fceugx/source/ngc/menu.c

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/****************************************************************************
* FCE Ultra 0.98.12
* Nintendo Wii/Gamecube Port
*
* Tantric September 2008
*
* menu.c
*
* Main menu flow control
****************************************************************************/
#include <gccore.h>
#include <ogcsys.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <wiiuse/wpad.h>
#ifdef WII_DVD
#include <di/di.h>
#endif
#include "common.h"
#include "fceuconfig.h"
#include "pad.h"
#include "button_mapping.h"
#include "filesel.h"
#include "gcunzip.h"
#include "smbop.h"
#include "memcardop.h"
#include "fileop.h"
#include "dvd.h"
#include "menudraw.h"
#include "fceustate.h"
#include "gcvideo.h"
#include "preferences.h"
#include "fceuram.h"
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#include "fceuload.h"
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extern void ResetNES(void);
extern void PowerNES(void);
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extern int menu;
extern bool romLoaded;
#define SOFTRESET_ADR ((volatile u32*)0xCC003024)
/****************************************************************************
* Reboot / Exit
****************************************************************************/
#ifndef HW_RVL
#define PSOSDLOADID 0x7c6000a6
int *psoid = (int *) 0x80001800;
void (*PSOReload) () = (void (*)()) 0x80001800;
#endif
void Reboot()
{
#ifdef HW_RVL
SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
#else
#define SOFTRESET_ADR ((volatile u32*)0xCC003024)
*SOFTRESET_ADR = 0x00000000;
#endif
}
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void ExitToLoader()
{
// Exit to Loader
#ifdef HW_RVL
#ifdef WII_DVD
DI_Close();
#endif
exit(0);
#else // gamecube
if (psoid[0] == PSOSDLOADID)
PSOReload ();
#endif
}
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/****************************************************************************
* Load Manager
****************************************************************************/
int
LoadManager ()
{
int loadROM = OpenROM(GCSettings.LoadMethod);
if ( loadROM == 1 ) // if ROM was loaded
{
// load the RAM
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if (GCSettings.AutoLoad == 1)
LoadRAM(GCSettings.SaveMethod, SILENT);
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else if (GCSettings.AutoLoad == 2)
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LoadState(GCSettings.SaveMethod, SILENT);
ResetNES();
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}
return loadROM;
}
/****************************************************************************
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* Video Options Menu
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****************************************************************************/
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static int videomenuCount = 7;
static char videomenu[][50] = {
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"Video Rendering",
"Video Scaling",
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"Palette",
"Enable Zooming",
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"Timing",
"8 Sprite Limit",
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"Back to Preferences Menu"
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};
void
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VideoOptions ()
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{
int ret = 0;
int quit = 0;
int oldmenu = menu;
menu = 0;
while (quit == 0)
{
// don't allow original render mode if progressive video mode detected
if (GCSettings.render==0 && progressive)
GCSettings.render++;
if ( GCSettings.render == 0 )
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sprintf (videomenu[0], "Video Rendering Original");
if ( GCSettings.render == 1 )
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sprintf (videomenu[0], "Video Rendering Filtered");
if ( GCSettings.render == 2 )
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sprintf (videomenu[0], "Video Rendering Unfiltered");
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sprintf (videomenu[1], "Video Scaling %s",
GCSettings.widescreen == true ? "16:9 Correction" : "Default");
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sprintf (videomenu[2], "Palette - %s",
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GCSettings.currpal ? palettes[GCSettings.currpal-1].name : "Default");
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sprintf (videomenu[3], "Enable Zooming %s",
GCSettings.Zoom == true ? " ON" : "OFF");
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sprintf (videomenu[4], "Timing - %s",
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GCSettings.timing == true ? " PAL" : "NTSC");
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sprintf (videomenu[5], "8 Sprite Limit - %s",
GCSettings.slimit == true ? " ON" : "OFF");
