ppsspp/UI/PauseScreen.h
Henrik Rydgård df6ce90c84 When what we need is a shared_ptr, we should just go ahead and use one.
One of the top crashes reported in the Play Console is a ManagedTexture crash, so seeing if this might help.
2017-05-18 13:28:56 +02:00

100 lines
3.2 KiB
C++

// 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 <functional>
#include <memory>
#include "ui/ui_screen.h"
#include "ui/viewgroup.h"
#include "UI/MiscScreens.h"
#include "UI/TextureUtil.h"
class GamePauseScreen : public UIDialogScreenWithGameBackground {
public:
GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), finishNextFrame_(false), gamePath_(filename) {}
virtual ~GamePauseScreen();
virtual void dialogFinished(const Screen *dialog, DialogResult dr) override;
protected:
virtual void CreateViews() override;
virtual void update() 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);
~AsyncImageFileView();
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_;
std::unique_ptr<ManagedTexture> texture_;
bool textureFailed_;
float fixedSizeW_;
float fixedSizeH_;
};