本文整理汇总了C++中PSPScreenshotDialog类的典型用法代码示例。如果您正苦于以下问题:C++ PSPScreenshotDialog类的具体用法?C++ PSPScreenshotDialog怎么用?C++ PSPScreenshotDialog使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PSPScreenshotDialog类的8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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: __UtilityDoState
void __UtilityDoState(PointerWrap &p) {
auto s = p.Section("sceUtility", 1, 2);
if (!s) {
return;
}
p.Do(currentDialogType);
p.Do(currentDialogActive);
saveDialog.DoState(p);
msgDialog.DoState(p);
oskDialog.DoState(p);
netDialog.DoState(p);
screenshotDialog.DoState(p);
gamedataInstallDialog.DoState(p);
if (s >= 2) {
p.Do(currentlyLoadedModules);
} else {
std::set<int> oldModules;
p.Do(oldModules);
for (auto it = oldModules.begin(), end = oldModules.end(); it != end; ++it) {
currentlyLoadedModules[*it] = 0;
}
}
}
示例2: __UtilityShutdown
void __UtilityShutdown() {
saveDialog.Shutdown(true);
msgDialog.Shutdown(true);
oskDialog.Shutdown(true);
netDialog.Shutdown(true);
screenshotDialog.Shutdown(true);
gamedataInstallDialog.Shutdown(true);
}
示例3: sceUtilityScreenshotContStart
static int sceUtilityScreenshotContStart(u32 paramAddr)
{
if (currentDialogType != UTILITY_DIALOG_SCREENSHOT)
{
WARN_LOG(SCEUTILITY, "sceUtilityScreenshotContStart(): wrong dialog type");
return SCE_ERROR_UTILITY_WRONG_TYPE;
}
int ret = screenshotDialog.ContStart();
WARN_LOG(SCEUTILITY, "%08x=sceUtilityScreenshotContStart(%08x)", ret, paramAddr);
return ret;
}
示例4: sceUtilityScreenshotUpdate
static int sceUtilityScreenshotUpdate(u32 animSpeed)
{
if (currentDialogType != UTILITY_DIALOG_SCREENSHOT)
{
WARN_LOG(SCEUTILITY, "sceUtilityScreenshotUpdate(%i): wrong dialog type", animSpeed);
return SCE_ERROR_UTILITY_WRONG_TYPE;
}
int ret = screenshotDialog.Update(animSpeed);
WARN_LOG(SCEUTILITY, "%08x=sceUtilityScreenshotUpdate(%i)", ret, animSpeed);
return ret;
}
示例5: sceUtilityScreenshotShutdownStart
static int sceUtilityScreenshotShutdownStart()
{
if (currentDialogType != UTILITY_DIALOG_SCREENSHOT)
{
WARN_LOG(SCEUTILITY, "sceUtilityScreenshotShutdownStart(): wrong dialog type");
return SCE_ERROR_UTILITY_WRONG_TYPE;
}
currentDialogActive = false;
int ret = screenshotDialog.Shutdown();
WARN_LOG(SCEUTILITY, "%08x=sceUtilityScreenshotShutdownStart()", ret);
return ret;
}
示例6: sceUtilityScreenshotGetStatus
static int sceUtilityScreenshotGetStatus()
{
if (currentDialogType != UTILITY_DIALOG_SCREENSHOT)
{
DEBUG_LOG(SCEUTILITY, "sceUtilityScreenshotGetStatus(): wrong dialog type");
return SCE_ERROR_UTILITY_WRONG_TYPE;
}
int status = screenshotDialog.GetStatus();
if (oldStatus != status) {
oldStatus = status;
WARN_LOG(SCEUTILITY, "%08x=sceUtilityScreenshotGetStatus()", status);
}
return status;
}
示例7: sceUtilityScreenshotInitStart
//TODO: Implement all sceUtilityScreenshot* for real, it doesn't seem to be complex
//but it requires more investigation
static int sceUtilityScreenshotInitStart(u32 paramAddr)
{
if (currentDialogActive && currentDialogType != UTILITY_DIALOG_SCREENSHOT)
{
WARN_LOG(SCEUTILITY, "sceUtilityScreenshotInitStart(%08x): wrong dialog type", paramAddr);
return SCE_ERROR_UTILITY_WRONG_TYPE;
}
oldStatus = 100;
currentDialogType = UTILITY_DIALOG_SCREENSHOT;
currentDialogActive = true;
u32 retval = screenshotDialog.Init(paramAddr);
WARN_LOG_REPORT(SCEUTILITY, "%08x=sceUtilityScreenshotInitStart(%08x)", retval, paramAddr);
return retval;
}
示例8: __UtilityDoState
void __UtilityDoState(PointerWrap &p)
{
auto s = p.Section("sceUtility", 1);
if (!s)
return;
p.Do(currentDialogType);
p.Do(currentDialogActive);
saveDialog.DoState(p);
msgDialog.DoState(p);
oskDialog.DoState(p);
netDialog.DoState(p);
screenshotDialog.DoState(p);
gamedataInstallDialog.DoState(p);
p.Do(currentlyLoadedModules);
}