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C++ GetI18NCategory函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetI18NCategory函数的典型用法代码示例。如果您正苦于以下问题:C++ GetI18NCategory函数的具体用法?C++ GetI18NCategory怎么用?C++ GetI18NCategory使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetI18NCategory函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: UIShader_Prepare

void ErrorScreen::render()
{
	UIShader_Prepare();
	UIBegin(UIShader_Get());
	DrawBackground(1.0f);

	ui_draw2d.SetFontScale(1.5f, 1.5f);
	ui_draw2d.DrawText(UBUNTU24, errorTitle_.c_str(), dp_xres / 2, 30, 0xFFFFFFFF, ALIGN_HCENTER);
	ui_draw2d.SetFontScale(1.0f, 1.0f);

	ui_draw2d.DrawText(UBUNTU24, errorMessage_.c_str(), 40, 120, 0xFFFFFFFF, ALIGN_LEFT);

	I18NCategory *g = GetI18NCategory("General");

	if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), 200, 0, g->T("Back"), ALIGN_BOTTOMRIGHT)) {
		screenManager()->finishDialog(this, DR_OK);
	}

	UIEnd();
}
开发者ID:CPkmn,项目名称:ppsspp,代码行数:20,代码来源:MenuScreens.cpp


示例2: adapter

void FileSelectScreen::render() {
	FileListAdapter adapter(options_, &listing_, screenManager()->getUIContext());

	I18NCategory *g = GetI18NCategory("General");

	UIShader_Prepare();
	UIBegin(UIShader_Get());
	DrawBackground(1.0f);

	if (list_.Do(GEN_ID, 10, BUTTON_HEIGHT + 20, dp_xres-20, dp_yres - BUTTON_HEIGHT - 30, &adapter)) {
		if (listing_[list_.selected].isDirectory) {
			currentDirectory_ = listing_[list_.selected].fullName;
			ILOG("%s", currentDirectory_.c_str());
			updateListing();
			list_.selected = -1;
		} else {
			std::string boot_filename = listing_[list_.selected].fullName;
			ILOG("Selected: %i : %s", list_.selected, boot_filename.c_str());
			list_.selected = -1;
			g_Config.Save();
			UIEnd();
			screenManager()->switchScreen(new EmuScreen(boot_filename));
			return;
		}
	}

	ui_draw2d.DrawImageStretch(I_BUTTON, 0, 0, dp_xres, 70);

	if (UIButton(GEN_ID, Pos(10,10), SMALL_BUTTON_WIDTH, 0, g->T("Up"), ALIGN_TOPLEFT)) {
		currentDirectory_ = getDir(currentDirectory_);
		updateListing();
	}
	ui_draw2d.DrawTextShadow(UBUNTU24, currentDirectory_.c_str(), 20 + SMALL_BUTTON_WIDTH, 10 + 25, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
	if (UIButton(GEN_ID, Pos(dp_xres - 10, 10), SMALL_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT)) {
		g_Config.Save();
		screenManager()->switchScreen(new MenuScreen());
	}

	UIEnd();
}
开发者ID:CPkmn,项目名称:ppsspp,代码行数:40,代码来源:MenuScreens.cpp


示例3: GetLastError

size_t DirectoryFileHandle::Write(const u8* pointer, s64 size)
{
	size_t bytesWritten = 0;
	bool diskFull = false;

#ifdef _WIN32
	BOOL success = ::WriteFile(hFile, (LPVOID)pointer, (DWORD)size, (LPDWORD)&bytesWritten, 0);
	if (success == FALSE) {
		DWORD err = GetLastError();
		diskFull = err == ERROR_DISK_FULL || err == ERROR_NOT_ENOUGH_QUOTA;
	}
#else
	bytesWritten = write(hFile, pointer, size);
	if (bytesWritten == (size_t)-1) {
		diskFull = errno == ENOSPC;
	}
#endif
	if (needsTrunc_ != -1) {
		off_t off = (off_t)Seek(0, FILEMOVE_CURRENT);
		if (needsTrunc_ < off) {
			needsTrunc_ = off;
		}
	}

	if (diskFull) {
		// Sign extend on 64-bit.
		ERROR_LOG(FILESYS, "Disk full");
		I18NCategory *err = GetI18NCategory("Error");
		osm.Show(err->T("Disk full while writing data"));
		// We only return an error when the disk is actually full.
		// When writing this would cause the disk to be full, so it wasn't written, we return 0.
		if (MemoryStick_FreeSpace() == 0) {
			return (size_t)(s64)(s32)SCE_KERNEL_ERROR_ERRNO_DEVICE_NO_FREE_SPACE;
		}
	}

	return bytesWritten;
}
开发者ID:VOID001,项目名称:ppsspp,代码行数:38,代码来源:DirectoryFileSystem.cpp


示例4: GetI18NCategory

void PSPSaveDialog::DisplayBanner(int which)
{
	I18NCategory *d = GetI18NCategory("Dialog");
	PPGeDrawRect(0, 0, 480, 23, CalcFadedColor(0x65636358));
	const char *title;
	switch (which)
	{
	case DB_SAVE:
		title = d->T("Save");
		break;
	case DB_LOAD:
		title = d->T("Load");
		break;
	case DB_DELETE:
		title = d->T("Delete");
		break;
	default:
		title = "";
		break;
	}
	// TODO: Draw a hexagon icon
	PPGeDrawText(title, 30, 11, PPGE_ALIGN_VCENTER, 0.6f, CalcFadedColor(0xFFFFFFFF));
}
开发者ID:jamesguo,项目名称:ppsspp,代码行数:23,代码来源:PSPSaveDialog.cpp


示例5: ERROR_LOG

void EmuScreen::bootGame(const std::string &filename) {
	booted_ = true;
	std::string fileToStart = filename;

