ppsspp/UI/GameScreen.cpp
vnctdj 509045b345 Another one
Another one (2)

And the last one

+ now "Developer" is refered by "*de" to avoid confusion with "*d" which is for "Dialog"

I hope I don't forget to move some other "Back" translations to [Dialog] in other files...

"Cancel" translation moved

Update

with papel's changes (so we can close his pull request which is now outdated)

Update (2)

with papel's changes (so we can close his pull request which is now outdated) (2)

No I have finished, so, to conclude, if we merge all my pull requests, papel's one can be closed with no loss of work :)

Rebased
2013-09-03 16:48:02 +02:00

199 lines
7.1 KiB
C++

// 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 "gfx_es2/draw_buffer.h"
#include "i18n/i18n.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/MiscScreens.h"
#include "UI/MainScreen.h"
#include "Core/Host.h"
void GameScreen::CreateViews() {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
// 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(d->T("Back"), "", false, 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(info->title, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 200, NONE, NONE)));
tvGameSize_ = leftColumn->Add(new TextView("...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 250, NONE, NONE)));
tvSaveDataSize_ = leftColumn->Add(new TextView("...", 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);
Choice *play = new Choice(ga->T("Play"));
rightColumnItems->Add(play)->OnClick.Handle(this, &GameScreen::OnPlay);
rightColumnItems->Add(new Choice(ga->T("Game Settings")))->OnClick.Handle(this, &GameScreen::OnGameSettings);
rightColumnItems->Add(new Choice(ga->T("Delete Save Data")))->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
rightColumnItems->Add(new Choice(ga->T("Delete Game")))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
if (host->CanCreateShortcut()) {
rightColumnItems->Add(new Choice(ga->T("Create Shortcut")))->OnClick.Handle(this, &GameScreen::OnCreateShortcut);
}
UI::SetFocusedView(play);
}
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);
I18NCategory *ga = GetI18NCategory("Game");
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
if (tvTitle_)
tvTitle_->SetText(info->title + " (" + info->id + ")");
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, "%s: %1.1f %s", ga->T("Game"), (float) (info->gameSize) / 1024.f / 1024.f, ga->T("MB"));
tvGameSize_->SetText(temp);
sprintf(temp, "%s: %1.2f %s", ga->T("SaveData"), (float) (info->saveDataSize) / 1024.f / 1024.f, ga->T("MB"));
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) {
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
if (info) {
screenManager()->push(
new PromptScreen(d->T("DeleteConfirmAll", "Do you really want to delete all\nyour save data for this game?"), ga->T("DeleteSaveData"), d->T("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) {
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
if (info) {
screenManager()->push(
new PromptScreen(d->T("DeleteConfirmGame", "Do you really want to delete this game\nfrom your device? You can't undo this."), ga->T("DeleteGame"), d->T("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());
}
}
UI::EventReturn GameScreen::OnCreateShortcut(UI::EventParams &e) {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, false);
if (info) {
host->CreateDesktopShortcut(gamePath_, info->title);
}
return UI::EVENT_DONE;
}