mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-12-23 10:21:55 +01:00
458 lines
11 KiB
C++
458 lines
11 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 "../menu.h"
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#include <unistd.h>
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#include "gui_image_async.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 <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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static inline int OFFSETLIMIT(int Offset, int gameCnt)
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{
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while(Offset < 0) Offset+=gameCnt;
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return Offset%gameCnt;
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}
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#define GetGameIndex(pageEntry, listOffset, gameCnt) OFFSETLIMIT(listOffset+pageEntry, gameCnt)
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static GuiImageData *GameCarouselLoadCoverImage(void * Arg)
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{
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return LoadCoverImage((struct discHdr *)Arg, true, false);
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}
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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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noCover(nocover_png)
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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 < 11) ? gameCnt : 11;
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listOffset = 0;
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selectable = true;
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selectedItem = -1;
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focus = 1; // allow focus
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clickedItem = -1;
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speed = 0;
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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, Settings.sfxvolume);
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btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, 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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gamename = new GuiText(" ", 18, THEME.info);
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gamename->SetParent(this);
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gamename->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
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gamename->SetPosition(0, 330);
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gamename->SetMaxWidth(280, GuiText::DOTTED);
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gameIndex = new int[pagesize];
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game = new GuiButton * [pagesize];
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coverImg = new GuiImageAsync * [pagesize];
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for(int i=0; i < pagesize; i++)
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{
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//------------------------
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// Index
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//------------------------
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gameIndex[i] = GetGameIndex(i, listOffset, gameCnt);
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//------------------------
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// Image
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//------------------------
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coverImg[i] = new(std::nothrow) GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[i]], sizeof(struct discHdr), &noCover);
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if(coverImg[i])
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coverImg[i]->SetWidescreen(CFG.widescreen);
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//------------------------
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// GameButton
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//------------------------
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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(coverImg[i]);
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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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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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delete gamename;
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for(int i=0; i<pagesize; i++) {
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delete coverImg[i];
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delete game[i];
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}
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delete [] gameIndex;
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delete [] coverImg;
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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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if(!gameCnt) return;
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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 && selectedItem>=0)
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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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LOCK(this);
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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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LOCK(this);
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int found = -1;
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if (clickedItem>=0)
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{
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game[clickedItem]->SetState(STATE_SELECTED);
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found = gameIndex[clickedItem];
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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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LOCK(this);
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int found = -1;
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for(int i=0; i<pagesize; i++)
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{
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if(game[i]->GetState() == STATE_SELECTED)
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{
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game[i]->SetState(STATE_SELECTED);
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found = gameIndex[i];
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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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* 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() || !gameCnt)
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return;
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for(int i=0; i<pagesize; i++)
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game[i]->Draw();
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gamename->Draw();
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if(gameCnt > 6)
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{
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btnRight->Draw();
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btnLeft->Draw();
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}
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//!Draw tooltip after the Images to have it on top
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if (focus && Settings.tooltips == TooltipsOn)
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for(int i=0; i<pagesize; i++)
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game[i]->DrawTooltip();
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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 || !gameCnt)
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return;
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btnRight->Update(t);
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btnLeft->Update(t);
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if(game[0]->GetEffect() & EFFECT_GOROUND || game[pagesize-1]->GetEffect() & EFFECT_GOROUND)
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{
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return; // skip when rotate
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}
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// find selected + clicked
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int selectedItem_old = selectedItem;
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selectedItem = -1;
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clickedItem = -1;
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for(int i=pagesize-1; i>=0; i--)
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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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{
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selectedItem = i;
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}
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if(game[i]->GetState() == STATE_CLICKED)
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{
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clickedItem = i;
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}
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}
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/// OnOver-Effect + GameText + Tooltop
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if(selectedItem_old != selectedItem)
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{