	CoreParameter coreParam;
	coreParam.cpuCore = g_Config.bJit ? CPU_JIT : CPU_INTERPRETER;
	coreParam.gpuCore = g_Config.bSoftwareRendering ? GPU_SOFTWARE : GPU_GLES;
	coreParam.enableSound = g_Config.bEnableSound;
	coreParam.fileToStart = fileToStart;
	coreParam.mountIso = "";
	coreParam.startPaused = false;
	coreParam.printfEmuLog = false;
	coreParam.headLess = false;

	if (g_Config.iInternalResolution == 0) {
		coreParam.renderWidth = dp_xres;
		coreParam.renderHeight = dp_yres;
	} else {
		if (g_Config.iInternalResolution < 0)
			g_Config.iInternalResolution = 1;
		coreParam.renderWidth = 480 * g_Config.iInternalResolution;
		coreParam.renderHeight = 272 * g_Config.iInternalResolution;
	}

	coreParam.outputWidth = dp_xres;
	coreParam.outputHeight = dp_yres;
	coreParam.pixelWidth = pixel_xres;
	coreParam.pixelHeight = pixel_yres;

	std::string error_string;
	if (PSP_Init(coreParam, &error_string)) {
		invalid_ = false;
	} else {
		invalid_ = true;
		errorMessage_ = error_string;
		ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
		System_SendMessage("event", "failstartgame");
		return;
	}

	globalUIState = UISTATE_INGAME;
	host->BootDone();
	host->UpdateDisassembly();

	g_gameInfoCache.FlushBGs();

	NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str());
	autoLoad();

	I18NCategory *s = GetI18NCategory("Screen"); 

#ifdef _WIN32
	if (g_Config.bFirstRun) {
		osm.Show(s->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
	}
#endif
	memset(virtKeys, 0, sizeof(virtKeys));

	const char *renderer = (const char*)glGetString(GL_RENDERER);
	if (strstr(renderer, "Chainfire3D") != 0) {
		osm.Show(s->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
	}

	System_SendMessage("event", "startgame");
}
开发者ID:716Girl,项目名称:ppsspp,代码行数:65,代码来源:EmuScreen.cpp


示例6: UIShader_Prepare

void GraphicsScreenP2::render() {
	UIShader_Prepare();
	UIBegin(UIShader_Get());
	DrawBackground(1.0f);

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");

	ui_draw2d.SetFontScale(1.5f, 1.5f);
	ui_draw2d.DrawText(UBUNTU24, gs->T("Graphics Settings"), dp_xres / 2, 10, 0xFFFFFFFF, ALIGN_HCENTER);
	ui_draw2d.SetFontScale(1.0f, 1.0f);

	if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) {
		screenManager()->finishDialog(this, DR_OK);
	}

	HLinear hlinear(10, dp_yres - 10, 20.0f);
	if (UIButton(GEN_ID, hlinear, LARGE_BUTTON_WIDTH + 10, 0, g->T("Prev Page"), ALIGN_BOTTOMLEFT)) {
		screenManager()->switchScreen(new GraphicsScreenP1());
	}
	if (UIButton(GEN_ID, hlinear, LARGE_BUTTON_WIDTH + 10, 0, g->T("Next Page"), ALIGN_BOTTOMLEFT)) {
		screenManager()->switchScreen(new GraphicsScreenP3());
	}

	int x = 30;
	int y = 35;
	int stride = 40;
	int columnw = 400;

	UICheckBox(GEN_ID, x, y += stride, gs->T("Linear Filtering"), ALIGN_TOPLEFT, &g_Config.bLinearFiltering);

	bool AnisotropicFiltering = g_Config.iAnisotropyLevel != 0;
	UICheckBox(GEN_ID, x, y += stride, gs->T("Anisotropic Filtering"), ALIGN_TOPLEFT, &AnisotropicFiltering);
	if (AnisotropicFiltering) {
		if (g_Config.iAnisotropyLevel == 0)
			g_Config.iAnisotropyLevel = 2;

		ui_draw2d.DrawText(UBUNTU24, gs->T("Level :"), x + 60, y += stride, 0xFFFFFFFF, ALIGN_LEFT);
		HLinear hlinear1(x + 180, y, 20);
		if (UIButton(GEN_ID, hlinear1, 45, 0, gs->T("2x"), ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 2;
		if (UIButton(GEN_ID, hlinear1, 45, 0, gs->T("4x"), ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 4;
		if (UIButton(GEN_ID, hlinear1, 45, 0, gs->T("8x"), ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 8;
		if (UIButton(GEN_ID, hlinear1, 60, 0, gs->T("16x"), ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 16;

		y += 20;
	} else {
		g_Config.iAnisotropyLevel = 0;
	}
	bool TexScaling = g_Config.iTexScalingLevel > 1;
	UICheckBox(GEN_ID, x, y += stride, gs->T("xBRZ Texture Scaling"), ALIGN_TOPLEFT, &TexScaling);
	if (TexScaling) {
		if (g_Config.iTexScalingLevel <= 1)
			g_Config.iTexScalingLevel = 2;
		ui_draw2d.DrawText(UBUNTU24, gs->T("Type  :"), x + 60, y += stride, 0xFFFFFFFF, ALIGN_LEFT);
		HLinear hlinear1(x + 180, y, 20);
		if (UIButton(GEN_ID, hlinear1, 80, 0, gs->T("xBRZ"), ALIGN_LEFT))
			g_Config.iTexScalingType = 0;
		if (UIButton(GEN_ID, hlinear1, 150, 0, gs->T("Hybrid", "Hybrid(H)"), ALIGN_LEFT))
			g_Config.iTexScalingType = 1;
		if (UIButton(GEN_ID, hlinear1, 150, 0, gs->T("Bicubic", "Bicubic(B)"), ALIGN_LEFT))
			g_Config.iTexScalingType = 2;
		if (UIButton(GEN_ID, hlinear1, 80, 0, gs->T("H+B", "H+B"), ALIGN_LEFT))
			g_Config.iTexScalingType = 3;
		ui_draw2d.DrawText(UBUNTU24, gs->T("Level :"), x + 60, y += stride + 20, 0xFFFFFFFF, ALIGN_LEFT);
		HLinear hlinear2(x + 180, y, 20);
		if (UIButton(GEN_ID, hlinear2, 45, 0, gs->T("2x"), ALIGN_LEFT))
			g_Config.iTexScalingLevel = 2;
		if (UIButton(GEN_ID, hlinear2, 45, 0, gs->T("3x"), ALIGN_LEFT))
			g_Config.iTexScalingLevel = 3;
		UICheckBox(GEN_ID, x + 60, y += stride + 20, gs->T("Deposterize"), ALIGN_LEFT, &g_Config.bTexDeposterize);
	} else {
		g_Config.iTexScalingLevel = 1;
	}