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ret = RunMenu (videomenu, videomenuCount, (char*)"Video Options", 20, -1);
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switch (ret)
{
case 0:
GCSettings.render++;
if (GCSettings.render > 2 )
GCSettings.render = 0;
// reset zoom
zoom_reset ();
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break;
case 1:
GCSettings.widescreen ^= 1;
break;
case 2: // palette
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if ( ++GCSettings.currpal > MAXPAL )
GCSettings.currpal = 0;
break;
case 3:
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GCSettings.Zoom ^= 1;
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break;
case 4: // timing
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GCSettings.timing ^= 1;
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FCEUI_SetVidSystem(GCSettings.timing); // causes a small 'pop' in the audio
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break;
case 5: // 8 sprite limit
GCSettings.slimit ^=1;
FCEUI_DisableSpriteLimitation(GCSettings.slimit);
break;
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case -1: // Button B
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case 6:
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quit = 1;
break;
}
}
menu = oldmenu;
}
/****************************************************************************
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* File Options Menu
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****************************************************************************/
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static int filemenuCount = 8;
static char filemenu[][50] = {
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"Load Method",
"Load Folder",
"Save Method",
"Save Folder",
"Auto Load",
"Auto Save",
"Verify MC Saves",
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"Back to Preferences Menu"
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};
void
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FileOptions()
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{
int ret = 0;
int quit = 0;
int oldmenu = menu;
menu = 0;
while (quit == 0)
{
// some load/save methods are not implemented - here's where we skip them
// they need to be skipped in the order they were enumerated in snes9xGX.h
// no USB ports on GameCube
#ifndef HW_RVL
if(GCSettings.LoadMethod == METHOD_USB)
GCSettings.LoadMethod++;
if(GCSettings.SaveMethod == METHOD_USB)
GCSettings.SaveMethod++;
#endif
// saving to DVD is impossible
if(GCSettings.SaveMethod == METHOD_DVD)
GCSettings.SaveMethod++;
// disable SMB in GC mode (stalls out)
#ifndef HW_RVL
if(GCSettings.LoadMethod == METHOD_SMB)
GCSettings.LoadMethod++;
if(GCSettings.SaveMethod == METHOD_SMB)
GCSettings.SaveMethod++;
#endif
// disable MC saving in Wii mode - does not work for some reason!
#ifdef HW_RVL
if(GCSettings.SaveMethod == METHOD_MC_SLOTA)
GCSettings.SaveMethod++;
if(GCSettings.SaveMethod == METHOD_MC_SLOTB)
GCSettings.SaveMethod++;
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filemenu[6][0] = '\0';
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#else
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sprintf (filemenu[6], "Verify MC Saves %s",
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GCSettings.VerifySaves == true ? " ON" : "OFF");
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#endif
// correct load/save methods out of bounds
if(GCSettings.LoadMethod > 4)
GCSettings.LoadMethod = 0;
if(GCSettings.SaveMethod > 6)
GCSettings.SaveMethod = 0;
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if (GCSettings.LoadMethod == METHOD_AUTO) sprintf (filemenu[0],"Load Method AUTO");
else if (GCSettings.LoadMethod == METHOD_SD) sprintf (filemenu[0],"Load Method SD");
else if (GCSettings.LoadMethod == METHOD_USB) sprintf (filemenu[0],"Load Method USB");
else if (GCSettings.LoadMethod == METHOD_DVD) sprintf (filemenu[0],"Load Method DVD");
else if (GCSettings.LoadMethod == METHOD_SMB) sprintf (filemenu[0],"Load Method Network");
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sprintf (filemenu[1], "Load Folder %s", GCSettings.LoadFolder);
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if (GCSettings.SaveMethod == METHOD_AUTO) sprintf (filemenu[2],"Save Method AUTO");
else if (GCSettings.SaveMethod == METHOD_SD) sprintf (filemenu[2],"Save Method SD");
else if (GCSettings.SaveMethod == METHOD_USB) sprintf (filemenu[2],"Save Method USB");
else if (GCSettings.SaveMethod == METHOD_SMB) sprintf (filemenu[2],"Save Method Network");
else if (GCSettings.SaveMethod == METHOD_MC_SLOTA) sprintf (filemenu[2],"Save Method MC Slot A");
else if (GCSettings.SaveMethod == METHOD_MC_SLOTB) sprintf (filemenu[2],"Save Method MC Slot B");
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sprintf (filemenu[3], "Save Folder %s", GCSettings.SaveFolder);
