ppsspp/UI/MainScreen.h
The Dax 728101aebb Revise how the language system works.
On Win32, the Language menubar is eliminated in favour of displaying a NewLanguageScreen on screens that are of type UIDialogScreenWithBackground/UIScreenWithBackground; UIScreen inheriting screens (e.g. GamePauseScreen) still require manual additions.
2013-11-03 19:21:53 -05:00

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2.8 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 "base/functional.h"
#include "ui/ui_screen.h"
#include "ui/viewgroup.h"
#include "UI/MiscScreens.h"
// Game screen: Allows you to start a game, delete saves, delete the game,
// set game specific settings, etc.
// Uses GameInfoCache heavily to implement the functionality.
class MainScreen : public UIScreenWithBackground {
public:
MainScreen() {}
virtual bool isTopLevel() const { return true; }
protected:
virtual void CreateViews();
virtual void update(InputState &input);
virtual void sendMessage(const char *message, const char *value);
private:
UI::EventReturn OnGameSelected(UI::EventParams &e);
UI::EventReturn OnGameSelectedInstant(UI::EventParams &e);
// Event handlers
UI::EventReturn OnLoadFile(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnRecentChange(UI::EventParams &e);
UI::EventReturn OnCredits(UI::EventParams &e);
UI::EventReturn OnSupport(UI::EventParams &e);
UI::EventReturn OnPPSSPPOrg(UI::EventParams &e);
UI::EventReturn OnForums(UI::EventParams &e);
UI::EventReturn OnExit(UI::EventParams &e);
};
class GamePauseScreen : public UIDialogScreen {
public:
GamePauseScreen(const std::string &filename) : UIDialogScreen(), gamePath_(filename), saveSlots_(NULL) {}
virtual ~GamePauseScreen();
virtual void onFinish(DialogResult result);
protected:
virtual void DrawBackground(UIContext &dc);
virtual void CreateViews();
virtual void update(InputState &input);
virtual void sendMessage(const char *message, const char *value);
private:
UI::EventReturn OnMainSettings(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnExitToMenu(UI::EventParams &e);
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::EventReturn OnRewind(UI::EventParams &e);
UI::EventReturn OnLanguageChange(UI::EventParams &e);
UI::EventReturn OnStateSelected(UI::EventParams &e);
UI::EventReturn OnCwCheat(UI::EventParams &e);
std::string gamePath_;
UI::ChoiceStrip *saveSlots_;
UI::Choice *saveStateButton_;
UI::Choice *loadStateButton_;
};