	UIEnd();
}
开发者ID:jack00,项目名称:ppsspp,代码行数:80,代码来源:MenuScreens.cpp


示例7: UIShader_Prepare

void GraphicsScreenP2::render() {
	UIShader_Prepare();
	UIBegin(UIShader_Get());
	DrawBackground(1.0f);

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");

	ui_draw2d.SetFontScale(1.5f, 1.5f);
	ui_draw2d.DrawText(UBUNTU24, gs->T("Graphics Settings"), dp_xres / 2, 20, 0xFFFFFFFF, ALIGN_HCENTER);
	ui_draw2d.SetFontScale(1.0f, 1.0f);

	if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres - 10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) {
		screenManager()->finishDialog(this, DR_OK);
	}

	int x = 30;
	int y = 30;
	int stride = 40;
	int columnw = 400;

	if (g_Config.bBufferedRendering) {
		if (UICheckBox(GEN_ID, x, y += stride, gs->T("AA", "Anti Aliasing"), ALIGN_TOPLEFT, &g_Config.SSAntiAliasing)) {
			if (gpu)
				gpu->Resized();
		}
	}
	UICheckBox(GEN_ID, x, y += stride, gs->T("Draw Wireframe"), ALIGN_TOPLEFT, &g_Config.bDrawWireframe);
	UICheckBox(GEN_ID, x, y += stride, gs->T("Display Raw Framebuffer"), ALIGN_TOPLEFT, &g_Config.bDisplayFramebuffer);
	UICheckBox(GEN_ID, x, y += stride, gs->T("True Color"), ALIGN_TOPLEFT, &g_Config.bTrueColor);

	bool AnisotropicFiltering = g_Config.iAnisotropyLevel != 0;
	UICheckBox(GEN_ID, x, y += stride, gs->T("Anisotropic Filtering"), ALIGN_TOPLEFT, &AnisotropicFiltering);
	if (AnisotropicFiltering) {
		if (g_Config.iAnisotropyLevel == 0)
			g_Config.iAnisotropyLevel = 2;

		ui_draw2d.DrawText(UBUNTU24, gs->T("Level :"), x + 60, y += stride - 5, 0xFFFFFFFF, ALIGN_LEFT);
		HLinear hlinear1(x + 160 , y + 5, 20);
		if (UIButton(GEN_ID, hlinear1, 45, 0, "2x", ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 2;
		if (UIButton(GEN_ID, hlinear1, 45, 0, "4x", ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 4;
		if (UIButton(GEN_ID, hlinear1, 45, 0, "8x", ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 8;
		if (UIButton(GEN_ID, hlinear1, 60, 0, "16x", ALIGN_LEFT))
			g_Config.iAnisotropyLevel = 16;
	} else {
		g_Config.iAnisotropyLevel = 0;
	}

	bool TexScaling = g_Config.iTexScalingLevel > 1;
	UICheckBox(GEN_ID, x, y += stride + 20, gs->T("xBRZ Texture Scaling"), ALIGN_TOPLEFT, &TexScaling);
	if (TexScaling) {
		if (g_Config.iTexScalingLevel <= 1)
			g_Config.iTexScalingLevel = 2;

		ui_draw2d.DrawText(UBUNTU24, gs->T("Level :"), x + 60, y += stride + 5, 0xFFFFFFFF, ALIGN_LEFT);
		HLinear hlinear1(x + 160 , y - 5, 20);
		if (UIButton(GEN_ID, hlinear1, 45, 0, "2x", ALIGN_LEFT))
			g_Config.iTexScalingLevel = 2;
		if (UIButton(GEN_ID, hlinear1, 45, 0, "3x", ALIGN_LEFT))
			g_Config.iTexScalingLevel = 3;
		HLinear hlinear2(x + 160 , y + 60, 20);
		ui_draw2d.DrawText(UBUNTU24, gs->T("Type  :"), x + 60, y += stride + 20, 0xFFFFFFFF, ALIGN_LEFT);
		if (UIButton(GEN_ID, hlinear2, 90, 0, "xBRZ", ALIGN_LEFT))
			g_Config.iTexScalingType = 0;
		if (UIButton(GEN_ID, hlinear2, 100, 0, "Hybrid", ALIGN_LEFT))
			g_Config.iTexScalingType = 1;
	} else {
		g_Config.iTexScalingLevel = 1;
	}
	UIEnd();
}
开发者ID:cemedine,项目名称:ppsspp,代码行数:74,代码来源:MenuScreens.cpp


示例8: screenManager

void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
	// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
#ifdef _WIN32
	if(g_Config.bShowTouchControls) {
#endif
		UpdateGamepad(input);

		UpdateInputState(&input);
#ifdef _WIN32
	}
#endif

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;
	
	I18NCategory *s = GetI18NCategory("Screen"); 

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (PSP_CoreParameter().fpsLimit != 2) {
		// Don't really need to show these, it's pretty obvious what unthrottle does,
		// in contrast to the three state toggle
		/*
		if (input.pad_buttons_down & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		if (input.pad_buttons_up & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}*/
	}
	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0) {
			PSP_CoreParameter().fpsLimit = 1;
			osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
		}
		else if (PSP_CoreParameter().fpsLimit == 1) {
			PSP_CoreParameter().fpsLimit = 2;
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
//.........这里部分代码省略.........
开发者ID:ScarletRhapsody,项目名称:ppsspp,代码行数:101,代码来源:EmuScreen.cpp


