mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-12-18 16:01:58 +01:00
**Changes
*Modified EFFECT_GOROUND so that it takes a center of rotation, angles work properly, and things don't move back. *Updated the gui_gamecarousel files so that they are functional, shouldn't have any more code dumps, and use the EFFECT_GOROUND. *The carousel button doesn't do anything anymore (since GOROUND was changed so much) **Notes *The easiest way test the carousel is to change guiGameGrid to guiGameCarousel in source/menu.cpp. *If you compile with no modifications, the only noticeable difference is that the carousel button does nothing. **Known Bugs in gui_gamecarousel *The images dont line up horizontally (when shifting left they go too far left, and the same for shifting right). I think there is a rounding bug somewhere in GOROUND (I already fixed several). *Cant hold down left and right to scroll yet *Launching a game only works if the pointer is over two boxes *If an image is growing when the carousel is turned, that button disapears *If an image is grown when the carousel is turned, it wont shrink back
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@ -343,8 +343,10 @@ class GuiElement
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//!\param r Circle Radius in pixel
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//!\param startdegree Degree where to start circling
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//!\param anglespeedset Set the speed of Angle rotating make 1 for same speed as Circlespeed
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//! or 0.5 for half the speed of the circlingspeed. Turn Anglecircling off by 0 to this param.
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void SetEffect(int e, int speed, int circles, int r, int startdegree, f32 anglespeedset);
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//! or 0.5 for half the speed of the circlingspeed. Turn Anglecircling off by 0 to this param.
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//!\param center_x x co-ordinate of the center of circle.
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//!\param center_y y co-ordinate of the center of circle.
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void SetEffect(int e, int speed, int circles, int r, int startdegree, f32 anglespeedset, int center_x, int center_y);
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//!Sets an effect to be enabled on wiimote cursor over
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//!\param e Effect to enable
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//!\param a Amount of the effect (usage varies on effect)
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@ -419,7 +421,9 @@ class GuiElement
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int xmin; //!< Element's min X offset allowed
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int xmax; //!< Element's max X offset allowed
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int xoffsetDyn; //!< Element X offset, dynamic (added to xoffset value for animation effects)
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int yoffsetDyn; //!< Element Y offset, dynamic (added to yoffset value for animation effects)
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int yoffsetDyn; //!< Element Y offset, dynamic (added to yoffset value for animation effects)
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int temp_xoffset; //!< Element Temp X offset
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int temp_yoffset; //!< Element Temp Y offset
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f32 degree; //!< Degree where to start for EFFECT_GOROUND enter it in ° like 60°
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f32 frequency; //!< Speed for EFFECT_GOROUND || can also be negative for other direction
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int Radius; //!< The radius in which the Element goes round for EFFECT_GOROUND
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@ -431,16 +431,18 @@ int GuiElement::GetEffect()
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return effects;
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}
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void GuiElement::SetEffect(int eff, int speed, int circles, int r, int startdegree, f32 anglespeedset) {
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void GuiElement::SetEffect(int eff, int speed, int circles, int r, int startdegree, f32 anglespeedset, int center_x, int center_y) {
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if(eff & EFFECT_GOROUND) {
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xoffsetDyn = 0; //!position of circle in x
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yoffsetDyn = 0; //!position of circle in y
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Radius = r; //!Radius of the circle
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degree = startdegree*PI/180;//!for example -90 (°) to start at top of circle
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circleamount = circles; //!circleamoutn in degrees for example 360 for 1 circle
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angleDyn = 0.0; //!this is used by the code to calc the angle
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anglespeed = anglespeedset; //!This is anglespeed depending on circle speed 1 is same speed and 0.5 half speed
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xoffsetDyn = 0; //!position of circle in x
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yoffsetDyn = 0; //!position of circle in y
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Radius = r; //!Radius of the circle
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degree = startdegree*PI/180; //!for example -90 (°) to start at top of circle
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circleamount = circles; //!circleamoutn in degrees for example 360 for 1 circle
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angleDyn = 0.0f; //!this is used by the code to calc the angle
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anglespeed = anglespeedset; //!This is anglespeed depending on circle speed 1 is same speed and 0.5 half speed
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temp_xoffset = center_x; //!position of center in x
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temp_yoffset = center_y; //!position of center in y
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}
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effects |= eff;
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effectAmount = speed; //!Circlespeed
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@ -595,42 +597,24 @@ void GuiElement::UpdateEffects()
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if(effects & EFFECT_GOROUND) {
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//!< check out gui.h for info
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if(abs(frequency) < PI*circleamount/180) {
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//!< check out gui.h for info
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xoffset = temp_xoffset;
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yoffset = temp_yoffset;
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angleDyn = (frequency+degree) * 180/PI * anglespeed;
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frequency += effectAmount*0.001;
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if(fabs(frequency) < PI*((f32) circleamount)/180.0f) {
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angleDyn = ((frequency+degree) * 180.0f/PI + 90.0f) * anglespeed;
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frequency += effectAmount*0.001f;
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xoffsetDyn = (int)(Radius*cos(frequency+degree));
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yoffsetDyn = (int)(Radius*sin(frequency+degree));
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} else {
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//Angle go back to start value (has to be 0.0001 when near 0 but not 0 so that the if state goes through)
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//value 0.0001 isnt noticeable that's why i chose it.
