usbloadergx/source/libwiigui/gui_gamecarousel.cpp
dimok321 2adc6cc995 *Completely rewrote the asynchron GuiImageData class (problems from switch Carousel<->Grid layour should be fixed now)
*Fixed bug mounting a wbfs partition which was formatted from an ext partition
*Rewrote the parental control feature. Removed loading pin or settings from the Wii Settings. Parental control is now completely managed in the loader from the settings selected and the password set.
*Saving password in config file is now encrypted
*Added loop to wait for usb when reloading the cIOS before game start


The parental control feature is filtering games like following when usb loader is locked:
level 0 (everyone 0+)		> shows only games with lvl 0
level 1 (childs 7+)		> shows games with lvl 0, 1
level 2 (teens 12+)		> shows games with lvl 0, 1, 2
level 3 (mature 16+)		> shows games with lvl 0, 1, 2, 3
level 4 (adults only 18+)	> shows all games (lvl 0, 1, 2, 3, 4)

level 4 is default when creating new configs
2010-12-19 18:20:33 +00:00

437 lines
13 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 "usbloader/GameList.h"
#include "settings/GameTitles.h"
#include "settings/CSettings.h"
#include "libwiigui/LoadCoverImage.h"
#include "themes/CTheme.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, const char *themePath, const u8 *imagebg, int imagebgsize, int selectedGame) :
noCover(nocover_png, nocover_png_size)
{
width = w;
height = h;
pagesize = (gameList.size() < 11) ? gameList.size() : 11;
listOffset = (selectedGame >= 0 && selectedGame < gameList.size()) ? selectedGame : 0;
selectable = true;
selectedItem = -1;
focus = 1; // allow focus
clickedItem = -1;
speed = 0;
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);
imgLeft = Resources::GetImageData("startgame_arrow_left.png");
imgRight = Resources::GetImageData("startgame_arrow_right.png");
int btnHeight = (int) lround(sqrt(RADIUS * RADIUS - 90000) - RADIUS - 50);
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt == ON) btnLeftImg->SetWidescreen(Settings.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 == ON) btnRightImg->SetWidescreen(Settings.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, DOTTED);
gameIndex = new int[pagesize];
game.resize(pagesize);
coverImg.resize(pagesize);
for (int i = 0; i < pagesize; i++)
{
//------------------------
// Index
//------------------------
gameIndex[i] = GetGameIndex( i, listOffset, gameList.size() );
//------------------------
// Image
//------------------------
coverImg[i] = new (std::nothrow) GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[i]],
sizeof(struct discHdr), &noCover);
if (coverImg[i]) coverImg[i]->SetWidescreen(Settings.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 gamename;
GuiImageAsync::ClearQueue();
for (u32 i = 0; i < game.size(); ++i)
delete coverImg[i];
for (u32 i = 0; i < game.size(); ++i)
delete game[i];
delete[] gameIndex;
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK( this );
if (!gameList.size()) 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() || !gameList.size()) return;
for (int i = 0; i < pagesize; i++)
game[i]->Draw();
gamename->Draw();
if (gameList.size() > 6)
{
btnRight->Draw();
btnLeft->Draw();
}
//!Draw tooltip after the Images to have it on top
if (focus && Settings.tooltips == ON) for (int i = 0; i < pagesize; i++)
game[i]->DrawTooltip();
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK( this );
if (state == STATE_DISABLED || !t || !gameList.size()) 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);
gamename->SetText(GameTitles.GetTitle(gameList[gameIndex[selectedItem]]));
}
else gamename->SetText((char*) NULL);
if (selectedItem_old >= 0) game[selectedItem_old]->SetEffect(EFFECT_SCALE, -1, 100);
}
// navigation
if (focus && gameList.size() > 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 == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == 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 == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == 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, gameList.size()); // 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(Settings.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, gameList.size()); // 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, gameList.size());
coverImg[ii] = new GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[ii]],
sizeof(struct discHdr), &noCover);
coverImg[ii] ->SetWidescreen(Settings.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);
}