示例9: bootGame

void EmuScreen::update(InputState &input) {
	if (!booted_)
		bootGame(gamePath_);

	UIScreen::update(input);

	// Simply forcibily update to the current screen size every frame. Doesn't cost much.
	// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
	// TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too.
	const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
	PSP_CoreParameter().pixelWidth = pixel_xres * bounds.w / dp_xres;
	PSP_CoreParameter().pixelHeight = pixel_yres * bounds.h / dp_yres;

	UpdateUIState(UISTATE_INGAME);

	if (errorMessage_.size()) {
		// Special handling for ZIP files. It's not very robust to check an error message but meh,
		// at least it's pre-translation.
		if (errorMessage_.find("ZIP") != std::string::npos) {
			screenManager()->push(new InstallZipScreen(gamePath_));
			errorMessage_ = "";
			quit_ = true;
			return;
		}
		I18NCategory *g = GetI18NCategory("Error");
		std::string errLoadingFile = g->T("Error loading file", "Could not load game");

		errLoadingFile.append(" ");
		errLoadingFile.append(g->T(errorMessage_.c_str()));

		screenManager()->push(new PromptScreen(errLoadingFile, "OK", ""));
		errorMessage_ = "";
		quit_ = true;
		return;
	}

	if (invalid_)
		return;

	// Virtual keys.
	__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);

	// Apply tilt to left stick
	// TODO: Make into an axis
#ifdef MOBILE_DEVICE
	/*
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// Get the "base" coordinate system which is setup by the calibration system
		float base_x = g_Config.fTiltBaseX;
		float base_y = g_Config.fTiltBaseY;

		//convert the current input into base coordinates and normalize
		//TODO: check if all phones give values between [-50, 50]. I'm not sure how iOS works.
		float normalized_input_x = (input.acc.y - base_x) / 50.0 ;
		float normalized_input_y = (input.acc.x - base_y) / 50.0 ;

		//TODO: need a better name for computed x and y.
		float delta_x =  tiltInputCurve(normalized_input_x * 2.0 * (g_Config.iTiltSensitivityX)) ;

		//if the invert is enabled, invert the motion
		if (g_Config.bInvertTiltX) {
			delta_x *= -1;
		}

		float delta_y =  tiltInputCurve(normalized_input_y * 2.0 * (g_Config.iTiltSensitivityY)) ;
		
		if (g_Config.bInvertTiltY) {
			delta_y *= -1;
		}

		//clamp the delta between [-1, 1]
		leftstick_x += clamp1(delta_x);
		__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);

		
		leftstick_y += clamp1(delta_y);
		__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
	}
	*/
#endif

	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	// This is here to support the iOS on screen back button.
	if (pauseTrigger_) {
		pauseTrigger_ = false;
		screenManager()->push(new GamePauseScreen(gamePath_));
	}
}
开发者ID:Alwayssnarky,项目名称:ppsspp,代码行数:92,代码来源:EmuScreen.cpp


示例10: ChangeStatusShutdown

int PSPSaveDialog::Update(int animSpeed)
{
	if (GetStatus() != SCE_UTILITY_STATUS_RUNNING)
		return SCE_ERROR_UTILITY_INVALID_STATUS;

	if (!param.GetPspParam()) {
		ChangeStatusShutdown(SAVEDATA_SHUTDOWN_DELAY_US);
		return 0;
	}

	if (pendingStatus != SCE_UTILITY_STATUS_RUNNING) {
		// We're actually done, we're just waiting to tell the game that.
		return 0;
	}

	// The struct may have been updated by the game.  This happens in "Where Is My Heart?"
	// Check if it has changed, reload it.
	// TODO: Cut down on preloading?  This rebuilds the list from scratch.
	int size = Memory::Read_U32(requestAddr);
	if (memcmp(Memory::GetPointer(requestAddr), &originalRequest, size) != 0) {
		memset(&request, 0, sizeof(request));
		Memory::Memcpy(&request, requestAddr, size);
		Memory::Memcpy(&originalRequest, requestAddr, size);
		lock_guard guard(paramLock);
		param.SetPspParam(&request);
	}

	UpdateButtons();
	UpdateFade(animSpeed);

	okButtonImg = I_CIRCLE;
	cancelButtonImg = I_CROSS;
	okButtonFlag = CTRL_CIRCLE;
	cancelButtonFlag = CTRL_CROSS;
	if (param.GetPspParam()->common.buttonSwap == 1) {
		okButtonImg = I_CROSS;
		cancelButtonImg = I_CIRCLE;
		okButtonFlag = CTRL_CROSS;
		cancelButtonFlag = CTRL_CIRCLE;
	}

	I18NCategory *di = GetI18NCategory("Dialog");

	switch (display)
	{
		case DS_SAVE_LIST_CHOICE:
			StartDraw();

			DisplaySaveList();
			DisplaySaveDataInfo1();

			DisplayButtons(DS_BUTTON_OK | DS_BUTTON_CANCEL);
			DisplayBanner(DB_SAVE);

			if (IsButtonPressed(cancelButtonFlag)) {
				param.GetPspParam()->common.result = SCE_UTILITY_DIALOG_RESULT_CANCEL;
				StartFade(false);
			} else if (IsButtonPressed(okButtonFlag)) {
				// Save exist, ask user confirm
				if (param.GetFileInfo(currentSelectedSave).size > 0) {
					yesnoChoice = 0;
					display = DS_SAVE_CONFIRM_OVERWRITE;
				} else {
					display = DS_SAVE_SAVING;
					StartIOThread();
				}
			}
			EndDraw();
		break;
		case DS_SAVE_CONFIRM:
			StartDraw();

