; } int x = bounds_.x; int y = bounds_.y; int w = 144; int h = bounds_.h; UI::Style style = dc.theme->itemStyle; if (down_) style = dc.theme->itemDownStyle; if (!gridStyle_ || !texture) { // w = 144 * 80 / 50; h = 50; if (HasFocus()) style = down_ ? dc.theme->itemDownStyle : dc.theme->itemFocusedStyle; dc.Draw()->Flush(); dc.RebindTexture(); dc.FillRect(style.background, bounds_); dc.Draw()->Flush(); } if (texture) { color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2)); shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2)); float tw = texture->Width(); float th = texture->Height(); // Adjust position so we don't stretch the image vertically or horizontally. // TODO: Add a param to specify fit? The below assumes it's never too wide. float nw = h * tw / th; x += (w - nw) / 2.0f; w = nw; } int txOffset = down_ ? 4 : 0; if (!gridStyle_) txOffset = 0; // Render button int dropsize = 10; if (texture) { if (txOffset) { dropsize = 3; y += txOffset * 2; } if (HasFocus()) { dc.Draw()->Flush(); dc.RebindTexture(); dc.Draw()->DrawImage4Grid(I_DROP_SHADOW, x - dropsize*1.5f, y - dropsize*1.5f, x+w + dropsize*1.5f, y+h+dropsize*1.5f, alphaMul(color, 1.0f), 1.0f); dc.Draw()->Flush(); } else { dc.Draw()->Flush(); dc.RebindTexture(); dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize, y - dropsize*0.5f, x+w + dropsize, y+h+dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f); dc.Draw()->Flush(); } } if (texture) { dc.Draw()->Flush(); texture->Bind(0); if (holdFrameCount_ > 60) { // Blink before launching by holding if (((holdFrameCount_ >> 3) & 1) == 0) color = darkenColor(color); } dc.Draw()->DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color); dc.Draw()->Flush(); } dc.Draw()->Flush(); dc.RebindTexture(); if (!gridStyle_) { dc.Draw()->Flush(); dc.PushScissor(bounds_); dc.Draw()->DrawText(0, ginfo->title.c_str(), bounds_.x + 150, bounds_.centerY(), style.fgColor, ALIGN_VCENTER); dc.Draw()->Flush(); dc.PopScissor(); } else if (!texture) { dc.Draw()->Flush(); dc.PushScissor(bounds_); dc.Draw()->DrawText(0, ginfo->title.c_str(), bounds_.x + 4, bounds_.centerY(), style.fgColor, ALIGN_VCENTER); dc.Draw()->Flush(); dc.PopScissor(); } else { dc.Draw()->Flush(); } } // Abstraction above path that lets you navigate easily. // "/" is a special path that means the root of the file system. On Windows, // listing this will yield drives. class PathBrowser { public: PathBrowser() {} PathBrowser(std::string path) { SetPath(path); } void SetPath(const std::string &path); void GetListing(std::vector &fileInfo, const char *filter = 0); void Navigate(const std::string &path); std::string GetPath() { if (path_ != "/") return path_; else return ""; } std::string GetFriendlyPath() { std::string str = GetPath(); /* #ifdef ANDROID if (!memcmp(str.c_str(), g_Config.memCardDirectory.c_str(), g_Config.memCardDirectory.size())) { str = str.substr(g_Config.memCardDirectory.size()); } #endif*/ return str; } std::string path_; }; // Normalize slashes. void PathBrowser::SetPath(const std::string &path) { if (path[0] == '!') { path_ = path; return; } path_ = path; for (size_t i = 0; i < path_.size(); i++) { if (path_[i] == '\\') path_[i] = '/'; } if (!path_.size() || (path_[path_.size() - 1] != '/')) path_ += "/"; } void PathBrowser::GetListing(std::vector &fileInfo, const char *filter) { #ifdef _WIN32 if (path_ == "/") { // Special path that means root of file system. std::vector drives = getWindowsDrives(); for (auto drive = drives.begin(); drive != drives.end(); ++drive) { FileInfo fake; fake.fullName = *drive; fake.name = *drive; fake.isDirectory = true; fake.exists = true; fake.size = 0; fake.isWritable = false; fileInfo.push_back(fake); } } #endif getFilesInDir(path_.c_str(), &fileInfo, filter); } // TODO: Support paths like "../../hello" void PathBrowser::Navigate(const std::string &path) { if (path[0] == '!') return; if (path == ".") return; if (path == "..") { // Upwards. // Check for windows drives. if (path_.size() == 3 && path_[1] == ':') { path_ = "/"; } else { size_t slash = path_.rfind('/', path_.size() - 2); if (slash != std::string::npos) path_ = path_.substr(0, slash + 1); } } else { if (path[1] == ':' && path_ == "/") path_ = path; else path_ = path_ + path; if (path_[path_.size() - 1] != '/') path_ += "/"; } } static std::string GetMemCardDirectory() { std::string memCardDirectory, ignore; GetSysDirectories(memCardDirectory, ignore); return memCardDirectory; } class GameBrowser : public UI::LinearLayout { public: GameBrowser(std::string path, bool allowBrowsing, bool *gridStyle_, std::string lastText, std::string lastLink, UI::LayoutParams *layoutParams = 0); UI::Event OnChoice; UI::Event OnHoldChoice; private: void Refresh(); UI::EventReturn GameButtonClick(UI::EventParams &e); UI::EventReturn GameButtonHoldClick(UI::EventParams &e); UI::EventReturn NavigateClick(UI::EventParams &e); UI::EventReturn LayoutChange(UI::EventParams &e); UI::EventReturn LastClick(UI::EventParams &e); UI::EventReturn HomeClick(UI::EventParams &e); UI::ViewGroup *gameList_; PathBrowser path_; bool *gridStyle_; bool allowBrowsing_; std::string lastText_; std::string lastLink_; }; GameBrowser::GameBrowser(std::string path, bool allowBrowsing, bool *gridStyle, std::string lastText, std::string lastLink, UI::LayoutParams *layoutParams) : LinearLayout(UI::ORIENT_VERTICAL, layoutParams), path_(path), allowBrowsing_(allowBrowsing), gridStyle_(gridStyle), gameList_(0), lastText_(lastText), lastLink_(lastLink) { using namespace UI; Refresh(); } UI::EventReturn GameBrowser::LayoutChange(UI::EventParams &e) { *gridStyle_ = e.a == 0 ? true : false; Refresh(); return UI::EVENT_DONE; } UI::EventReturn GameBrowser::LastClick(UI::EventParams &e) { LaunchBrowser(lastLink_.c_str()); return UI::EVENT_DONE; } UI::EventReturn GameBrowser::HomeClick(UI::EventParams &e) { path_.SetPath(GetMemCardDirectory()); g_Config.currentDirectory = path_.GetPath(); Refresh(); return UI::EVENT_DONE; } void GameBrowser::Refresh() { using namespace UI; // Kill all the contents Clear(); Add(new Spacer(5.0f)); I18NCategory *m = GetI18NCategory("MainMenu"); if (allowBrowsing_) { LinearLayout *topBar = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); topBar->Add(new TextView(path_.GetFriendlyPath().c_str(), ALIGN_VCENTER, 0.7f, new LinearLayoutParams(WRAP_CONTENT, FILL_PARENT, 1.0f))); #ifdef ANDROID topBar->Add(new Choice(m->T("Home")))->OnClick.Handle(this, &GameBrowser::HomeClick); #endif ChoiceStrip *layoutChoice = topBar->Add(new ChoiceStrip(ORIENT_HORIZONTAL)); layoutChoice->AddChoice(I_GRID); layoutChoice->AddChoice(I_LINES); layoutChoice->SetSelection(*gridStyle_ ? 0 : 1); layoutChoice->OnChoice.Handle(this, &GameBrowser::LayoutChange); Add(topBar); } if (*gridStyle_) { gameList_ = new UI::GridLayout(UI::GridLayoutSettings(150, 85), new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); } else { UI::LinearLayout *gl = new UI::LinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); gl->SetSpacing(4.0f); gameList_ = gl; } Add(gameList_); // Find games in the current directory and create new ones. std::vector dirButtons; std::vector gameButtons; if (path_.GetPath() == "!RECENT") { for (size_t i = 0; i < g_Config.recentIsos.size(); i++) { gameButtons.push_back(new