mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-12-23 18:31:56 +01:00
392 lines
9.8 KiB
C++
392 lines
9.8 KiB
C++
/****************************************************************************
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* libwiigui
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*
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* gui_gamecarousel.cpp
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*
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* GUI class definitions
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***************************************************************************/
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#include "gui.h"
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#include "../wpad.h"
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#include <unistd.h>
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#include "gui_gamecarousel.h"
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#include "../settings/cfg.h"
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#include "../main.h"
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#include "../buffer.h"
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#include <string.h>
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#include <math.h>
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#include <sstream>
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#define SCALE 0.8f
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#define DEG_OFFSET 7
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#define RADIUS 780
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#define IN_SPEED 175
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#define SHIFT_SPEED 75
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#define SPEED_STEP 4
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#define SPEED_LIMIT 250
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/**
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* Constructor for the GuiGameCarousel class.
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*/
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GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int count, const char *themePath, const u8 *imagebg, int selected, int offset)
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{
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width = w;
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height = h;
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gameCnt = count;
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gameList = l;
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pagesize = (gameCnt < PAGESIZE) ? gameCnt : PAGESIZE;
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listOffset = (offset == 0) ? this->FindMenuItem(-1, 1) : offset;
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selectable = true;
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selectedItem = selected - offset;
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focus = 1; // allow focus
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firstPic = 0;
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clickedItem = -1;
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speed = SHIFT_SPEED;
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char imgPath[100];
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trigA = new GuiTrigger;
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trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
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trigL = new GuiTrigger;
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trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
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trigR = new GuiTrigger;
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trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
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trigPlus = new GuiTrigger;
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trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, 0);
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trigMinus = new GuiTrigger;
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trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, 0);
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btnSoundClick = new GuiSound(button_click2_pcm, button_click2_pcm_size, SOUND_PCM, Settings.sfxvolume);
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btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, SOUND_PCM, Settings.sfxvolume);
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snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_left.png", CFG.theme_path);
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imgLeft = new GuiImageData(imgPath, startgame_arrow_left_png);
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snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_right.png", CFG.theme_path);
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imgRight = new GuiImageData(imgPath, startgame_arrow_right_png);
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int btnHeight = (int) lround(sqrt(RADIUS*RADIUS - 90000)-RADIUS-50);
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btnLeftImg = new GuiImage(imgLeft);
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if (Settings.wsprompt == yes)
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btnLeftImg->SetWidescreen(CFG.widescreen);
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btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
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btnLeft->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
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btnLeft->SetPosition(20, btnHeight);
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btnLeft->SetParent(this);
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btnLeft->SetImage(btnLeftImg);
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btnLeft->SetSoundOver(btnSoundOver);
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btnLeft->SetTrigger(trigA);
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btnLeft->SetTrigger(trigL);
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btnLeft->SetTrigger(trigMinus);
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btnLeft->SetEffectGrow();
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btnRightImg = new GuiImage(imgRight);
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if (Settings.wsprompt == yes)
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btnRightImg->SetWidescreen(CFG.widescreen);
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btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
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btnRight->SetParent(this);
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btnRight->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
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btnRight->SetPosition(-20, btnHeight);
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btnRight->SetImage(btnRightImg);
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btnRight->SetSoundOver(btnSoundOver);
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btnRight->SetTrigger(trigA);
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btnRight->SetTrigger(trigR);
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btnRight->SetTrigger(trigPlus);
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btnRight->SetEffectGrow();
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ResumeBufferThread(listOffset);
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gameIndex = new int[pagesize];
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game = new GuiButton * [pagesize];
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for(int i=0; i < pagesize; i++) {
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game[i] = new GuiButton(122,244);
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game[i]->SetParent(this);
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game[i]->SetAlignment(ALIGN_CENTRE,ALIGN_MIDDLE);
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game[i]->SetPosition(0,740);
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game[i]->SetImage(ImageBuffer((listOffset+i) % gameCnt));
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game[i]->SetScale(SCALE);
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game[i]->SetRumble(false);
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game[i]->SetTrigger(trigA);
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game[i]->SetSoundClick(btnSoundClick);
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game[i]->SetClickable(true);
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game[i]->SetEffect(EFFECT_GOROUND, IN_SPEED, 90-(pagesize-2*i-1)*DEG_OFFSET/2, RADIUS, 180, 1, 0, RADIUS);
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}
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}
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/**
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* Destructor for the GuiGameCarousel class.
