mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Move GamePauseScreen into its own file
This commit is contained in:
parent
3706414454
commit
2e675c7b0b
11 changed files with 321 additions and 252 deletions
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@ -790,6 +790,7 @@ set(NativeAppSource
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UI/GameInfoCache.cpp
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UI/MainScreen.cpp
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UI/MiscScreens.cpp
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UI/PauseScreen.cpp
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UI/GameScreen.cpp
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UI/GameSettingsScreen.cpp
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UI/TiltAnalogSettingsScreen.cpp
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@ -317,7 +317,7 @@ void CheatCheckBox::Draw(UIContext &dc) {
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int image = *toggle_ ? dc.theme->checkOn : dc.theme->checkOff;
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Style style = dc.theme->itemStyle;
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UI::Style style = dc.theme->itemStyle;
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if (!IsEnabled())
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style = dc.theme->itemDisabledStyle;
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@ -26,7 +26,6 @@
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#include "UI/MiscScreens.h"
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#include "UI/GameSettingsScreen.h"
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using namespace UI;
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extern std::string activeCheatFile;
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extern std::string gameTitle;
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@ -55,16 +54,16 @@ private:
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};
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// TODO: Instead just hook the OnClick event on a regular checkbox.
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class CheatCheckBox : public ClickableItem, public CwCheatScreen {
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class CheatCheckBox : public UI::ClickableItem, public CwCheatScreen {
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public:
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CheatCheckBox(bool *toggle, const std::string &text, const std::string &smallText = "", LayoutParams *layoutParams = 0)
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: ClickableItem(layoutParams), toggle_(toggle), text_(text) {
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CheatCheckBox(bool *toggle, const std::string &text, const std::string &smallText = "", UI::LayoutParams *layoutParams = 0)
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: UI::ClickableItem(layoutParams), toggle_(toggle), text_(text) {
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OnClick.Handle(this, &CheatCheckBox::OnClicked);
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}
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virtual void Draw(UIContext &dc);
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EventReturn OnClicked(EventParams &e) {
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UI::EventReturn OnClicked(UI::EventParams &e) {
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if (toggle_) {
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*toggle_ = !(*toggle_);
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}
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@ -77,7 +76,7 @@ public:
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deactivatedCheat = text_;
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processFileOff(deactivatedCheat);
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}
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return EVENT_DONE;
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return UI::EVENT_DONE;
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}
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private:
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@ -51,6 +51,7 @@
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#include "UI/ui_atlas.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/GamepadEmu.h"
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#include "UI/PauseScreen.h"
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#include "UI/MainScreen.h"
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#include "UI/EmuScreen.h"
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#include "UI/DevScreens.h"
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@ -33,7 +33,6 @@
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#include "Core/System.h"
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#include "Core/Host.h"
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#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#include "UI/BackgroundAudio.h"
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#include "UI/EmuScreen.h"
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@ -41,10 +40,8 @@
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#include "UI/GameScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/GameSettingsScreen.h"
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#include "UI/CwCheatScreen.h"
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#include "UI/MiscScreens.h"
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#include "UI/ControlMappingScreen.h"
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#include "UI/ReportScreen.h"
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#include "UI/Store.h"
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#include "UI/ui_atlas.h"
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#include "Core/Config.h"
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@ -178,6 +175,7 @@ void GameButton::Draw(UIContext &dc) {
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GameInfo *ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), gamePath_, 0);
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Thin3DTexture *texture = 0;
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u32 color = 0, shadowColor = 0;
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using namespace UI;
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if (ginfo->iconTexture) {
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texture = ginfo->iconTexture;
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@ -325,7 +323,7 @@ class DirButton : public UI::Button {
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public:
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DirButton(const std::string &path, UI::LayoutParams *layoutParams)
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: UI::Button(path, layoutParams), path_(path), absolute_(false) {}
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DirButton(const std::string &path, const std::string &text, LayoutParams *layoutParams = 0)
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DirButton(const std::string &path, const std::string &text, UI::LayoutParams *layoutParams = 0)
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: UI::Button(text, layoutParams), path_(path), absolute_(true) {}
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virtual void Draw(UIContext &dc);
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@ -345,6 +343,7 @@ private:
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};
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void DirButton::Draw(UIContext &dc) {
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using namespace UI;
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Style style = dc.theme->buttonStyle;
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if (HasFocus()) style = dc.theme->buttonFocusedStyle;
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@ -881,13 +880,13 @@ UI::EventReturn MainScreen::OnDownloadUpgrade(UI::EventParams &e) {
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// Go directly to ppsspp.org and let the user sort it out
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LaunchBrowser("http://www.ppsspp.org/downloads.html");
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#endif
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return EVENT_DONE;
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return UI::EVENT_DONE;
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}
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UI::EventReturn MainScreen::OnDismissUpgrade(UI::EventParams &e) {
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g_Config.DismissUpgrade();
