snes9xgx/source/ngc/menu.cpp

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/****************************************************************************
* Snes9x 1.51 Nintendo Wii/Gamecube Port
*
* softdev July 2006
* crunchy2 May-June 2007
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* Michniewski 2008
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* Tantric August 2008
*
* menu.cpp
*
* Menu flow routines - handles all menu logic
***************************************************************************/
#include <gccore.h>
#include <ogcsys.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <wiiuse/wpad.h>
#ifdef WII_DVD
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extern "C" {
#include <di/di.h>
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}
#endif
#include "snes9x.h"
#include "memmap.h"
#include "debug.h"
#include "cpuexec.h"
#include "ppu.h"
#include "apu.h"
#include "display.h"
#include "gfx.h"
#include "soundux.h"
#include "spc700.h"
#include "spc7110.h"
#include "controls.h"
#include "cheats.h"
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#include "snes9xGX.h"
#include "video.h"
#include "filesel.h"
#include "unzip.h"
#include "smbop.h"
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#include "memcardop.h"
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#include "fileop.h"
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#include "freeze.h"
#include "dvd.h"
#include "s9xconfig.h"
#include "sram.h"
#include "preferences.h"
#include "button_mapping.h"
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#include "menudraw.h"
#include "cheatmgr.h"
#include "input.h"
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#include "patch.h"
/****************************************************************************
* Load Manager
***************************************************************************/
int
LoadManager ()
{
int loadROM = OpenROM(GCSettings.LoadMethod);
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if (loadROM)
{
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// load UPS/IPS/PPF patch
LoadPatch(GCSettings.LoadMethod);
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Memory.LoadROM ("BLANK.SMC");
Memory.LoadSRAM ("BLANK");
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// load SRAM or snapshot
if ( GCSettings.AutoLoad == 1 )
LoadSRAM(GCSettings.SaveMethod, SILENT);
else if ( GCSettings.AutoLoad == 2 )
NGCUnfreezeGame (GCSettings.SaveMethod, SILENT);
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// setup cheats
SetupCheats();
}
return loadROM;
}
/****************************************************************************
* Cheat Menu
***************************************************************************/
static int cheatmenuCount = 0;
static char cheatmenu[MAX_CHEATS][50];
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static char cheatmenuvalue[MAX_CHEATS][50];
void CheatMenu()
{
int ret = -1;
int oldmenu = menu;
menu = 0;
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int selection = 0;
int offset = 0;
int redraw = 1;
int selectit = 0;
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u32 p = 0;
u32 wp = 0;
u32 ph = 0;
u32 wh = 0;
signed char gc_ay = 0;
signed char gc_sx = 0;
signed char wm_ay = 0;
signed char wm_sx = 0;
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int scroll_delay = 0;
bool move_selection = 0;
#define SCROLL_INITIAL_DELAY 15
#define SCROLL_LOOP_DELAY 2
if(Cheat.num_cheats > 0)
{
cheatmenuCount = Cheat.num_cheats + 1;
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for(uint16 i=0; i < Cheat.num_cheats; i++)
sprintf (cheatmenu[i], "%s", Cheat.c[i].name);
sprintf (cheatmenu[cheatmenuCount-1], "Back to Game Menu");
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while(ret != cheatmenuCount-1)
{
if(ret >= 0)
{
if(Cheat.c[ret].enabled)
S9xDisableCheat(ret);
else
S9xEnableCheat(ret);
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ret = -1;
}
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for(uint16 i=0; i < Cheat.num_cheats; i++)
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sprintf (cheatmenuvalue[i], "%s", Cheat.c[i].enabled == true ? "ON" : "OFF");
if (redraw)
ShowCheats (cheatmenu, cheatmenuvalue, cheatmenuCount, offset, selection);
redraw = 0;
VIDEO_WaitVSync(); // slow things down a bit so we don't overread the pads
gc_ay = PAD_StickY (0);
gc_sx = PAD_SubStickX (0);
p = PAD_ButtonsDown (0);
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ph = PAD_ButtonsHeld (0);
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#ifdef HW_RVL
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wm_ay = WPAD_Stick (0, 0, 1);
wm_sx = WPAD_Stick (0, 1, 0);
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wp = WPAD_ButtonsDown (0);
wh = WPAD_ButtonsHeld (0);
#endif
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/*** Check for exit combo ***/
if ( (gc_sx < -70) || (wm_sx < -70) || (wp & WPAD_BUTTON_HOME) || (wp & WPAD_CLASSIC_BUTTON_HOME) )
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break;
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if ( (p & PAD_BUTTON_B) || (wp & (WPAD_BUTTON_B | WPAD_CLASSIC_BUTTON_B)) )
break;
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/*** Check buttons, perform actions ***/
if ( (p & PAD_BUTTON_A) || selectit || (wp & (WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A)) )
{
if ( selectit )
selectit = 0;
redraw = 1;
ret = selection;
} // End of A
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if ( ((p | ph) & PAD_BUTTON_DOWN) || ((wp | wh) & (WPAD_BUTTON_DOWN | WPAD_CLASSIC_BUTTON_DOWN)) || (gc_ay < -PADCAL) || (wm_ay < -PADCAL) )
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{
if ( (p & PAD_BUTTON_DOWN) || (wp & (WPAD_BUTTON_DOWN | WPAD_CLASSIC_BUTTON_DOWN)) ) { /*** Button just pressed ***/
scroll_delay = SCROLL_INITIAL_DELAY; // reset scroll delay.
