usbloadergx/source/menu.cpp
dimok321 d62e41d601 *Removed ntfs/fat source and added them as custom libs (makes them easier to update later)
*Added sources of the custom libs to the branches
*Fixed crash when switching from list layout to grid/carousel layout
*Removed 1:1 copy option because its meaningless and almost the same as installing all partitions
*Fixed install partition selection. This option needs a reset. Go to settings and reselect your option for this.
*Fixed schinese and tchinese language modes (filename bugs. has to be schinese.lang and tchinese.lang like on SVN)
*Fixed bug in sound buffer circle
*Fixed incorrect behaviour of x-flip when selecting system like (thx Cyan for the patch)
*Accept ios revision 65535 for Waninkokos IOSes (thx to PPSainity for pointing it out)
*Merged the new theming style branch into trunk. Just as a reminder: ALL old themes will not work until the themers did port it to the new style!
*Removed old theme style completely

Theme example:
The example file of the theme is the Default.them file. It can be found in the SVN trunk.

Change in loading of themes:
When selecting a theme now a list of all .them files in a folder is displayed. The image folder of that theme has to be in the same folder as the .them file. The image path is defined in the head of the .them file in the line with "Image-Folder: Example\n".
2010-12-26 17:02:14 +00:00

269 lines
7.3 KiB
C++

/****************************************************************************
* USB Loader GX Team
*
* libwiigui Template
* by Tantric 2009
*
* menu.cpp
* Menu flow routines - handles all menu logic
***************************************************************************/
#include <unistd.h>
#include "libwiigui/gui.h"
#include "homebrewboot/BootHomebrew.h"
#include "homebrewboot/HomebrewBrowse.h"
#include "prompts/ProgressWindow.h"
#include "menu/menus.h"
#include "mload/mload.h"
#include "mload/mload_modules.h"
#include "network/networkops.h"
#include "patches/patchcode.h"
#include "settings/Settings.h"
#include "settings/CGameSettings.h"
#include "themes/CTheme.h"
#include "themes/Theme_Downloader.h"
#include "usbloader/disc.h"
#include "usbloader/GameList.h"
#include "mload/mload_modules.h"
#include "xml/xml.h"
#include "audio.h"
#include "gecko.h"
#include "menu.h"
#include "sys.h"
#include "wpad.h"
#include "settings/newtitles.h"
#include "patches/fst.h"
#include "usbloader/frag.h"
#include "usbloader/wbfs.h"
#include "wad/nandtitle.h"
/*** Variables that are also used extern ***/
GuiWindow * mainWindow = NULL;
GuiImageData * pointer[4];
GuiImage * bgImg = NULL;
GuiImageData * background = NULL;
GuiBGM * bgMusic = NULL;
GuiSound *btnSoundClick = NULL;
GuiSound *btnSoundClick2 = NULL;
GuiSound *btnSoundOver = NULL;
int currentMenu;
u8 mountMethod = 0;
char game_partition[6];
int load_from_fs;
/*** Variables used only in the menus ***/
bool altdoldefault = true;
static lwp_t guithread = LWP_THREAD_NULL;
static bool guiHalt = true;
static bool ExitRequested = false;
/*** Extern variables ***/
extern u8 shutdown;
extern u8 reset;
extern s32 gameSelected, gameStart;
/****************************************************************************
* ResumeGui
*
* Signals the GUI thread to start, and resumes the thread. This is called
* after finishing the removal/insertion of new elements, and after initial
* GUI setup.
***************************************************************************/
void ResumeGui()
{
guiHalt = false;
LWP_ResumeThread(guithread);
}
/****************************************************************************
* HaltGui
*
* Signals the GUI thread to stop, and waits for GUI thread to stop
* This is necessary whenever removing/inserting new elements into the GUI.
* This eliminates the possibility that the GUI is in the middle of accessing
* an element that is being changed.
