// 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 "ui/ui_screen.h" #include "UI/MiscScreens.h" // Per-game settings screen - enables you to configure graphic options, control options, etc // per game. class GameSettingsScreen : public UIDialogScreenWithBackground { public: GameSettingsScreen(std::string gamePath, std::string gameID = "") : gamePath_(gamePath), gameID_(gameID), iAlternateSpeedPercent_(3), enableReports_(false) {} virtual void update(InputState &input); virtual void onFinish(DialogResult result); UI::Event OnRecentChanged; protected: virtual void CreateViews(); virtual void DrawBackground(UIContext &dc); virtual void sendMessage(const char *message, const char *value); void CallbackRestoreDefaults(bool yes); private: std::string gamePath_, gameID_; // As we load metadata in the background, we need to be able to update these after the fact. UI::TextView *tvTitle_; UI::TextView *tvGameSize_; UI::CheckBox *enableReportsCheckbox_; UI::Choice *layoutEditorChoice_; UI::Choice *postProcChoice_; UI::PopupMultiChoice *resolutionChoice_; // Event handlers UI::EventReturn OnControlMapping(UI::EventParams &e); UI::EventReturn OnTouchControlLayout(UI::EventParams &e); UI::EventReturn OnDumpNextFrameToLog(UI::EventParams &e); UI::EventReturn OnReloadCheats(UI::EventParams &e); UI::EventReturn OnTiltTypeChange(UI::EventParams &e); UI::EventReturn OnTiltCuztomize(UI::EventParams &e); // Global settings handlers UI::EventReturn OnLanguage(UI::EventParams &e); UI::EventReturn OnLanguageChange(UI::EventParams &e); UI::EventReturn OnPostProcShader(UI::EventParams &e); UI::EventReturn OnPostProcShaderChange(UI::EventParams &e); UI::EventReturn OnDeveloperTools(UI::EventParams &e); UI::EventReturn OnChangeNickname(UI::EventParams &e); UI::EventReturn OnClearRecents(UI::EventParams &e); UI::EventReturn OnFullscreenChange(UI::EventParams &e); UI::EventReturn OnResolutionChange(UI::EventParams &e); UI::EventReturn OnShaderChange(UI::EventParams &e); UI::EventReturn OnRestoreDefaultSettings(UI::EventParams &e); UI::EventReturn OnRenderingMode(UI::EventParams &e); // Temporaries to convert bools to int settings bool cap60FPS_; int iAlternateSpeedPercent_; bool enableReports_; bool showDebugStats_; }; class DeveloperToolsScreen : public UIDialogScreenWithBackground { public: DeveloperToolsScreen() {} virtual void onFinish(DialogResult result); protected: virtual void CreateViews(); private: UI::EventReturn OnBack(UI::EventParams &e); UI::EventReturn OnRunCPUTests(UI::EventParams &e); UI::EventReturn OnSysInfo(UI::EventParams &e); UI::EventReturn OnLoggingChanged(UI::EventParams &e); UI::EventReturn OnLoadLanguageIni(UI::EventParams &e); UI::EventReturn OnSaveLanguageIni(UI::EventParams &e); UI::EventReturn OnLogConfig(UI::EventParams &e); };