			DisplaySaveIcon();
			DisplaySaveDataInfo2();

			DisplayMessage(di->T("Confirm Save", "Do you want to save this data?"), true);

			DisplayButtons(DS_BUTTON_OK | DS_BUTTON_CANCEL);
			DisplayBanner(DB_SAVE);

			if (IsButtonPressed(cancelButtonFlag) || (IsButtonPressed(okButtonFlag) && yesnoChoice == 0)) {
				param.GetPspParam()->common.result = SCE_UTILITY_DIALOG_RESULT_CANCEL;
				StartFade(false);
			} else if (IsButtonPressed(okButtonFlag)) {
				display = DS_SAVE_SAVING;
				StartIOThread();
			}

			EndDraw();
		break;
		case DS_SAVE_CONFIRM_OVERWRITE:
			StartDraw();

			DisplaySaveIcon();
			DisplaySaveDataInfo2();

			DisplayMessage(di->T("Confirm Overwrite","Do you want to overwrite the data?"), true);

			DisplayButtons(DS_BUTTON_OK | DS_BUTTON_CANCEL);
			DisplayBanner(DB_SAVE);
//.........这里部分代码省略.........
开发者ID:AdmiralCurtiss,项目名称:ppsspp,代码行数:101,代码来源:PSPSaveDialog.cpp


示例11: sizeof

bool WindowsGLContext::Init(HINSTANCE hInst, HWND window, std::string *error_message) {
	*error_message = "ok";
	hWnd = window;
	GLuint PixelFormat;

	// TODO: Change to use WGL_ARB_pixel_format instead
	static const PIXELFORMATDESCRIPTOR pfd = {
		sizeof(PIXELFORMATDESCRIPTOR),							// Size Of This Pixel Format Descriptor
			1,														// Version Number
			PFD_DRAW_TO_WINDOW |									// Format Must Support Window
			PFD_SUPPORT_OPENGL |									// Format Must Support OpenGL
			PFD_DOUBLEBUFFER,										// Must Support Double Buffering
			PFD_TYPE_RGBA,											// Request An RGBA Format
			24,														// Select Our Color Depth
			0, 0, 0, 0, 0, 0,										// Color Bits Ignored
			8,														// No Alpha Buffer
			0,														// Shift Bit Ignored
			0,														// No Accumulation Buffer
			0, 0, 0, 0,										// Accumulation Bits Ignored
			16,														// At least a 16Bit Z-Buffer (Depth Buffer)  
			8,														// 8-bit Stencil Buffer
			0,														// No Auxiliary Buffer
			PFD_MAIN_PLANE,								// Main Drawing Layer
			0,														// Reserved
			0, 0, 0												// Layer Masks Ignored
	};

	hDC = GetDC(hWnd);

	if (!hDC) {
		*error_message = "Failed to get a device context.";
		return false;											// Return FALSE
	}

	if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd)))	{
		*error_message = "Can't find a suitable PixelFormat.";
		return false;
	}

	if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {
		*error_message = "Can't set the PixelFormat.";
		return false;
	}

	if (!(hRC = wglCreateContext(hDC)))	{
		*error_message = "Can't create a GL rendering context.";
		return false;
	}

	if (!wglMakeCurrent(hDC, hRC)) {
		*error_message = "Can't activate the GL rendering context.";
		return false;
	}

	// Check for really old OpenGL drivers and refuse to run really early in some cases.

	// TODO: Also either tell the user to give up or point the user to the right websites. Here's some collected
	// information about a system that will not work:

	// GL_VERSION                        GL_VENDOR        GL_RENDERER
	// "1.4.0 - Build 8.14.10.2364"      "intel"          intel Pineview Platform
	I18NCategory *err = GetI18NCategory("Error");

	std::string glVersion = (const char *)glGetString(GL_VERSION);
	std::string glRenderer = (const char *)glGetString(GL_RENDERER);
	const std::string openGL_1 = "1.";

	if (glRenderer == "GDI Generic" || glVersion.substr(0, openGL_1.size()) == openGL_1) {
		//The error may come from 16-bit colour mode
		//Check Colour depth 
		HDC dc = GetDC(NULL);
		u32 colour_depth = GetDeviceCaps(dc, BITSPIXEL);
		ReleaseDC(NULL, dc);
		if (colour_depth != 32){
			MessageBox(0, L"Please switch your display to 32-bit colour mode", L"OpenGL Error", MB_OK);
			ExitProcess(1);
		}
		const char *defaultError = "Insufficient OpenGL driver support detected!\n\n"
			"Your GPU reports that it does not support OpenGL 2.0. Would you like to try using DirectX 9 instead?\n\n"
			"DirectX is currently compatible with less games, but on your GPU it may be the only choice.\n\n"
			"Visit the forums at http://forums.ppsspp.org for more information.\n\n";

		std::wstring versionDetected = ConvertUTF8ToWString(glVersion + "\n\n");
		std::wstring error = ConvertUTF8ToWString(err->T("InsufficientOpenGLDriver", defaultError));
		std::wstring title = ConvertUTF8ToWString(err->T("OpenGLDriverError", "OpenGL driver error"));
		std::wstring combined = versionDetected + error;

		bool yes = IDYES == MessageBox(hWnd, combined.c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);

		if (yes) {
			// Change the config to D3D and restart.
			g_Config.iGPUBackend = GPU_BACKEND_DIRECT3D9;
			g_Config.Save();

			W32Util::ExitAndRestart();
		}

		// Avoid further error messages. Let's just bail, it's safe, and we can't continue.
		ExitProcess(1);
	}
//.........这里部分代码省略.........
开发者ID:Resharc,项目名称:ppsspp,代码行数:101,代码来源:WindowsGLContext.cpp


