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94 lines
2.3 KiB
C++
94 lines
2.3 KiB
C++
#pragma once
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#include <mutex>
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#include <string>
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#include <deque>
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#include "Common/Math/lin/vec3.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/ViewGroup.h"
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using namespace Lin;
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enum class ViewLayoutMode;
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class I18NCategory;
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namespace Draw {
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class DrawContext;
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}
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class UIScreen : public Screen {
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public:
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UIScreen();
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~UIScreen();
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void update() override;
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ScreenRenderFlags render(ScreenRenderMode mode) override;
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void deviceLost() override;
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void deviceRestored(Draw::DrawContext *draw) override;
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bool touch(const TouchInput &touch) override;
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bool key(const KeyInput &key) override;
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void axis(const AxisInput &axis) override;
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TouchInput transformTouch(const TouchInput &touch) override;
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virtual void TriggerFinish(DialogResult result);
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// Some useful default event handlers
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void OnOK(UI::EventParams &e);
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void OnCancel(UI::EventParams &e);
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void OnBack(UI::EventParams &e);
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virtual UI::Margins RootMargins() const { return UI::Margins(0); }
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virtual void focusChanged(ScreenFocusChange focusChange) override {
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Screen::focusChanged(focusChange);
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}
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virtual bool AllowKeyboardNavigation() const { return true; }
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protected:
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virtual void CreateViews() = 0;
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Bounds GetLayoutBounds(UIContext &dc) const;
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void RecreateViews() override { recreateViews_ = true; }
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DeviceOrientation GetDeviceOrientation() const;
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bool IsOnTop() const;
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virtual ViewLayoutMode LayoutMode() const { return ViewLayoutMode::ApplyInsets; }
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virtual bool UseImmersiveMode() const { return false; }
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UI::ViewGroup *root_ = nullptr;
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Vec3 translation_ = Vec3(0.0f);
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Vec3 scale_ = Vec3(1.0f);
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float alpha_ = 1.0f;
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bool ignoreInput_ = false;
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protected:
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virtual void DrawBackground(UIContext &ui) {}
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virtual void DrawForeground(UIContext &ui) {}
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void DoRecreateViews();
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bool recreateViews_ = true;
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DeviceOrientation lastOrientation_ = DeviceOrientation::Landscape;
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};
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class UIDialogScreen : public UIScreen {
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public:
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UIDialogScreen() : UIScreen(), finished_(false) {}
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~UIDialogScreen() override;
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void update() override {
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UIScreen::update();
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firstFrame_ = false;
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}
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bool key(const KeyInput &key) override;
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void sendMessage(UIMessage message, const char *value) override;
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protected:
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bool firstFrame_ = true; // Since back button can toggle this screen, we need to make sure we don't immediately pop it on the first frame.
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private:
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bool finished_;
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};
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