// 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 "math/curves.h" #include "ui/ui_context.h" #include "ui/view.h" #include "ui/viewgroup.h" #include "UI/EmuScreen.h" #include "UI/GameScreen.h" #include "UI/GameSettingsScreen.h" #include "UI/GameInfoCache.h" #include "UI/MenuScreens.h" #include "UI/MainScreen.h" void GameScreen::CreateViews() { GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true); // Information in the top left. // Back button to the bottom left. // Scrolling action menu to the right. using namespace UI; Margins actionMenuMargins(0, 100, 15, 0); root_ = new LinearLayout(ORIENT_HORIZONTAL); ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f)); root_->Add(leftColumn); leftColumn->Add(new Choice("Back", "", new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack); 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); ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL); rightColumn->Add(rightColumnItems); rightColumnItems->Add(new Choice("Play"))->OnClick.Handle(this, &GameScreen::OnPlay); rightColumnItems->Add(new Choice("Game Settings"))->OnClick.Handle(this, &GameScreen::OnGameSettings); rightColumnItems->Add(new Choice("Delete Save Data"))->OnClick.Handle(this, &GameScreen::OnDeleteSaveData); rightColumnItems->Add(new Choice("Delete Game"))->OnClick.Handle(this, &GameScreen::OnDeleteGame); } void DrawBackground(float alpha); void GameScreen::DrawBackground(UIContext &dc) { GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true); dc.Flush(); dc.RebindTexture(); ::DrawBackground(1.0f); 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(); } /* if (ginfo && ginfo->pic0Texture) { ginfo->pic0Texture->Bind(0); // Pic0 is drawn in the bottom right corner, overlaying pic1. float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width(); float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height(); uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0; ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color); ui_draw2d.Flush(); dc.RebindTexture(); }*/ } void GameScreen::update(InputState &input) { UIScreen::update(input); GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true); if (tvTitle_) tvTitle_->SetText(info->title); if (info->iconTexture && texvGameIcon_) { texvGameIcon_->SetTexture(info->iconTexture); uint32_t color = whiteAlpha(ease((time_now_d() - info->timeIconWasLoaded) * 3)); texvGameIcon_->SetColor(color); } if (info->gameSize) { char temp[256]; sprintf(temp, "Game: %1.1f MB", (float)(info->gameSize) / 1024.f / 1024.f); tvGameSize_->SetText(temp); sprintf(temp, "SaveData: %1.2f MB", (float)(info->saveDataSize) / 1024.f / 1024.f); tvSaveDataSize_->SetText(temp); } } UI::EventReturn GameScreen::OnSwitchBack(UI::EventParams &e) { screenManager()->finishDialog(this, DR_OK); return UI::EVENT_DONE; } UI::EventReturn GameScreen::OnPlay(UI::EventParams &e) { screenManager()->switchScreen(new EmuScreen(gamePath_)); return UI::EVENT_DONE; } UI::EventReturn GameScreen::OnGameSettings(UI::EventParams &e) { GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true); if (info && info->paramSFOLoaded) { std::string discID = info->paramSFO.GetValueString("DISC_ID"); screenManager()->push(new GameSettingsScreen(gamePath_, discID)); } return UI::EVENT_DONE; } UI::EventReturn GameScreen::OnDeleteSaveData(UI::EventParams &e) { GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true); if (info) { screenManager()->push( new PromptScreen("Do you really want to delete all\nyour save data for this game?", "Delete Savedata", "Cancel", std::bind(&GameScreen::CallbackDeleteSaveData, this, placeholder::_1))); } RecreateViews(); return UI::EVENT_DONE; } void GameScreen::CallbackDeleteSaveData(bool yes) { GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, false); if (yes) { info->DeleteAllSaveData(); } } UI::EventReturn GameScreen::OnDeleteGame(UI::EventParams &e) { GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true); if (info) { screenManager()->push( new PromptScreen("Do you really want to delete all\nthis game entirely? You can't undo this.", "Delete Game", "Cancel", std::bind(&GameScreen::CallbackDeleteGame, this, placeholder::_1))); } return UI::EVENT_DONE; } void GameScreen::CallbackDeleteGame(bool yes) { GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, false); if (yes) { info->DeleteGame(); g_gameInfoCache.Clear(); screenManager()->switchScreen(new MainScreen()); } } void DrawBackground(float alpha); void PromptScreen::DrawBackground(UIContext &dc) { ::DrawBackground(1.0f); } void PromptScreen::CreateViews() { // Information in the top left. // Back button to the bottom left. // Scrolling action menu to the right. using namespace UI; Margins actionMenuMargins(0, 100, 15, 0); root_ = new LinearLayout(ORIENT_HORIZONTAL); ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f)); root_->Add(leftColumn); leftColumn->Add(new TextView(0, message_, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 10, NONE, NONE))); ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins)); root_->Add(rightColumnItems); rightColumnItems->Add(new Choice(yesButtonText_))->OnClick.Handle(this, &PromptScreen::OnYes); if (noButtonText_ != "") rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo); } UI::EventReturn PromptScreen::OnYes(UI::EventParams &e) { callback_(true); screenManager()->finishDialog(this, DR_OK); return UI::EVENT_DONE; } UI::EventReturn PromptScreen::OnNo(UI::EventParams &e) { callback_(false); screenManager()->finishDialog(this, DR_CANCEL); return UI::EVENT_DONE; }