mirror of
https://github.com/hrydgard/ppsspp.git
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77 lines
2.5 KiB
C++
77 lines
2.5 KiB
C++
// Copyright (c) 2026- 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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#pragma once
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#include <cstdint>
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#include <memory>
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#include "Common/Math/geom2d.h"
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class UIContext;
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struct TouchInput;
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class ImposeArt;
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// The PSP's HOME screen ("Do you want to quit the game?"), which impose.prx draws over a running
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// game. Owned by EmuScreen, which feeds it input and frames and draws it over the PSP display.
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// See ImposeHome.cpp for how it follows the firmware, and the firmware art it uses when there is
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// a firmware dump.
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class ImposeHomeScreen {
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public:
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ImposeHomeScreen();
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~ImposeHomeScreen();
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// What EmuScreen has to do after an update.
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enum class Action {
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NONE,
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LEAVE_GAME, // Quit to the game browser, like Exit to menu.
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};
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// Once a frame. running: the game is running (booted, CPU running, no reboot pending).
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// onTop: EmuScreen is the top screen, so the HOME screen may take input.
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Action Update(bool running, bool onTop);
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// screen: where the PSP's 480x272 display is, in UI coordinates.
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void Draw(UIContext &dc, const Bounds &screen);
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bool IsOpen() const { return state_ != State::CLOSED; }
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void Close();
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void DeviceLost();
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private:
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enum class State {
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CLOSED,
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ASKING, // Yes / No.
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QUITTING, // "Please wait...", while the game's exit callback runs.
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};
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void Open();
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void Choose(bool quit);
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void FinishQuit();
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Action TakeAction();
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State state_ = State::CLOSED;
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bool yes_ = false; // Which option is highlighted.
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uint32_t lastButtons_ = 0;
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// After choosing Yes, while the game's exit callback runs: when to stop waiting and quit anyway.
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double exitDeadline_ = -1.0;
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Action pendingAction_ = Action::NONE;
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// Where Yes and No were last drawn, for touch.
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Bounds yesBounds_{};
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Bounds noBounds_{};
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// The firmware's own artwork, when a firmware dump is installed.
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std::unique_ptr<ImposeArt> art_;
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};
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