mirror of
https://github.com/wiidev/usbloadergx.git
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*Added very basic gui_gamecarousel files based on punes code. This esentially dosen't work at all yet, but I thought I would put them up since I'm going to bed soon.
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465
source/libwiigui/gui_gamecarousel.cpp
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465
source/libwiigui/gui_gamecarousel.cpp
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/****************************************************************************
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* libwiigui
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*
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* gui_gamecarousel.cpp
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*
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* GUI class definitions
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***************************************************************************/
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#include "gui.h"
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#include "../wpad.h"
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#include <unistd.h>
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#include "gui_gamecarousel.h"
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#include "../cfg.h"
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#include <string.h>
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#include <sstream>
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#define GAMESELECTSIZE 30
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extern const int vol;
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/**
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* Constructor for the GuiGameCarousel class.
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*/
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GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt, const char *themePath, const u8 *imagebg, int selected, int offset)
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{
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width = w;
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height = h;
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this->gameCnt = gameCnt;
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gameList = l;
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pagesize = 7;
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changed = 0;
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selectable = true;
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listOffset = (offset == 0) ? this->FindMenuItem(-1, 1) : offset;
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selectedItem = selected - offset;
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focus = 1; // allow focus
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firstPic = 0;
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speed = 50000;
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char imgPath[100];
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trigA = new GuiTrigger;
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trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
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trigHeldA = new GuiTrigger;
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trigL = new GuiTrigger;
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trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
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trigR = new GuiTrigger;
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trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
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trigPlus = new GuiTrigger;
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trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, 0);
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trigMinus = new GuiTrigger;
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trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, 0);
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btnSoundClick = new GuiSound(button_click2_pcm, button_click2_pcm_size, SOUND_PCM, vol);
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btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, SOUND_PCM, vol);
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snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_left.png", CFG.theme_path);
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imgLeft = new GuiImageData(imgPath, startgame_arrow_left_png);
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snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_right.png", CFG.theme_path);
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imgRight = new GuiImageData(imgPath, startgame_arrow_right_png);
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btnLeftImg = new GuiImage(imgLeft);
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btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
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btnLeft->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
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btnLeft->SetPosition(20, -30);
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btnLeft->SetParent(this);
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btnLeft->SetImage(btnLeftImg);
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btnLeft->SetSoundOver(btnSoundOver);
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btnLeft->SetSoundClick(btnSoundClick);
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btnLeft->SetTrigger(trigA);
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btnLeft->SetTrigger(trigL);
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btnLeft->SetTrigger(trigMinus);
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btnLeft->SetEffectGrow();
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btnRightImg = new GuiImage(imgRight);
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btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
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btnRight->SetParent(this);
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btnRight->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
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btnRight->SetPosition(-20, -30);
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btnRight->SetImage(btnRightImg);
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btnRight->SetSoundOver(btnSoundOver);
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btnRight->SetSoundClick(btnSoundClick);
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btnRight->SetTrigger(trigA);
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btnRight->SetTrigger(trigR);
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btnRight->SetTrigger(trigPlus);
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btnRight->SetEffectGrow();
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gameIndex = new int[pagesize];
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game = new GuiButton * [pagesize];
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coverImg = new GuiImage * [pagesize];
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cover = new GuiImageData * [pagesize];
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char ID[4];
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char IDfull[7];
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for(int i=0; i < pagesize; i++) {
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struct discHdr *header = &gameList[i];
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snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
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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]);
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
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//Load full id image
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cover[i] = new GuiImageData(imgPath,0);
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if (!cover[i]->GetImage()) {
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delete cover[i];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
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//Load short id image
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cover[i] = new GuiImageData(imgPath, 0);
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if (!cover[i]->GetImage()) {
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delete cover[i];
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snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
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//Load no image
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cover[i] = new GuiImageData(imgPath, nocover_png);
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}
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}
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coverImg[i] = new GuiImage(cover[i]);
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coverImg[i]->SetScale(0.8);
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coverImg[i]->SetWidescreen(CFG.widescreen);
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coverImg[i]->SetAngle(-30+(i*10));
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coverImg[i]->SetPosition(-20,0);
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game[i] = new GuiButton(122,244);
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game[i]->SetAlignment(ALIGN_CENTRE,ALIGN_MIDDLE);
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game[i]->SetImage(coverImg[i]);
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if (i==0)game[i]->SetPosition(-290,20);
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if (i==1)game[i]->SetPosition(-200,-45);
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if (i==2)game[i]->SetPosition(-100,-85);
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if (i==3)game[i]->SetPosition(0,-100);
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if (i==4)game[i]->SetPosition(100,-80);
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if (i==5)game[i]->SetPosition(200,-40);
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if (i==6)game[i]->SetPosition(290,20);
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game[i]->SetRumble(false);
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game[i]->SetTrigger(trigA);
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game[i]->SetSoundClick(btnSoundClick);
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game[i]->SetEffectGrow();
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}
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}
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/**
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* Destructor for the GuiGameCarousel class.