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upgradeBar_->SetVisibility(V_GONE);
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return EVENT_DONE;
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upgradeBar_->SetVisibility(UI::V_GONE);
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return UI::EVENT_DONE;
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}
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void MainScreen::sendMessage(const char *message, const char *value) {
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@ -1003,6 +1002,8 @@ UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
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}
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UI::EventReturn MainScreen::OnGameHighlight(UI::EventParams &e) {
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using namespace UI;
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#ifdef _WIN32
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std::string path = ReplaceAll(e.s, "\\", "/");
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#else
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@ -1108,205 +1109,8 @@ void MainScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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}
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}
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void GamePauseScreen::update(InputState &input) {
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UpdateUIState(UISTATE_PAUSEMENU);
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UIScreen::update(input);
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}
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GamePauseScreen::~GamePauseScreen() {
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if (saveSlots_ != NULL) {
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g_Config.iCurrentStateSlot = saveSlots_->GetSelection();
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g_Config.Save();
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}
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__DisplaySetWasPaused();
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}
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void GamePauseScreen::CreateViews() {
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static const int NUM_SAVESLOTS = 5;
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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I18NCategory *gs = GetI18NCategory("Graphics");
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I18NCategory *i = GetI18NCategory("Pause");
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(leftColumn);
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root_->Add(new Spacer(new LinearLayoutParams(1.0)));
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ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
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leftColumn->Add(leftColumnItems);
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saveSlots_ = leftColumnItems->Add(new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(300, WRAP_CONTENT)));
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for (int i = 0; i < NUM_SAVESLOTS; i++){
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std::stringstream saveSlotText;
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saveSlotText << " " << i + 1 << " ";
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saveSlots_->AddChoice(saveSlotText.str());
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if (SaveState::HasSaveInSlot(i)) {
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saveSlots_->HighlightChoice(i);
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}
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}
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saveSlots_->SetSelection(g_Config.iCurrentStateSlot);
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saveSlots_->OnChoice.Handle(this, &GamePauseScreen::OnStateSelected);
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saveStateButton_ = leftColumnItems->Add(new Choice(i->T("Save State")));
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saveStateButton_->OnClick.Handle(this, &GamePauseScreen::OnSaveState);
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loadStateButton_ = leftColumnItems->Add(new Choice(i->T("Load State")));
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loadStateButton_->OnClick.Handle(this, &GamePauseScreen::OnLoadState);
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if (g_Config.iRewindFlipFrequency > 0) {
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UI::Choice *rewindButton = leftColumnItems->Add(new Choice(i->T("Rewind")));
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rewindButton->SetEnabled(SaveState::CanRewind());
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rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
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}
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ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
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root_->Add(rightColumn);
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LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
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rightColumn->Add(rightColumnItems);
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rightColumnItems->SetSpacing(0.0f);
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if (getUMDReplacePermit()) {
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rightColumnItems->Add(new Choice(i->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
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}
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Choice *continueChoice = rightColumnItems->Add(new Choice(i->T("Continue")));
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root_->SetDefaultFocusView(continueChoice);
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continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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if (g_Config.hasGameConfig(gameId))
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{
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rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(i->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
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}
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else{
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rightColumnItems->Add(new Choice(i->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(i->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
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}
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if (g_Config.bEnableCheats) {
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rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
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}
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// TODO, also might be nice to show overall compat rating here?
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// Based on their platform or even cpu/gpu/config. Would add an API for it.
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if (Reporting::IsEnabled()) {
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I18NCategory *rp = GetI18NCategory("Reporting");
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rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
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}
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rightColumnItems->Add(new Spacer(25.0));
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rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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UI::EventParams e;
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e.a = g_Config.iCurrentStateSlot;
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saveSlots_->OnChoice.Trigger(e);
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}
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UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
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screenManager()->push(new GameSettingsScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnStateSelected(UI::EventParams &e) {
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int st = e.a;
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loadStateButton_->SetEnabled(SaveState::HasSaveInSlot(st));
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::onFinish(DialogResult result) {
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// Do we really always need to "gpu->Resized" here?