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// disable changing load/save directories for now
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filemenu[1][0] = '\0';
filemenu[3][0] = '\0';
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if (GCSettings.AutoLoad == 0) sprintf (filemenu[4],"Auto Load OFF");
else if (GCSettings.AutoLoad == 1) sprintf (filemenu[4],"Auto Load RAM");
else if (GCSettings.AutoLoad == 2) sprintf (filemenu[4],"Auto Load STATE");
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if (GCSettings.AutoSave == 0) sprintf (filemenu[5],"Auto Save OFF");
else if (GCSettings.AutoSave == 1) sprintf (filemenu[5],"Auto Save RAM");
else if (GCSettings.AutoSave == 2) sprintf (filemenu[5],"Auto Save STATE");
else if (GCSettings.AutoSave == 3) sprintf (filemenu[5],"Auto Save BOTH");
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ret = RunMenu (filemenu, filemenuCount, (char*)"Save/Load Options", 20, -1);
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switch (ret)
{
case 0:
GCSettings.LoadMethod ++;
break;
case 1:
break;
case 2:
GCSettings.SaveMethod ++;
break;
case 3:
break;
case 4:
GCSettings.AutoLoad ++;
if (GCSettings.AutoLoad > 2)
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GCSettings.AutoLoad = 0;
break;
case 5:
GCSettings.AutoSave ++;
if (GCSettings.AutoSave > 3)
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GCSettings.AutoSave = 0;
break;
case 6:
GCSettings.VerifySaves ^= 1;
break;
case -1: // Button B
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case 7:
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quit = 1;
break;
}
}
menu = oldmenu;
}
/****************************************************************************
* Game Options Menu
****************************************************************************/
int
GameMenu ()
{
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int gamemenuCount = 9;
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char gamemenu[][50] = {
"Return to Game",
"Reset Game",
"ROM Information",
"Load RAM", "Save RAM",
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"Load State", "Save State",
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"Reset Zoom",
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"Back to Main Menu"
};
int ret, retval = 0;
int quit = 0;
int oldmenu = menu;
menu = 0;
while (quit == 0)
{
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if(nesGameType == 4) // FDS game
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{
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// disable RAM saving/loading
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gamemenu[3][0] = '\0';
gamemenu[4][0] = '\0';
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// disable ROM Information
gamemenu[2][0] = '\0';
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}
// disable RAM/STATE saving/loading if AUTO is on
if (GCSettings.AutoLoad == 1) // Auto Load RAM
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gamemenu[3][0] = '\0';
else if (GCSettings.AutoLoad == 2) // Auto Load STATE
gamemenu[5][0] = '\0';
if (GCSettings.AutoSave == 1) // Auto Save RAM
gamemenu[4][0] = '\0';
else if (GCSettings.AutoSave == 2) // Auto Save STATE
gamemenu[6][0] = '\0';
else if (GCSettings.AutoSave == 3) // Auto Save BOTH
{
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gamemenu[4][0] = '\0';
gamemenu[6][0] = '\0';
}
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// disable Reset Zoom if Zooming is off
if(!GCSettings.Zoom)
gamemenu[7][0] = '\0';
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ret = RunMenu (gamemenu, gamemenuCount, (char*)"Game Menu", 20, -1);
switch (ret)
{
case 0: // Return to Game
quit = retval = 1;
break;
case 1: // Reset Game
PowerNES();
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quit = retval = 1;
break;
case 2: // ROM Information
RomInfo();
WaitButtonA ();
break;
case 3: // Load RAM
quit = retval = LoadRAM(GCSettings.SaveMethod, NOTSILENT);
break;
case 4: // Save RAM
SaveRAM(GCSettings.SaveMethod, NOTSILENT);
break;
case 5: // Load State
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quit = retval = LoadState(GCSettings.SaveMethod, NOTSILENT);
break;
case 6: // Save State
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SaveState(GCSettings.SaveMethod, NOTSILENT);
break;
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case 7:
zoom_reset ();
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quit = retval = 1;
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break;
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case -1: // Button B
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case 8: // Return to previous menu
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retval = 0;
quit = 1;
break;
}
}
menu = oldmenu;
return retval;
}
/****************************************************************************
* Controller Configuration
*
* Snes9x 1.50 uses a cmd system to work out which button has been pressed.