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*/
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GuiGameCarousel::~GuiGameCarousel()
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{
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delete imgRight;
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delete imgLeft;
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delete btnLeftImg;
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delete btnRightImg;
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delete btnRight;
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delete btnLeft;
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delete trigA;
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delete btnSoundClick;
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for(int i=0; i<pagesize; i++) {
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delete game[i];
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delete coverImg[i];
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delete cover[i];
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}
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delete [] gameIndex;
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delete [] game;
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}
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void GuiGameCarousel::SetFocus(int f)
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{
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LOCK(this);
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focus = f;
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for(int i=0; i<pagesize; i++)
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game[i]->ResetState();
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if(f == 1)
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game[selectedItem]->SetState(STATE_SELECTED);
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}
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void GuiGameCarousel::ResetState()
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{
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LOCK(this);
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if(state != STATE_DISABLED) {
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state = STATE_DEFAULT;
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stateChan = -1;
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}
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for(int i=0; i<pagesize; i++) {
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game[i]->ResetState();
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}
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}
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int GuiGameCarousel::GetOffset()
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{
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return changed;
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}
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int GuiGameCarousel::GetClickedOption()
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{
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int found = -1;
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for(int i=0; i<pagesize; i++) {
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if(game[i]->GetState() == STATE_CLICKED) {
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game[i]->SetState(STATE_SELECTED);
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found = changed+i;
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break;
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}
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}
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return found;
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}
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int GuiGameCarousel::GetSelectedOption()
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{
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int found = -1;
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for(int i=0; i<pagesize; i++) {
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if(game[i]->GetState() == STATE_SELECTED) {
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game[i]->SetState(STATE_SELECTED);
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found = changed+i;
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break;
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}
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}
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return found;
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}
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/****************************************************************************
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* FindMenuItem
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*
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* Help function to find the next visible menu item on the list
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***************************************************************************/
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int GuiGameCarousel::FindMenuItem(int currentItem, int direction)
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{
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int nextItem = currentItem + direction;
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if(nextItem < 0 || nextItem >= gameCnt)
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return -1;
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if(strlen(get_title(&gameList[nextItem])) > 0)
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return nextItem;
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else
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return FindMenuItem(nextItem, direction);
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}
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/**
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* Draw the button on screen
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*/
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void GuiGameCarousel::Draw()
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{
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LOCK(this);
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if(!this->IsVisible())
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return;
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int next = listOffset;
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for(int i=0; i<pagesize; i++) {
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if(next >= 0) {
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game[i]->Draw();
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next = this->FindMenuItem(next, 1);
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} else break;
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}
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btnRight->Draw();