move_selection = 1; //continue (move selection)
}
else if (scroll_delay == 0) { /*** Button is held ***/
scroll_delay = SCROLL_LOOP_DELAY;
move_selection = 1; //continue (move selection)
} else {
scroll_delay--; // wait
}
if (move_selection)
{
selection++;
if (selection == cheatmenuCount)
selection = offset = 0;
if ((selection - offset) >= PAGESIZE)
offset += PAGESIZE;
redraw = 1;
move_selection = 0;
}
} // End of down
if ( ((p | ph) & PAD_BUTTON_UP) || ((wp | wh) & (WPAD_BUTTON_UP | WPAD_CLASSIC_BUTTON_UP)) || (gc_ay > PADCAL) || (wm_ay > PADCAL) )
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{
if ( (p & PAD_BUTTON_UP) || (wp & (WPAD_BUTTON_UP | WPAD_CLASSIC_BUTTON_UP)) ) { /*** Button just pressed***/
scroll_delay = SCROLL_INITIAL_DELAY; // reset scroll delay.
move_selection = 1; //continue (move selection)
}
else if (scroll_delay == 0) { /*** Button is held ***/
scroll_delay = SCROLL_LOOP_DELAY;
move_selection = 1; //continue (move selection)
} else {
scroll_delay--; // wait
}
if (move_selection)
{
selection--;
if (selection < 0) {
selection = cheatmenuCount - 1;
offset = selection - PAGESIZE + 1;
}
if (selection < offset)
offset -= PAGESIZE;
if (offset < 0)
offset = 0;
redraw = 1;
move_selection = 0;
}
} // End of Up
if ( (p & PAD_BUTTON_LEFT) || (wp & (WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT)) )
{
/*** Go back a page ***/
selection -= PAGESIZE;
if (selection < 0)
{
selection = cheatmenuCount - 1;
offset = selection - PAGESIZE + 1;
}
if (selection < offset)
offset -= PAGESIZE;
if (offset < 0)
offset = 0;
redraw = 1;
}
if ( (p & PAD_BUTTON_RIGHT) || (wp & (WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT)) )
{
/*** Go forward a page ***/
selection += PAGESIZE;
if (selection > cheatmenuCount - 1)
selection = offset = 0;
if ((selection - offset) >= PAGESIZE)
offset += PAGESIZE;
redraw = 1;
}
}
}
else
{
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WaitPrompt("No cheats found!");
}
menu = oldmenu;
}
/****************************************************************************
* Game Options Menu
***************************************************************************/
int
GameMenu ()
{
int gamemenuCount = 10;
char gamemenu[][50] = {
"Return to Game",
"Reset Game",
"ROM Information",
"Cheats",
"Load SRAM", "Save SRAM",
"Load Game Snapshot", "Save Game Snapshot",
"Reset Zoom",
"Back to Main Menu"
};
int ret, retval = 0;
int quit = 0;
int oldmenu = menu;
menu = 0;
while (quit == 0)
{
// disable SRAM/SNAPSHOT saving/loading if AUTO is on
if (GCSettings.AutoLoad == 1) // Auto Load SRAM
gamemenu[4][0] = '\0';
else if (GCSettings.AutoLoad == 2) // Auto Load SNAPSHOT
gamemenu[6][0] = '\0';
if (GCSettings.AutoSave == 1) // Auto Save SRAM
gamemenu[5][0] = '\0';
else if (GCSettings.AutoSave == 2) // Auto Save SNAPSHOT
gamemenu[7][0] = '\0';
else if (GCSettings.AutoSave == 3) // Auto Save BOTH
{
gamemenu[5][0] = '\0';
gamemenu[7][0] = '\0';
}
// hide cheats menu if cheats file not present
if(Cheat.num_cheats == 0)
gamemenu[3][0] = '\0';
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ret = RunMenu (gamemenu, gamemenuCount, "Game Menu");
switch (ret)
{
case 0: // Return to Game
quit = retval = 1;
break;
case 1: // Reset Game
S9xSoftReset ();
quit = retval = 1;
break;
case 2: // ROM Information
RomInfo();
WaitButtonA ();
break;
case 3: // load cheats
CheatMenu();
break;
case 4: // Load SRAM
quit = retval = LoadSRAM(GCSettings.SaveMethod, NOTSILENT);
break;
case 5: // Save SRAM
SaveSRAM(GCSettings.SaveMethod, NOTSILENT);
break;
case 6: // Load Freeze
quit = retval = NGCUnfreezeGame (GCSettings.SaveMethod, NOTSILENT);
break;
case 7: // Save Freeze
NGCFreezeGame (GCSettings.SaveMethod, NOTSILENT);
break;
case 8: // Reset Zoom
zoom_reset ();
quit = retval = 1;
break;
case -1: // Button B
case 9: // Return to previous menu
retval = 0;
quit = 1;
break;
}
}
menu = oldmenu;
return retval;
}
/****************************************************************************