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if(selectedItem>=0)
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{
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game[selectedItem]->SetEffect(EFFECT_SCALE, 1, 130);
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char *gameTitle = get_title(&gameList[gameIndex[selectedItem]]);
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gamename->SetText(gameTitle);
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}
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else
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gamename->SetText((char*)NULL);
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if(selectedItem_old>=0)
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game[selectedItem_old]->SetEffect(EFFECT_SCALE, -1, 100);
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}
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// navigation
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if(focus && gameCnt>6)
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{
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int newspeed = 0;
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// Left/Right Navigation
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if (btnLeft->GetState() == STATE_CLICKED)
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{
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WPAD_ScanPads();
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u16 buttons = 0;
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for(int i=0; i<4; i++)
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buttons |= WPAD_ButtonsHeld(i);
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if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left()))
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{
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btnLeft->ResetState();
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return;
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}
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if (Settings.xflip==sysmenu || Settings.xflip==yes || Settings.xflip==disk3d)
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newspeed = SHIFT_SPEED;
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else
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newspeed = -SHIFT_SPEED;
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}
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else if(btnRight->GetState() == STATE_CLICKED)
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{
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WPAD_ScanPads();
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u16 buttons = 0;
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for(int i=0; i<4; i++)
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buttons |= WPAD_ButtonsHeld(i);
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if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_PLUS) || t->Right()))
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{
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btnRight->ResetState();
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return;
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}
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if (Settings.xflip==sysmenu ||Settings.xflip==yes || Settings.xflip==disk3d)
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newspeed = -SHIFT_SPEED;
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else
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newspeed = SHIFT_SPEED;
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}
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if(newspeed)
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{
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if(speed==0)
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speed = newspeed;
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else if(speed>0)
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{
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if((speed+=SPEED_STEP) > SPEED_LIMIT)
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speed = SPEED_LIMIT;
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}
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else
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{
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if((speed-=SPEED_STEP) < -SPEED_LIMIT)
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speed = -SPEED_LIMIT;
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}
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}
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else
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speed = 0;
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if(speed > 0) // rotate right
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{
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GuiButton *tmpButton;
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listOffset = OFFSETLIMIT(listOffset - 1, gameCnt); // set the new listOffset
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// Save right Button + TollTip and destroy right Image + Image-Data
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delete coverImg[pagesize-1]; coverImg[pagesize-1] = NULL;game[pagesize-1]->SetImage(NULL);
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tmpButton = game[pagesize-1];
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// Move all Page-Entries one step right
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for (int i=pagesize-1; i>=1; i--)
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{
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coverImg[i] = coverImg[i-1];
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game[i] = game[i-1];
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gameIndex[i] = gameIndex[i-1];
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}
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// set saved Button & gameIndex to right
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gameIndex[0] = listOffset;
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coverImg[0] = new GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[0]], sizeof(struct discHdr), &noCover);
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coverImg[0] ->SetWidescreen(CFG.widescreen);
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game[0] = tmpButton;
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game[0] ->SetImage(coverImg[0]);
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for(int i=0; i<pagesize; i++)
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{
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game[i]->StopEffect();
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game[i]->ResetState();
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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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game[i]->UpdateEffects(); // rotate one step for liquid scrolling
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}
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}
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else if(speed < 0) // rotate left
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{
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GuiButton *tmpButton;
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listOffset = OFFSETLIMIT(listOffset + 1, gameCnt); // set the new listOffset
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// Save left Button + TollTip and destroy left Image + Image-Data
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delete coverImg[0]; coverImg[0] = NULL;game[0]->SetImage(NULL);
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tmpButton = game[0];
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// Move all Page-Entries one step left
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for (int i=0; i<(pagesize-1); i++)
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{
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coverImg[i] = coverImg[i+1];
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game[i] = game[i+1];
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gameIndex[i] = gameIndex[i+1];
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}
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// set saved Button & gameIndex to right
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int ii = pagesize-1;
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gameIndex[ii] = OFFSETLIMIT(listOffset + ii, gameCnt);
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coverImg[ii] = new GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[ii]], sizeof(struct discHdr), &noCover);
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coverImg[ii] ->SetWidescreen(CFG.widescreen);
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game[ii] = tmpButton;
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game[ii] ->SetImage(coverImg[ii]);
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for(int i=0; i<pagesize; i++)
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{
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game[i]->StopEffect();
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game[i]->ResetState();
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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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game[i]->UpdateEffects(); // rotate one step for liquid scrolling
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}
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}
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}
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if(updateCB)
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updateCB(this);
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}
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