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angleDyn = degree* 180/PI * anglespeed +0.0001;
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//Reset Angle to 0
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//angleDyn = 0.0001;
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//fly back to the middle tolerance to 0 is +- 10pixel
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if(xoffsetDyn < -10)
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xoffsetDyn += abs(effectAmount)*0.1;
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else if(xoffsetDyn > 10)
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xoffsetDyn -= abs(effectAmount)*0.1;
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else xoffsetDyn = 0;
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if(yoffsetDyn < -10)
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yoffsetDyn += abs(effectAmount)*0.1;
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else if(yoffsetDyn > 10)
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yoffsetDyn -= abs(effectAmount)*0.1;
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else yoffsetDyn = 0;
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if(xoffsetDyn == 0 && yoffsetDyn == 0) {
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effects = 0;
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frequency = 0;
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Radius = 0;
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}
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}
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} else {
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effects = 0;
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frequency = 0;
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xoffset += xoffsetDyn;
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yoffset += yoffsetDyn;
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}
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}
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if(effects & EFFECT_ROCK_VERTICLE) {
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@ -61,11 +61,10 @@ GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt,
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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->SetPosition(20, -100);
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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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@ -75,10 +74,9 @@ GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt,
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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->SetPosition(-20, -100);
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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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@ -88,6 +86,11 @@ GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt,
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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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bob = new int[7];
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for(int i=0; i<7; i++) {
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bob[i]=i;
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}
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char ID[4];
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char IDfull[7];
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@ -116,22 +119,15 @@ GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt,
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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]->SetParent(this);
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game[i]->SetAlignment(ALIGN_CENTRE,ALIGN_MIDDLE);
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game[i]->SetPosition(0,740);
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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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game[i]->SetEffect(EFFECT_GOROUND, -50, 49, 780, 298+7*i, 1, 0, 740);
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}
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}
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@ -158,7 +154,10 @@ GuiGameCarousel::~GuiGameCarousel()
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delete cover[i];
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}
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delete [] gameIndex;
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delete [] bob;
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delete [] game;
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delete [] coverImg;
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delete [] cover;
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}
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@ -256,7 +255,7 @@ void GuiGameCarousel::Draw()
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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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game[bob[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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@ -273,6 +272,12 @@ void GuiGameCarousel::Update(GuiTrigger * t)
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if(state == STATE_DISABLED || !t)
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return;
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if(game[0]->GetEffect() == 0) {
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for(int i=0; i<7; i++) {
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game[i]->SetEffectGrow();
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}
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}
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btnRight->Update(t);
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btnLeft->Update(t);
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@ -308,144 +313,91 @@ void GuiGameCarousel::Update(GuiTrigger * t)
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}
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}
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// pad/joystick navigation
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// navigation
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if(!focus)
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return; // skip navigation
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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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if (t->Left() || btnLeft->GetState() == STATE_CLICKED) {
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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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firstPic++;
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if (firstPic>6)
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firstPic=0;
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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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int index = (changed+7 < gameCnt) ? changed+7 : changed+7-gameCnt;
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struct discHdr *header = &gameList[index];
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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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firstPic++;
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btnRight->ResetState();
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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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for (int i=0; i<7; i++) {
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game[bob[i]]->SetEffect(EFFECT_GOROUND, -50, 7, 780, 256+7*i, 1, 0, 740);
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}
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btnLeft->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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else if(t->Right() || btnRight->GetState() == STATE_CLICKED) {
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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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changed=(gameCnt-1);
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firstPic--;
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if (firstPic<0)
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firstPic=6;
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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]]);
|
||||
}
|
||||
|
||||
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();
|
||||
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);
|
||||
}
|
||||
}
|
||||
firstPic--;
|
||||
btnLeft->ResetState();
|
||||
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]]);
|
||||
|
||||
for(int i=0; i<7; i++) {
|
||||
game[bob[i]]->SetEffect(EFFECT_GOROUND, 50, 7, 780, 242+7*i, 1, 0, 740);
|
||||
}
|
||||
|
||||
btnRight->ResetState();
|
||||
}
|
||||
|
||||
if(updateCB)
|
||||
@ -462,4 +414,47 @@ void GuiGameCarousel::Reload(struct discHdr * l, int count)
|
||||
selectedItem = 0;
|
||||
listOffset = 0;
|
||||
firstPic = 0;
|
||||
|
||||
for(int i=0; i<7; i++) {
|
||||
bob[i]=i;
|
||||
}
|
||||
|
||||
char ID[4];
|
||||
char IDfull[7];
|
||||
char imgPath[100];
|
||||
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);
|
||||
game[i] = new GuiButton(122,244);
|
||||
game[i]->SetParent(this);
|
||||
game[i]->SetAlignment(ALIGN_CENTRE,ALIGN_MIDDLE);
|
||||
game[i]->SetPosition(0,740);
|
||||
game[i]->SetImage(coverImg[i]);
|
||||
game[i]->SetRumble(false);
|
||||
game[i]->SetTrigger(trigA);
|
||||
game[i]->SetSoundClick(btnSoundClick);
|
||||
game[i]->SetEffect(EFFECT_GOROUND, -50, 49, 780, 305+7*i, 1, 0, 740);
|
||||
}
|
||||
}
|
||||
|
@ -31,7 +31,9 @@ class GuiGameCarousel : public GuiElement
|
||||
struct discHdr * gameList;
|
||||
int gameCnt;
|
||||
|
||||
int * gameIndex;
|
||||
int * gameIndex;
|
||||
int * bob;
|
||||
|
||||
GuiButton ** game;
|
||||
GuiText ** gameTxt;
|
||||
|
||||
|
@ -31,7 +31,8 @@
|
||||
#include "wdvd.h"
|
||||
#include "libwbfs/libwbfs.h"
|
||||
#include "sys.h"
|
||||
#include "libwiigui/gui_gamegrid.h"
|
||||
#include "libwiigui/gui_gamegrid.h"
|
||||
#include "libwiigui/gui_gamecarousel.h"
|
||||
#include "patchcode.h"
|
||||
#include "wpad.h"
|
||||
#include "cfg.h"
|
||||
|
Loading…
Reference in New Issue
Block a user