Move GamePauseScreen into its own file

This commit is contained in:
Henrik Rydgard 2014-12-22 10:48:17 +01:00
parent 3706414454
commit 2e675c7b0b
11 changed files with 321 additions and 252 deletions

View file

@ -790,6 +790,7 @@ set(NativeAppSource
UI/GameInfoCache.cpp
UI/MainScreen.cpp
UI/MiscScreens.cpp
UI/PauseScreen.cpp
UI/GameScreen.cpp
UI/GameSettingsScreen.cpp
UI/TiltAnalogSettingsScreen.cpp

View file

@ -317,7 +317,7 @@ void CheatCheckBox::Draw(UIContext &dc) {
int image = *toggle_ ? dc.theme->checkOn : dc.theme->checkOff;
Style style = dc.theme->itemStyle;
UI::Style style = dc.theme->itemStyle;
if (!IsEnabled())
style = dc.theme->itemDisabledStyle;

View file

@ -26,7 +26,6 @@
#include "UI/MiscScreens.h"
#include "UI/GameSettingsScreen.h"
using namespace UI;
extern std::string activeCheatFile;
extern std::string gameTitle;
@ -55,16 +54,16 @@ private:
};
// TODO: Instead just hook the OnClick event on a regular checkbox.
class CheatCheckBox : public ClickableItem, public CwCheatScreen {
class CheatCheckBox : public UI::ClickableItem, public CwCheatScreen {
public:
CheatCheckBox(bool *toggle, const std::string &text, const std::string &smallText = "", LayoutParams *layoutParams = 0)
: ClickableItem(layoutParams), toggle_(toggle), text_(text) {
CheatCheckBox(bool *toggle, const std::string &text, const std::string &smallText = "", UI::LayoutParams *layoutParams = 0)
: UI::ClickableItem(layoutParams), toggle_(toggle), text_(text) {
OnClick.Handle(this, &CheatCheckBox::OnClicked);
}
virtual void Draw(UIContext &dc);
EventReturn OnClicked(EventParams &e) {
UI::EventReturn OnClicked(UI::EventParams &e) {
if (toggle_) {
*toggle_ = !(*toggle_);
}
@ -77,7 +76,7 @@ public:
deactivatedCheat = text_;
processFileOff(deactivatedCheat);
}
return EVENT_DONE;
return UI::EVENT_DONE;
}
private:

View file

@ -51,6 +51,7 @@
#include "UI/ui_atlas.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GamepadEmu.h"
#include "UI/PauseScreen.h"
#include "UI/MainScreen.h"
#include "UI/EmuScreen.h"
#include "UI/DevScreens.h"