示例12: Process

	void Process()
	{
#ifndef MOBILE_DEVICE
		if (g_Config.iRewindFlipFrequency != 0 && gpuStats.numFlips != 0)
			CheckRewindState();
#endif

		if (!needsProcess)
			return;
		needsProcess = false;

		if (!__KernelIsRunning())
		{
			ERROR_LOG(COMMON, "Savestate failure: Unable to load without kernel, this should never happen.");
			return;
		}

		std::vector<Operation> operations = Flush();
		SaveStart state;

		for (size_t i = 0, n = operations.size(); i < n; ++i)
		{
			Operation &op = operations[i];
			CChunkFileReader::Error result;
			bool callbackResult;
			std::string callbackMessage;
			std::string reason;

			I18NCategory *sc = GetI18NCategory("Screen");
			const char *i18nLoadFailure = sc->T("Load savestate failed", "");
			const char *i18nSaveFailure = sc->T("Save State Failed", "");
			if (strlen(i18nLoadFailure) == 0)
				i18nLoadFailure = sc->T("Failed to load state");
			if (strlen(i18nSaveFailure) == 0)
				i18nSaveFailure = sc->T("Failed to save state");

			switch (op.type)
			{
			case SAVESTATE_LOAD:
				INFO_LOG(COMMON, "Loading state from %s", op.filename.c_str());
				result = CChunkFileReader::Load(op.filename, PPSSPP_GIT_VERSION, state, &reason);
				if (result == CChunkFileReader::ERROR_NONE) {
					callbackMessage = sc->T("Loaded State");
					callbackResult = true;
					hasLoadedState = true;
				} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
					HandleFailure();
					callbackMessage = i18nLoadFailure;
					ERROR_LOG(COMMON, "Load state failure: %s", reason.c_str());
					callbackResult = false;
				} else {
					callbackMessage = sc->T(reason.c_str(), i18nLoadFailure);
					callbackResult = false;
				}
				break;

			case SAVESTATE_SAVE:
				INFO_LOG(COMMON, "Saving state to %s", op.filename.c_str());
				result = CChunkFileReader::Save(op.filename, g_paramSFO.GetValueString("TITLE"), PPSSPP_GIT_VERSION, state);
				if (result == CChunkFileReader::ERROR_NONE) {
					callbackMessage = sc->T("Saved State");
					callbackResult = true;
				} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
					HandleFailure();
					callbackMessage = i18nSaveFailure;
					ERROR_LOG(COMMON, "Save state failure: %s", reason.c_str());
					callbackResult = false;
				} else {
					callbackMessage = i18nSaveFailure;
					callbackResult = false;
				}
				break;

			case SAVESTATE_VERIFY:
				callbackResult = CChunkFileReader::Verify(state) == CChunkFileReader::ERROR_NONE;
				if (callbackResult) {
					INFO_LOG(COMMON, "Verified save state system");
				} else {
					ERROR_LOG(COMMON, "Save state system verification failed");
				}
				break;

			case SAVESTATE_REWIND:
				INFO_LOG(COMMON, "Rewinding to recent savestate snapshot");
				result = rewindStates.Restore();
				if (result == CChunkFileReader::ERROR_NONE) {
					callbackMessage = sc->T("Loaded State");
					callbackResult = true;
					hasLoadedState = true;
				} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
					// Cripes.  Good news is, we might have more.  Let's try those too, better than a reset.
					if (HandleFailure()) {
						// Well, we did rewind, even if too much...
						callbackMessage = sc->T("Loaded State");
						callbackResult = true;
						hasLoadedState = true;
					} else {
						callbackMessage = i18nLoadFailure;
						callbackResult = false;
					}
//.........这里部分代码省略.........
开发者ID:Ruin0x11,项目名称:ppsspp,代码行数:101,代码来源:SaveState.cpp


示例13: Process

	void Process()
	{
		if (!needsProcess)
			return;
		needsProcess = false;

		if (!__KernelIsRunning())
		{
			ERROR_LOG(COMMON, "Savestate failure: Unable to load without kernel, this should never happen.");
			return;
		}

		std::vector<Operation> operations = Flush();
		SaveStart state;

		for (size_t i = 0, n = operations.size(); i < n; ++i)
		{
			Operation &op = operations[i];
			bool result;
			std::string reason;

			I18NCategory *s = GetI18NCategory("Screen"); 

			switch (op.type)
			{
			case SAVESTATE_LOAD:
				if (MIPSComp::jit)
					MIPSComp::jit->ClearCache();
				INFO_LOG(COMMON, "Loading state from %s", op.filename.c_str());
				result = CChunkFileReader::Load(op.filename, REVISION, state, &reason);
				if(result)
					osm.Show(s->T("Loaded State"), 2.0);
				else {
					osm.Show(s->T(reason.c_str(), "Load savestate failed"), 2.0);
				}
				break;

			case SAVESTATE_SAVE:
				if (MIPSComp::jit)
					MIPSComp::jit->ClearCache();
				INFO_LOG(COMMON, "Saving state to %s", op.filename.c_str());
				result = CChunkFileReader::Save(op.filename, REVISION, state);
				if(result)
					osm.Show(s->T("Saved State"), 2.0);
				else
					osm.Show(s->T("Save State Failed"), 2.0);
				break;

			case SAVESTATE_VERIFY:
				INFO_LOG(COMMON, "Verifying save state system");
				result = CChunkFileReader::Verify(state);
				break;

			default:
				ERROR_LOG(COMMON, "Savestate failure: unknown operation type %d", op.type);
				result = false;
				break;
			}

			if (op.callback != NULL)
				op.callback(result, op.cbUserData);
		}
	}
开发者ID:Bulkman,项目名称:ppsspp,代码行数:63,代码来源:SaveState.cpp


示例14: DEBUG_LOG

bool DirectoryFileHandle::Open(std::string &basePath, std::string &fileName, FileAccess access, u32 &error)
{
	error = 0;

