usbloadergx/source/libwiigui/gui_gamecarousel.cpp

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/****************************************************************************
* libwiigui
*
* gui_gamecarousel.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include <unistd.h>
#include "gui_gamecarousel.h"
#include "../cfg.h"
#include <string.h>
#include <sstream>
#define GAMESELECTSIZE 30
extern const int vol;
/**
* Constructor for the GuiGameCarousel class.
*/
GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt, const char *themePath, const u8 *imagebg, int selected, int offset)
{
width = w;
height = h;
this->gameCnt = gameCnt;
gameList = l;
pagesize = 7;
changed = 0;
selectable = true;
listOffset = (offset == 0) ? this->FindMenuItem(-1, 1) : offset;
selectedItem = selected - offset;
focus = 1; // allow focus
firstPic = 0;
speed = 50000;
char imgPath[100];
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigHeldA = new GuiTrigger;
trigL = new GuiTrigger;
trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
trigR = new GuiTrigger;
trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
trigPlus = new GuiTrigger;
trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, 0);
trigMinus = new GuiTrigger;
trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, 0);
btnSoundClick = new GuiSound(button_click2_pcm, button_click2_pcm_size, SOUND_PCM, vol);
btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, SOUND_PCM, vol);
snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_left.png", CFG.theme_path);
imgLeft = new GuiImageData(imgPath, startgame_arrow_left_png);
snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_right.png", CFG.theme_path);
imgRight = new GuiImageData(imgPath, startgame_arrow_right_png);
btnLeftImg = new GuiImage(imgLeft);
btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
btnLeft->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
btnLeft->SetPosition(20, -30);
btnLeft->SetParent(this);
btnLeft->SetImage(btnLeftImg);
btnLeft->SetSoundOver(btnSoundOver);
btnLeft->SetSoundClick(btnSoundClick);
btnLeft->SetTrigger(trigA);
btnLeft->SetTrigger(trigL);
btnLeft->SetTrigger(trigMinus);
btnLeft->SetEffectGrow();
btnRightImg = new GuiImage(imgRight);
btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
btnRight->SetParent(this);
btnRight->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
btnRight->SetPosition(-20, -30);
btnRight->SetImage(btnRightImg);
btnRight->SetSoundOver(btnSoundOver);
btnRight->SetSoundClick(btnSoundClick);
btnRight->SetTrigger(trigA);
btnRight->SetTrigger(trigR);
btnRight->SetTrigger(trigPlus);
btnRight->SetEffectGrow();
gameIndex = new int[pagesize];
game = new GuiButton * [pagesize];
coverImg = new GuiImage * [pagesize];
cover = new GuiImageData * [pagesize];
char ID[4];
char IDfull[7];
for(int i=0; i < pagesize; i++) {
struct discHdr *header = &gameList[i];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
//Load full id image
cover[i] = new GuiImageData(imgPath,0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
//Load short id image
cover[i] = new GuiImageData(imgPath, 0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
//Load no image
cover[i] = new GuiImageData(imgPath, nocover_png);
}
}
coverImg[i] = new GuiImage(cover[i]);
coverImg[i]->SetScale(0.8);
coverImg[i]->SetWidescreen(CFG.widescreen);
coverImg[i]->SetAngle(-30+(i*10));
coverImg[i]->SetPosition(-20,0);
game[i] = new GuiButton(122,244);
game[i]->SetAlignment(ALIGN_CENTRE,ALIGN_MIDDLE);
game[i]->SetImage(coverImg[i]);
if (i==0)game[i]->SetPosition(-290,20);
if (i==1)game[i]->SetPosition(-200,-45);
if (i==2)game[i]->SetPosition(-100,-85);
if (i==3)game[i]->SetPosition(0,-100);
if (i==4)game[i]->SetPosition(100,-80);
if (i==5)game[i]->SetPosition(200,-40);
if (i==6)game[i]->SetPosition(290,20);
game[i]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
game[i]->SetEffectGrow();
}
}
/**
* Destructor for the GuiGameCarousel class.