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*/
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GuiGameCarousel::~GuiGameCarousel()
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{
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HaltBufferThread();
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delete imgRight;
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delete imgLeft;
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delete btnLeftImg;
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delete btnRightImg;
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delete btnRight;
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delete btnLeft;
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delete trigA;
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delete trigL;
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delete trigR;
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delete trigPlus;
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delete trigMinus;
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delete btnSoundClick;
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delete btnSoundOver;
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for(int i=0; i<pagesize; i++) {
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delete game[i];
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}
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delete [] gameIndex;
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delete [] game;
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}
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void GuiGameCarousel::SetFocus(int f)
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{
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LOCK(this);
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focus = f;
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for(int i=0; i<pagesize; i++)
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game[i]->ResetState();
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if(f == 1)
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game[selectedItem]->SetState(STATE_SELECTED);
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}
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void GuiGameCarousel::ResetState()
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{
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LOCK(this);
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if(state != STATE_DISABLED) {
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state = STATE_DEFAULT;
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stateChan = -1;
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}
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for(int i=0; i<pagesize; i++) {
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game[i]->ResetState();
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}
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}
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int GuiGameCarousel::GetOffset()
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{
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return listOffset;
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}
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int GuiGameCarousel::GetClickedOption()
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{
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int found = -1;
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if (clickedItem>=0 && clickedItem<=pagesize){
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if (game[(clickedItem+1) % pagesize]->GetState()==STATE_SELECTED){
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found = (clickedItem+listOffset+1) % gameCnt;
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game[(clickedItem+1) % pagesize]->SetState(STATE_SELECTED);
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game[clickedItem]->SetState(STATE_SELECTED);
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} else {
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game[clickedItem]->SetState(STATE_SELECTED);
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found= (clickedItem+listOffset) % gameCnt;}
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clickedItem=-1;
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}
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return found;
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}
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int GuiGameCarousel::GetSelectedOption()
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{
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int found = -1;
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for(int i=pagesize-1; i>-1; i--) {
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if(game[i]->GetState() == STATE_SELECTED) {
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game[i]->SetState(STATE_SELECTED);
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found = (listOffset+i) % gameCnt;
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break;
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}
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}
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return found;
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}
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/****************************************************************************
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* FindMenuItem
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*
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* Help function to find the next visible menu item on the list
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***************************************************************************/
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int GuiGameCarousel::FindMenuItem(int currentItem, int direction)
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{
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int nextItem = currentItem + direction;
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if(nextItem < 0 || nextItem >= gameCnt)
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if(gameCnt <= pagesize)
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return -1;
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else
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nextItem = (nextItem < 0) ? nextItem + gameCnt : nextItem - gameCnt;
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if(strlen(get_title(&gameList[nextItem])) > 0)
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return nextItem;
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else
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return FindMenuItem(nextItem, direction);
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}
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/**
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* Draw the button on screen
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*/
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void GuiGameCarousel::Draw()
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{
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LOCK(this);
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if(!this->IsVisible())
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return;
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int next = listOffset;
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for(int i=0; i<pagesize; i++) {
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if(next >= 0) {
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game[i]->SetImage(ImageBuffer(i));
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game[i]->Draw();
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next = this->FindMenuItem(next, 1);
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} else break;
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}
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if(gameCnt > pagesize) {
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btnRight->Draw();
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btnLeft->Draw();
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}
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this->UpdateEffects();
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}
