usbloadergx/source/GUI/gui_gamebrowser.cpp
dimok321 72d8c9dc2e *Created an automatic resource list generation script which is executed when files are added/removed
*Created an own class for the homebrew prompt
*Created scrollbar class which is now used on every browser
*Created a checkbox browser list class
*Changed the category prompts to the new list mode
*Improved B-Button scrolling
*Fixed horizontal text scrolling
*Fixed possible crash on long text display
*Many internal gui changes and navigation changes
*Fixed booting games by argument (headless id) (Issue 1930)
*Fixed SD Reload button to really reload the SD after it was ejected (Issue 1923)
*Added booting with arguements from meta.xml for homebrews (Issue 1926)
*Added some arguments acception from meta.xml to our app. "-ios=xxx" and "-usbport=x" or "--ios=xxx" and "--usbport=x" can be used. -usbport is for Hermes cIOS to decide which usb port to use on startup. The ios is the boot IOS on startup, it always overrides the compiled boot IOS into the application.
2011-06-14 17:53:19 +00:00

322 lines
8.9 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamebrowser.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include <unistd.h>
#include "gui_gamebrowser.h"
#include "../settings/CSettings.h"
#include "../main.h"
#include "settings/newtitles.h"
#include "settings/GameTitles.h"
#include "usbloader/GameList.h"
#include "themes/CTheme.h"
#include "menu.h"
#include <string.h>
#include <sstream>
#define GAMESELECTSIZE 30
/**
* Constructor for the GuiGameBrowser class.
*/
GuiGameBrowser::GuiGameBrowser(int w, int h, int selectedGame)
: scrollBar(h-10)
{
width = w;
height = h;
pagesize = thInt("9 - game list browser page size");
scrollbaron = (gameList.size() > pagesize) ? 1 : 0;
selectable = true;
listOffset = selectedGame - (selectedGame % pagesize);
selectedItem = selectedGame - listOffset;
focus = 1; // allow focus
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
bgGames = Resources::GetImageData("bg_options.png");
newGames = Resources::GetImageData("new.png");
scrollBar.SetParent(this);
scrollBar.SetAlignment(thAlign("right - game browser scrollbar align hor"), thAlign("top - game browser scrollbar align ver"));
scrollBar.SetPosition(thInt("0 - game browser scrollbar pos x"), thInt("5 - game browser scrollbar pos y"));
scrollBar.SetButtonScroll(WPAD_BUTTON_B | WPAD_CLASSIC_BUTTON_B);
scrollBar.listChanged.connect(this, &GuiGameBrowser::onListChange);
bgGameImg = new GuiImage(bgGames);
bgGameImg->SetParent(this);
bgGameImg->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
bgGamesEntry = Resources::GetImageData("bg_options_entry.png");
maxTextWidth = bgGameImg->GetWidth() - scrollBar.GetWidth() - 38;
gameIndex = new int[pagesize];
game = new GuiButton *[pagesize];
gameTxt = new GuiText *[pagesize];
gameTxtOver = new GuiText *[pagesize];
gameBg = new GuiImage *[pagesize];
newImg = new GuiImage *[pagesize];
for (int i = 0; i < pagesize; i++)
{
gameTxt[i] = new GuiText(GameTitles.GetTitle(gameList[i]), 20, thColor("r=0 g=0 b=0 a=255 - game browser list text color"));
gameTxt[i]->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
gameTxt[i]->SetPosition(24, 0);
gameTxt[i]->SetMaxWidth(maxTextWidth, DOTTED);
gameTxtOver[i] = new GuiText(GameTitles.GetTitle(gameList[i]), 20, thColor("r=0 g=0 b=0 a=255 - game browser list text color over"));
gameTxtOver[i]->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
gameTxtOver[i]->SetPosition(24, 0);
gameTxtOver[i]->SetMaxWidth(maxTextWidth, SCROLL_HORIZONTAL);
gameBg[i] = new GuiImage(bgGamesEntry);
newImg[i] = new GuiImage(newGames);
newImg[i]->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
newImg[i]->SetVisible(false);
game[i] = new GuiButton(width - scrollBar.GetWidth(), GAMESELECTSIZE);
game[i]->SetParent(this);
game[i]->SetLabel(gameTxt[i]);
game[i]->SetLabelOver(gameTxtOver[i]);
game[i]->SetIcon(newImg[i]);
game[i]->SetImageOver(gameBg[i]);
game[i]->SetPosition(5, GAMESELECTSIZE * i + 4);
game[i]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
gameIndex[i] = i;
}
UpdateListEntries();
}
/**
* Destructor for the GuiGameBrowser class.
