usbloadergx/source/libwiigui/gui_gamecarousel.cpp

458 lines
11 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamecarousel.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include "../menu.h"
#include <unistd.h>
#include "gui_image_async.h"
#include "gui_gamecarousel.h"
#include "../settings/cfg.h"
#include "../main.h"
#include <string.h>
#include <math.h>
#include <sstream>
#define SCALE 0.8f
#define DEG_OFFSET 7
#define RADIUS 780
#define IN_SPEED 175
#define SHIFT_SPEED 75
#define SPEED_STEP 4
#define SPEED_LIMIT 250
static inline int OFFSETLIMIT(int Offset, int gameCnt)
{
while(Offset < 0) Offset+=gameCnt;
return Offset%gameCnt;
}
#define GetGameIndex(pageEntry, listOffset, gameCnt) OFFSETLIMIT(listOffset+pageEntry, gameCnt)
static GuiImageData *GameCarouselLoadCoverImage(void * Arg)
{
return LoadCoverImage((struct discHdr *)Arg, true, false);
}
/**
* Constructor for the GuiGameCarousel class.
*/
GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int count, const char *themePath, const u8 *imagebg, int selected, int offset) :
noCover(nocover_png)
{
width = w;
height = h;
gameCnt = count;
gameList = l;
pagesize = (gameCnt < 11) ? gameCnt : 11;
listOffset = 0;
selectable = true;
selectedItem = -1;
focus = 1; // allow focus
clickedItem = -1;
speed = 0;
char imgPath[100];
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigL = new GuiTrigger;
trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
trigR = new GuiTrigger;
trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
trigPlus = new GuiTrigger;
trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, 0);
trigMinus = new GuiTrigger;
trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, 0);
btnSoundClick = new GuiSound(button_click2_pcm, button_click2_pcm_size, Settings.sfxvolume);
btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, Settings.sfxvolume);
snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_left.png", CFG.theme_path);
imgLeft = new GuiImageData(imgPath, startgame_arrow_left_png);
snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_right.png", CFG.theme_path);
imgRight = new GuiImageData(imgPath, startgame_arrow_right_png);
int btnHeight = (int) lround(sqrt(RADIUS*RADIUS - 90000)-RADIUS-50);
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt == yes)
btnLeftImg->SetWidescreen(CFG.widescreen);
btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
btnLeft->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
btnLeft->SetPosition(20, btnHeight);
btnLeft->SetParent(this);
btnLeft->SetImage(btnLeftImg);
btnLeft->SetSoundOver(btnSoundOver);
btnLeft->SetTrigger(trigA);
btnLeft->SetTrigger(trigL);
btnLeft->SetTrigger(trigMinus);
btnLeft->SetEffectGrow();
btnRightImg = new GuiImage(imgRight);
if (Settings.wsprompt == yes)
btnRightImg->SetWidescreen(CFG.widescreen);
btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
btnRight->SetParent(this);
btnRight->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
btnRight->SetPosition(-20, btnHeight);
btnRight->SetImage(btnRightImg);
btnRight->SetSoundOver(btnSoundOver);
btnRight->SetTrigger(trigA);
btnRight->SetTrigger(trigR);
btnRight->SetTrigger(trigPlus);
btnRight->SetEffectGrow();
gamename = new GuiText(" ", 18, THEME.info);
gamename->SetParent(this);
gamename->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
gamename->SetPosition(0, 330);
gamename->SetMaxWidth(280, GuiText::DOTTED);
gameIndex = new int[pagesize];
game = new GuiButton * [pagesize];
coverImg = new GuiImageAsync * [pagesize];
for(int i=0; i < pagesize; i++)
{
//------------------------
// Index
//------------------------
gameIndex[i] = GetGameIndex(i, listOffset, gameCnt);
//------------------------
// Image
//------------------------
coverImg[i] = new(std::nothrow) GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[i]], sizeof(struct discHdr), &noCover);
if(coverImg[i])
coverImg[i]->SetWidescreen(CFG.widescreen);
//------------------------
// GameButton
//------------------------
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]->SetScale(SCALE);
game[i]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
game[i]->SetClickable(true);
game[i]->SetEffect(EFFECT_GOROUND, IN_SPEED, 90-(pagesize-2*i-1)*DEG_OFFSET/2, RADIUS, 180, 1, 0, RADIUS);
}
}
/**
* Destructor for the GuiGameCarousel class.