GameButton(g_Config.recentIsos[i], *gridStyle_, new UI::LinearLayoutParams(*gridStyle_ == true ? UI::WRAP_CONTENT : UI::FILL_PARENT, UI::WRAP_CONTENT))); } } else { std::vector fileInfo; path_.GetListing(fileInfo, "iso:cso:pbp:elf:prx:"); for (size_t i = 0; i < fileInfo.size(); i++) { if (fileInfo[i].isDirectory && (path_.GetPath().size() < 4 || !File::Exists(path_.GetPath() + fileInfo[i].name + "/EBOOT.PBP"))) { // Check if eboot directory if (allowBrowsing_) dirButtons.push_back(new UI::Button(fileInfo[i].name.c_str(), new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT))); } else { gameButtons.push_back(new GameButton(fileInfo[i].fullName, *gridStyle_, new UI::LinearLayoutParams(*gridStyle_ == true ? UI::WRAP_CONTENT : UI::FILL_PARENT, UI::WRAP_CONTENT))); } } // Put RAR/ZIP files at the end to get them out of the way. They're only shown so that people // can click them and get an explanation that they need to unpack them. This is necessary due // to a flood of support email... if (allowBrowsing_) { fileInfo.clear(); path_.GetListing(fileInfo, "zip:rar:r01:"); for (size_t i = 0; i < fileInfo.size(); i++) { if (!fileInfo[i].isDirectory) { gameButtons.push_back(new GameButton(fileInfo[i].fullName, *gridStyle_, new UI::LinearLayoutParams(*gridStyle_ == true ? UI::WRAP_CONTENT : UI::FILL_PARENT, UI::WRAP_CONTENT))); } } } } if (allowBrowsing_) gameList_->Add(new UI::Button("..", new UI::LinearLayoutParams(UI::FILL_PARENT, UI::FILL_PARENT)))-> OnClick.Handle(this, &GameBrowser::NavigateClick); for (size_t i = 0; i < dirButtons.size(); i++) { gameList_->Add(dirButtons[i])->OnClick.Handle(this, &GameBrowser::NavigateClick); } for (size_t i = 0; i < gameButtons.size(); i++) { GameButton *b = gameList_->Add(gameButtons[i]); b->OnClick.Handle(this, &GameBrowser::GameButtonClick); b->OnHoldClick.Handle(this, &GameBrowser::GameButtonHoldClick); } if (!lastText_.empty() && gameButtons.empty()) { Add(new Spacer()); Add(new Choice(lastText_, new UI::LinearLayoutParams(UI::WRAP_CONTENT, UI::WRAP_CONTENT)))->OnClick.Handle(this, &GameBrowser::LastClick); } } UI::EventReturn GameBrowser::GameButtonClick(UI::EventParams &e) { GameButton *button = static_cast(e.v); UI::EventParams e2; e2.s = button->GamePath(); // Insta-update - here we know we are already on the right thread. OnChoice.Trigger(e2); return UI::EVENT_DONE; } UI::EventReturn GameBrowser::GameButtonHoldClick(UI::EventParams &e) { GameButton *button = static_cast(e.v); UI::EventParams e2; e2.s = button->GamePath(); // Insta-update - here we know we are already on the right thread. OnHoldChoice.Trigger(e2); return UI::EVENT_DONE; } UI::EventReturn GameBrowser::NavigateClick(UI::EventParams &e) { UI::Button *button = static_cast(e.v); std::string text = button->GetText(); path_.Navigate(text); g_Config.currentDirectory = path_.GetPath(); Refresh(); return UI::EVENT_DONE; } void MainScreen::CreateViews() { // Information in the top left. // Back button to the bottom left. // Scrolling action menu to the right. using namespace UI; I18NCategory *m = GetI18NCategory("MainMenu"); Margins actionMenuMargins(0, 10, 10, 0); root_ = new LinearLayout(ORIENT_HORIZONTAL); TabHolder *leftColumn = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(1.0)); leftColumn->SetClip(true); root_->Add(leftColumn); ScrollView *scrollRecentGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); ScrollView *scrollAllGames = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); ScrollView *scrollHomebrew = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); GameBrowser *tabRecentGames = new