mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-05 02:55:07 +01:00
aaa2a3f25f
*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
461 lines
12 KiB
C++
461 lines
12 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 "../cfg.h"
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#include <string.h>
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#include <sstream>
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#define GAMESELECTSIZE 30
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extern const int vol;
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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 gameCnt, 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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this->gameCnt = gameCnt;
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gameList = l;
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pagesize = 7;
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changed = 0;
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selectable = true;
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listOffset = (offset == 0) ? this->FindMenuItem(-1, 1) : offset;
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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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speed = 50000;
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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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trigHeldA = new GuiTrigger;
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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, vol);
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btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, SOUND_PCM, vol);
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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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btnLeftImg = new GuiImage(imgLeft);
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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, -100);
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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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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, -100);
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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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gameIndex = new int[pagesize];
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game = new GuiButton * [pagesize];
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coverImg = new GuiImage * [pagesize];
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cover = new GuiImageData * [pagesize];
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bob = new int[7];
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for(int i=0; i<7; i++) {
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bob[i]=i;
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}
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char ID[4];
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char IDfull[7];
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for(int i=0; i < pagesize; i++) {
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struct discHdr *header = &gameList[i];
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snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
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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]);
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
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//Load full id image
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cover[i] = new GuiImageData(imgPath,0);
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if (!cover[i]->GetImage()) {
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delete cover[i];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
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//Load short id image
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cover[i] = new GuiImageData(imgPath, 0);
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if (!cover[i]->GetImage()) {
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delete cover[i];
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snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
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//Load no image
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cover[i] = new GuiImageData(imgPath, nocover_png);
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}
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}
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coverImg[i] = new GuiImage(cover[i]);
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coverImg[i]->SetScale(0.8);
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coverImg[i]->SetWidescreen(CFG.widescreen);
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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]->SetRumble(false);
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game[i]->SetTrigger(trigA);
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game[i]->SetSoundClick(btnSoundClick);
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game[i]->SetEffect(EFFECT_GOROUND, -50, 49, 780, 298+7*i, 1, 0, 740);
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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 btnSoundClick;
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for(int i=0; i<pagesize; i++) {
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delete game[i];
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delete coverImg[i];
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delete cover[i];
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}
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delete [] gameIndex;
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delete [] bob;
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delete [] game;
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delete [] coverImg;
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delete [] cover;
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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 changed;
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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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for(int i=0; i<pagesize; i++) {
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if(game[i]->GetState() == STATE_CLICKED) {
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game[i]->SetState(STATE_SELECTED);
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found = changed+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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int GuiGameCarousel::GetSelectedOption()
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{
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int found = -1;
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for(int i=0; i<pagesize; 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 = changed+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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* 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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return -1;
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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[bob[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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btnRight->Draw();
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btnLeft->Draw();
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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() == 0) {
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for(int i=0; i<7; i++) {
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game[i]->SetEffectGrow();
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}
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}
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btnRight->Update(t);
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btnLeft->Update(t);
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int next = listOffset;
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char ID[4];
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char IDfull[7];
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char imgPath[100];
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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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}
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// navigation
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if(!focus)
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return; // skip navigation
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if (t->Left() || btnLeft->GetState() == STATE_CLICKED) {
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changed++;
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if (changed > (gameCnt-1))
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changed=0;
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firstPic++;
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if (firstPic>6)
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firstPic=0;
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for (int i=0; i<7; i++) {
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bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
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}
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int index = (changed+7 < gameCnt) ? changed+7 : changed+7-gameCnt;
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struct discHdr *header = &gameList[index];
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snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
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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]);
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delete cover[bob[6]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
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cover[bob[6]] = new GuiImageData(imgPath,0);
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if (!cover[bob[6]]->GetImage()) {
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delete cover[bob[6]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
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cover[bob[6]] = new GuiImageData(imgPath, 0);
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if (!cover[bob[6]]->GetImage()) {
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delete cover[bob[6]];
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snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
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cover[bob[6]] = new GuiImageData(imgPath, nocover_png);
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}
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}
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delete coverImg[bob[6]];
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coverImg[bob[6]] = new GuiImage(cover[bob[6]]);
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coverImg[bob[6]]->SetScale(0.8);
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coverImg[bob[6]]->SetWidescreen(CFG.widescreen);
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game[bob[6]]->SetImage(coverImg[bob[6]]);
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for (int i=0; i<7; i++) {
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game[bob[i]]->SetEffect(EFFECT_GOROUND, -50, 7, 780, 256+7*i, 1, 0, 740);
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}
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btnLeft->ResetState();
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}
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else if(t->Right() || btnRight->GetState() == STATE_CLICKED) {
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changed--;
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if (changed<0)
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changed=(gameCnt-1);
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firstPic--;
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if (firstPic<0)
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firstPic=6;
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for(int i=0; i<7; i++) {
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bob[i] = (firstPic+i < 7) ? firstPic+i : firstPic+i-7;
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}
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struct discHdr *header = &gameList[changed];
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snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
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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]);
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delete cover[bob[0]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
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cover[bob[0]] = new GuiImageData(imgPath,0);
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if (!cover[bob[0]]->GetImage()) {
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delete cover[bob[0]];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
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cover[bob[0]] = new GuiImageData(imgPath, 0);
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if (!cover[bob[0]]->GetImage()) {
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delete cover[bob[0]];
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snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
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cover[bob[0]] = new GuiImageData(imgPath, nocover_png);
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}
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}
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delete coverImg[bob[0]];
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coverImg[bob[0]] = new GuiImage(cover[bob[0]]);
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coverImg[bob[0]]->SetScale(0.8);
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coverImg[bob[0]]->SetWidescreen(CFG.widescreen);
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game[bob[0]]->SetImage(coverImg[bob[0]]);
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for(int i=0; i<7; i++) {
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game[bob[i]]->SetEffect(EFFECT_GOROUND, 50, 7, 780, 242+7*i, 1, 0, 740);
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}
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btnRight->ResetState();
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}
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if(updateCB)
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updateCB(this);
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}
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void GuiGameCarousel::Reload(struct discHdr * l, int count)
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{
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LOCK(this);
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gameList = l;
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gameCnt = count;
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changed=0;
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selectedItem = 0;
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listOffset = 0;
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firstPic = 0;
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for(int i=0; i<7; i++) {
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bob[i]=i;
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}
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char ID[4];
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char IDfull[7];
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char imgPath[100];
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for(int i=0; i < pagesize; i++) {
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struct discHdr *header = &gameList[i];
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snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
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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]);
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
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//Load full id image
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cover[i] = new GuiImageData(imgPath,0);
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if (!cover[i]->GetImage()) {
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delete cover[i];
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snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
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//Load short id image
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cover[i] = new GuiImageData(imgPath, 0);
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if (!cover[i]->GetImage()) {
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delete cover[i];
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snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
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//Load no image
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cover[i] = new GuiImageData(imgPath, nocover_png);
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}
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}
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coverImg[i] = new GuiImage(cover[i]);
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coverImg[i]->SetScale(0.8);
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coverImg[i]->SetWidescreen(CFG.widescreen);
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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]->SetRumble(false);
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game[i]->SetTrigger(trigA);
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game[i]->SetSoundClick(btnSoundClick);
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game[i]->SetEffect(EFFECT_GOROUND, -50, 49, 780, 305+7*i, 1, 0, 740);
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}
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}
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