*/
GuiGameCarousel::~GuiGameCarousel()
{
delete imgRight;
delete imgLeft;
delete btnLeftImg;
delete btnRightImg;
delete btnRight;
delete btnLeft;
delete trigA;
delete btnSoundClick;
for(int i=0; i<pagesize; i++) {
delete game[i];
delete coverImg[i];
delete cover[i];
}
delete [] gameIndex;
delete [] game;
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK(this);
focus = f;
for(int i=0; i<pagesize; i++)
game[i]->ResetState();
if(f == 1)
game[selectedItem]->SetState(STATE_SELECTED);
}
void GuiGameCarousel::ResetState()
{
LOCK(this);
if(state != STATE_DISABLED) {
state = STATE_DEFAULT;
stateChan = -1;
}
for(int i=0; i<pagesize; i++) {
game[i]->ResetState();
}
}
int GuiGameCarousel::GetOffset()
{
return changed;
}
int GuiGameCarousel::GetClickedOption()
{
int found = -1;
for(int i=0; i<pagesize; i++) {
if(game[i]->GetState() == STATE_CLICKED) {
game[i]->SetState(STATE_SELECTED);
found = changed+i;
break;
}
}
return found;
}
int GuiGameCarousel::GetSelectedOption()
{
int found = -1;
for(int i=0; i<pagesize; i++) {
if(game[i]->GetState() == STATE_SELECTED) {
game[i]->SetState(STATE_SELECTED);
found = changed+i;
break;
}
}
return found;
}
/****************************************************************************
* FindMenuItem
*
* Help function to find the next visible menu item on the list
***************************************************************************/
int GuiGameCarousel::FindMenuItem(int currentItem, int direction)
{
int nextItem = currentItem + direction;
if(nextItem < 0 || nextItem >= gameCnt)
return -1;
if(strlen(get_title(&gameList[nextItem])) > 0)
return nextItem;
else
return FindMenuItem(nextItem, direction);
}
/**
* Draw the button on screen
*/
void GuiGameCarousel::Draw()
{
LOCK(this);
if(!this->IsVisible())
return;
int next = listOffset;
for(int i=0; i<pagesize; i++) {
if(next >= 0) {
game[i]->Draw();
next = this->FindMenuItem(next, 1);
} else break;
}
btnRight->Draw();
btnLeft->Draw();
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK(this);
if(state == STATE_DISABLED || !t)
return;
btnRight->Update(t);
btnLeft->Update(t);
int next = listOffset;
char ID[4];
char IDfull[7];
char imgPath[100];
for(int i=0; i<pagesize; i++) {
if(next >= 0) {
if(game[i]->GetState() == STATE_DISABLED) {
game[i]->SetVisible(true);
game[i]->SetState(STATE_DEFAULT);
}
gameIndex[i] = next;
next = this->FindMenuItem(next, 1);
} else {
game[i]->SetVisible(false);
game[i]->SetState(STATE_DISABLED);
}
if(focus) {
if(i != selectedItem && game[i]->GetState() == STATE_SELECTED)
game[i]->ResetState();
else if(i == selectedItem && game[i]->GetState() == STATE_DEFAULT);
game[selectedItem]->SetState(STATE_SELECTED, t->chan);
}
game[i]->Update(t);
if(game[i]->GetState() == STATE_SELECTED) {
selectedItem = i;
}
}
// pad/joystick navigation
if(!focus)
return; // skip navigation
if ((t->Right() || btnRight->GetState() == STATE_CLICKED)) {
if (firstPic<0)
firstPic=6;
changed++;
if (changed > (gameCnt-1))
changed=0;
int bob[7];
for(int i=0; i<7; i++) {
bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
}
for(int i=0; i<20; i++) {
game[bob[1]]->SetPosition((-200-(4.5*i)),(-45+(3.25*i)));
coverImg[bob[1]]->SetAngle(-20-(i/2));
game[bob[2]]->SetPosition((-100-(5*i)),(-85+(2*i)));
