// 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), finishNextFrame_(false) {} virtual ~GamePauseScreen(); void onFinish(DialogResult result) override; virtual void dialogFinished(const Screen *dialog, DialogResult dr) override; protected: virtual void CreateViews() override; virtual void update(InputState &input) override; virtual void sendMessage(const char *message, const char *value) override; 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 OnRewind(UI::EventParams &e); UI::EventReturn OnScreenshotClicked(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::EventReturn OnState(UI::EventParams &e); UI::Choice *saveStateButton_; UI::Choice *loadStateButton_; // hack bool finishNextFrame_; };