ppsspp/UI/GameSettingsScreen.h
Unknown W. Brackets b2e66d0b6a Clear jit when changing "fast memory".
This way it takes effect immediately.
2014-05-26 23:39:53 -07:00

104 lines
3.8 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/.
#pragma once
#include "ui/ui_screen.h"
#include "UI/MiscScreens.h"
// Per-game settings screen - enables you to configure graphic options, control options, etc
// per game.
class GameSettingsScreen : public UIDialogScreenWithGameBackground {
public:
GameSettingsScreen(std::string gamePath, std::string gameID = "")
: UIDialogScreenWithGameBackground(gamePath), gameID_(gameID), enableReports_(false) {}
virtual void update(InputState &input);
virtual void onFinish(DialogResult result);
UI::Event OnRecentChanged;
protected:
virtual void CreateViews();
virtual void sendMessage(const char *message, const char *value);
void CallbackRestoreDefaults(bool yes);
private:
std::string gameID_;
// As we load metadata in the background, we need to be able to update these after the fact.
UI::TextView *tvTitle_;
UI::TextView *tvGameSize_;
UI::CheckBox *enableReportsCheckbox_;
UI::Choice *layoutEditorChoice_;
UI::Choice *postProcChoice_;
UI::PopupMultiChoice *resolutionChoice_;
UI::CheckBox *frameSkipAuto_;
// Event handlers
UI::EventReturn OnControlMapping(UI::EventParams &e);
UI::EventReturn OnTouchControlLayout(UI::EventParams &e);
UI::EventReturn OnDumpNextFrameToLog(UI::EventParams &e);
UI::EventReturn OnReloadCheats(UI::EventParams &e);
UI::EventReturn OnTiltTypeChange(UI::EventParams &e);
UI::EventReturn OnTiltCuztomize(UI::EventParams &e);
// Global settings handlers
UI::EventReturn OnLanguage(UI::EventParams &e);
UI::EventReturn OnLanguageChange(UI::EventParams &e);
UI::EventReturn OnPostProcShader(UI::EventParams &e);
UI::EventReturn OnPostProcShaderChange(UI::EventParams &e);
UI::EventReturn OnDeveloperTools(UI::EventParams &e);
UI::EventReturn OnChangeNickname(UI::EventParams &e);
UI::EventReturn OnChangeproAdhocServerAddress(UI::EventParams &e);
UI::EventReturn OnChangeMacAddress(UI::EventParams &e);
UI::EventReturn OnClearRecents(UI::EventParams &e);
UI::EventReturn OnFullscreenChange(UI::EventParams &e);
UI::EventReturn OnResolutionChange(UI::EventParams &e);
UI::EventReturn OnFrameSkipChange(UI::EventParams &e);
UI::EventReturn OnShaderChange(UI::EventParams &e);
UI::EventReturn OnRestoreDefaultSettings(UI::EventParams &e);
UI::EventReturn OnRenderingMode(UI::EventParams &e);
UI::EventReturn OnJitAffectingSetting(UI::EventParams &e);
UI::EventReturn OnScreenRotation(UI::EventParams &e);
UI::EventReturn OnImmersiveModeChange(UI::EventParams &e);
// Temporaries to convert bools to int settings
bool cap60FPS_;
int iAlternateSpeedPercent_;
bool enableReports_;
};
class DeveloperToolsScreen : public UIDialogScreenWithBackground {
public:
DeveloperToolsScreen() {}
virtual void onFinish(DialogResult result);
protected:
virtual void CreateViews();
private:
UI::EventReturn OnBack(UI::EventParams &e);
UI::EventReturn OnRunCPUTests(UI::EventParams &e);
UI::EventReturn OnSysInfo(UI::EventParams &e);
UI::EventReturn OnLoggingChanged(UI::EventParams &e);
UI::EventReturn OnLoadLanguageIni(UI::EventParams &e);
UI::EventReturn OnSaveLanguageIni(UI::EventParams &e);
UI::EventReturn OnLogConfig(UI::EventParams &e);
};