* Here, I simply move the designated value to the gcpadmaps array, which saves
* on updating the cmd sequences.
****************************************************************************/
u32
GetInput (u16 ctrlr_type)
{
//u32 exp_type;
u32 pressed;
pressed=0;
s8 gc_px = 0;
while( PAD_ButtonsHeld(0)
#ifdef HW_RVL
| WPAD_ButtonsHeld(0)
#endif
) VIDEO_WaitVSync(); // button 'debounce'
while (pressed == 0)
{
VIDEO_WaitVSync();
// get input based on controller type
if (ctrlr_type == CTRLR_GCPAD)
{
pressed = PAD_ButtonsHeld (0);
gc_px = PAD_SubStickX (0);
}
#ifdef HW_RVL
else
{
// if ( WPAD_Probe( 0, &exp_type) == 0) // check wiimote and expansion status (first if wiimote is connected & no errors)
// {
pressed = WPAD_ButtonsHeld (0);
// if (ctrlr_type != CTRLR_WIIMOTE && exp_type != ctrlr_type+1) // if we need input from an expansion, and its not connected...
// pressed = 0;
// }
}
#endif
/*** check for exit sequence (c-stick left OR home button) ***/
if ( (gc_px < -70) || (pressed & WPAD_BUTTON_HOME) || (pressed & WPAD_CLASSIC_BUTTON_HOME) )
return 0;
} // end while
while( pressed == (PAD_ButtonsHeld(0)
#ifdef HW_RVL
| WPAD_ButtonsHeld(0)
#endif
) ) VIDEO_WaitVSync();
return pressed;
} // end GetInput()
int cfg_text_count = 7;
char cfg_text[][50] = {
"Remapping ",
"Press Any Button",
"on the",
" ", // identify controller
" ",
"Press C-Left or",
"Home to exit"
};
u32
GetButtonMap(u16 ctrlr_type, char* btn_name)
{
u32 pressed, previous;
char temp[50] = "";
uint k;
pressed = 0; previous = 1;
switch (ctrlr_type) {
case CTRLR_NUNCHUK:
strncpy (cfg_text[3], (char*)"NUNCHUK", 7);
break;
case CTRLR_CLASSIC:
strncpy (cfg_text[3], (char*)"CLASSIC", 7);
break;
case CTRLR_GCPAD:
strncpy (cfg_text[3], (char*)"GC PAD", 7);
break;
case CTRLR_WIIMOTE:
strncpy (cfg_text[3], (char*)"WIIMOTE", 7);
break;
};
/*** note which button we are remapping ***/
sprintf (temp, (char*)"Remapping ");
for (k=0; k<9-strlen(btn_name); k++) strcat(temp, " "); // add whitespace padding to align text
strncat (temp, btn_name, 9); // nes button we are remapping
strncpy (cfg_text[0], temp, 19); // copy this all back to the text we wish to display
DrawMenu(&cfg_text[0], NULL, cfg_text_count, 1, 20, -1); // display text
// while (previous != pressed && pressed == 0); // get two consecutive button presses (which are the same)
// {
// previous = pressed;
// VIDEO_WaitVSync(); // slow things down a bit so we don't overread the pads
pressed = GetInput(ctrlr_type);
// }
return pressed;
} // end getButtonMap()
int cfg_btns_count = 12;
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char cfg_btns_menu[][50] = {
"B - ",
"A - ",
"RAPID B - ",
"RAPID A - ",
"SELECT - ",
"START - ",
"UP - ",
"DOWN - ",
"LEFT - ",
"RIGHT - ",
"SPECIAL - ",
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"Return to previous"
};
extern unsigned int gcpadmap[];
extern unsigned int wmpadmap[];
extern unsigned int ccpadmap[];
extern unsigned int ncpadmap[];
void
ConfigureButtons (u16 ctrlr_type)
{
int quit = 0;
int ret = 0;
int oldmenu = menu;
menu = 0;
char* menu_title = NULL;
u32 pressed;
unsigned int* currentpadmap = 0;
char temp[50] = "";
int i, j;
uint k;
/*** Update Menu Title (based on controller we're configuring) ***/
switch (ctrlr_type) {
case CTRLR_NUNCHUK:
menu_title = (char*)"NES - NUNCHUK";
currentpadmap = ncpadmap;
break;
case CTRLR_CLASSIC:
menu_title = (char*)"NES - CLASSIC";
currentpadmap = ccpadmap;
break;
case CTRLR_GCPAD:
menu_title = (char*)"NES - GC PAD";
currentpadmap = gcpadmap;
break;
case CTRLR_WIIMOTE:
menu_title = (char*)"NES - WIIMOTE";
currentpadmap = wmpadmap;
break;
};
while (quit == 0)
{
/*** Update Menu with Current ButtonMap ***/
for (i=0; i<MAXJP; i++) // nes pad has 8 buttons to config (plus VS coin insert)
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{
