mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-18 01:09:16 +01:00
e504a5efc3
*Fix crash in cheat menu when the browser has an empty entry *Improved detection of not existing cheat txt files (404 Page Not Found) *Added a per game save game extraction to emu nand (right now only from /title/00010000/, others will come when users report which are needed for which games :P) *Added feature to extract all save games to emu nand *Added proper message to install progress bar to show when install is really finished and a game list reload starts (wait time is taking too long sometimes) *Fixed a little bug in the progress bar *Several code optimizations *Changed default make file build to IOS249 build since most people use d2x now
755 lines
14 KiB
C++
755 lines
14 KiB
C++
/****************************************************************************
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* libwiigui
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*
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* Tantric 2009
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*
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* gui_element.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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/**
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* Constructor for the Object class.
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*/
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//mutex_t GuiElement::mutex = LWP_MUTEX_NULL;
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mutex_t GuiElement::_lock_mutex = LWP_MUTEX_NULL;
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GuiElement::GuiElement()
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{
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xoffset = 0;
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yoffset = 0;
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zoffset = 0;
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xmin = 0;
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xmax = 0;
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ymin = 0;
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ymax = 0;
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width = 0;
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height = 0;
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alpha = 255;
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scale = 1;
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state = STATE_DEFAULT;
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stateChan = -1;
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trigger[0] = NULL;
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trigger[1] = NULL;
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trigger[2] = NULL;
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trigger[3] = NULL;
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trigger[4] = NULL;
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trigger[5] = NULL;
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parentElement = NULL;
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rumble = true;
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selectable = false;
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clickable = false;
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holdable = false;
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visible = true;
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focus = -1; // cannot be focused
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updateCB = NULL;
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yoffsetDyn = 0;
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xoffsetDyn = 0;
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yoffsetDynFloat = 0;
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alphaDyn = -1;
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scaleDyn = 1;
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effects = 0;
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effectAmount = 0;
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effectTarget = 0;
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effectsOver = 0;
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effectAmountOver = 0;
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effectTargetOver = 0;
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frequency = 0.0f;
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changervar = 0;
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degree = -90.0f;
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circleamount = 360.0f;
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Radius = 150;
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angleDyn = 0.0f;
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anglespeed = 0.0f;
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// default alignment - align to top left
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alignmentVert = ALIGN_TOP;
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alignmentHor = ALIGN_LEFT;
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// if(mutex == LWP_MUTEX_NULL) LWP_MutexInit(&mutex, true);
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if (_lock_mutex == LWP_MUTEX_NULL) LWP_MutexInit(&_lock_mutex, true);
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_lock_thread = LWP_THREAD_NULL;
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_lock_count = 0;
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_lock_queue = LWP_TQUEUE_NULL;
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}
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/**
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* Destructor for the GuiElement class.
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*/
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GuiElement::~GuiElement()
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{
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// LWP_MutexDestroy(mutex);
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}
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void GuiElement::SetParent(GuiElement * e)
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{
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LOCK( this );
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parentElement = e;
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}
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/**
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* Get the left position of the GuiElement.
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* @see SetLeft()
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* @return Left position in pixel.
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*/
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int GuiElement::GetLeft()
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{
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int x = 0;
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int pWidth = 0;
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int pLeft = 0;
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if (parentElement)
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{
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pWidth = parentElement->GetWidth();
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pLeft = parentElement->GetLeft();
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}
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if (effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND | EFFECT_ROCK_VERTICLE)) pLeft += xoffsetDyn;
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switch (alignmentHor)
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{
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case ALIGN_LEFT:
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x = pLeft;
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break;
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case ALIGN_CENTRE:
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x = pLeft + (pWidth / 2) - (width / 2);
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break;
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case ALIGN_RIGHT:
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x = pLeft + pWidth - width;
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break;
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}
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return x + xoffset;
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}
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/**
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* Get the top position of the GuiElement.
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* @see SetTop()
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* @return Top position in pixel.
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*/
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int GuiElement::GetTop()
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{
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int y = 0;
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int pHeight = 0;
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int pTop = 0;
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if (parentElement)
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{
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pHeight = parentElement->GetHeight();
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pTop = parentElement->GetTop();
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}
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if (effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND | EFFECT_ROCK_VERTICLE)) pTop += yoffsetDyn;
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switch (alignmentVert)
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{
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case ALIGN_TOP:
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y = pTop;
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break;
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case ALIGN_MIDDLE:
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y = pTop + (pHeight / 2) - (height / 2);
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break;
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case ALIGN_BOTTOM:
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y = pTop + pHeight - height;
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break;
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}
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return y + yoffset;
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}
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int GuiElement::GetRelLeft()
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{
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GuiElement *tmp = parentElement;
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parentElement = NULL;
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int pos = GetLeft();
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parentElement = tmp;
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return pos;
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}
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int GuiElement::GetRelTop()
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{
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GuiElement *tmp = parentElement;
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parentElement = NULL;
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int pos = GetTop();
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parentElement = tmp;
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return pos;
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}
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void GuiElement::SetMinX(int x)
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{
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LOCK( this );
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xmin = x;
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}
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void GuiElement::SetMaxX(int x)
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{
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LOCK( this );
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xmax = x;
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}
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void GuiElement::SetMinY(int y)
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{
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LOCK( this );
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ymin = y;
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}
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void GuiElement::SetMaxY(int y)
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{
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LOCK( this );
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ymax = y;
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}
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/**
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* Set the width and height of the GuiElement.