***************************************************************************/
void HaltGui()
{
if (guiHalt) return;
guiHalt = true;
// wait for thread to finish
while (!LWP_ThreadIsSuspended(guithread))
usleep(100);
}
/****************************************************************************
* UpdateGUI
*
* Primary thread to allow GUI to respond to state changes, and draws GUI
***************************************************************************/
static void * UpdateGUI(void *arg)
{
int i;
while (!ExitRequested)
{
if (guiHalt)
{
LWP_SuspendThread(guithread);
continue;
}
mainWindow->Draw();
if (Settings.tooltips == ON && Theme::ShowTooltips && mainWindow->GetState() != STATE_DISABLED) mainWindow->DrawTooltip();
for (i = 3; i >= 0; i--)
{
if (userInput[i].wpad.ir.valid)
{
Menu_DrawImg(userInput[i].wpad.ir.x - 48, userInput[i].wpad.ir.y - 48, 200.0, 96, 96,
pointer[i]->GetImage(), userInput[i].wpad.ir.angle, Settings.widescreen ? 0.8 : 1, 1, 255, 0,
0, 0, 0, 0, 0, 0, 0);
}
}
Menu_Render();
UpdatePads();
for (i = 0; i < 4; i++)
mainWindow->Update(&userInput[i]);
if (bgMusic) bgMusic->UpdateState();
switch (Settings.screensaver)
{
case 1:
WPad_SetIdleTime(180);
break;
case 2:
WPad_SetIdleTime(300);
break;
case 3:
WPad_SetIdleTime(600);
break;
case 4:
WPad_SetIdleTime(1200);
break;
case 5:
WPad_SetIdleTime(1800);
break;
case 6:
WPad_SetIdleTime(3600);
break;
}
}
for (i = 5; i < 255; i += 10)
{
mainWindow->Draw();
Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) {0, 0, 0, i}, 1);
Menu_Render();
}
mainWindow->RemoveAll();
ShutoffRumble();
return NULL;
}
/****************************************************************************
* InitGUIThread
*
* Startup GUI threads
***************************************************************************/
void InitGUIThreads()
{
ExitRequested = false;
if(guithread == LWP_THREAD_NULL)
LWP_CreateThread(&guithread, UpdateGUI, NULL, NULL, 65536, LWP_PRIO_HIGHEST);
}
void ExitGUIThreads()
{
ExitRequested = true;
if(guithread != LWP_THREAD_NULL)
{
ResumeGui();
LWP_JoinThread(guithread, NULL);
guithread = LWP_THREAD_NULL;
}
}
/****************************************************************************
* MainMenu
***************************************************************************/
int MainMenu(int menu)
{
currentMenu = menu;
InitGUIThreads();
InitProgressThread();
InitNetworkThread();
if (Settings.autonetwork)
ResumeNetworkThread();
btnSoundClick = new GuiSound(button_click_wav, button_click_wav_size, Settings.sfxvolume);
btnSoundClick2 = new GuiSound(button_click2_wav, button_click2_wav_size, Settings.sfxvolume);
btnSoundOver = new GuiSound(button_over_wav, button_over_wav_size, Settings.sfxvolume);
pointer[0] = Resources::GetImageData("player1_point.png");
pointer[1] = Resources::GetImageData("player2_point.png");
pointer[2] = Resources::GetImageData("player3_point.png");
pointer[3] = Resources::GetImageData("player4_point.png");
mainWindow = new GuiWindow(screenwidth, screenheight);
background = Resources::GetImageData(Settings.widescreen ? "wbackground.png" : "background.png");
bgImg = new GuiImage(background);
mainWindow->Append(bgImg);
ResumeGui();
bgMusic = new GuiBGM(bg_music_ogg, bg_music_ogg_size, Settings.volume);
bgMusic->SetLoop(Settings.musicloopmode); //loop music
bgMusic->Load(Settings.ogg_path);
bgMusic->Play();
MountGamePartition();
while (currentMenu != MENU_EXIT)
{
bgMusic->SetVolume(Settings.volume);
switch (currentMenu)
{
case MENU_INSTALL:
currentMenu = MenuInstall();
break;
case MENU_SETTINGS:
currentMenu = MenuSettings();
break;
case MENU_THEMEDOWNLOADER:
currentMenu = Theme_Downloader();
break;
case MENU_HOMEBREWBROWSE:
currentMenu = MenuHomebrewBrowse();
break;
case MENU_DISCLIST:
default: // unrecognized menu
currentMenu = MenuDiscList();
break;
}
}
//! THIS SHOULD NEVER HAPPEN ANYMORE
ExitApp();
return -1;
}