// get current padmap button name to display
for ( j=0;
j < ctrlr_def[ctrlr_type].num_btns &&
currentpadmap[i] != ctrlr_def[ctrlr_type].map[j].btn // match padmap button press with button names
; j++ );
memset (temp, 0, sizeof(temp));
strncpy (temp, cfg_btns_menu[i], 12); // copy snes button information
if (currentpadmap[i] == ctrlr_def[ctrlr_type].map[j].btn) // check if a match was made
{
for (k=0; k<7-strlen(ctrlr_def[ctrlr_type].map[j].name) ;k++) strcat(temp, " "); // add whitespace padding to align text
strncat (temp, ctrlr_def[ctrlr_type].map[j].name, 6); // update button map display
}
else
strcat (temp, (char*)"---"); // otherwise, button is 'unmapped'
strncpy (cfg_btns_menu[i], temp, 19); // move back updated information
}
ret = RunMenu (cfg_btns_menu, cfg_btns_count, menu_title, 16, -1);
switch (ret)
{
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
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/*** Change button map ***/
// wait for input
memset (temp, 0, sizeof(temp));
strncpy(temp, cfg_btns_menu[ret], 6); // get the name of the snes button we're changing
pressed = GetButtonMap(ctrlr_type, temp); // get a button selection from user
// FIX: check if input is valid for this controller
if (pressed != 0) // check if a the button was configured, or if the user exited.
currentpadmap[ret] = pressed; // update mapping
break;
case -1: /*** Button B ***/
case 11:
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/*** Return ***/
quit = 1;
break;
}
}
menu = oldmenu;
} // end configurebuttons()
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int ctlrmenucount = 8;
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char ctlrmenu[][50] = {
"Four Score",
"Zapper",
"Zapper Crosshair",
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"Nunchuk",
"Classic Controller",
"Wiimote",
"Gamecube Pad",
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"Back to Preferences Menu"
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};
void
ConfigureControllers ()
{
int quit = 0;
int ret = 0;
int oldmenu = menu;
menu = 0;
// disable unavailable controller options if in GC mode
#ifndef HW_RVL
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ctlrmenu[3][0] = 0;
ctlrmenu[4][0] = 0;
ctlrmenu[5][0] = 0;
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#endif
while (quit == 0)
{
sprintf (ctlrmenu[0], "Four Score - %s",
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GCSettings.FSDisable == false ? " ON" : "OFF");
if (GCSettings.zapper == 0) sprintf (ctlrmenu[1],"Zapper - Disabled");
else if (GCSettings.zapper == 1) sprintf (ctlrmenu[1],"Zapper - Port 1");
else if (GCSettings.zapper == 2) sprintf (ctlrmenu[1],"Zapper - Port 2");
sprintf (ctlrmenu[2], "Zapper Crosshair - %s",
GCSettings.crosshair == true ? " ON" : "OFF");
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/*** Controller Config Menu ***/
ret = RunMenu (ctlrmenu, ctlrmenucount, (char*)"Configure Controllers", 20, -1);
switch (ret)
{
case 0: // four score
GCSettings.FSDisable ^= 1;
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ToggleFourScore(GCSettings.FSDisable, romLoaded);
break;
case 1: // zapper
GCSettings.zapper -= 1; // we do this so Port 2 is first option shown
if(GCSettings.zapper < 0)
GCSettings.zapper = 2;
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ToggleZapper(GCSettings.zapper, romLoaded);
break;
case 2: // zapper crosshair
GCSettings.crosshair ^= 1;
break;
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case 3:
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/*** Configure Nunchuk ***/
ConfigureButtons (CTRLR_NUNCHUK);
break;
case 4:
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/*** Configure Classic ***/
ConfigureButtons (CTRLR_CLASSIC);
break;
case 5:
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/*** Configure Wiimote ***/
