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