// Copyright (c) 2014- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "base/functional.h" #include "ui/ui_screen.h" #include "ui/viewgroup.h" #include "UI/MiscScreens.h" class GamePauseScreen : public UIDialogScreenWithGameBackground { public: GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), finishNextFrame_(false), gamePath_(filename) {} virtual ~GamePauseScreen(); void onFinish(DialogResult result) override; virtual void dialogFinished(const Screen *dialog, DialogResult dr) override; protected: virtual void CreateViews() override; virtual void update(InputState &input) override; virtual void sendMessage(const char *message, const char *value) override; void CallbackDeleteConfig(bool yes); private: UI::EventReturn OnMainSettings(UI::EventParams &e); UI::EventReturn OnGameSettings(UI::EventParams &e); UI::EventReturn OnExitToMenu(UI::EventParams &e); UI::EventReturn OnReportFeedback(UI::EventParams &e); UI::EventReturn OnRewind(UI::EventParams &e); UI::EventReturn OnScreenshotClicked(UI::EventParams &e); UI::EventReturn OnCwCheat(UI::EventParams &e); UI::EventReturn OnCreateConfig(UI::EventParams &e); UI::EventReturn OnDeleteConfig(UI::EventParams &e); UI::EventReturn OnSwitchUMD(UI::EventParams &e); UI::EventReturn OnState(UI::EventParams &e); UI::Choice *saveStateButton_; UI::Choice *loadStateButton_; // hack bool finishNextFrame_; std::string gamePath_; }; class PrioritizedWorkQueue; // TextureView takes a texture that is assumed to be alive during the lifetime // of the view. TODO: Actually make async using the task. class AsyncImageFileView : public UI::Clickable { public: AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, PrioritizedWorkQueue *wq, UI::LayoutParams *layoutParams = 0) : UI::Clickable(layoutParams), canFocus_(true), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), texture_(NULL), textureFailed_(false), fixedSizeW_(0.0f), fixedSizeH_(0.0f) {} ~AsyncImageFileView() { delete texture_; } void GetContentDimensions(const UIContext &dc, float &w, float &h) const override; void Draw(UIContext &dc) override; void SetFilename(std::string filename); void SetColor(uint32_t color) { color_ = color; } void SetOverlayText(std::string text) { text_ = text; } void SetFixedSize(float fixW, float fixH) { fixedSizeW_ = fixW; fixedSizeH_ = fixH; } void SetCanBeFocused(bool can) { canFocus_ = can; } bool CanBeFocused() const override { return canFocus_; } const std::string &GetFilename() const { return filename_; } private: bool canFocus_; std::string filename_; std::string text_; uint32_t color_; UI::ImageSizeMode sizeMode_; Thin3DTexture *texture_; bool textureFailed_; float fixedSizeW_; float fixedSizeH_; };