#if HOST_IS_CASE_SENSITIVE
	if (access & (FILEACCESS_APPEND|FILEACCESS_CREATE|FILEACCESS_WRITE))
	{
		DEBUG_LOG(FILESYS, "Checking case for path %s", fileName.c_str());
		if ( ! FixPathCase(basePath, fileName, FPC_PATH_MUST_EXIST) )
			return false;  // or go on and attempt (for a better error code than just 0?)
	}
	// else we try fopen first (in case we're lucky) before simulating case insensitivity
#endif

	std::string fullName = GetLocalPath(basePath,fileName);
	DEBUG_LOG(FILESYS,"Actually opening %s", fullName.c_str());

	// On the PSP, truncating doesn't lose data.  If you seek later, you'll recover it.
	// This is abnormal, so we deviate from the PSP's behavior and truncate on write/close.
	// This means it's incorrectly not truncated before the write.
	if (access & FILEACCESS_TRUNCATE) {
		needsTrunc_ = 0;
	}

	//TODO: tests, should append seek to end of file? seeking in a file opened for append?
#ifdef _WIN32
	// Convert parameters to Windows permissions and access
	DWORD desired = 0;
	DWORD sharemode = 0;
	DWORD openmode = 0;
	if (access & FILEACCESS_READ) {
		desired   |= GENERIC_READ;
		sharemode |= FILE_SHARE_READ;
	}
	if (access & FILEACCESS_WRITE) {
		desired   |= GENERIC_WRITE;
		sharemode |= FILE_SHARE_WRITE;
	}
	if (access & FILEACCESS_CREATE) {
		openmode = OPEN_ALWAYS;
	} else {
		openmode = OPEN_EXISTING;
	}
	//Let's do it!
	hFile = CreateFile(ConvertUTF8ToWString(fullName).c_str(), desired, sharemode, 0, openmode, 0, 0);
	bool success = hFile != INVALID_HANDLE_VALUE;
	if (!success) {
		DWORD w32err = GetLastError();
		if (w32err == ERROR_DISK_FULL || w32err == ERROR_NOT_ENOUGH_QUOTA) {
			// This is returned when the disk is full.
			I18NCategory *err = GetI18NCategory("Error");
			osm.Show(err->T("Disk full while writing data"));
			error = SCE_KERNEL_ERROR_ERRNO_NO_PERM;
		}
	}
#else
	int flags = 0;
	if (access & FILEACCESS_APPEND) {
		flags |= O_APPEND;
	}
	if ((access & FILEACCESS_READ) && (access & FILEACCESS_WRITE)) {
		flags |= O_RDWR;
	} else if (access & FILEACCESS_READ) {
		flags |= O_RDONLY;
	} else if (access & FILEACCESS_WRITE) {
		flags |= O_WRONLY;
	}
	if (access & FILEACCESS_CREATE) {
		flags |= O_CREAT;
	}

	hFile = open(fullName.c_str(), flags, 0666);
	bool success = hFile != -1;
#endif

#if HOST_IS_CASE_SENSITIVE
	if (!success && !(access & FILEACCESS_CREATE)) {
		if ( ! FixPathCase(basePath,fileName, FPC_PATH_MUST_EXIST) )
			return 0;  // or go on and attempt (for a better error code than just 0?)
		fullName = GetLocalPath(basePath,fileName); 
		const char *fullNameC = fullName.c_str();

		DEBUG_LOG(FILESYS, "Case may have been incorrect, second try opening %s (%s)", fullNameC, fileName.c_str());

		// And try again with the correct case this time
#ifdef _WIN32
		hFile = CreateFile(fullNameC, desired, sharemode, 0, openmode, 0, 0);
		success = hFile != INVALID_HANDLE_VALUE;
#else
		hFile = open(fullNameC, flags, 0666);
		success = hFile != -1;
#endif
	}
#endif

#ifndef _WIN32
	if (success) {
		struct stat st;
		if (fstat(hFile, &st) == 0 && S_ISDIR(st.st_mode)) {
			close(hFile);
//.........这里部分代码省略.........
开发者ID:VOID001,项目名称:ppsspp,代码行数:101,代码来源:DirectoryFileSystem.cpp


示例15: WndProc

	LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
	{
		int wmId, wmEvent;
		std::string fn;

		I18NCategory *g = GetI18NCategory("Graphics");

		switch (message) 
		{
		case WM_CREATE:
			loadControlsFromFile();
			break;

		case WM_MOVE:
			SavePosition();
			ResizeDisplay();
			break;

		case WM_SIZE:
			SavePosition();
			ResizeDisplay();
			break;

		case WM_TIMER:
			// Hack: Take the opportunity to also show/hide the mouse cursor in fullscreen mode.
			if (g_bFullScreen && globalUIState == UISTATE_INGAME) {
				ShowCursor(FALSE);
			} else {
				ShowCursor(TRUE);
				SetCursor(LoadCursor(NULL, IDC_ARROW));
			}
			SetTimer(hWnd, TIMER_CURSORUPDATE, CURSORUPDATE_INTERVAL_MS, 0);
			return 0;

		case WM_COMMAND:
			wmId    = LOWORD(wParam); 
			wmEvent = HIWORD(wParam); 
			// Parse the menu selections:
			switch (wmId)
			{
			case ID_FILE_LOAD:
				BrowseAndBoot("");
				break;

			case ID_FILE_LOAD_MEMSTICK:
				{
					std::string memStickDir, flash0dir;
					GetSysDirectories(memStickDir, flash0dir);
					memStickDir += "PSP\\GAME\\";
					BrowseAndBoot(memStickDir);
				}
				break;

			case ID_FILE_REFRESHGAMELIST:
				break;

			case ID_FILE_MEMSTICK:
				{
					std::string memStickDir, flash0dir;
					GetSysDirectories(memStickDir, flash0dir);
					ShellExecuteA(NULL, "open", memStickDir.c_str(), 0, 0, SW_SHOW);
				}
				break;

