#pragma once #include "ppsspp_config.h" #include #include "Common/UI/UIScreen.h" #include "Common/Render/TextureAtlas.h" #include "Common/System/System.h" #include "Core/ConfigValues.h" #include "UI/BaseScreens.h" namespace UI { class TabHolder; } enum class TabDialogFlags { Default = 0, HorizontalOnlyIcons = 1, VerticalShowIcons = 2, AddAutoTitles = 4, ContextMenuInPortrait = 8, }; ENUM_CLASS_BITOPS(TabDialogFlags); enum class TabFlags { Default = 0, NonScrollable = 1, }; ENUM_CLASS_BITOPS(TabFlags); class UITabbedBaseDialogScreen : public UIBaseDialogScreen { public: // currentTabSetting can be null if you don't want to persist the current tab. UITabbedBaseDialogScreen(const Path &gamePath, int *currentTabSetting = nullptr, TabDialogFlags flags = TabDialogFlags::Default); void AddTab(const char *tag, std::string_view title, ImageID imageId, std::function createCallback, TabFlags flags = TabFlags::Default); void AddTab(const char *tag, std::string_view title, std::function createCallback, TabFlags flags = TabFlags::Default) { AddTab(tag, title, ImageID::invalid(), createCallback, flags); } void CreateViews() override; protected: // Load data and define your tabs here. virtual void PreCreateViews() {} virtual void CreateTabs() = 0; virtual void CreateExtraButtons(UI::ViewGroup *verticalLayout, int margins) {} virtual void EnsureTabs(); virtual bool UsePopupMenuInPortrait() const { return false; } virtual bool ForceHorizontalTabs() const { return false; } // The tab to show first, after CreateTabs, if not the saved one (-1). virtual int InitialTab() { return -1; } virtual void TabChanged(int tab) {} int GetCurrentTab() const; void SetCurrentTab(int tab); UI::TabHolder *tabHolder_ = nullptr; int *currentTabSetting_ = nullptr; private: TabDialogFlags flags_ = TabDialogFlags::Default; };