mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-12 22:45:08 +01:00
233 lines
6.2 KiB
C++
233 lines
6.2 KiB
C++
/****************************************************************************
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* USB Loader GX Team
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*
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* libwiigui Template
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* by Tantric 2009
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*
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* menu.cpp
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* Menu flow routines - handles all menu logic
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***************************************************************************/
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#include <unistd.h>
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#include "GUI/gui.h"
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#include "homebrewboot/BootHomebrew.h"
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#include "homebrewboot/HomebrewBrowser.hpp"
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#include "prompts/ProgressWindow.h"
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#include "menu/GameBrowseMenu.hpp"
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#include "menu/menus.h"
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#include "mload/mload.h"
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#include "mload/mload_modules.h"
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#include "network/networkops.h"
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#include "patches/patchcode.h"
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#include "settings/menus/GlobalSettings.hpp"
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#include "settings/CGameSettings.h"
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#include "themes/CTheme.h"
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#include "themes/ThemeMenu.h"
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#include "usbloader/disc.h"
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#include "usbloader/GameList.h"
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#include "usbloader/MountGamePartition.h"
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#include "mload/mload_modules.h"
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#include "audio.h"
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#include "gecko.h"
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#include "menu.h"
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#include "sys.h"
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#include "wpad.h"
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#include "settings/newtitles.h"
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#include "usbloader/frag.h"
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#include "usbloader/wbfs.h"
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#include "wad/nandtitle.h"
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/*** Variables that are also used extern ***/
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GuiWindow * mainWindow = NULL;
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WiiPointer * pointer[4] = { NULL, NULL, NULL, NULL };
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GuiImage * bgImg = NULL;
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GuiImageData * background = NULL;
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GuiBGM * bgMusic = NULL;
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GuiSound *btnSoundClick = NULL;
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GuiSound *btnSoundClick2 = NULL;
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GuiSound *btnSoundOver = NULL;
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static int currentMenu = 0;
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static lwp_t guithread = LWP_THREAD_NULL;
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static bool guiHalt = true;
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static bool ExitRequested = false;
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/****************************************************************************
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* ResumeGui
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*
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* Signals the GUI thread to start, and resumes the thread. This is called
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* after finishing the removal/insertion of new elements, and after initial
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* GUI setup.
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***************************************************************************/
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void ResumeGui()
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{
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guiHalt = false;
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LWP_ResumeThread(guithread);
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}
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/****************************************************************************
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* HaltGui
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*
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* Signals the GUI thread to stop, and waits for GUI thread to stop
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* This is necessary whenever removing/inserting new elements into the GUI.
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* This eliminates the possibility that the GUI is in the middle of accessing
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* an element that is being changed.
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***************************************************************************/
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void HaltGui()
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{
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if (guiHalt) return;
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guiHalt = true;
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// wait for thread to finish
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while (!LWP_ThreadIsSuspended(guithread))
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usleep(100);
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}
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/****************************************************************************
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* UpdateGUI
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*
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* Primary thread to allow GUI to respond to state changes, and draws GUI
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***************************************************************************/
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static void * UpdateGUI(void *arg)
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{
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u8 i;
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while (!ExitRequested)
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{
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if (guiHalt)
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{
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LWP_SuspendThread(guithread);
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continue;
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}
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UpdatePads();
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mainWindow->Draw();
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if (Settings.tooltips && Theme::ShowTooltips && mainWindow->GetState() != STATE_DISABLED)
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mainWindow->DrawTooltip();
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// Pointer modifies wpad data struct for easy implementation of "virtual pointer" with PAD-Sticks
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// That is why it has to be called right before updating other gui elements with the triggers
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i = 4;
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while(i--)
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pointer[i]->Draw(&userInput[i]);
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for (i = 0; i < 4; i++)
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mainWindow->Update(&userInput[i]);
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Menu_Render();
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if (bgMusic) bgMusic->UpdateState();
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}
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for (i = 5; i < 255; i += 10)
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{
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mainWindow->Draw();
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Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) {0, 0, 0, i}, 1);
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Menu_Render();
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}
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mainWindow->RemoveAll();
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ShutoffRumble();
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return NULL;
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}
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/****************************************************************************
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* InitGUIThread
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*
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* Startup GUI threads
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***************************************************************************/
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void InitGUIThreads()
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{
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ExitRequested = false;
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if(guithread == LWP_THREAD_NULL)
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LWP_CreateThread(&guithread, UpdateGUI, NULL, NULL, 65536, LWP_PRIO_HIGHEST);
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}
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void ExitGUIThreads()
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{
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ExitRequested = true;
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if(guithread != LWP_THREAD_NULL)
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{
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ResumeGui();
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LWP_JoinThread(guithread, NULL);
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guithread = LWP_THREAD_NULL;
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}
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}
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/****************************************************************************
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* MainMenu
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***************************************************************************/
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int MainMenu(int menu)
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{
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currentMenu = menu;
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InitGUIThreads();
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InitProgressThread();
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btnSoundClick = new GuiSound(NULL, 0, Settings.sfxvolume);
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btnSoundClick->LoadSoundEffect(Resources::GetFile("button_click.wav"), Resources::GetFileSize("button_click.wav"));
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btnSoundClick2 = new GuiSound(NULL, 0, Settings.sfxvolume);
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btnSoundClick2->LoadSoundEffect(Resources::GetFile("button_click2.wav"), Resources::GetFileSize("button_click2.wav"));
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btnSoundOver = new GuiSound(NULL, 0, Settings.sfxvolume);
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btnSoundOver->LoadSoundEffect(Resources::GetFile("button_over.wav"), Resources::GetFileSize("button_over.wav"));
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pointer[0] = new WiiPointer("player1_point.png");
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pointer[1] = new WiiPointer("player2_point.png");
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pointer[2] = new WiiPointer("player3_point.png");
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pointer[3] = new WiiPointer("player4_point.png");
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mainWindow = new GuiWindow(screenwidth, screenheight);
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background = Resources::GetImageData(Settings.widescreen ? "wbackground.png" : "background.png");
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bgImg = new GuiImage(background);
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mainWindow->Append(bgImg);
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ResumeGui();
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bgMusic = new GuiBGM(Resources::GetFile("bg_music.ogg"), Resources::GetFileSize("bg_music.ogg"), Settings.volume);
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bgMusic->SetLoop(Settings.musicloopmode); //loop music
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bgMusic->Load(Settings.ogg_path);
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bgMusic->Play();
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MountGamePartition();
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InitNetworkThread(); // Starting this a little later fixes a random crash
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if (Settings.autonetwork)
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ResumeNetworkThread();
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while (currentMenu != MENU_EXIT)
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{
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bgMusic->SetVolume(Settings.volume);
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switch (currentMenu)
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{
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case MENU_SETTINGS:
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currentMenu = GlobalSettings::Execute();
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break;
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case MENU_THEMEMENU:
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currentMenu = ThemeMenu::Execute();
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break;
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case MENU_HOMEBREWBROWSE:
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currentMenu = HomebrewBrowser::Execute();
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break;
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case MENU_DISCLIST:
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default: // unrecognized menu
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currentMenu = GameBrowseMenu::Execute();
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break;
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}
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}
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//! THIS SHOULD NEVER HAPPEN ANYMORE
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ExitApp();
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return -1;
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}
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