mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-30 15:14:18 +01:00
- changed flipping the selected cover. press 'A' to flip it and 'B' to flip it back. This fixes the problem of the cover not always flipping back.
- fixed a small problem from last commit where sourceflow would use sideflow or shortflow after selecting one of those plugins. now it uses the correct flow. - made flows appear faster after selecting a source.
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@ -560,10 +560,7 @@ void CCoverFlow::setCoverFlipPos(const Vector3D &pos)
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{
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{
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if(m_covers == NULL || !m_selected) return;
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if(m_covers == NULL || !m_selected) return;
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LockMutex lock(m_mutex);
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LockMutex lock(m_mutex);
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m_covers[m_range / 2].targetPos = m_loSelected.centerPos + pos;
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CCoverFlow::CCover &cvr = m_covers[m_range / 2];
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m_flipCoverPos = pos;
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cvr.targetPos = m_loSelected.centerPos + m_flipCoverPos;
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}
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}
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void CCoverFlow::setBlur(u32 blurResolution, u32 blurRadius, float blurFactor)
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void CCoverFlow::setBlur(u32 blurResolution, u32 blurRadius, float blurFactor)
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@ -628,7 +625,7 @@ void CCoverFlow::applySettings(void)
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if (m_covers == NULL) return;
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if (m_covers == NULL) return;
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LockMutex lock(m_mutex);
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LockMutex lock(m_mutex);
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_updateAllTargets();
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_updateAllTargets(true);
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}
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}
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void CCoverFlow::stopCoverLoader(bool empty)
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void CCoverFlow::stopCoverLoader(bool empty)
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@ -1607,7 +1604,7 @@ void CCoverFlow::cancel(void)
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void CCoverFlow::defaultLoad(void)
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void CCoverFlow::defaultLoad(void)
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{
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{
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_loadAllCovers(0);
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_loadAllCovers(0);
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_updateAllTargets();
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_updateAllTargets(true);
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}
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}
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void CCoverFlow::_updateAllTargets(bool instant)
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void CCoverFlow::_updateAllTargets(bool instant)
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@ -2103,7 +2100,7 @@ bool CCoverFlow::findId(const char *id, bool instant, bool path)
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if (instant)
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if (instant)
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{
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{
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_loadAllCovers(i);
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_loadAllCovers(i);
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_updateAllTargets();
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_updateAllTargets(true);
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}
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}
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else
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else
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{
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{
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@ -508,10 +508,18 @@ void CMenu::_game(bool launch)
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continue;
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continue;
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}
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}
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if(BTN_HOME_PRESSED || BTN_B_PRESSED)
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if(BTN_HOME_PRESSED || BTN_B_PRESSED)
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{
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if(BTN_B_PRESSED && coverFlipped)
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{
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CoverFlow.flip();
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coverFlipped = false;
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}
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else
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{
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{
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_cleanupBanner();
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_cleanupBanner();
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break;
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break;
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}
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}
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}
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else if(BTN_PLUS_PRESSED && !coverFlipped && m_GameTDBAvailable && !NoGameID(hdr->type))
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else if(BTN_PLUS_PRESSED && !coverFlipped && m_GameTDBAvailable && !NoGameID(hdr->type))
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{
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{
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_hideGame();
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_hideGame();
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@ -686,7 +694,7 @@ void CMenu::_game(bool launch)
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m_gcfg2.unload();
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m_gcfg2.unload();
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_showGame();
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_showGame();
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}
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}
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else
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else if(!coverFlipped)
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{
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{
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for(int chan = WPAD_MAX_WIIMOTES-1; chan >= 0; chan--)
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for(int chan = WPAD_MAX_WIIMOTES-1; chan >= 0; chan--)
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{
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{
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@ -697,18 +705,9 @@ void CMenu::_game(bool launch)
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key = "flip_pos";
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key = "flip_pos";
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if(!m_vid.wide())
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if(!m_vid.wide())
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key += "_4_3";
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key += "_4_3";
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coverFlipped = !coverFlipped;
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if(coverFlipped)
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{
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v = m_coverflow.getVector3D(domain, key);
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v = m_coverflow.getVector3D(domain, key);
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savedv = v;
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coverFlipped = true;
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CoverFlow.flip(true, true);
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CoverFlow.flip();
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}
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else
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{
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CoverFlow.setCoverFlipPos(savedv);
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CoverFlow.flip(true, false);
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}
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}
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}
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}
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}
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}
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}
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@ -159,7 +159,7 @@ void CMenu::LoadView(void)
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cf_domain = "_SMALLFLOW";
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cf_domain = "_SMALLFLOW";
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if(m_sourceflow && m_cfg.getBool(_domainFromView(), "smallbox", true))
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if(m_sourceflow && m_cfg.getBool(_domainFromView(), "smallbox", true))
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cf_domain = "_SMALLFLOW";
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cf_domain = "_SMALLFLOW";
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if(m_current_view == COVERFLOW_PLUGIN)
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if(m_current_view == COVERFLOW_PLUGIN && !m_sourceflow)
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{
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{
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vector<bool> pluginsEnabled = m_plugin.GetEnabledPlugins(m_cfg, &enabledPluginsCount);
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vector<bool> pluginsEnabled = m_plugin.GetEnabledPlugins(m_cfg, &enabledPluginsCount);
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if(pluginsEnabled.size() > 0)
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if(pluginsEnabled.size() > 0)
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