View file

@ -33,7 +33,6 @@
#include "Core/System.h"
#include "Core/Host.h"
#include "Core/Reporting.h"
#include "Core/SaveState.h"
#include "UI/BackgroundAudio.h"
#include "UI/EmuScreen.h"
@ -41,10 +40,8 @@
#include "UI/GameScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GameSettingsScreen.h"
#include "UI/CwCheatScreen.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/ReportScreen.h"
#include "UI/Store.h"
#include "UI/ui_atlas.h"
#include "Core/Config.h"
@ -178,6 +175,7 @@ void GameButton::Draw(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), gamePath_, 0);
Thin3DTexture *texture = 0;
u32 color = 0, shadowColor = 0;
using namespace UI;
if (ginfo->iconTexture) {
texture = ginfo->iconTexture;
@ -325,7 +323,7 @@ class DirButton : public UI::Button {
public:
DirButton(const std::string &path, UI::LayoutParams *layoutParams)
: UI::Button(path, layoutParams), path_(path), absolute_(false) {}
DirButton(const std::string &path, const std::string &text, LayoutParams *layoutParams = 0)
DirButton(const std::string &path, const std::string &text, UI::LayoutParams *layoutParams = 0)
: UI::Button(text, layoutParams), path_(path), absolute_(true) {}
virtual void Draw(UIContext &dc);
@ -345,6 +343,7 @@ private:
};
void DirButton::Draw(UIContext &dc) {
using namespace UI;
Style style = dc.theme->buttonStyle;
if (HasFocus()) style = dc.theme->buttonFocusedStyle;
@ -881,13 +880,13 @@ UI::EventReturn MainScreen::OnDownloadUpgrade(UI::EventParams &e) {
// Go directly to ppsspp.org and let the user sort it out
LaunchBrowser("http://www.ppsspp.org/downloads.html");
#endif
return EVENT_DONE;
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnDismissUpgrade(UI::EventParams &e) {
g_Config.DismissUpgrade();
upgradeBar_->SetVisibility(V_GONE);
return EVENT_DONE;
upgradeBar_->SetVisibility(UI::V_GONE);
return UI::EVENT_DONE;
}
void MainScreen::sendMessage(const char *message, const char *value) {
@ -1003,6 +1002,8 @@ UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
}
UI::EventReturn MainScreen::OnGameHighlight(UI::EventParams &e) {
using namespace UI;
#ifdef _WIN32
std::string path = ReplaceAll(e.s, "\\", "/");
#else
@ -1108,205 +1109,8 @@ void MainScreen::dialogFinished(const Screen *dialog, DialogResult result) {
}
}
void GamePauseScreen::update(InputState &input) {
UpdateUIState(UISTATE_PAUSEMENU);
UIScreen::update(input);
}
GamePauseScreen::~GamePauseScreen() {
if (saveSlots_ != NULL) {
g_Config.iCurrentStateSlot = saveSlots_->GetSelection();
g_Config.Save();
}
__DisplaySetWasPaused();
}
void GamePauseScreen::CreateViews() {
static const int NUM_SAVESLOTS = 5;
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *i = GetI18NCategory("Pause");
root_ = new LinearLayout(ORIENT_HORIZONTAL);
ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(leftColumn);
root_->Add(new Spacer(new LinearLayoutParams(1.0)));
ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
leftColumn->Add(leftColumnItems);
saveSlots_ = leftColumnItems->Add(new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(300, WRAP_CONTENT)));
for (int i = 0; i < NUM_SAVESLOTS; i++){
std::stringstream saveSlotText;
saveSlotText << " " << i + 1 << " ";
saveSlots_->AddChoice(saveSlotText.str());
if (SaveState::HasSaveInSlot(i)) {
saveSlots_->HighlightChoice(i);
}
}
saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
saveSlots_->OnChoice.Handle(this, &GamePauseScreen::OnStateSelected);
saveStateButton_ = leftColumnItems->Add(new Choice(i->T("Save State")));
saveStateButton_->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
loadStateButton_ = leftColumnItems->Add(new Choice(i->T("Load State")));
loadStateButton_->OnClick.Handle(this, &GamePauseScreen::OnLoadState);
if (g_Config.iRewindFlipFrequency > 0) {
UI::Choice *rewindButton = leftColumnItems->Add(new Choice(i->T("Rewind")));
rewindButton->SetEnabled(SaveState::CanRewind());
rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
}
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
rightColumnItems->SetSpacing(0.0f);
if (getUMDReplacePermit()) {
rightColumnItems->Add(new Choice(i->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
}
Choice *continueChoice = rightColumnItems->Add(new Choice(i->T("Continue")));
root_->SetDefaultFocusView(continueChoice);
continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
std::string gameId = g_paramSFO.GetValueString("DISC_ID");
if (g_Config.hasGameConfig(gameId))
{
rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(i->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
}
else{
rightColumnItems->Add(new Choice(i->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(i->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
}
if (g_Config.bEnableCheats) {
rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
}
// TODO, also might be nice to show overall compat rating here?
// Based on their platform or even cpu/gpu/config. Would add an API for it.
if (Reporting::IsEnabled()) {
I18NCategory *rp = GetI18NCategory("Reporting");
rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
}
rightColumnItems->Add(new Spacer(25.0));
rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
UI::EventParams e;
e.a = g_Config.iCurrentStateSlot;
saveSlots_->OnChoice.Trigger(e);
}
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
int st = e.a;
loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st));
return UI::EVENT_DONE;
}
void GamePauseScreen::onFinish(DialogResult result) {
// Do we really always need to "gpu->Resized" here?
if (gpu)
gpu->Resized();
Reporting::UpdateConfig();
}
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
screenManager()->push(new ReportScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) {
SaveState::LoadSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnSaveState(UI::EventParams &e) {
SaveState::SaveSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
SaveState::Rewind(SaveState::Callback(), 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
screenManager()->push(new CwCheatScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
screenManager()->push(new UmdReplaceScreen());
return UI::EVENT_DONE;
}
void GamePauseScreen::CallbackDeleteConfig(bool yes)
{
if (yes)
{
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
g_Config.deleteGameConfig(info->id);
g_Config.unloadGameConfig();
screenManager()->RecreateAllViews();
}
}
UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e)
{
std::string gameId = g_paramSFO.GetValueString("DISC_ID");
g_Config.createGameConfig(gameId);
g_Config.changeGameSpecific(gameId);
g_Config.saveGameConfig(gameId);
screenManager()->topScreen()->RecreateViews();
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
{
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
screenManager()->push(
new PromptScreen(d->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), d->T("Cancel"),
std::bind(&GamePauseScreen::CallbackDeleteConfig, this, placeholder::_1)));
return UI::EVENT_DONE;
}
void GamePauseScreen::sendMessage(const char *message, const char *value) {
// Since the language message isn't allowed to be in native, we have to have add this
// to every screen which directly inherits from UIScreen(which are few right now, luckily).
if (!strcmp(message, "language")) {
screenManager()->RecreateAllViews();
}
}
void UmdReplaceScreen::CreateViews() {
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
I18NCategory *m = GetI18NCategory("MainMenu");
I18NCategory *d = GetI18NCategory("Dialog");
@ -1368,16 +1172,16 @@ UI::EventReturn UmdReplaceScreen::OnGameSelected(UI::EventParams &e) {
return UI::EVENT_DONE;
}
UI::EventReturn UmdReplaceScreen:: OnCancel(UI::EventParams &e) {
UI::EventReturn UmdReplaceScreen::OnCancel(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn UmdReplaceScreen:: OnGameSettings(UI::EventParams &e) {
UI::EventReturn UmdReplaceScreen::OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(""));
return UI::EVENT_DONE;
}
UI::EventReturn UmdReplaceScreen:: OnGameSelectedInstant(UI::EventParams &e) {
UI::EventReturn UmdReplaceScreen::OnGameSelectedInstant(UI::EventParams &e) {
__UmdReplace(e.s);
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;

