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Hide the pause/play button on the pause screen if any network connected.
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parent
a11b1287a1
commit
4072c8cd61
2 changed files with 25 additions and 16 deletions
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@ -67,6 +67,7 @@ using namespace std::placeholders;
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#include "Core/MIPS/MIPS.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceSas.h"
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#include "Core/HLE/sceNet.h"
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#include "Core/HLE/sceNetAdhoc.h"
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#include "Core/Debugger/SymbolMap.h"
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#include "Core/RetroAchievements.h"
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@ -1841,7 +1842,7 @@ void EmuScreen::resized() {
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}
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bool MustRunBehind() {
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return __NetAdhocConnected();
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return netInited || __NetAdhocConnected();
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}
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bool ShouldRunBehind() {
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@ -266,6 +266,9 @@ void GamePauseScreen::update() {
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finishNextFrame_ = false;
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}
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bool mustRunBehind = MustRunBehind();
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playButton_->SetVisibility(mustRunBehind ? UI::V_GONE : UI::V_VISIBLE);
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SetVRAppMode(VRAppMode::VR_MENU_MODE);
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}
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@ -448,23 +451,29 @@ void GamePauseScreen::CreateViews() {
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rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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}
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if (!MustRunBehind()) {
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playButton_ = middleColumn->Add(new Button("", g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"), new LinearLayoutParams(64, 64)));
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playButton_->OnClick.Add([=](UI::EventParams &e) {
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g_Config.bRunBehindPauseMenu = !g_Config.bRunBehindPauseMenu;
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playButton_->SetImageID(g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"));
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return UI::EVENT_DONE;
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});
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middleColumn->Add(new Spacer(20.0));
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Button *infoButton = middleColumn->Add(new Button("", ImageID("I_INFO"), new LinearLayoutParams(64, 64)));
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infoButton->OnClick.Add([=](UI::EventParams &e) {
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screenManager()->push(new GameScreen(gamePath_, true));
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return UI::EVENT_DONE;
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});
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} else {
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middleColumn->SetSpacing(20.0f);
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playButton_ = middleColumn->Add(new Button("", g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"), new LinearLayoutParams(64, 64)));
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playButton_->OnClick.Add([=](UI::EventParams &e) {
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g_Config.bRunBehindPauseMenu = !g_Config.bRunBehindPauseMenu;
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playButton_->SetImageID(g_Config.bRunBehindPauseMenu ? ImageID("I_PAUSE") : ImageID("I_PLAY"));
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return UI::EVENT_DONE;
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});
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bool mustRunBehind = MustRunBehind();
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playButton_->SetVisibility(mustRunBehind ? UI::V_GONE : UI::V_VISIBLE);
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if (mustRunBehind) {
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auto nw = GetI18NCategory(I18NCat::NETWORKING);
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rightColumnHolder->Add(new TextView(nw->T("Network connected")));
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}
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Button *infoButton = middleColumn->Add(new Button("", ImageID("I_INFO"), new LinearLayoutParams(64, 64)));
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infoButton->OnClick.Add([=](UI::EventParams &e) {
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screenManager()->push(new GameScreen(gamePath_, true));
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return UI::EVENT_DONE;
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});
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// What's this for?
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rightColumnHolder->Add(new Spacer(10.0f));
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}
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@ -591,6 +600,5 @@ UI::EventReturn GamePauseScreen::OnDeleteConfig(UI::EventParams &e)
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screenManager()->push(
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new PromptScreen(gamePath_, di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"),
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std::bind(&GamePauseScreen::CallbackDeleteConfig, this, std::placeholders::_1)));
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return UI::EVENT_DONE;
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}
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