mirror of
https://github.com/libretro/ppsspp.git
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862e6fffd5
Fixes #8539.
134 lines
4.3 KiB
C++
134 lines
4.3 KiB
C++
// Copyright (c) 2013- 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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#pragma once
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#include "base/functional.h"
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#include "file/path.h"
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#include "ui/ui_screen.h"
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#include "ui/viewgroup.h"
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#include "UI/MiscScreens.h"
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class GameBrowser : public UI::LinearLayout {
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public:
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GameBrowser(std::string path, bool allowBrowsing, bool *gridStyle_, std::string lastText, std::string lastLink, int flags = 0, UI::LayoutParams *layoutParams = 0);
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UI::Event OnChoice;
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UI::Event OnHoldChoice;
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UI::Event OnHighlight;
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UI::Choice *HomebrewStoreButton() { return homebrewStoreButton_; }
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void FocusGame(std::string gamePath);
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private:
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void Refresh();
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bool IsCurrentPathPinned();
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const std::vector<std::string> GetPinnedPaths();
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const std::string GetBaseName(const std::string &path);
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UI::EventReturn GameButtonClick(UI::EventParams &e);
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UI::EventReturn GameButtonHoldClick(UI::EventParams &e);
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UI::EventReturn GameButtonHighlight(UI::EventParams &e);
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UI::EventReturn NavigateClick(UI::EventParams &e);
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UI::EventReturn LayoutChange(UI::EventParams &e);
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UI::EventReturn LastClick(UI::EventParams &e);
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UI::EventReturn HomeClick(UI::EventParams &e);
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UI::EventReturn PinToggleClick(UI::EventParams &e);
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UI::ViewGroup *gameList_;
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PathBrowser path_;
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bool *gridStyle_;
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bool allowBrowsing_;
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std::string lastText_;
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std::string lastLink_;
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int flags_;
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UI::Choice *homebrewStoreButton_;
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std::string focusGamePath_;
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};
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class MainScreen : public UIScreenWithBackground {
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public:
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MainScreen();
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~MainScreen();
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virtual bool isTopLevel() const { return true; }
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// Horrible hack to show the demos & homebrew tab after having installed a game from a zip file.
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static bool showHomebrewTab;
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protected:
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virtual void CreateViews();
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virtual void DrawBackground(UIContext &dc);
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virtual void update(InputState &input);
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virtual void sendMessage(const char *message, const char *value);
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virtual void dialogFinished(const Screen *dialog, DialogResult result);
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private:
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bool DrawBackgroundFor(UIContext &dc, const std::string &gamePath, float progress);
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UI::EventReturn OnGameSelected(UI::EventParams &e);
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UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
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UI::EventReturn OnGameHighlight(UI::EventParams &e);
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// Event handlers
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UI::EventReturn OnLoadFile(UI::EventParams &e);
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UI::EventReturn OnGameSettings(UI::EventParams &e);
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UI::EventReturn OnRecentChange(UI::EventParams &e);
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UI::EventReturn OnCredits(UI::EventParams &e);
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UI::EventReturn OnSupport(UI::EventParams &e);
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UI::EventReturn OnPPSSPPOrg(UI::EventParams &e);
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UI::EventReturn OnForums(UI::EventParams &e);
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UI::EventReturn OnExit(UI::EventParams &e);
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UI::EventReturn OnDownloadUpgrade(UI::EventParams &e);
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UI::EventReturn OnDismissUpgrade(UI::EventParams &e);
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UI::EventReturn OnHomebrewStore(UI::EventParams &e);
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UI::EventReturn OnAllowStorage(UI::EventParams &e);
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UI::LinearLayout *upgradeBar_;
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UI::TabHolder *tabHolder_;
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std::string restoreFocusGamePath_;
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std::vector<GameBrowser *> gameBrowsers_;
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std::string highlightedGamePath_;
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std::string prevHighlightedGamePath_;
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float highlightProgress_;
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float prevHighlightProgress_;
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bool backFromStore_;
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bool lockBackgroundAudio_;
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bool lastVertical_;
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bool UseVerticalLayout() const;
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};
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class UmdReplaceScreen : public UIDialogScreenWithBackground {
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public:
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UmdReplaceScreen() {}
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protected:
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virtual void CreateViews();
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virtual void update(InputState &input);
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//virtual void sendMessage(const char *message, const char *value);
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private:
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UI::EventReturn OnGameSelected(UI::EventParams &e);
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UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
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UI::EventReturn OnCancel(UI::EventParams &e);
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UI::EventReturn OnGameSettings(UI::EventParams &e);
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};
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