WiiFlow_Lite/source/menu/menu_partitions.cpp

157 lines
5.4 KiB
C++

#include "menu.hpp"
s16 m_partitionsLblTitle;
s16 m_partitionsBtnBack;
s16 m_partitionsLblUser[4];
TexData m_partitionsBg;
static inline int loopNum(int i, int s)
{
return (i + s) % s;
}
void CMenu::_hidePartitionsCfg(bool instant)
{
m_btnMgr.hide(m_partitionsLblTitle, instant);
m_btnMgr.hide(m_partitionsBtnBack, instant);
for(u8 i = 0; i < ARRAY_SIZE(m_partitionsLblUser); ++i)
if(m_partitionsLblUser[i] != -1)
m_btnMgr.hide(m_partitionsLblUser[i], instant);
_hideConfigButtons(instant);
}
void CMenu::_showPartitionsCfg(void)
{
_setBg(m_partitionsBg, m_partitionsBg);
m_btnMgr.show(m_partitionsLblTitle);
m_btnMgr.show(m_partitionsBtnBack);
for(u8 i = 0; i < ARRAY_SIZE(m_partitionsLblUser); ++i)
if(m_partitionsLblUser[i] != -1)
m_btnMgr.show(m_partitionsLblUser[i]);
m_btnMgr.setText(m_configLbl1, _t("part1", L"Wii Partition"));
m_btnMgr.setText(m_configLbl2, _t("part2", L"GameCube Partition"));
m_btnMgr.setText(m_configLbl3, _t("part4", L"Plugins Default Partition"));
currentPartition = m_cfg.getInt(WII_DOMAIN, "partition", USB1);
m_btnMgr.setText(m_configLbl1Val, currentPartition == 8 ? "SD/USB" : upperCase(DeviceName[currentPartition]));
currentPartition = m_cfg.getInt(GC_DOMAIN, "partition", USB1);
m_btnMgr.setText(m_configLbl2Val, currentPartition == 8 ? "SD/USB" : upperCase(DeviceName[currentPartition]));
currentPartition = m_cfg.getInt(PLUGIN_DOMAIN, "partition", SD);
m_btnMgr.setText(m_configLbl3Val, upperCase(DeviceName[currentPartition]));
m_btnMgr.show(m_configLbl1);
m_btnMgr.show(m_configLbl1Val);
m_btnMgr.show(m_configBtn1P);
m_btnMgr.show(m_configBtn1M);
m_btnMgr.show(m_configLbl2);
m_btnMgr.show(m_configLbl2Val);
m_btnMgr.show(m_configBtn2P);
m_btnMgr.show(m_configBtn2M);
m_btnMgr.show(m_configLbl3);
m_btnMgr.show(m_configLbl3Val);
m_btnMgr.show(m_configBtn3P);
m_btnMgr.show(m_configBtn3M);
}
void CMenu::_partitionsCfg(void)
{
SetupInput();
_showPartitionsCfg();
while(!m_exit)
{
_mainLoopCommon();
if(BTN_HOME_PRESSED || BTN_B_PRESSED)
break;
else if(BTN_UP_PRESSED)
m_btnMgr.up();
else if(BTN_DOWN_PRESSED)
m_btnMgr.down();
else if(BTN_A_PRESSED)
{
if(m_btnMgr.selected(m_partitionsBtnBack))
break;
else if(m_btnMgr.selected(m_configBtn1P) || m_btnMgr.selected(m_configBtn1M))
{
s8 direction = m_btnMgr.selected(m_configBtn1P) ? 1 : -1;
_setPartition(direction, m_cfg.getInt(WII_DOMAIN, "partition"), COVERFLOW_WII);
m_cfg.setInt(WII_DOMAIN, "partition", currentPartition);
_showPartitionsCfg();
if(m_current_view & COVERFLOW_WII || (m_current_view & COVERFLOW_PLUGIN && m_plugin.GetEnabledStatus(WII_PMAGIC)))
m_refreshGameList = true;
}
else if(m_btnMgr.selected(m_configBtn2P) || m_btnMgr.selected(m_configBtn2M))
{
s8 direction = m_btnMgr.selected(m_configBtn2P) ? 1 : -1;
_setPartition(direction, m_cfg.getInt(GC_DOMAIN, "partition"), COVERFLOW_GAMECUBE);
m_cfg.setInt(GC_DOMAIN, "partition", currentPartition);
_showPartitionsCfg();
if(m_current_view & COVERFLOW_GAMECUBE || (m_current_view & COVERFLOW_PLUGIN && m_plugin.GetEnabledStatus(GC_PMAGIC)))
m_refreshGameList = true;
}
else if(m_btnMgr.selected(m_configBtn3P) || m_btnMgr.selected(m_configBtn3M))
{
s8 direction = m_btnMgr.selected(m_configBtn3P) ? 1 : -1;
_setPartition(direction, m_cfg.getInt(PLUGIN_DOMAIN, "partition"), COVERFLOW_PLUGIN);
m_cfg.setInt(PLUGIN_DOMAIN, "partition", currentPartition);
_showPartitionsCfg();
if(m_current_view & COVERFLOW_PLUGIN)
m_refreshGameList = true;
}
}
}
_hidePartitionsCfg();
}
void CMenu::_initPartitionsCfgMenu()
{
m_partitionsBg = _texture("PARTCFG/BG", "texture", theme.bg, false);
_addUserLabels(m_partitionsLblUser, ARRAY_SIZE(m_partitionsLblUser), "PARTCFG");
m_partitionsLblTitle = _addLabel("PARTCFG/TITLE", theme.titleFont, L"", 0, 10, 640, 60, theme.titleFontColor, FTGX_JUSTIFY_CENTER | FTGX_ALIGN_MIDDLE);
m_partitionsBtnBack = _addButton("PARTCFG/BACK_BTN", theme.btnFont, L"", 420, 400, 200, 48, theme.btnFontColor);
_setHideAnim(m_partitionsLblTitle, "PARTCFG/TITLE", 0, 0, -2.f, 0.f);
_setHideAnim(m_partitionsBtnBack, "PARTCFG/BACK_BTN", 0, 0, 1.f, -1.f);
_hidePartitionsCfg(true);
_textPartitionsCfg();
}
void CMenu::_textPartitionsCfg(void)
{
m_btnMgr.setText(m_partitionsLblTitle, _t("part5", L"Partition Settings"));
m_btnMgr.setText(m_partitionsBtnBack, _t("cfg10", L"Back"));
}
void CMenu::_setPartition(s8 direction, u8 partition, u8 coverflow)// COVERFLOW_NONE is for emu saves nand
{
currentPartition = partition;
u8 prev_view = m_current_view;// save and restore later
m_current_view = coverflow;
int FS_Type = 0;
bool NeedFAT = m_current_view == COVERFLOW_CHANNEL || m_current_view == COVERFLOW_GAMECUBE || m_current_view == COVERFLOW_NONE;
u8 limiter = 0;
if(direction != 0)// change partition if direction is not zero
{
do
{
currentPartition = loopNum(currentPartition + direction, 9);
if(currentPartition == 8 && (m_current_view == COVERFLOW_WII || m_current_view == COVERFLOW_GAMECUBE))
break;
FS_Type = DeviceHandle.GetFSType(currentPartition);
limiter++;
}
while(limiter < 9 && (!DeviceHandle.IsInserted(currentPartition) ||
(m_current_view != COVERFLOW_WII && FS_Type == PART_FS_WBFS) ||
(NeedFAT && FS_Type != PART_FS_FAT)));
}
m_current_view = prev_view;
}