usbloadergx/source/libwiigui/gui_gamecarousel.cpp
DRayX7 aaa2a3f25f **Changes
*Modified EFFECT_GOROUND so that it takes a center of rotation, angles work properly, and things don't move back.
*Updated the gui_gamecarousel files so that they are functional, shouldn't have any more code dumps, and use the EFFECT_GOROUND.
*The carousel button doesn't do anything anymore (since GOROUND was changed so much)

**Notes
*The easiest way test the carousel is to change guiGameGrid to guiGameCarousel in source/menu.cpp.
*If you compile with no modifications, the only noticeable difference is that the carousel button does nothing.

**Known Bugs in gui_gamecarousel
*The images dont line up horizontally (when shifting left they go too far left, and the same for shifting right). I think there is a rounding bug somewhere in GOROUND (I already fixed several).
*Cant hold down left and right to scroll yet
*Launching a game only works if the pointer is over two boxes
*If an image is growing when the carousel is turned, that button disapears
*If an image is grown when the carousel is turned, it wont shrink back
2009-05-28 01:46:05 +00:00

461 lines
12 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamecarousel.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include <unistd.h>
#include "gui_gamecarousel.h"
#include "../cfg.h"
#include <string.h>
#include <sstream>
#define GAMESELECTSIZE 30
extern const int vol;
/**
* Constructor for the GuiGameCarousel class.
*/
GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt, const char *themePath, const u8 *imagebg, int selected, int offset)
{
width = w;
height = h;
this->gameCnt = gameCnt;
gameList = l;
pagesize = 7;
changed = 0;
selectable = true;
listOffset = (offset == 0) ? this->FindMenuItem(-1, 1) : offset;
selectedItem = selected - offset;
focus = 1; // allow focus
firstPic = 0;
speed = 50000;
char imgPath[100];
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigHeldA = new GuiTrigger;
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, SOUND_PCM, vol);
btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, SOUND_PCM, vol);
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);
btnLeftImg = new GuiImage(imgLeft);
btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
btnLeft->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
btnLeft->SetPosition(20, -100);
btnLeft->SetParent(this);
btnLeft->SetImage(btnLeftImg);
btnLeft->SetSoundOver(btnSoundOver);
btnLeft->SetTrigger(trigA);
btnLeft->SetTrigger(trigL);
btnLeft->SetTrigger(trigMinus);
btnLeft->SetEffectGrow();
btnRightImg = new GuiImage(imgRight);
btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
btnRight->SetParent(this);
btnRight->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
btnRight->SetPosition(-20, -100);
btnRight->SetImage(btnRightImg);
btnRight->SetSoundOver(btnSoundOver);
btnRight->SetTrigger(trigA);
btnRight->SetTrigger(trigR);
btnRight->SetTrigger(trigPlus);
btnRight->SetEffectGrow();
gameIndex = new int[pagesize];
game = new GuiButton * [pagesize];
coverImg = new GuiImage * [pagesize];
cover = new GuiImageData * [pagesize];
bob = new int[7];
for(int i=0; i<7; i++) {
bob[i]=i;
}
char ID[4];
char IDfull[7];
for(int i=0; i < pagesize; i++) {
struct discHdr *header = &gameList[i];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
//Load full id image
cover[i] = new GuiImageData(imgPath,0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
//Load short id image
cover[i] = new GuiImageData(imgPath, 0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
//Load no image
cover[i] = new GuiImageData(imgPath, nocover_png);
}
}
coverImg[i] = new GuiImage(cover[i]);
coverImg[i]->SetScale(0.8);
coverImg[i]->SetWidescreen(CFG.widescreen);
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]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
game[i]->SetEffect(EFFECT_GOROUND, -50, 49, 780, 298+7*i, 1, 0, 740);
}
}
/**
* Destructor for the GuiGameCarousel class.
*/
GuiGameCarousel::~GuiGameCarousel()
{
delete imgRight;
delete imgLeft;
delete btnLeftImg;
delete btnRightImg;
delete btnRight;
delete btnLeft;
delete trigA;
delete btnSoundClick;
for(int i=0; i<pagesize; i++) {
delete game[i];
delete coverImg[i];
delete cover[i];
}
delete [] gameIndex;
delete [] bob;
delete [] game;
delete [] coverImg;
delete [] cover;
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK(this);
focus = f;
for(int i=0; i<pagesize; i++)
game[i]->ResetState();
if(f == 1)
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()
{
return changed;
}
int GuiGameCarousel::GetClickedOption()
{
int found = -1;
for(int i=0; i<pagesize; i++) {
if(game[i]->GetState() == STATE_CLICKED) {
game[i]->SetState(STATE_SELECTED);
found = changed+i;
break;
}
}
return found;
}
int GuiGameCarousel::GetSelectedOption()
{
int found = -1;
for(int i=0; i<pagesize; i++) {
if(game[i]->GetState() == STATE_SELECTED) {
game[i]->SetState(STATE_SELECTED);