*/
GuiGameCarousel::~GuiGameCarousel()
{
delete imgRight;
delete imgLeft;
delete btnLeftImg;
delete btnRightImg;
delete btnRight;
delete btnLeft;
delete trigA;
delete trigL;
delete trigR;
delete trigPlus;
delete trigMinus;
delete btnSoundClick;
delete btnSoundOver;
delete gamename;
for(int i=0; i<pagesize; i++) {
delete coverImg[i];
delete game[i];
}
delete [] gameIndex;
delete [] coverImg;
delete [] game;
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK(this);
if(!gameCnt) return;
focus = f;
for(int i=0; i<pagesize; i++)
game[i]->ResetState();
if(f == 1 && selectedItem>=0)
game[selectedItem]->SetState(STATE_SELECTED);
}
void GuiGameCarousel::ResetState()
{
LOCK(this);
if(state != STATE_DISABLED) {
state = STATE_DEFAULT;
stateChan = -1;
}
for(int i=0; i<pagesize; i++) {
game[i]->ResetState();
}
}
int GuiGameCarousel::GetOffset()
{
LOCK(this);
return listOffset;
}
int GuiGameCarousel::GetClickedOption()
{
LOCK(this);
int found = -1;
if (clickedItem>=0)
{
game[clickedItem]->SetState(STATE_SELECTED);
found = gameIndex[clickedItem];
clickedItem=-1;
}
return found;
}
int GuiGameCarousel::GetSelectedOption()
{
LOCK(this);
int found = -1;
for(int i=0; i<pagesize; i++)
{
if(game[i]->GetState() == STATE_SELECTED)
{
game[i]->SetState(STATE_SELECTED);
found = gameIndex[i];
break;
}
}
return found;
}
/**
* Draw the button on screen
*/
void GuiGameCarousel::Draw()
{
LOCK(this);
if(!this->IsVisible() || !gameCnt)
return;
for(int i=0; i<pagesize; i++)
game[i]->Draw();
gamename->Draw();
if(gameCnt > 6)
{
btnRight->Draw();
btnLeft->Draw();
}
//!Draw tooltip after the Images to have it on top
if (focus && Settings.tooltips == TooltipsOn)
for(int i=0; i<pagesize; i++)
game[i]->DrawTooltip();
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK(this);
if(state == STATE_DISABLED || !t || !gameCnt)
return;
btnRight->Update(t);
btnLeft->Update(t);
if(game[0]->GetEffect() & EFFECT_GOROUND || game[pagesize-1]->GetEffect() & EFFECT_GOROUND)
{
return; // skip when rotate
}
// find selected + clicked
int selectedItem_old = selectedItem;
selectedItem = -1;
clickedItem = -1;
for(int i=pagesize-1; i>=0; i--)
{
game[i]->Update(t);
if(game[i]->GetState() == STATE_SELECTED)
{
selectedItem = i;
}
if(game[i]->GetState() == STATE_CLICKED)
{
clickedItem = i;
}
}
/// OnOver-Effect + GameText + Tooltop
if(selectedItem_old != selectedItem)
{
if(selectedItem>=0)
{
game[selectedItem]->SetEffect(EFFECT_SCALE, 1, 130);
char *gameTitle = get_title(&gameList[gameIndex[selectedItem]]);
gamename->SetText(gameTitle);
}
else
gamename->SetText((char*)NULL);
if(selectedItem_old>=0)
game[selectedItem_old]->SetEffect(EFFECT_SCALE, -1, 100);
}
// navigation
if(focus && gameCnt>6)
{
int newspeed = 0;
// Left/Right Navigation
if (btnLeft->GetState() == STATE_CLICKED)
{
WPAD_ScanPads();
u16 buttons = 0;
for(int i=0; i<4; i++)
buttons |= WPAD_ButtonsHeld(i);
