// 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 #include #include #include #include "UI/BaseScreens.h" #include "Common/UI/UIScreen.h" #include "Common/File/Path.h" #include "UI/GameInfoCache.h" #include "Core/HLE/Plugins.h" #include "Core/Util/PkgUnpack.h" #include "UI/SimpleDialogScreen.h" class NoticeView; // 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. // Should possibly merge this with the PauseScreen. class GameScreen : public UITwoPaneBaseDialogScreen { public: GameScreen(const Path &gamePath, bool inGame); ~GameScreen(); void update() override; const char *tag() const override { return "Game"; } // The game was deleted or removed from recents, so the screen we return to should refresh. bool GameRemoved() const { return gameRemoved_; } protected: void BeforeCreateViews() override; void CreateContentViews(UI::ViewGroup *parent) override; void CreateSettingsViews(UI::ViewGroup *parent) override; void CreateContextMenu(UI::ViewGroup *parent) override; void dialogFinished(const Screen *dialog, DialogResult result) override; std::string_view GetTitle() const override; // The progress bar of a pack running in the background. void DrawForeground(UIContext &dc) override; private: // Event handlers void OnGameSettings(UI::EventParams &e); void OnDeleteSaveData(UI::EventParams &e); void OnDeleteGame(UI::EventParams &e); void OnCreateConfig(UI::EventParams &e); void OnDeleteConfig(UI::EventParams &e); void OnSetBackground(UI::EventParams &e); void OnDeleteGameUpdate(UI::EventParams &e); // What's known about the game from outside its file: an installed update, plugins, and whether // the installed firmware can play it. All disk access, so it's looked up on a worker thread, // and the views are recreated when it's in. struct Lookups { bool hasInstalledUpdate = false; InstalledGameUpdate installedUpdate; std::vector plugins; Path umdVideoVSHPath; bool firmwareRunsPS1Discs = false; }; struct LookupTask { std::atomic done{}; Lookups result; }; void StartLookups(); std::string CRC32string; bool isHomebrew_ = false; bool inGame_ = false; bool gameRemoved_ = false; bool finishRequested_ = false; // Keep track of progressive loading of metadata. GameInfoFlags knownFlags_ = GameInfoFlags::EMPTY; bool knownHasCRC_ = false; // GamePacker state the views were made for. int packGeneration_ = 0; bool packBarShown_ = false; // installedUpdate is a game update in PSP/GAME/, which is what actually runs when there is one. Lookups lookups_; std::shared_ptr lookupTask_; // While one runs. bool lookupsStarted_ = false; bool lookupsPending_ = false; std::shared_ptr info_; mutable std::string titleCache_; };