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btnLeft->Draw();
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this->UpdateEffects();
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}
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void GuiGameCarousel::Update(GuiTrigger * t)
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{
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LOCK(this);
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if(state == STATE_DISABLED || !t)
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return;
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btnRight->Update(t);
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btnLeft->Update(t);
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int next = listOffset;
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char ID[4];
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char IDfull[7];
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char imgPath[100];
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for(int i=0; i<pagesize; i++) {
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if(next >= 0) {
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if(game[i]->GetState() == STATE_DISABLED) {
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game[i]->SetVisible(true);
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game[i]->SetState(STATE_DEFAULT);
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}
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gameIndex[i] = next;
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next = this->FindMenuItem(next, 1);
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} else {
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game[i]->SetVisible(false);
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game[i]->SetState(STATE_DISABLED);
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}
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if(focus) {
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if(i != selectedItem && game[i]->GetState() == STATE_SELECTED)
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game[i]->ResetState();
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else if(i == selectedItem && game[i]->GetState() == STATE_DEFAULT);
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game[selectedItem]->SetState(STATE_SELECTED, t->chan);
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}
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game[i]->Update(t);
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if(game[i]->GetState() == STATE_SELECTED) {
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selectedItem = i;
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}
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}
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// pad/joystick navigation
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if(!focus)
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return; // skip navigation
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if ((t->Right() || btnRight->GetState() == STATE_CLICKED)) {
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if (firstPic<0)
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firstPic=6;
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changed++;
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if (changed > (gameCnt-1))
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changed=0;
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int bob[7];
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for(int i=0; i<7; i++) {
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bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
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}
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for(int i=0; i<20; i++) {
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game[bob[1]]->SetPosition((-200-(4.5*i)),(-45+(3.25*i)));
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coverImg[bob[1]]->SetAngle(-20-(i/2));
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game[bob[2]]->SetPosition((-100-(5*i)),(-85+(2*i)));
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coverImg[bob[2]]->SetAngle(-10-(i/2));
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game[bob[3]]->SetPosition((0-(5*i)),(-100+(0.75*i)));
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coverImg[bob[3]]->SetAngle(0-(i/2));
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game[bob[4]]->SetPosition((100-(5*i)),(-80-(1*i)));
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coverImg[bob[4]]->SetAngle(10-(i/2));
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game[bob[5]]->SetPosition((200-(4.5*i)),(-40-(2*i)));
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coverImg[bob[5]]->SetAngle(20-(i/2));
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game[bob[6]]->SetPosition((290-(4.5*i)),(20-(3*i)));
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coverImg[bob[6]]->SetAngle(30-(i/2));
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if (i==1) {
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struct discHdr *header = &gameList[changed];
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snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
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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]);
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delete cover[bob[0]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
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cover[bob[0]] = new GuiImageData(imgPath,0);
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if (!cover[bob[0]]->GetImage()) {
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delete cover[bob[0]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
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cover[bob[0]] = new GuiImageData(imgPath, 0);
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if (!cover[bob[0]]->GetImage()) {
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delete cover[bob[0]];
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snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
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cover[bob[0]] = new GuiImageData(imgPath, nocover_png);
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}
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}
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delete coverImg[bob[0]];
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coverImg[bob[0]] = new GuiImage(cover[bob[0]]);
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coverImg[bob[0]]->SetScale(0.8);
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coverImg[bob[0]]->SetWidescreen(CFG.widescreen);
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game[bob[0]]->SetImage(coverImg[bob[0]]);
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}
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game[bob[0]]->SetPosition((380-(4.5*i)),(80-(3*i)));