			case ID_EMULATION_RUN:
				if (Core_IsStepping()) {
					Core_EnableStepping(false);
				} else {
					NativeMessageReceived("run", "");
				}
				if (disasmWindow[0])
					SendMessage(disasmWindow[0]->GetDlgHandle(), WM_COMMAND, IDC_GO, 0);
				break;

			case ID_EMULATION_STOP:
				if (memoryWindow[0]) {
					SendMessage(memoryWindow[0]->GetDlgHandle(), WM_CLOSE, 0, 0);
				}
				if (disasmWindow[0]) {
					SendMessage(disasmWindow[0]->GetDlgHandle(), WM_CLOSE, 0, 0);
				}
				if (Core_IsStepping()) {
					Core_EnableStepping(false);
				}
				NativeMessageReceived("stop", "");
				SetPlaying(0);
				Update();
				break;

			case ID_EMULATION_PAUSE:
				if (disasmWindow[0])
				{
					SendMessage(disasmWindow[0]->GetDlgHandle(), WM_COMMAND, IDC_STOP, 0);
				} else if (globalUIState == UISTATE_INGAME) {
					Core_EnableStepping(true);
				}
				break;

			case ID_EMULATION_RESET:
				NativeMessageReceived("reset", "");
//.........这里部分代码省略.........
开发者ID:CPkmn,项目名称:ppsspp,代码行数:101,代码来源:WndMainWindow.cpp


示例16: UIShader_Prepare

void PauseScreen::render() {
	UIShader_Prepare();
	UIBegin(UIShader_Get());
	DrawBackground(1.0f);

	std::string title = game_title.c_str();
	// Try to ignore (tm) etc.
	//if (UTF8StringNonASCIICount(game_title.c_str()) > 2) {
	//	title = "(can't display japanese title)";
	//} else {
	//}


	UIContext *ctx = screenManager()->getUIContext();
	// This might create a texture so we must flush first.
	UIFlush();
	GameInfo *ginfo = g_gameInfoCache.GetInfo(PSP_CoreParameter().fileToStart, true);

	if (ginfo) {
		title = ginfo->title;
	}

	if (ginfo && ginfo->pic1Texture) {
		ginfo->pic1Texture->Bind(0);
		uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0;
		ui_draw2d.DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color);
		ui_draw2d.Flush();
		ctx->RebindTexture();
	}

	if (ginfo && ginfo->pic0Texture) {
		ginfo->pic0Texture->Bind(0);
		// Pic0 is drawn in the bottom right corner, overlaying pic1.
		float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width();
		float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height();
		uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0;
		ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color);
		ui_draw2d.Flush();
		ctx->RebindTexture();
	}

	if (ginfo && ginfo->iconTexture) {
		uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 1.5));
		ginfo->iconTexture->Bind(0);
		ui_draw2d.DrawTexRect(10,10,10+144, 10+80, 0,0,1,1,0xFFFFFFFF);
		ui_draw2d.Flush();
		ctx->RebindTexture();
	}

	ui_draw2d.DrawText(UBUNTU24, title.c_str(), 10+144+10, 30, 0xFFFFFFFF, ALIGN_LEFT);

	int x = 30;
	int y = 50;
	int stride = 40;
	int columnw = 400;

	// Shared with settings
	I18NCategory *ss = GetI18NCategory("System");
	I18NCategory *gs = GetI18NCategory("Graphics");

	UICheckBox(GEN_ID, x, y += stride, ss->T("Show Debug Statistics"), ALIGN_TOPLEFT, &g_Config.bShowDebugStats);
	UICheckBox(GEN_ID, x, y += stride, ss->T("Show FPS"), ALIGN_TOPLEFT, &g_Config.bShowFPSCounter);

	// TODO: Maybe shouldn't show this if the screen ratios are very close...
	UICheckBox(GEN_ID, x, y += stride, gs->T("Stretch to Display"), ALIGN_TOPLEFT, &g_Config.bStretchToDisplay);

	UICheckBox(GEN_ID, x, y += stride, gs->T("Hardware Transform"), ALIGN_TOPLEFT, &g_Config.bHardwareTransform);
	if (UICheckBox(GEN_ID, x, y += stride, gs->T("Buffered Rendering"), ALIGN_TOPLEFT, &g_Config.bBufferedRendering)) {
		if (gpu)
			gpu->Resized();
	}
	bool fs = g_Config.iFrameSkip == 1;
	UICheckBox(GEN_ID, x, y += stride, gs->T("Frame Skipping"), ALIGN_TOPLEFT, &fs);
	UICheckBox(GEN_ID, x, y += stride, gs->T("Media Engine"), ALIGN_TOPLEFT, &g_Config.bUseMediaEngine);
	g_Config.iFrameSkip = fs ? 1 : 0;

	I18NCategory *i = GetI18NCategory("Pause");

	// TODO: Add UI for more than one slot.
	HLinear hlinear1(x, y + 80, 20);
	if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, 0, i->T("Save State"), ALIGN_LEFT)) {
		SaveState::SaveSlot(0, 0, 0);
		screenManager()->finishDialog(this, DR_CANCEL);
	}
	if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, 0, i->T("Load State"), ALIGN_LEFT)) {
		SaveState::LoadSlot(0, 0, 0);
		screenManager()->finishDialog(this, DR_CANCEL);
	}

	VLinear vlinear(dp_xres - 10, 160, 20);
	if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Continue"), ALIGN_RIGHT)) {
		screenManager()->finishDialog(this, DR_CANCEL);
	}

	if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Settings"), ALIGN_RIGHT)) {
		screenManager()->push(new SettingsScreen(), 0);
	}

	if (UIButton(GEN_ID, vlinear, LARGE_BUTTON_WIDTH + 20, 0, i->T("Back to Menu"), ALIGN_RIGHT)) {
		screenManager()->finishDialog(this, DR_OK);
//.........这里部分代码省略.........
开发者ID:wargio,项目名称:ppsspp,代码行数:101,代码来源:MenuScreens.cpp


示例17: LoadD3D11

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