usbloadergx/source/menu.cpp

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/****************************************************************************
* USB Loader GX Team
*
* libwiigui Template
* by Tantric 2009
*
* menu.cpp
* Menu flow routines - handles all menu logic
***************************************************************************/
#include <unistd.h>
#include "libwiigui/gui.h"
#include "homebrewboot/BootHomebrew.h"
#include "homebrewboot/HomebrewBrowse.h"
#include "prompts/ProgressWindow.h"
#include "menu/menus.h"
#include "mload/mload.h"
#include "mload/mload_modules.h"
#include "network/networkops.h"
#include "patches/patchcode.h"
#include "settings/Settings.h"
#include "settings/CGameSettings.h"
#include "themes/CTheme.h"
#include "themes/ThemeDownloader.h"
#include "usbloader/disc.h"
#include "usbloader/GameList.h"
#include "usbloader/MountGamePartition.h"
#include "mload/mload_modules.h"
#include "xml/xml.h"
#include "audio.h"
#include "gecko.h"
#include "menu.h"
#include "sys.h"
#include "wpad.h"
#include "settings/newtitles.h"
#include "patches/fst.h"
#include "usbloader/frag.h"
#include "usbloader/wbfs.h"
#include "wad/nandtitle.h"
/*** Variables that are also used extern ***/
GuiWindow * mainWindow = NULL;
GuiImageData * pointer[4];
GuiImage * bgImg = NULL;
GuiImageData * background = NULL;
GuiBGM * bgMusic = NULL;
GuiSound *btnSoundClick = NULL;
GuiSound *btnSoundClick2 = NULL;
GuiSound *btnSoundOver = NULL;
int currentMenu;
u8 mountMethod = 0;
char game_partition[6];
int load_from_fs;
/*** Variables used only in the menus ***/
bool altdoldefault = true;
static lwp_t guithread = LWP_THREAD_NULL;
static bool guiHalt = true;
static bool ExitRequested = false;
/*** Extern variables ***/
extern u8 shutdown;
extern u8 reset;
extern s32 gameSelected, gameStart;
/****************************************************************************
* ResumeGui
*
* Signals the GUI thread to start, and resumes the thread. This is called
* after finishing the removal/insertion of new elements, and after initial
* GUI setup.
***************************************************************************/
void ResumeGui()
{
guiHalt = false;
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LWP_ResumeThread(guithread);
}
/****************************************************************************
* HaltGui
*
* Signals the GUI thread to stop, and waits for GUI thread to stop
* This is necessary whenever removing/inserting new elements into the GUI.
* This eliminates the possibility that the GUI is in the middle of accessing
* an element that is being changed.
***************************************************************************/
void HaltGui()
{
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if (guiHalt) return;
guiHalt = true;
// wait for thread to finish
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while (!LWP_ThreadIsSuspended(guithread))
usleep(100);
}
/****************************************************************************
* UpdateGUI
*
* Primary thread to allow GUI to respond to state changes, and draws GUI
***************************************************************************/
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static void * UpdateGUI(void *arg)
{
int i;
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while (!ExitRequested)
{
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if (guiHalt)
{
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LWP_SuspendThread(guithread);
continue;
}
mainWindow->Draw();
if (Settings.tooltips == ON && Theme::ShowTooltips && mainWindow->GetState() != STATE_DISABLED) mainWindow->DrawTooltip();
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for (i = 3; i >= 0; i--)
{
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if (userInput[i].wpad.ir.valid)
{
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Menu_DrawImg(userInput[i].wpad.ir.x - 48, userInput[i].wpad.ir.y - 48, 200.0, 96, 96,
pointer[i]->GetImage(), userInput[i].wpad.ir.angle, Settings.widescreen ? 0.8 : 1, 1, 255, 0,
0, 0, 0, 0, 0, 0, 0);
}
}
Menu_Render();
UpdatePads();
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for (i = 0; i < 4; i++)
mainWindow->Update(&userInput[i]);
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if (bgMusic) bgMusic->UpdateState();
}
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for (i = 5; i < 255; i += 10)
{
mainWindow->Draw();
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Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) {0, 0, 0, i}, 1);
Menu_Render();
}
mainWindow->RemoveAll();
ShutoffRumble();
return NULL;
}
/****************************************************************************
* InitGUIThread
*
* Startup GUI threads
***************************************************************************/
void InitGUIThreads()
{
ExitRequested = false;
if(guithread == LWP_THREAD_NULL)
LWP_CreateThread(&guithread, UpdateGUI, NULL, NULL, 65536, LWP_PRIO_HIGHEST);
}
void ExitGUIThreads()
{
ExitRequested = true;
if(guithread != LWP_THREAD_NULL)
{
ResumeGui();
LWP_JoinThread(guithread, NULL);
guithread = LWP_THREAD_NULL;
}
}
/****************************************************************************
* MainMenu
***************************************************************************/
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int MainMenu(int menu)
{
currentMenu = menu;
InitGUIThreads();
InitProgressThread();
InitNetworkThread();
if (Settings.autonetwork)
ResumeNetworkThread();
btnSoundClick = new GuiSound(button_click_wav, button_click_wav_size, Settings.sfxvolume);
btnSoundClick2 = new GuiSound(button_click2_wav, button_click2_wav_size, Settings.sfxvolume);
btnSoundOver = new GuiSound(button_over_wav, button_over_wav_size, Settings.sfxvolume);
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pointer[0] = Resources::GetImageData("player1_point.png");
pointer[1] = Resources::GetImageData("player2_point.png");
pointer[2] = Resources::GetImageData("player3_point.png");
pointer[3] = Resources::GetImageData("player4_point.png");
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mainWindow = new GuiWindow(screenwidth, screenheight);
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background = Resources::GetImageData(Settings.widescreen ? "wbackground.png" : "background.png");
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bgImg = new GuiImage(background);
mainWindow->Append(bgImg);
ResumeGui();
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bgMusic = new GuiBGM(bg_music_ogg, bg_music_ogg_size, Settings.volume);
bgMusic->SetLoop(Settings.musicloopmode); //loop music
bgMusic->Load(Settings.ogg_path);
bgMusic->Play();
MountGamePartition();
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while (currentMenu != MENU_EXIT)
{
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bgMusic->SetVolume(Settings.volume);
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switch (currentMenu)
{
case MENU_INSTALL:
currentMenu = MenuInstall();
break;
case MENU_SETTINGS:
currentMenu = MenuSettings();
break;
case MENU_THEMEDOWNLOADER:
currentMenu = ThemeDownloader::Run();
break;
case MENU_HOMEBREWBROWSE:
currentMenu = MenuHomebrewBrowse();
break;
case MENU_DISCLIST:
default: // unrecognized menu
currentMenu = MenuDiscList();
break;
}
}
//! THIS SHOULD NEVER HAPPEN ANYMORE
ExitApp();
return -1;
}