View file

@ -76,42 +76,6 @@ private:
bool UseVerticalLayout() const;
};
class GamePauseScreen : public UIDialogScreenWithGameBackground {
public:
GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), saveSlots_(NULL) {}
virtual ~GamePauseScreen();
virtual void onFinish(DialogResult result);
protected:
virtual void CreateViews();
virtual void update(InputState &input);
virtual void sendMessage(const char *message, const char *value);
void CallbackDeleteConfig(bool yes);
private:
UI::EventReturn OnMainSettings(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnExitToMenu(UI::EventParams &e);
UI::EventReturn OnReportFeedback(UI::EventParams &e);
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::EventReturn OnRewind(UI::EventParams &e);
UI::EventReturn OnStateSelected(UI::EventParams &e);
UI::EventReturn OnCwCheat(UI::EventParams &e);
UI::EventReturn OnCreateConfig(UI::EventParams &e);
UI::EventReturn OnDeleteConfig(UI::EventParams &e);
UI::EventReturn OnSwitchUMD(UI::EventParams &e);
UI::ChoiceStrip *saveSlots_;
UI::Choice *saveStateButton_;
UI::Choice *loadStateButton_;
};
class UmdReplaceScreen : public UIDialogScreenWithBackground {
public:
UmdReplaceScreen() {}

