// 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/. #pragma once #include "base/functional.h" #include "ui/ui_screen.h" #include "ui/viewgroup.h" #include "UI/MiscScreens.h" // Game screen: Allows you to start a game, delete saves, delete the game, // set game specific settings, etc. // Uses GameInfoCache heavily to implement the functionality. class MainScreen : public UIScreenWithBackground { public: MainScreen() {} protected: virtual void CreateViews(); virtual void update(InputState &input); virtual void sendMessage(const char *message, const char *value); private: UI::EventReturn OnGameSelected(UI::EventParams &e); UI::EventReturn OnGameSelectedInstant(UI::EventParams &e); // Event handlers UI::EventReturn OnLoadFile(UI::EventParams &e); UI::EventReturn OnSettings(UI::EventParams &e); UI::EventReturn OnGameSettings(UI::EventParams &e); UI::EventReturn OnCredits(UI::EventParams &e); UI::EventReturn OnSupport(UI::EventParams &e); UI::EventReturn OnExit(UI::EventParams &e); }; class GamePauseScreen : public UIScreen { public: GamePauseScreen(const std::string &filename) : UIScreen(), gamePath_(filename) {} ~GamePauseScreen(); protected: virtual void DrawBackground(UIContext &dc); virtual void CreateViews(); virtual void update(InputState &input); private: UI::EventReturn OnMainSettings(UI::EventParams &e); UI::EventReturn OnGameSettings(UI::EventParams &e); UI::EventReturn OnContinue(UI::EventParams &e); UI::EventReturn OnExitToMenu(UI::EventParams &e); UI::EventReturn OnSaveState(UI::EventParams &e); UI::EventReturn OnLoadState(UI::EventParams &e); std::string gamePath_; UI::ChoiceStrip *saveSlots_; };