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if (gpu)
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gpu->Resized();
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Reporting::UpdateConfig();
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}
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UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
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screenManager()->push(new ReportScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) {
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SaveState::LoadSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnSaveState(UI::EventParams &e) {
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SaveState::SaveSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
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SaveState::Rewind(SaveState::Callback(), 0);
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
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screenManager()->push(new CwCheatScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnSwitchUMD(UI::EventParams &e) {
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screenManager()->push(new UmdReplaceScreen());
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::CallbackDeleteConfig(bool yes)
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{
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if (yes)
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{
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GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, 0);
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g_Config.deleteGameConfig(info->id);
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g_Config.unloadGameConfig();
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screenManager()->RecreateAllViews();
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}
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}
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UI::EventReturn GamePauseScreen::OnCreateConfig(UI::EventParams &e)
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{
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std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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g_Config.createGameConfig(gameId);
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g_Config.changeGameSpecific(gameId);
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g_Config.saveGameConfig(gameId);
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screenManager()->topScreen()->RecreateViews();
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
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{
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I18NCategory *d = GetI18NCategory("Dialog");
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I18NCategory *ga = GetI18NCategory("Game");
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screenManager()->push(
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new PromptScreen(d->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), d->T("Cancel"),
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std::bind(&GamePauseScreen::CallbackDeleteConfig, this, placeholder::_1)));
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return UI::EVENT_DONE;
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}
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void GamePauseScreen::sendMessage(const char *message, const char *value) {
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// Since the language message isn't allowed to be in native, we have to have add this
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// to every screen which directly inherits from UIScreen(which are few right now, luckily).
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if (!strcmp(message, "language")) {
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screenManager()->RecreateAllViews();
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}
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}
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void UmdReplaceScreen::CreateViews() {
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using namespace UI;
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Margins actionMenuMargins(0, 100, 15, 0);
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I18NCategory *m = GetI18NCategory("MainMenu");
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I18NCategory *d = GetI18NCategory("Dialog");
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return UI::EVENT_DONE;
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}
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UI::EventReturn UmdReplaceScreen:: OnCancel(UI::EventParams &e) {
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UI::EventReturn UmdReplaceScreen::OnCancel(UI::EventParams &e) {
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screenManager()->finishDialog(this, DR_CANCEL);
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return UI::EVENT_DONE;
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}
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UI::EventReturn UmdReplaceScreen:: OnGameSettings(UI::EventParams &e) {
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UI::EventReturn UmdReplaceScreen::OnGameSettings(UI::EventParams &e) {
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screenManager()->push(new GameSettingsScreen(""));
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return UI::EVENT_DONE;
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}
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UI::EventReturn UmdReplaceScreen:: OnGameSelectedInstant(UI::EventParams &e) {
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UI::EventReturn UmdReplaceScreen::OnGameSelectedInstant(UI::EventParams &e) {
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__UmdReplace(e.s);
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screenManager()->finishDialog(this, DR_OK);
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return UI::EVENT_DONE;
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@ -76,42 +76,6 @@ private:
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bool UseVerticalLayout() const;
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};
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class GamePauseScreen : public UIDialogScreenWithGameBackground {
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public:
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GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), saveSlots_(NULL) {}
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virtual ~GamePauseScreen();
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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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virtual void update(InputState &input);
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virtual void sendMessage(const char *message, const char *value);
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void CallbackDeleteConfig(bool yes);
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private:
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UI::EventReturn OnMainSettings(UI::EventParams &e);
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UI::EventReturn OnGameSettings(UI::EventParams &e);
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UI::EventReturn OnExitToMenu(UI::EventParams &e);
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UI::EventReturn OnReportFeedback(UI::EventParams &e);
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UI::EventReturn OnSaveState(UI::EventParams &e);
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UI::EventReturn OnLoadState(UI::EventParams &e);
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UI::EventReturn OnRewind(UI::EventParams &e);
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UI::EventReturn OnStateSelected(UI::EventParams &e);
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UI::EventReturn OnCwCheat(UI::EventParams &e);
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UI::EventReturn OnCreateConfig(UI::EventParams &e);
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UI::EventReturn OnDeleteConfig(UI::EventParams &e);
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UI::EventReturn OnSwitchUMD(UI::EventParams &e);
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UI::ChoiceStrip *saveSlots_;
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UI::Choice *saveStateButton_;
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UI::Choice *loadStateButton_;
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};
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class UmdReplaceScreen : public UIDialogScreenWithBackground {
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public:
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UmdReplaceScreen() {}
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233
UI/PauseScreen.cpp
Normal file
233
UI/PauseScreen.cpp
Normal file
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@ -0,0 +1,233 @@
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// Copyright (c) 2014- 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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#include "i18n/i18n.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#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
59
UI/PauseScreen.h
Normal 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_;
|
||||
};
|
|
@ -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" />
|
||||
|
|
|
@ -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">
|
||||
|
|
|
@ -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 \
|
||||
|
|
Loading…
Add table
Reference in a new issue