GameBrowser( "!RECENT", false, &g_Config.bGridView1, "", "", new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); GameBrowser *tabAllGames = new GameBrowser(g_Config.currentDirectory, true, &g_Config.bGridView2, m->T("How to get games"), "http://www.ppsspp.org/getgames.html", new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); GameBrowser *tabHomebrew = new GameBrowser(GetMemCardDirectory() + "PSP/GAME/", false, &g_Config.bGridView3, m->T("How to get homebrew & demos"), "http://www.ppsspp.org/gethomebrew.html", new LinearLayoutParams(FILL_PARENT, FILL_PARENT)); scrollRecentGames->Add(tabRecentGames); scrollAllGames->Add(tabAllGames); scrollHomebrew->Add(tabHomebrew); leftColumn->AddTab(m->T("Recent"), scrollRecentGames); leftColumn->AddTab(m->T("Games"), scrollAllGames); leftColumn->AddTab(m->T("Homebrew & Demos"), scrollHomebrew); tabRecentGames->OnChoice.Handle(this, &MainScreen::OnGameSelectedInstant); tabAllGames->OnChoice.Handle(this, &MainScreen::OnGameSelectedInstant); tabHomebrew->OnChoice.Handle(this, &MainScreen::OnGameSelectedInstant); tabRecentGames->OnHoldChoice.Handle(this, &MainScreen::OnGameSelected); tabAllGames->OnHoldChoice.Handle(this, &MainScreen::OnGameSelected); tabHomebrew->OnHoldChoice.Handle(this, &MainScreen::OnGameSelected); /* if (info) { texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE))); tvTitle_ = leftColumn->Add(new TextView(0, info->title, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 200, NONE, NONE))); tvGameSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 250, NONE, NONE))); tvSaveDataSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 290, NONE, NONE))); } */ ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins)); root_->Add(rightColumn); LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL); rightColumn->Add(rightColumnItems); char versionString[256]; sprintf(versionString, "%s", PPSSPP_GIT_VERSION); rightColumnItems->SetSpacing(0.0f); LinearLayout *logos = new LinearLayout(ORIENT_HORIZONTAL); #ifdef GOLD logos->Add(new ImageView(I_ICONGOLD, new AnchorLayoutParams(64, 64, 10, 10, NONE, NONE, false))); #else logos->Add(new ImageView(I_ICON, IS_DEFAULT, new AnchorLayoutParams(64, 64, 10, 10, NONE, NONE, false))); #endif logos->Add(new ImageView(I_LOGO, IS_DEFAULT, new LinearLayoutParams(Margins(-12, 0, 0, 0)))); rightColumnItems->Add(logos); rightColumnItems->Add(new TextView(versionString, new LinearLayoutParams(Margins(70, -6, 0, 0))))->SetTextScale(0.5f); #if defined(_WIN32) || defined(USING_QT_UI) rightColumnItems->Add(new Choice(m->T("Load","Load...")))->OnClick.Handle(this, &MainScreen::OnLoadFile); #endif rightColumnItems->Add(new Choice(m->T("Game Settings")))->OnClick.Handle(this, &MainScreen::OnGameSettings); rightColumnItems->Add(new Choice(m->T("Exit")))->OnClick.Handle(this, &MainScreen::OnExit); rightColumnItems->Add(new Choice(m->T("Credits")))->OnClick.Handle(this, &MainScreen::OnCredits); rightColumnItems->Add(new Choice(m->T("www.ppsspp.org")))->OnClick.Handle(this, &MainScreen::OnPPSSPPOrg); rightColumnItems->Add(new Choice(m->T("Support PPSSPP")))->OnClick.Handle(this, &MainScreen::OnSupport); } void MainScreen::sendMessage(const char *message, const char *value) { if (!strcmp(message, "boot")) { screenManager()->switchScreen(new EmuScreen(value)); } } void MainScreen::update(InputState &input) { UIScreen::update(input); globalUIState = UISTATE_MENU; } UI::EventReturn MainScreen::OnLoadFile(UI::EventParams &e) { #if defined(USING_QT_UI) && !defined(MEEGO_EDITION_HARMATTAN) QString fileName = QFileDialog::getOpenFileName(NULL, "Load ROM", g_Config.currentDirectory.c_str(), "PSP ROMs (*.iso *.cso *.pbp *.elf)"); if (QFile::exists(fileName)) { QDir newPath; g_Config.currentDirectory = newPath.filePath(fileName).toStdString(); g_Config.Save(); screenManager()->switchScreen(new EmuScreen(fileName.toStdString())); } #elif defined(_WIN32) MainWindow::BrowseAndBoot(""); #endif return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) { screenManager()->push(new GameScreen(e.s)); return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnGameSelectedInstant(UI::EventParams &e) { // Go directly into the game. screenManager()->switchScreen(new EmuScreen(e.s)); return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnGameSettings(UI::EventParams &e) { // screenManager()->push(new SettingsScreen()); screenManager()->push(new GameSettingsScreen("","")); return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnCredits(UI::EventParams &e) { screenManager()->push(new CreditsScreen()); return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnSupport(UI::EventParams &e) { #ifdef ANDROID LaunchBrowser("market://details?id=org.ppsspp.ppssppgold"); #else LaunchBrowser("http://central.ppsspp.org/buygold"); #endif return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnPPSSPPOrg(UI::EventParams &e) { LaunchBrowser("http://www.ppsspp.org"); return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnForums(UI::EventParams &e) { LaunchBrowser("http://forums.ppsspp.org"); return UI::EVENT_DONE; } UI::EventReturn MainScreen::OnExit(UI::EventParams &e) { NativeShutdown(); exit(0); return UI::EVENT_DONE; } void GamePauseScreen::update(InputState &input) { globalUIState = UISTATE_PAUSEMENU; UIScreen::update(input); } void GamePauseScreen::key(const KeyInput &key) { if ((key.flags & KEY_DOWN) && UI::IsEscapeKeyCode(key.keyCode)) { screenManager()->finishDialog(this, DR_CANCEL); } else { UIScreen::key(key); } } void GamePauseScreen::DrawBackground(UIContext &dc) { GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true); dc.Flush(); if (ginfo && ginfo->pic1Texture) { ginfo->pic1Texture->Bind(0); uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0; dc.Draw()->DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color); dc.Flush(); dc.RebindTexture(); } } GamePauseScreen::~GamePauseScreen() { g_Config.iCurrentStateSlot = saveSlots_->GetSelection(); g_Config.Save(); } void GamePauseScreen::CreateViews() { using namespace UI; Margins actionMenuMargins(0, 100, 15, 0); I18NCategory *gs = GetI18NCategory("Graphics"); I18NCategory *i = GetI18NCategory("Pause"); root_ = new LinearLayout(ORIENT_HORIZONTAL); ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins)); root_->Add(leftColumn); 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); saveSlots_->OnChoice.Handle(this, &GamePauseScreen::OnStateSelected); saveStateButton_ = leftColumnItems->Add(new Choice(i->T("Save State"))); saveStateButton_->OnClick.Handle(this, &GamePauseScreen::OnSaveState); loadStateButton_ = leftColumnItems->Add(new Choice(i->T("Load State"))); loadStateButton_->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(i->T("Continue")))->OnClick.Handle(this, &GamePauseScreen::OnContinue); rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings); rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu); UI::EventParams e; e.a = g_Config.iCurrentStateSlot; saveSlots_->OnChoice.Trigger(e); } UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) { screenManager()->push(new GameSettingsScreen(gamePath_)); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) { int st = e.a; loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st)); 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; }