233
UI/PauseScreen.cpp Normal file
View file

@ -0,0 +1,233 @@
// Copyright (c) 2014- 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 "i18n/i18n.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "Core/Reporting.h"
#include "Core/SaveState.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/ELF/ParamSFO.h"
#include "GPU/GPUCommon.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceUmd.h"
#include "UI/PauseScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/ReportScreen.h"
#include "UI/CwCheatScreen.h"
#include "UI/MainScreen.h"
#include "UI/GameInfoCache.h"
void GamePauseScreen::update(InputState &input) {
UpdateUIState(UISTATE_PAUSEMENU);
UIScreen::update(input);
}
GamePauseScreen::~GamePauseScreen() {
if (saveSlots_ != NULL) {
g_Config.iCurrentStateSlot = saveSlots_->GetSelection();
g_Config.Save();
}
__DisplaySetWasPaused();
}
void GamePauseScreen::CreateViews() {
static const int NUM_SAVESLOTS = 5;
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *i = GetI18NCategory("Pause");
root_ = new LinearLayout(ORIENT_HORIZONTAL);
ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(leftColumn);
root_->Add(new Spacer(new LinearLayoutParams(1.0)));
ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
leftColumn->Add(leftColumnItems);
saveSlots_ = leftColumnItems->Add(new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(300, WRAP_CONTENT)));
for (int i = 0; i < NUM_SAVESLOTS; i++) {
std::stringstream saveSlotText;
saveSlotText << " " << i + 1 << " ";
saveSlots_->AddChoice(saveSlotText.str());
if (SaveState::HasSaveInSlot(i)) {
saveSlots_->HighlightChoice(i);
}
}
saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
saveSlots_->OnChoice.Handle(this, &GamePauseScreen::OnStateSelected);
saveStateButton_ = leftColumnItems->Add(new Choice(i->T("Save State")));
saveStateButton_->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
loadStateButton_ = leftColumnItems->Add(new Choice(i->T("Load State")));
loadStateButton_->OnClick.Handle(this, &GamePauseScreen::OnLoadState);
if (g_Config.iRewindFlipFrequency > 0) {
UI::Choice *rewindButton = leftColumnItems->Add(new Choice(i->T("Rewind")));
rewindButton->SetEnabled(SaveState::CanRewind());
rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
}
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
rightColumnItems->SetSpacing(0.0f);
if (getUMDReplacePermit()) {
rightColumnItems->Add(new Choice(i->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
}
Choice *continueChoice = rightColumnItems->Add(new Choice(i->T("Continue")));
root_->SetDefaultFocusView(continueChoice);
continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
std::string gameId = g_paramSFO.GetValueString("DISC_ID");
if (g_Config.hasGameConfig(gameId)) {
rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(i->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
} else {
rightColumnItems->Add(new Choice(i->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(i->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
}
if (g_Config.bEnableCheats) {
rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
}
// TODO, also might be nice to show overall compat rating here?
// Based on their platform or even cpu/gpu/config. Would add an API for it.
if (Reporting::IsEnabled()) {
I18NCategory *rp = GetI18NCategory("Reporting");
rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
}
rightColumnItems->Add(new Spacer(25.0));
rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
UI::EventParams e;
e.a = g_Config.iCurrentStateSlot;
saveSlots_->OnChoice.Trigger(e);
}
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
screenManager()->push(new GameSettingsScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
int st = e.a;
loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st));
return UI::EVENT_DONE;
}
void GamePauseScreen::onFinish(DialogResult result) {
// Do we really always need to "gpu->Resized" here?
if (gpu)
gpu->Resized();
Reporting::UpdateConfig();
}
UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
screenManager()->push(new ReportScreen(gamePath_));
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) {
SaveState::LoadSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnSaveState(UI::EventParams &e) {
SaveState::SaveSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
SaveState::Rewind(SaveState::Callback(), 0);
screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
screenManager()->push(new CwCheatScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
screenManager()->push(new UmdReplaceScreen());
return UI::EVENT_DONE;
}
void GamePauseScreen::CallbackDeleteConfig(bool yes)
{
if (yes) {
GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
g_Config.deleteGameConfig(info->id);
g_Config.unloadGameConfig();
screenManager()->RecreateAllViews();
}
}
UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e)
{
std::string gameId = g_paramSFO.GetValueString("DISC_ID");
g_Config.createGameConfig(gameId);
g_Config.changeGameSpecific(gameId);
g_Config.saveGameConfig(gameId);
screenManager()->topScreen()->RecreateViews();
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
{
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *ga = GetI18NCategory("Game");
screenManager()->push(
new PromptScreen(d->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), d->T("Cancel"),
std::bind(&GamePauseScreen::CallbackDeleteConfig, this, placeholder::_1)));
return UI::EVENT_DONE;
}
void GamePauseScreen::sendMessage(const char *message, const char *value) {
// Since the language message isn't allowed to be in native, we have to have add this
// to every screen which directly inherits from UIScreen(which are few right now, luckily).
if (!strcmp(message, "language")) {
screenManager()->RecreateAllViews();
}
}