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coverImg[bob[0]]->SetAngle(40-(i/2));
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usleep(speed/25);
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for(int j=0; j<pagesize; j++) {
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game[bob[6-j]]->Draw();
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}
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}
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firstPic++;
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btnRight->ResetState();
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}
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else if((t->Left() || btnLeft->GetState() == STATE_CLICKED)) {
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if (firstPic<0)
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firstPic=6;
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changed--;
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if (changed<0)
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changed=(gameCnt-1);
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int bob[7];
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for(int i=0; i<7; i++) {
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bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
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}
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for(int i=0; i<20; i++) {
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game[bob[0]]->SetPosition((-290+(4.5*i)),(20-(3.25*i)));
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coverImg[bob[0]]->SetAngle(-30+(i/2));
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game[bob[1]]->SetPosition((-200+(5*i)),(-45-(2*i)));
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coverImg[bob[1]]->SetAngle(-20+(i/2));
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game[bob[2]]->SetPosition((-100+(5*i)),(-85-(.75*i)));
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coverImg[bob[2]]->SetAngle(-10+(i/2));
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game[bob[3]]->SetPosition((0+(5*i)),(-100+(1*i)));
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coverImg[bob[3]]->SetAngle(0+(i/2));
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game[bob[4]]->SetPosition((100+(5*i)),(-80+(2*i)));
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coverImg[bob[4]]->SetAngle(10+(i/2));
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game[bob[5]]->SetPosition((200+(4.5*i)),(-40+(3*i)));
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coverImg[bob[5]]->SetAngle(20+(i/2));
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if (i==1) {
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struct discHdr *header = &gameList[changed];
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snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
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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]);
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delete cover[bob[6]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
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cover[bob[6]] = new GuiImageData(imgPath,0);
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if (!cover[bob[6]]->GetImage()) {
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delete cover[bob[6]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
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cover[bob[6]] = new GuiImageData(imgPath, 0);
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if (!cover[bob[6]]->GetImage()) {
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delete cover[bob[6]];
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snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
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cover[bob[6]] = new GuiImageData(imgPath, nocover_png);
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}
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}
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delete coverImg[bob[6]];
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coverImg[bob[6]] = new GuiImage(cover[bob[6]]);
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coverImg[bob[6]]->SetScale(0.8);
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coverImg[bob[6]]->SetWidescreen(CFG.widescreen);
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game[bob[6]]->SetImage(coverImg[bob[6]]);
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}
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game[bob[6]]->SetPosition((-380+(4.5*i)),(80-(3*i)));
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coverImg[bob[6]]->SetAngle(-40+(i/2));
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usleep(speed/25);
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for(int j=0; j<pagesize; j++) {
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game[bob[6-j]]->Draw();
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}
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}
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firstPic--;
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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;
|
||||
}
|
59
source/libwiigui/gui_gamecarousel.h
Normal file
59
source/libwiigui/gui_gamecarousel.h
Normal file
@ -0,0 +1,59 @@
|
||||
#ifndef _GUIGAMECAROUSEL_H_
|
||||
#define _GUIGAMECAROUSEL_H_
|
||||
|
||||
#include "gui.h"
|
||||
#include "../disc.h"
|
||||
|
||||
class GuiGameCarousel : public GuiElement
|
||||
{
|
||||
public:
|
||||
GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt, const char *themePath, const u8 *imagebg, int selected = 0, int offset = 0);
|
||||
~GuiGameCarousel();
|
||||
int FindMenuItem(int c, int d);
|
||||
int GetClickedOption();
|
||||
int GetSelectedOption();
|
||||
void ResetState();
|
||||
void SetFocus(int f);
|
||||
void Draw();
|
||||
void Update(GuiTrigger * t);
|
||||
int GetOffset();
|
||||
void Reload(struct discHdr * l, int count);
|
||||
//GuiText * optionVal[PAGESIZE];
|
||||
protected:
|
||||
int selectedItem;
|
||||
int listOffset;
|
||||
int scrollbaron;
|
||||
int pagesize;
|
||||
int changed;
|
||||
int firstPic;
|
||||
int speed;
|
||||
|
||||
struct discHdr * gameList;
|
||||
int gameCnt;
|
||||
|
||||
int * gameIndex;
|
||||
GuiButton ** game;
|
||||
GuiText ** gameTxt;
|
||||
|
||||
GuiImage ** coverImg;
|
||||
GuiImageData ** cover;
|
||||
|
||||
GuiButton * btnRight;
|
||||
GuiButton * btnLeft;
|
||||
|
||||
GuiImage * btnLeftImg;
|
||||
GuiImage * btnRightImg;
|
||||
|
||||
GuiImageData * imgLeft;
|
||||
GuiImageData * imgRight;
|
||||
|
||||
GuiSound * btnSoundOver;
|
||||
GuiSound * btnSoundClick;
|
||||
GuiTrigger * trigA;
|
||||
GuiTrigger * trigL;
|
||||
GuiTrigger * trigR;
|
||||
GuiTrigger * trigPlus;
|
||||
GuiTrigger * trigMinus;
|
||||
GuiTrigger * trigHeldA;
|
||||
};
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user