ConfigureButtons (CTRLR_WIIMOTE);
break;
case 6:
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/*** Configure GC Pad ***/
ConfigureButtons (CTRLR_GCPAD);
break;
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case -1: /*** Button B ***/
case 7:
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/*** Return ***/
quit = 1;
break;
}
}
menu = oldmenu;
}
/****************************************************************************
* Preferences Menu
***************************************************************************/
static int prefmenuCount = 5;
static char prefmenu[][50] = {
"Controllers",
"Video",
"Saving / Loading",
"Reset Preferences",
"Back to Main Menu"
};
void
PreferencesMenu ()
{
int ret = 0;
int quit = 0;
int oldmenu = menu;
menu = 0;
while (quit == 0)
{
ret = RunMenu (prefmenu, prefmenuCount, (char*)"Preferences", 20, -1);
switch (ret)
{
case 0:
ConfigureControllers ();
break;
case 1:
VideoOptions ();
break;
case 2:
FileOptions ();
break;
case 3:
DefaultSettings ();
WaitPrompt((char *)"Preferences Reset");
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break;
case -1: /*** Button B ***/
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case 4:
SavePrefs(GCSettings.SaveMethod, SILENT);
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quit = 1;
break;
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}
}
menu = oldmenu;
}
/****************************************************************************
* Main Menu
****************************************************************************/
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int menucount = 6;
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char menuitems[][50] = {
"Choose Game",
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"Preferences",
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"Game Menu",
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"Credits",
"Reset System",
"Exit"
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};
void
MainMenu (int selectedMenu)
{
int quit = 0;
int ret;
VIDEO_WaitVSync ();
while (quit == 0)
{
// disable game-specific menu items if a ROM isn't loaded
if(!romLoaded)
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menuitems[2][0] = '\0';
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else
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sprintf (menuitems[2], "Game Menu");
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if(selectedMenu >= 0)
{
ret = selectedMenu;
selectedMenu = -1; // default back to main menu
}
else
{
ret = RunMenu (menuitems, menucount, (char*)"Main Menu", 20, -1);
}
switch (ret)
{
case 0:
// Load ROM Menu
quit = LoadManager ();
break;
case 1:
// Preferences
PreferencesMenu ();
break;
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case 2:
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// Game Options
quit = GameMenu ();
break;
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case 3:
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// Credits
Credits ();
WaitButtonA ();
break;
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case 4:
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// Reset the Gamecube/Wii
Reboot();
break;
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case 5:
ExitToLoader();
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break;
case -1: // Button B
// Return to Game
if(romLoaded)
quit = 1;
break;
}
}
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// Wait for buttons to be released
int count = 0; // how long we've been waiting for the user to release the button
while(count < 50 && (
PAD_ButtonsHeld(0)
#ifdef HW_RVL
|| WPAD_ButtonsHeld(0)
#endif
))
{
VIDEO_WaitVSync();
count++;
}
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}