coverImg[bob[2]]->SetAngle(-10-(i/2));
game[bob[3]]->SetPosition((0-(5*i)),(-100+(0.75*i)));
coverImg[bob[3]]->SetAngle(0-(i/2));
game[bob[4]]->SetPosition((100-(5*i)),(-80-(1*i)));
coverImg[bob[4]]->SetAngle(10-(i/2));
game[bob[5]]->SetPosition((200-(4.5*i)),(-40-(2*i)));
coverImg[bob[5]]->SetAngle(20-(i/2));
game[bob[6]]->SetPosition((290-(4.5*i)),(20-(3*i)));
coverImg[bob[6]]->SetAngle(30-(i/2));
if (i==1) {
struct discHdr *header = &gameList[changed];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
cover[bob[0]] = new GuiImageData(imgPath,0);
if (!cover[bob[0]]->GetImage()) {
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
cover[bob[0]] = new GuiImageData(imgPath, 0);
if (!cover[bob[0]]->GetImage()) {
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
cover[bob[0]] = new GuiImageData(imgPath, nocover_png);
}
}
delete coverImg[bob[0]];
coverImg[bob[0]] = new GuiImage(cover[bob[0]]);
coverImg[bob[0]]->SetScale(0.8);
coverImg[bob[0]]->SetWidescreen(CFG.widescreen);
game[bob[0]]->SetImage(coverImg[bob[0]]);
}
game[bob[0]]->SetPosition((380-(4.5*i)),(80-(3*i)));
coverImg[bob[0]]->SetAngle(40-(i/2));
usleep(speed/25);
for(int j=0; j<pagesize; j++) {
game[bob[6-j]]->Draw();
}
}
firstPic++;
btnRight->ResetState();
}
else if((t->Left() || btnLeft->GetState() == STATE_CLICKED)) {
if (firstPic<0)
firstPic=6;
changed--;
if (changed<0)
changed=(gameCnt-1);
int bob[7];
for(int i=0; i<7; i++) {
bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
}
for(int i=0; i<20; i++) {
game[bob[0]]->SetPosition((-290+(4.5*i)),(20-(3.25*i)));
coverImg[bob[0]]->SetAngle(-30+(i/2));
game[bob[1]]->SetPosition((-200+(5*i)),(-45-(2*i)));
coverImg[bob[1]]->SetAngle(-20+(i/2));
game[bob[2]]->SetPosition((-100+(5*i)),(-85-(.75*i)));
coverImg[bob[2]]->SetAngle(-10+(i/2));
game[bob[3]]->SetPosition((0+(5*i)),(-100+(1*i)));
coverImg[bob[3]]->SetAngle(0+(i/2));
game[bob[4]]->SetPosition((100+(5*i)),(-80+(2*i)));
coverImg[bob[4]]->SetAngle(10+(i/2));
game[bob[5]]->SetPosition((200+(4.5*i)),(-40+(3*i)));
coverImg[bob[5]]->SetAngle(20+(i/2));
if (i==1) {
struct discHdr *header = &gameList[changed];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
delete cover[bob[6]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
cover[bob[6]] = new GuiImageData(imgPath,0);
if (!cover[bob[6]]->GetImage()) {
delete cover[bob[6]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
cover[bob[6]] = new GuiImageData(imgPath, 0);
if (!cover[bob[6]]->GetImage()) {
delete cover[bob[6]];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
cover[bob[6]] = new GuiImageData(imgPath, nocover_png);
}
}
delete coverImg[bob[6]];
coverImg[bob[6]] = new GuiImage(cover[bob[6]]);
coverImg[bob[6]]->SetScale(0.8);
coverImg[bob[6]]->SetWidescreen(CFG.widescreen);
game[bob[6]]->SetImage(coverImg[bob[6]]);
}
game[bob[6]]->SetPosition((-380+(4.5*i)),(80-(3*i)));
coverImg[bob[6]]->SetAngle(-40+(i/2));
usleep(speed/25);
for(int j=0; j<pagesize; j++) {
game[bob[6-j]]->Draw();
}
}
firstPic--;
btnLeft->ResetState();
}
if(updateCB)
updateCB(this);
}
void GuiGameCarousel::Reload(struct discHdr * l, int count)
{
LOCK(this);
gameList = l;
gameCnt = count;
changed=0;
selectedItem = 0;
listOffset = 0;
firstPic = 0;
}