* File Options Menu
***************************************************************************/
static int filemenuCount = 8;
static char filemenu[][50] = {
"Load Method",
"Load Folder",
"Save Method",
"Save Folder",
"Auto Load",
"Auto Save",
"Verify MC Saves",
"Back to Preferences Menu"
};
void
FileOptions ()
{
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;
#else
sprintf (filemenu[6], "Verify MC Saves %s", GCSettings.VerifySaves == true ? " ON" : "OFF");
#endif
// correct load/save methods out of bounds
if(GCSettings.LoadMethod > 4)
GCSettings.LoadMethod = 0;
if(GCSettings.SaveMethod > 6)
GCSettings.SaveMethod = 0;
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");
sprintf (filemenu[1], "Load Folder %s", GCSettings.LoadFolder);
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");
sprintf (filemenu[3], "Save Folder %s", GCSettings.SaveFolder);
// disable changing load/save directories for now
filemenu[1][0] = '\0';
filemenu[3][0] = '\0';
if (GCSettings.AutoLoad == 0) sprintf (filemenu[4],"Auto Load OFF");
else if (GCSettings.AutoLoad == 1) sprintf (filemenu[4],"Auto Load SRAM");
else if (GCSettings.AutoLoad == 2) sprintf (filemenu[4],"Auto Load SNAPSHOT");
if (GCSettings.AutoSave == 0) sprintf (filemenu[5],"Auto Save OFF");
else if (GCSettings.AutoSave == 1) sprintf (filemenu[5],"Auto Save SRAM");
else if (GCSettings.AutoSave == 2) sprintf (filemenu[5],"Auto Save SNAPSHOT");
else if (GCSettings.AutoSave == 3) sprintf (filemenu[5],"Auto Save BOTH");
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ret = RunMenu (filemenu, filemenuCount, "Save/Load Options");
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)
GCSettings.AutoLoad = 0;
break;
case 5:
GCSettings.AutoSave ++;
if (GCSettings.AutoSave > 3)
GCSettings.AutoSave = 0;
break;
case 6:
GCSettings.VerifySaves ^= 1;
break;
case -1: /*** Button B ***/
case 7:
quit = 1;
break;
}
}
menu = oldmenu;
}
/****************************************************************************
* Video Options
***************************************************************************/
static int videomenuCount = 10;
static char videomenu[][50] = {
"Enable Zooming",
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"Video Rendering",
"Video Scaling",
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"Shift Video Up",
"Shift Video Down",
"Shift Video Left",
"Shift Video Right",
"Video Shift: ",
"Reset Video Shift",
"Back to Preferences Menu"
};
void
VideoOptions ()
{
int ret = 0;
int quit = 0;
int oldmenu = menu;
menu = 0;
while (quit == 0)
{
sprintf (videomenu[0], "Enable Zooming %s",
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GCSettings.Zoom == true ? " ON" : "OFF");
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// don't allow original render mode if progressive video mode detected
if (GCSettings.render==0 && progressive)
GCSettings.render++;
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if ( GCSettings.render == 0 )
sprintf (videomenu[1], "Video Rendering Original");
if ( GCSettings.render == 1 )
sprintf (videomenu[1], "Video Rendering Filtered");
if ( GCSettings.render == 2 )
sprintf (videomenu[1], "Video Rendering Unfiltered");
sprintf (videomenu[2], "Video Scaling %s",
GCSettings.widescreen == true ? "16:9 Correction" : "Default");
sprintf (videomenu[7], "Video Shift: %d, %d", GCSettings.xshift, GCSettings.yshift);
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ret = RunMenu (videomenu, videomenuCount, "Video Options");
switch (ret)
{
case 0:
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GCSettings.Zoom ^= 1;
break;
case 1:
GCSettings.render++;
if (GCSettings.render > 2 )
GCSettings.render = 0;
// reset zoom
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zoom_reset ();
break;
case 2:
GCSettings.widescreen ^= 1;
break;
case 3:
// Move up
GCSettings.yshift--;
break;
case 4:
// Move down
GCSettings.yshift++;
break;
case 5:
// Move left