59
UI/PauseScreen.h Normal file
View file

@ -0,0 +1,59 @@
// Copyright (c) 2014- 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"
class GamePauseScreen : public UIDialogScreenWithGameBackground {
public:
GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), saveSlots_(NULL) {}
virtual ~GamePauseScreen();
virtual void onFinish(DialogResult result);
protected:
virtual void CreateViews();
virtual void update(InputState &input);
virtual void sendMessage(const char *message, const char *value);
void CallbackDeleteConfig(bool yes);
private:
UI::EventReturn OnMainSettings(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnExitToMenu(UI::EventParams &e);
UI::EventReturn OnReportFeedback(UI::EventParams &e);
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::EventReturn OnRewind(UI::EventParams &e);
UI::EventReturn OnStateSelected(UI::EventParams &e);
UI::EventReturn OnCwCheat(UI::EventParams &e);
UI::EventReturn OnCreateConfig(UI::EventParams &e);
UI::EventReturn OnDeleteConfig(UI::EventParams &e);
UI::EventReturn OnSwitchUMD(UI::EventParams &e);
UI::ChoiceStrip *saveSlots_;
UI::Choice *saveStateButton_;
UI::Choice *loadStateButton_;
};

View file

@ -32,6 +32,7 @@
<ClCompile Include="MiscScreens.cpp" />
<ClCompile Include="NativeApp.cpp" />
<ClCompile Include="OnScreenDisplay.cpp" />
<ClCompile Include="PauseScreen.cpp" />
<ClCompile Include="ReportScreen.cpp" />
<ClCompile Include="Store.cpp" />
<ClCompile Include="TiltAnalogSettingsScreen.cpp" />
@ -54,6 +55,7 @@
<ClInclude Include="MainScreen.h" />
<ClInclude Include="MiscScreens.h" />
<ClInclude Include="OnScreenDisplay.h" />
<ClInclude Include="PauseScreen.h" />
<ClInclude Include="ReportScreen.h" />
<ClInclude Include="Store.h" />
<ClInclude Include="TiltAnalogSettingsScreen.h" />

View file

@ -50,6 +50,9 @@
<ClCompile Include="ReportScreen.cpp">
<Filter>Screens</Filter>
</ClCompile>
<ClCompile Include="PauseScreen.cpp">
<Filter>Screens</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="GameInfoCache.h" />
@ -100,7 +103,9 @@
<ClInclude Include="ReportScreen.h">
<Filter>Screens</Filter>
</ClInclude>
<ClInclude Include="PauseScreen.h">
<Filter>Screens</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Screens">

View file

@ -302,6 +302,7 @@ LOCAL_SRC_FILES := \
$(SRC)/UI/MainScreen.cpp \
$(SRC)/UI/MiscScreens.cpp \
$(SRC)/UI/ReportScreen.cpp \
$(SRC)/UI/PauseScreen.cpp \
$(SRC)/UI/Store.cpp \
$(SRC)/UI/GamepadEmu.cpp \
$(SRC)/UI/GameInfoCache.cpp \