mirror of
https://github.com/libretro/ppsspp.git
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234 lines
7.9 KiB
C++
234 lines
7.9 KiB
C++
// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "i18n/i18n.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUCommon.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceUmd.h"
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#include "UI/PauseScreen.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/ReportScreen.h"
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#include "UI/CwCheatScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/GameInfoCache.h"
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void GamePauseScreen::update(InputState &input) {
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UpdateUIState(UISTATE_PAUSEMENU);
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UIScreen::update(input);
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}
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GamePauseScreen::~GamePauseScreen() {
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if (saveSlots_ != NULL) {
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g_Config.iCurrentStateSlot = saveSlots_->GetSelection();
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g_Config.Save();
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}
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__DisplaySetWasPaused();
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}
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void GamePauseScreen::CreateViews() {
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static const int NUM_SAVESLOTS = 5;
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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I18NCategory *gs = GetI18NCategory("Graphics");
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I18NCategory *i = GetI18NCategory("Pause");
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(leftColumn);
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root_->Add(new Spacer(new LinearLayoutParams(1.0)));
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ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
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leftColumn->Add(leftColumnItems);
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saveSlots_ = leftColumnItems->Add(new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(300, WRAP_CONTENT)));
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for (int i = 0; i < NUM_SAVESLOTS; i++) {
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std::stringstream saveSlotText;
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saveSlotText << " " << i + 1 << " ";
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saveSlots_->AddChoice(saveSlotText.str());
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if (SaveState::HasSaveInSlot(i)) {
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saveSlots_->HighlightChoice(i);
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}
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}
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saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
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saveSlots_->OnChoice.Handle(this, &GamePauseScreen::OnStateSelected);
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saveStateButton_ = leftColumnItems->Add(new Choice(i->T("Save State")));
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saveStateButton_->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
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loadStateButton_ = leftColumnItems->Add(new Choice(i->T("Load State")));
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loadStateButton_->OnClick.Handle(this, &GamePauseScreen::OnLoadState);
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if (g_Config.iRewindFlipFrequency > 0) {
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UI::Choice *rewindButton = leftColumnItems->Add(new Choice(i->T("Rewind")));
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rewindButton->SetEnabled(SaveState::CanRewind());
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rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
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}
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ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumn);
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LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
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rightColumn->Add(rightColumnItems);
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rightColumnItems->SetSpacing(0.0f);
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if (getUMDReplacePermit()) {
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rightColumnItems->Add(new Choice(i->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
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}
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Choice *continueChoice = rightColumnItems->Add(new Choice(i->T("Continue")));
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root_->SetDefaultFocusView(continueChoice);
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continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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if (g_Config.hasGameConfig(gameId)) {
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rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(i->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
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} else {
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rightColumnItems->Add(new Choice(i->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(i->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
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}
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if (g_Config.bEnableCheats) {
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rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
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}
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// TODO, also might be nice to show overall compat rating here?
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// Based on their platform or even cpu/gpu/config. Would add an API for it.
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if (Reporting::IsEnabled()) {
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I18NCategory *rp = GetI18NCategory("Reporting");
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rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
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}
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rightColumnItems->Add(new Spacer(25.0));
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rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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UI::EventParams e;
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e.a = g_Config.iCurrentStateSlot;
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saveSlots_->OnChoice.Trigger(e);
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}
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UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
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screenManager()->push(new GameSettingsScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
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int st = e.a;
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loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st));
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::onFinish(DialogResult result) {
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// Do we really always need to "gpu->Resized" here?
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if (gpu)
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gpu->Resized();
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Reporting::UpdateConfig();
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}
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UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
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screenManager()->push(new ReportScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) {
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SaveState::LoadSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnSaveState(UI::EventParams &e) {
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SaveState::SaveSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
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SaveState::Rewind(SaveState::Callback(), 0);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
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screenManager()->push(new CwCheatScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
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screenManager()->push(new UmdReplaceScreen());
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::CallbackDeleteConfig(bool yes)
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{
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if (yes) {
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GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
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g_Config.deleteGameConfig(info->id);
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g_Config.unloadGameConfig();
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screenManager()->RecreateAllViews();
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}
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}
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UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e)
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{
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std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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g_Config.createGameConfig(gameId);
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g_Config.changeGameSpecific(gameId);
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g_Config.saveGameConfig(gameId);
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screenManager()->topScreen()->RecreateViews();
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
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{
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I18NCategory *d = GetI18NCategory("Dialog");
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I18NCategory *ga = GetI18NCategory("Game");
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screenManager()->push(
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new PromptScreen(d->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), d->T("Cancel"),
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std::bind(&GamePauseScreen::CallbackDeleteConfig, this, placeholder::_1)));
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::sendMessage(const char *message, const char *value) {
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// Since the language message isn't allowed to be in native, we have to have add this
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// to every screen which directly inherits from UIScreen(which are few right now, luckily).
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if (!strcmp(message, "language")) {
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screenManager()->RecreateAllViews();
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}
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}
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