GCSettings.xshift--;
break;
case 6:
// Move right
GCSettings.xshift++;
break;
case 7:
break;
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case 8:
// reset video shifts
GCSettings.xshift = GCSettings.yshift = 0;
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WaitPrompt("Video Shift Reset");
break;
case -1: // Button B
case 9:
quit = 1;
break;
}
}
menu = oldmenu;
}
/****************************************************************************
* Controller Configuration
*
* Snes9x 1.51 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] = "";
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uint k;
pressed = 0; previous = 1;
switch (ctrlr_type) {
case CTRLR_NUNCHUK:
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strncpy (cfg_text[3], "NUNCHUK", 7);
break;
case CTRLR_CLASSIC:
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strncpy (cfg_text[3], "CLASSIC", 7);
break;
case CTRLR_GCPAD:
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strncpy (cfg_text[3], "GC PAD", 7);
break;
case CTRLR_WIIMOTE:
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strncpy (cfg_text[3], "WIIMOTE", 7);
break;
};
/*** note which button we are remapping ***/
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sprintf (temp, "Remapping ");
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for (k=0; k<9-strlen(btn_name); k++) strcat(temp, " "); // add whitespace padding to align text
strncat (temp, btn_name, 9); // snes 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); // 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 = 13;
char cfg_btns_menu[][50] = {
"A - ",
"B - ",
"X - ",
"Y - ",
"L TRIG - ",
"R TRIG - ",
"SELECT - ",
"START - ",
"UP - ",
"DOWN - ",
"LEFT - ",
"RIGHT - ",
"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;
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char* menu_title = NULL;
u32 pressed;
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unsigned int* currentpadmap = 0;
char temp[50] = "";
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int i, j;
uint k;
/*** Update Menu Title (based on controller we're configuring) ***/
switch (ctrlr_type) {
case CTRLR_NUNCHUK:
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sprintf(menu_title, "SNES - NUNCHUK");
currentpadmap = ncpadmap;
break;
case CTRLR_CLASSIC:
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sprintf(menu_title, "SNES - CLASSIC");
currentpadmap = ccpadmap;
break;
case CTRLR_GCPAD:
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sprintf(menu_title, "SNES - GC PAD");
currentpadmap = gcpadmap;
break;
case CTRLR_WIIMOTE:
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sprintf(menu_title, "SNES - WIIMOTE");
currentpadmap = wmpadmap;
break;
};
while (quit == 0)
{
/*** Update Menu with Current ButtonMap ***/
for (i=0; i<12; i++) // snes pad has 12 buttons to config (go thru them)
{
// 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
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strcat (temp, "---"); // 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);
switch (ret)
{
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
/*** 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 12:
/*** Return ***/
quit = 1;
break;
}
}
menu = oldmenu;
} // end configurebuttons()
int ctlrmenucount = 9;
char ctlrmenu[][50] = {
// toggle:
"MultiTap",
"SuperScope",
"Snes Mice",
"Justifiers",
// config:
"Nunchuk",
"Classic Controller",
"Wiimote",
"Gamecube Pad",
"Back to Preferences Menu"
};
void
ConfigureControllers ()
{
int quit = 0;
int ret = 0;
int oldmenu = menu;
menu = 0;
// disable unavailable controller options if in GC mode
#ifndef HW_RVL
ctlrmenu[4][0] = '\0';
ctlrmenu[5][0] = '\0';
ctlrmenu[6][0] = '\0';
#endif
while (quit == 0)
{
sprintf (ctlrmenu[0], "MultiTap %s", Settings.MultiPlayer5Master == true ? " ON" : "OFF");
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if (GCSettings.Superscope > 0) sprintf (ctlrmenu[1], "Superscope: Pad %d", GCSettings.Superscope);