found = changed+i;
break;
}
}
return found;
}
/****************************************************************************
* FindMenuItem
*
* Help function to find the next visible menu item on the list
***************************************************************************/
int GuiGameCarousel::FindMenuItem(int currentItem, int direction)
{
int nextItem = currentItem + direction;
if(nextItem < 0 || nextItem >= gameCnt)
return -1;
if(strlen(get_title(&gameList[nextItem])) > 0)
return nextItem;
else
return FindMenuItem(nextItem, direction);
}
/**
* Draw the button on screen
*/
void GuiGameCarousel::Draw()
{
LOCK(this);
if(!this->IsVisible())
return;
int next = listOffset;
for(int i=0; i<pagesize; i++) {
if(next >= 0) {
game[bob[i]]->Draw();
next = this->FindMenuItem(next, 1);
} else break;
}
btnRight->Draw();
btnLeft->Draw();
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK(this);
if(state == STATE_DISABLED || !t)
return;
if(game[0]->GetEffect() == 0) {
for(int i=0; i<7; i++) {
game[i]->SetEffectGrow();
}
}
btnRight->Update(t);
btnLeft->Update(t);
int next = listOffset;
char ID[4];
char IDfull[7];
char imgPath[100];
for(int i=0; i<pagesize; i++) {
if(next >= 0) {
if(game[i]->GetState() == STATE_DISABLED) {
game[i]->SetVisible(true);
game[i]->SetState(STATE_DEFAULT);
}
gameIndex[i] = next;
next = this->FindMenuItem(next, 1);
} else {
game[i]->SetVisible(false);
game[i]->SetState(STATE_DISABLED);
}
if(focus) {
if(i != selectedItem && game[i]->GetState() == STATE_SELECTED)
game[i]->ResetState();
else if(i == selectedItem && game[i]->GetState() == STATE_DEFAULT);
game[selectedItem]->SetState(STATE_SELECTED, t->chan);
}
game[i]->Update(t);
if(game[i]->GetState() == STATE_SELECTED) {
selectedItem = i;
}
}
// navigation
if(!focus)
return; // skip navigation
if (t->Left() || btnLeft->GetState() == STATE_CLICKED) {
changed++;
if (changed > (gameCnt-1))
changed=0;
firstPic++;
if (firstPic>6)
firstPic=0;
for (int i=0; i<7; i++) {
bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
}
int index = (changed+7 < gameCnt) ? changed+7 : changed+7-gameCnt;
struct discHdr *header = &gameList[index];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
delete cover[bob[6]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
cover[bob[6]] = new GuiImageData(imgPath,0);
if (!cover[bob[6]]->GetImage()) {
delete cover[bob[6]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
cover[bob[6]] = new GuiImageData(imgPath, 0);
if (!cover[bob[6]]->GetImage()) {
delete cover[bob[6]];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
cover[bob[6]] = new GuiImageData(imgPath, nocover_png);
}
}
delete coverImg[bob[6]];
coverImg[bob[6]] = new GuiImage(cover[bob[6]]);
coverImg[bob[6]]->SetScale(0.8);
coverImg[bob[6]]->SetWidescreen(CFG.widescreen);
game[bob[6]]->SetImage(coverImg[bob[6]]);
for (int i=0; i<7; i++) {
game[bob[i]]->SetEffect(EFFECT_GOROUND, -50, 7, 780, 256+7*i, 1, 0, 740);
}
btnLeft->ResetState();
}
else if(t->Right() || btnRight->GetState() == STATE_CLICKED) {
changed--;
if (changed<0)
changed=(gameCnt-1);
firstPic--;
if (firstPic<0)
firstPic=6;
for(int i=0; i<7; i++) {
bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
}
struct discHdr *header = &gameList[changed];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
cover[bob[0]] = new GuiImageData(imgPath,0);
if (!cover[bob[0]]->GetImage()) {
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
cover[bob[0]] = new GuiImageData(imgPath, 0);
if (!cover[bob[0]]->GetImage()) {
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
cover[bob[0]] = new GuiImageData(imgPath, nocover_png);
}
}
delete coverImg[bob[0]];
coverImg[bob[0]] = new GuiImage(cover[bob[0]]);
coverImg[bob[0]]->SetScale(0.8);
coverImg[bob[0]]->SetWidescreen(CFG.widescreen);
game[bob[0]]->SetImage(coverImg[bob[0]]);
for(int i=0; i<7; i++) {
game[bob[i]]->SetEffect(EFFECT_GOROUND, 50, 7, 780, 242+7*i, 1, 0, 740);
}
btnRight->ResetState();
}
if(updateCB)
updateCB(this);
}
void GuiGameCarousel::Reload(struct discHdr * l, int count)
{
LOCK(this);
gameList = l;
gameCnt = count;
changed=0;
selectedItem = 0;
listOffset = 0;
firstPic = 0;
for(int i=0; i<7; i++) {
bob[i]=i;
}
char ID[4];
char IDfull[7];
char imgPath[100];
for(int i=0; i < pagesize; i++) {
struct discHdr *header = &gameList[i];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
//Load full id image
cover[i] = new GuiImageData(imgPath,0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
//Load short id image
cover[i] = new GuiImageData(imgPath, 0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
//Load no image
cover[i] = new GuiImageData(imgPath, nocover_png);
}
}
coverImg[i] = new GuiImage(cover[i]);
coverImg[i]->SetScale(0.8);
coverImg[i]->SetWidescreen(CFG.widescreen);
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]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
game[i]->SetEffect(EFFECT_GOROUND, -50, 49, 780, 305+7*i, 1, 0, 740);
}
}