usbloadergx/source/libwiigui/gui_gamecarousel.cpp
dimok321 f3ef9104b1 *Whole lot of cleanup in the cfg.c
*Moved all related global settings to a settings class. one for themes and individual games will follow. Probably broke some settings or theme loading, we can deal with that later and fix when someone discovers bugs.
2010-09-19 20:25:12 +00:00

460 lines
14 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/CSettings.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 selected, int offset ) :
noCover( nocover_png )
{
width = w;
height = h;
pagesize = ( gameList.size() < 11 ) ? gameList.size() : 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", Settings.theme_path );
imgLeft = new GuiImageData( imgPath, startgame_arrow_left_png );
snprintf( imgPath, sizeof( imgPath ), "%sstartgame_arrow_right.png", Settings.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( 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 == yes )
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 = new GuiButton * [pagesize];
coverImg = new GuiImageAsync * [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 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 ( !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 == 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 || !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 );
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 && 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 == 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, 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 );
}