// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include #include #include #include "input/keycodes.h" #include "ui/screen.h" #include "ui/ui_screen.h" #include "ui/ui_tween.h" #include "Common/KeyMap.h" struct AxisInput; class AsyncImageFileView; class EmuScreen : public UIScreen { public: EmuScreen(const std::string &filename); ~EmuScreen(); void update() override; void render() override; void preRender() override; void postRender() override; void dialogFinished(const Screen *dialog, DialogResult result) override; void sendMessage(const char *msg, const char *value) override; void resized() override; bool touch(const TouchInput &touch) override; bool key(const KeyInput &key) override; bool axis(const AxisInput &axis) override; protected: void CreateViews() override; UI::EventReturn OnDevTools(UI::EventParams ¶ms); UI::EventReturn OnDisableCardboard(UI::EventParams ¶ms); private: void bootGame(const std::string &filename); bool bootAllowStorage(const std::string &filename); void bootComplete(); bool hasVisibleUI(); void renderUI(); void processAxis(const AxisInput &axis, int direction); void pspKey(int pspKeyCode, int flags); void onVKeyDown(int virtualKeyCode); void onVKeyUp(int virtualKeyCode); void setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax); void setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax); void autoLoad(); void checkPowerDown(); UI::Event OnDevMenu; bool bootPending_; std::string gamePath_; // Something invalid was loaded, don't try to emulate bool invalid_; bool quit_; bool stopRender_ = false; std::string errorMessage_; // If set, pauses at the end of the frame. bool pauseTrigger_; // To track mappable virtual keys. We can have as many as we want. bool virtKeys[VIRTKEY_COUNT]; // In-memory save state used for freezeFrame, which is useful for debugging. std::vector freezeState_; std::string tag_; // De-noise mapped axis updates int axisState_[JOYSTICK_AXIS_MAX]; double saveStatePreviewShownTime_; AsyncImageFileView *saveStatePreview_; int saveStateSlot_; UI::CallbackColorTween *loadingViewColor_ = nullptr; UI::VisibilityTween *loadingViewVisible_ = nullptr; UI::Spinner *loadingSpinner_ = nullptr; UI::TextView *loadingTextView_ = nullptr; UI::Button *cardboardDisableButton_ = nullptr; };