else sprintf (ctlrmenu[1], "Superscope OFF");
if (GCSettings.Mouse > 0) sprintf (ctlrmenu[2], "Mice: %d", GCSettings.Mouse);
else sprintf (ctlrmenu[2], "Mice: OFF");
if (GCSettings.Justifier > 0) sprintf (ctlrmenu[3], "Justifiers: %d", GCSettings.Justifier);
else sprintf (ctlrmenu[3], "Justifiers: OFF");
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/*** Controller Config Menu ***/
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ret = RunMenu (ctlrmenu, ctlrmenucount, "Configure Controllers");
switch (ret)
{
case 0:
Settings.MultiPlayer5Master ^= 1;
break;
case 1:
GCSettings.Superscope ++;
if (GCSettings.Superscope > 4)
GCSettings.Superscope = 0;
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break;
case 2:
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GCSettings.Mouse ++;
if (GCSettings.Mouse > 2)
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GCSettings.Mouse = 0;
break;
case 3:
GCSettings.Justifier ++;
if (GCSettings.Justifier > 2)
GCSettings.Justifier = 0;
break;
case 4:
/*** Configure Nunchuk ***/
ConfigureButtons (CTRLR_NUNCHUK);
break;
case 5:
/*** Configure Classic ***/
ConfigureButtons (CTRLR_CLASSIC);
break;
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case 6:
/*** Configure Wiimote ***/
ConfigureButtons (CTRLR_WIIMOTE);
break;
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case 7:
/*** Configure GC Pad ***/
ConfigureButtons (CTRLR_GCPAD);
break;
case -1: /*** Button B ***/
case 8:
/*** 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)
{
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ret = RunMenu (prefmenu, prefmenuCount, "Preferences");
switch (ret)
{
case 0:
ConfigureControllers ();
break;
case 1:
VideoOptions ();
break;
case 2:
FileOptions ();
break;
case 3:
DefaultSettings ();
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WaitPrompt("Preferences Reset");
break;
case -1: /*** Button B ***/
case 4:
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SavePrefs(GCSettings.SaveMethod, SILENT);
quit = 1;
break;
}
}
menu = oldmenu;
}
/****************************************************************************
* Main Menu
***************************************************************************/
int menucount = 7;
char menuitems[][50] = {
"Choose Game",
"Preferences",
"Game Menu",
"Credits",
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"DVD Motor Off",
"Reset System",
"Return to Loader"
};
void
MainMenu (int selectedMenu)
{
int quit = 0;
int ret;
// disable game-specific menu items if a ROM isn't loaded
if (SNESROMSize == 0)
menuitems[2][0] = '\0';
else
sprintf (menuitems[2], "Game Menu");
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#ifdef HW_RVL
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// don't show dvd motor off on the wii
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menuitems[4][0] = 0;
// rename reset/exit items
sprintf (menuitems[5], "Return to Wii Menu");
sprintf (menuitems[6], "Return to Homebrew Channel");
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#endif
VIDEO_WaitVSync ();
while (quit == 0)
{
if(selectedMenu >= 0)
{
ret = selectedMenu;
selectedMenu = -1; // default back to main menu
}
else
{
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ret = RunMenu (menuitems, menucount, "Main Menu");
}
switch (ret)
{
case 0:
// Load ROM Menu
quit = LoadManager ();
break;
case 1:
// Preferences
PreferencesMenu ();
break;
case 2:
// Game Options
quit = GameMenu ();
break;
case 3:
// Credits
Credits ();
WaitButtonA ();
break;
case 4:
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// turn the dvd motor off (GC only)
#ifdef HW_DOL
dvd_motor_off ();
#endif
break;
case 5:
// Reset the Gamecube/Wii
Reboot();
break;
case 6:
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ExitToLoader();
break;
case -1: // Button B
// Return to Game
quit = 1;
break;
}
}
// 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++;
}
}