if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left()))
{
btnLeft->ResetState();
return;
}
if (Settings.xflip==sysmenu || Settings.xflip==yes || Settings.xflip==disk3d)
newspeed = SHIFT_SPEED;
else
newspeed = -SHIFT_SPEED;
}
else if(btnRight->GetState() == STATE_CLICKED)
{
WPAD_ScanPads();
u16 buttons = 0;
for(int i=0; i<4; i++)
buttons |= WPAD_ButtonsHeld(i);
if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_PLUS) || t->Right()))
{
btnRight->ResetState();
return;
}
if (Settings.xflip==sysmenu ||Settings.xflip==yes || Settings.xflip==disk3d)
newspeed = -SHIFT_SPEED;
else
newspeed = SHIFT_SPEED;
}
if(newspeed)
{
if(speed==0)
speed = newspeed;
else if(speed>0)
{
if((speed+=SPEED_STEP) > SPEED_LIMIT)
speed = SPEED_LIMIT;
}
else
{
if((speed-=SPEED_STEP) < -SPEED_LIMIT)
speed = -SPEED_LIMIT;
}
}
else
speed = 0;
if(speed > 0) // rotate right
{
GuiButton *tmpButton;
listOffset = OFFSETLIMIT(listOffset - 1, gameCnt); // set the new listOffset
// Save right Button + TollTip and destroy right Image + Image-Data
delete coverImg[pagesize-1]; coverImg[pagesize-1] = NULL;game[pagesize-1]->SetImage(NULL);
tmpButton = game[pagesize-1];
// Move all Page-Entries one step right
for (int i=pagesize-1; i>=1; i--)
{
coverImg[i] = coverImg[i-1];
game[i] = game[i-1];
gameIndex[i] = gameIndex[i-1];
}
// set saved Button & gameIndex to right
gameIndex[0] = listOffset;
coverImg[0] = new GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[0]], sizeof(struct discHdr), &noCover);
coverImg[0] ->SetWidescreen(CFG.widescreen);
game[0] = tmpButton;
game[0] ->SetImage(coverImg[0]);
for(int i=0; i<pagesize; i++)
{
game[i]->StopEffect();
game[i]->ResetState();
game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i+1)*DEG_OFFSET/2, 1, 0, RADIUS);
game[i]->UpdateEffects(); // rotate one step for liquid scrolling
}
}
else if(speed < 0) // rotate left
{
GuiButton *tmpButton;
listOffset = OFFSETLIMIT(listOffset + 1, gameCnt); // set the new listOffset
// Save left Button + TollTip and destroy left Image + Image-Data
delete coverImg[0]; coverImg[0] = NULL;game[0]->SetImage(NULL);
tmpButton = game[0];
// Move all Page-Entries one step left
for (int i=0; i<(pagesize-1); i++)
{
coverImg[i] = coverImg[i+1];
game[i] = game[i+1];
gameIndex[i] = gameIndex[i+1];
}
// set saved Button & gameIndex to right
int ii = pagesize-1;
gameIndex[ii] = OFFSETLIMIT(listOffset + ii, gameCnt);
coverImg[ii] = new GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[ii]], sizeof(struct discHdr), &noCover);
coverImg[ii] ->SetWidescreen(CFG.widescreen);
game[ii] = tmpButton;
game[ii] ->SetImage(coverImg[ii]);
for(int i=0; i<pagesize; i++)
{
game[i]->StopEffect();
game[i]->ResetState();
game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i-3)*DEG_OFFSET/2, 1, 0, RADIUS);
game[i]->UpdateEffects(); // rotate one step for liquid scrolling
}
}
}
if(updateCB)
updateCB(this);
}