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void GuiGameCarousel::Update(GuiTrigger * t)
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{
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LOCK(this);
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if(state == STATE_DISABLED || !t)
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return;
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if(!(game[0]->GetEffect() || game[0]->GetEffectOnOver())) {
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for(int i=0; i<pagesize; i++) {
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game[i]->SetEffectGrow();
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}
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}
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if(speed > SPEED_LIMIT)
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speed = SPEED_LIMIT;
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btnRight->Update(t);
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btnLeft->Update(t);
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if(btnRight->GetState() == STATE_CLICKED) {
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if(Settings.xflip==sysmenu ||Settings.xflip==yes) {
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NewOffset(listOffset, 1);
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} else {
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NewOffset(listOffset, -1);
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}
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} else if(btnLeft->GetState() == STATE_CLICKED) {
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if(Settings.xflip==sysmenu ||Settings.xflip==yes) {
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NewOffset(listOffset, -1);
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} else {
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NewOffset(listOffset, 1);
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}
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}
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int next = listOffset;
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for(int i=0; i<pagesize; i++) {
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if(next >= 0) {
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if(game[i]->GetState() == STATE_DISABLED) {
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game[i]->SetVisible(true);
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game[i]->SetState(STATE_DEFAULT);
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}
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gameIndex[i] = next;
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next = this->FindMenuItem(next, 1);
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} else {
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game[i]->SetVisible(false);
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game[i]->SetState(STATE_DISABLED);
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}
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if(focus) {
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if(i != selectedItem && game[i]->GetState() == STATE_SELECTED)
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game[i]->ResetState();
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else if(i == selectedItem && game[i]->GetState() == STATE_DEFAULT);
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game[selectedItem]->SetState(STATE_SELECTED, t->chan);
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}
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game[i]->Update(t);
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if(game[i]->GetState() == STATE_SELECTED) {
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selectedItem = i;
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}
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if(game[i]->GetState() == STATE_CLICKED) {
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clickedItem = i;
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}
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}
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// navigation
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if(!focus || gameCnt <= pagesize || (game[0]->GetEffect() && game[pagesize-1]->GetEffect()))
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return; // skip navigation
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if (((btnLeft->GetState() == STATE_CLICKED) &&(Settings.xflip!=sysmenu)&&(Settings.xflip!=yes))
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||((btnRight->GetState() == STATE_CLICKED) &&((Settings.xflip==sysmenu)||(Settings.xflip==yes)))){
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u16 buttons = ButtonsHold();
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if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left() ||
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(buttons & WPAD_BUTTON_PLUS) || t->Right())) {
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btnLeft->ResetState();
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btnRight->ResetState();
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speed = SHIFT_SPEED;
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return;
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}
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for(int i=0; i<pagesize; i++) {
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game[i]->StopEffect();
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}
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listOffset = (listOffset+1 < gameCnt) ? listOffset+1 : 0;
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firstPic = (firstPic+1 < pagesize) ? firstPic+1 : 0;
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game[pagesize-1]->SetPosition(0, RADIUS);
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for (int i=0; i<pagesize; i++) {
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game[i]->SetEffect(EFFECT_GOROUND, -speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i-3)*DEG_OFFSET/2, 1, 0, RADIUS);
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}
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speed+=SPEED_STEP;
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}
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else if (((btnRight->GetState() == STATE_CLICKED) &&(Settings.xflip!=sysmenu)&&(Settings.xflip!=yes))
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||((btnLeft->GetState() == STATE_CLICKED) &&((Settings.xflip==sysmenu)||(Settings.xflip==yes)))){
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u16 buttons = ButtonsHold();
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if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left() ||
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(buttons & WPAD_BUTTON_PLUS) || t->Right())) {
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btnLeft->ResetState();
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btnRight->ResetState();
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speed = SHIFT_SPEED;
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return;
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}
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for(int i=0; i<pagesize; i++) {
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game[i]->StopEffect();
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}
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listOffset = (listOffset-1 < 0) ? gameCnt-1 : listOffset-1;
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firstPic = (firstPic-1 < 0) ? pagesize-1 : firstPic-1;
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game[0]->SetPosition(0, RADIUS);
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for(int i=0; i<pagesize; i++) {
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game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i+1)*DEG_OFFSET/2, 1, 0, RADIUS);
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}
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speed+=SPEED_STEP;
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}
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if(updateCB)
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updateCB(this);
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}
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