mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-13 23:15:09 +01:00
a66a30a771
*added support to control screen pointer with gc pad or classic controller. you are always able to control as long as the corresponding wii control does not point to the screen (e.g. wiimote 1 not pointing to screen -> gcpad/classic controller 1 can control pointer 1). a speed factor is added to the gui option. need feedback about a proper default value, currently 15% (only tested gc pad on dolphin-emu) *fix reinit of cheatcount on download of new file *moved installation window to be on top of main window *added game installation cancel *added nand extract cancel *added back extract of save feature for a real nand channels *added auto position of progress window messages in vertical direction depending of how many are used at the same time
330 lines
5.9 KiB
C++
330 lines
5.9 KiB
C++
/****************************************************************************
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* libwiigui
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*
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* Tantric 2009
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*
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* gui_window.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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GuiWindow::GuiWindow()
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{
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width = 0;
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height = 0;
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forceDim = false;
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allowDim = true;
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}
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GuiWindow::GuiWindow(int w, int h)
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{
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width = w;
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height = h;
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forceDim = false;
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allowDim = true;
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}
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GuiWindow::~GuiWindow()
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{
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}
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void GuiWindow::Append(GuiElement* e)
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{
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LOCK( this );
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if (e == NULL) return;
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Remove(e);
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_elements.push_back(e);
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e->SetParent(this);
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}
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void GuiWindow::Insert(GuiElement* e, u32 index)
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{
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LOCK( this );
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if (e == NULL || index > (_elements.size() - 1)) return;
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Remove(e);
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_elements.insert(_elements.begin() + index, e);
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e->SetParent(this);
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}
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void GuiWindow::Remove(GuiElement* e)
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{
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LOCK( this );
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if (e == NULL) return;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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if (e == _elements.at(i))
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{
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_elements.erase(_elements.begin() + i);
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break;
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}
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}
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}
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void GuiWindow::RemoveAll()
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{
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LOCK( this );
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_elements.clear();
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}
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GuiElement* GuiWindow::GetGuiElementAt(u32 index) const
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{
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if (index >= _elements.size()) return NULL;
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return _elements.at(index);
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}
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u32 GuiWindow::GetSize()
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{
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return _elements.size();
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}
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void GuiWindow::Draw()
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{
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LOCK( this );
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if (_elements.size() == 0 || !this->IsVisible()) return;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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_elements.at(i)->Draw();
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}
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catch (const std::exception& e)
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{
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}
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}
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this->UpdateEffects();
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if ((parentElement && state == STATE_DISABLED && allowDim) || forceDim)
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Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) {0, 0, 0, 0x70}, 1);
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}
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void GuiWindow::DrawTooltip()
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{
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LOCK( this );
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if (_elements.size() == 0 || !this->IsVisible()) return;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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_elements.at(i)->DrawTooltip();
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}
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catch (const std::exception& e)
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{
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}
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}
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}
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void GuiWindow::ResetState()
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{
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LOCK( this );
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if (state != STATE_DISABLED) state = STATE_DEFAULT;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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_elements.at(i)->ResetState();
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}
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catch (const std::exception& e)
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{
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}
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}
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}
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void GuiWindow::SetState(int s)
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{
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LOCK( this );
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state = s;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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_elements.at(i)->SetState(s);
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}
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catch (const std::exception& e)
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{
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}
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}
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}
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void GuiWindow::SetVisible(bool v)
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{
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LOCK( this );
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visible = v;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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_elements.at(i)->SetVisible(v);
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}
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catch (const std::exception& e)
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{
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}
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}
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}
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int GuiWindow::GetSelected()
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{
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// find selected element
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int found = -1;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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if (_elements.at(i)->GetState() == STATE_SELECTED)
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{
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found = i;
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break;
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}
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}
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catch (const std::exception& e)
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{
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}
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}
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return found;
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}
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// set element to left/right as selected
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// there's probably a more clever way to do this, but this way works
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void GuiWindow::MoveSelectionHor(int dir)
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{
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LOCK( this );
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int found = -1;
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u16 left = 0;
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u16 top = 0;
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u8 i = 0;
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int selected = this->GetSelected();
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if (selected >= 0)
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{
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left = _elements.at(selected)->GetLeft();
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top = _elements.at(selected)->GetTop();
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}
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// look for a button on the same row, to the left/right
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if (_elements.at(i)->IsSelectable())
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{
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if (_elements.at(i)->GetLeft() * dir > left * dir && _elements.at(i)->GetTop() == top)
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{
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if (found == -1)
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found = i;
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else if (_elements.at(i)->GetLeft() * dir < _elements.at(found)->GetLeft() * dir) found = i; // this is a better match
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}
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}
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}
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catch (const std::exception& e)
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{
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}
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}
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if (found >= 0) goto matchfound;
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// match still not found, let's try the first button in the next row
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if (_elements.at(i)->IsSelectable())
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{
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if (_elements.at(i)->GetTop() * dir > top * dir)
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{
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if (found == -1)
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found = i;
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else if (_elements.at(i)->GetTop() * dir < _elements.at(found)->GetTop() * dir)
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found = i; // this is a better match
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else if (_elements.at(i)->GetTop() * dir == _elements.at(found)->GetTop() * dir
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&& _elements.at(i)->GetLeft() * dir < _elements.at(found)->GetLeft() * dir) found = i; // this is a better match
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}
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}
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}
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catch (const std::exception& e)
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{
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}
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}
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// match found
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matchfound: if (found >= 0)
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{
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_elements.at(found)->SetState(STATE_SELECTED);
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if (selected >= 0) _elements.at(selected)->ResetState();
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}
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}
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void GuiWindow::MoveSelectionVert(int dir)
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{
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LOCK( this );
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int found = -1;
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u16 left = 0;
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u16 top = 0;
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u8 i = 0;
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int selected = this->GetSelected();
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if (selected >= 0)
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{
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left = _elements.at(selected)->GetLeft();
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top = _elements.at(selected)->GetTop();
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}
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// look for a button above/below, with the least horizontal difference
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if (_elements.at(i)->IsSelectable())
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{
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if (_elements.at(i)->GetTop() * dir > top * dir)
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{
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if (found == -1)
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found = i;
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else if (_elements.at(i)->GetTop() * dir < _elements.at(found)->GetTop() * dir)
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found = i; // this is a better match
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else if (_elements.at(i)->GetTop() * dir == _elements.at(found)->GetTop() * dir && abs(
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_elements.at(i)->GetLeft() - left) < abs(_elements.at(found)->GetLeft() - left)) found = i;
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}
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}
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}
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catch (const std::exception& e)
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{
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}
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}
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if (found >= 0) goto matchfound;
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// match found
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matchfound: if (found >= 0)
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{
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_elements.at(found)->SetState(STATE_SELECTED);
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if (selected >= 0) _elements.at(selected)->ResetState();
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}
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}
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void GuiWindow::Update(GuiTrigger * t)
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{
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LOCK( this );
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if (_elements.size() == 0 || (state == STATE_DISABLED && parentElement)) return;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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_elements.at(i)->Update(t);
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}
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catch (const std::exception& e)
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{
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}
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}
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if (updateCB) updateCB(this);
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}
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