*/
GuiGameBrowser::~GuiGameBrowser()
{
delete bgGameImg;
delete bgGames;
delete bgGamesEntry;
delete newGames;
delete trigA;
for (int i = 0; i < pagesize; i++)
{
delete gameTxt[i];
delete gameTxtOver[i];
delete gameBg[i];
delete game[i];
delete newImg[i];
}
delete[] gameIndex;
delete[] game;
delete[] gameTxt;
delete[] gameTxtOver;
delete[] gameBg;
}
void GuiGameBrowser::SetFocus(int f)
{
LOCK( this );
if (!gameList.size()) return;
focus = f;
for (int i = 0; i < pagesize; i++)
game[i]->ResetState();
if (f == 1) game[selectedItem]->SetState(STATE_SELECTED);
}
void GuiGameBrowser::ResetState()
{
LOCK( this );
if (state != STATE_DISABLED)
{
state = STATE_DEFAULT;
stateChan = -1;
}
for (int i = 0; i < pagesize; i++)
{
game[i]->ResetState();
}
}
int GuiGameBrowser::GetOffset()
{
return listOffset;
}
int GuiGameBrowser::GetClickedOption()
{
int found = -1;
for (int i = 0; i < pagesize; i++)
{
if (game[i]->GetState() == STATE_CLICKED)
{
game[i]->SetState(STATE_SELECTED);
found = gameIndex[i];
break;
}
}
return found;
}
/****************************************************************************
* FindMenuItem
*
* Help function to find the next visible menu item on the list
***************************************************************************/
int GuiGameBrowser::FindMenuItem(int currentItem, int direction)
{
int nextItem = currentItem + direction;
if (nextItem < 0 || nextItem >= gameList.size()) return -1;
if (strlen(GameTitles.GetTitle(gameList[nextItem])) > 0)
return nextItem;
return FindMenuItem(nextItem, direction);
}
void GuiGameBrowser::onListChange(int SelItem, int SelInd)
{
selectedItem = SelItem;
listOffset = SelInd;
UpdateListEntries();
}
/**
* Draw the button on screen
*/
void GuiGameBrowser::Draw()
{
LOCK( this );
if (!this->IsVisible() || !gameList.size()) return;
bgGameImg->Draw();
int next = listOffset;
for (int i = 0; i < pagesize; i++)
{
if (next >= 0)
{
game[i]->Draw();
next = this->FindMenuItem(next, 1);
}
else break;
}
if (scrollbaron == 1)
scrollBar.Draw();
this->UpdateEffects();
}
void GuiGameBrowser::UpdateListEntries()
{
int next = listOffset;
for (int i = 0; i < pagesize; i++)
{
if (next >= 0)
{
if (game[i]->GetState() == STATE_DISABLED)
{
game[i]->SetVisible(true);
game[i]->SetState(STATE_DEFAULT);
}
gameTxt[i]->SetText(GameTitles.GetTitle(gameList[next]));
gameTxt[i]->SetPosition(24, 0);
gameTxtOver[i]->SetText(GameTitles.GetTitle(gameList[next]));
gameTxtOver[i]->SetPosition(24, 0);
if (Settings.marknewtitles)
{
bool isNew = NewTitles::Instance()->IsNew(gameList[next]->id);
if (isNew)
{
gameTxt[i]->SetMaxWidth(maxTextWidth - (newGames->GetWidth() + 1), DOTTED);
gameTxtOver[i]->SetMaxWidth(maxTextWidth - (newGames->GetWidth() + 1), SCROLL_HORIZONTAL);
}
else
{
gameTxt[i]->SetMaxWidth(maxTextWidth, DOTTED);
gameTxtOver[i]->SetMaxWidth(maxTextWidth, SCROLL_HORIZONTAL);
}
newImg[i]->SetVisible(isNew);
}
gameIndex[i] = next;
next = this->FindMenuItem(next, 1);
}
else
{
game[i]->SetVisible(false);
game[i]->SetState(STATE_DISABLED);
}
}
}
void GuiGameBrowser::Update(GuiTrigger * t)
{
LOCK( this );
if (state == STATE_DISABLED || !t || !gameList.size()) return;
static int pressedChan = -1;
int next;
if((t->wpad.btns_d & (WPAD_BUTTON_B | WPAD_BUTTON_DOWN | WPAD_BUTTON_UP | WPAD_BUTTON_LEFT | WPAD_BUTTON_RIGHT |
WPAD_CLASSIC_BUTTON_B | WPAD_CLASSIC_BUTTON_UP | WPAD_CLASSIC_BUTTON_DOWN | WPAD_CLASSIC_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_RIGHT)) ||
(t->pad.btns_d & (PAD_BUTTON_UP | PAD_BUTTON_DOWN)))
pressedChan = t->chan;
if (scrollbaron == 1)
// update the location of the scroll box based on the position in the option list
scrollBar.Update(t);
next = listOffset;
if(pressedChan == -1 || (!t->wpad.btns_h && !t->pad.btns_h))
{
for (int i = 0; i < pagesize; i++)
{
if (next >= 0) next = this->FindMenuItem(next, 1);
if (i != selectedItem && game[i]->GetState() == STATE_SELECTED)
game[i]->ResetState();
else if (i == selectedItem && game[i]->GetState() == STATE_DEFAULT)
game[selectedItem]->SetState(STATE_SELECTED, -1);
game[i]->Update(t);
if (game[i]->GetState() == STATE_SELECTED)
selectedItem = i;
}
}
if(pressedChan == t->chan && !t->wpad.btns_d && !t->wpad.btns_h)
pressedChan = -1;
scrollBar.SetPageSize(pagesize);
scrollBar.SetSelectedItem(selectedItem);
scrollBar.SetSelectedIndex(listOffset);
scrollBar.SetEntrieCount(gameList.size());
if (updateCB) updateCB(this);
}