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* @param[in] Width Width in pixel.
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* @param[in] Height Height in pixel.
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* @see SetWidth()
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* @see SetHeight()
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*/
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void GuiElement::SetSize(int w, int h)
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{
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LOCK( this );
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width = w;
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height = h;
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}
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/**
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* Set visible.
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* @param[in] Visible Set to true to show GuiElement.
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* @see IsVisible()
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*/
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void GuiElement::SetVisible(bool v)
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{
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LOCK( this );
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visible = v;
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}
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void GuiElement::SetAlpha(int a)
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{
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LOCK( this );
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alpha = a;
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}
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int GuiElement::GetAlpha()
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{
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int a;
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if (alphaDyn >= 0)
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a = alphaDyn;
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else a = alpha;
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if (parentElement) a *= parentElement->GetAlpha() / 255.0;
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return a;
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}
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float GuiElement::GetAngleDyn()
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{
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float a = 0.0;
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if (angleDyn) a = angleDyn;
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if (parentElement && !angleDyn) a = parentElement->GetAngleDyn();
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return a;
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}
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void GuiElement::SetScale(float s)
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{
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LOCK( this );
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scale = s;
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}
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float GuiElement::GetScale()
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{
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float s = scale * scaleDyn;
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if (parentElement) s *= parentElement->GetScale();
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return s;
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}
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void GuiElement::SetState(int s, int c)
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{
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LOCK( this );
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state = s;
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stateChan = c;
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}
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void GuiElement::ResetState()
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{
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LOCK( this );
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if (state != STATE_DISABLED)
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{
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state = STATE_DEFAULT;
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stateChan = -1;
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}
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}
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void GuiElement::SetClickable(bool c)
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{
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LOCK( this );
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clickable = c;
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}
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void GuiElement::SetSelectable(bool s)
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{
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LOCK( this );
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selectable = s;
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}
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void GuiElement::SetHoldable(bool d)
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{
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LOCK( this );
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holdable = d;
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}
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bool GuiElement::IsSelectable()
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{
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if (state == STATE_DISABLED || state == STATE_CLICKED)
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return false;
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else return selectable;
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}
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bool GuiElement::IsClickable()
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{
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if (state == STATE_DISABLED || state == STATE_CLICKED || state == STATE_HELD)
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return false;
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else return clickable;
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}
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bool GuiElement::IsHoldable()
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{
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if (state == STATE_DISABLED)
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return false;
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else return holdable;
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}
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void GuiElement::SetFocus(int f)
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{
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LOCK( this );
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focus = f;
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}
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void GuiElement::SetTrigger(GuiTrigger * t)
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{
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LOCK( this );
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if (!trigger[0])
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trigger[0] = t;
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else if (!trigger[1])
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trigger[1] = t;
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else if (!trigger[2])
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trigger[2] = t;
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else if (!trigger[3])
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trigger[3] = t;
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else if (!trigger[4])
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trigger[4] = t;
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else if (!trigger[5])
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trigger[5] = t;
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else // both were assigned, so we'll just overwrite the first one
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trigger[0] = t;
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}
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void GuiElement::SetTrigger(u8 i, GuiTrigger * t)
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{
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LOCK( this );
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trigger[i] = t;
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}
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void GuiElement::RemoveTrigger(u8 i)
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{
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LOCK( this );
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trigger[i] = NULL;
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}
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void GuiElement::SetRumble(bool r)
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{
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LOCK( this );
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rumble = r;
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}
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float GuiElement::GetFrequency()
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{
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LOCK( this );
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return frequency;
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}
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void GuiElement::SetEffect(int eff, int speed, f32 circles, int r, f32 startdegree, f32 anglespeedset, int center_x,
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int center_y)
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{
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if (eff & EFFECT_GOROUND)
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{
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xoffsetDyn = 0; //!position of circle in x
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yoffsetDyn = 0; //!position of circle in y
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Radius = r; //!radius of the circle
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degree = startdegree; //!for example -90 (°) to start at top of circle
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circleamount = circles; //!circleamoutn in degrees for example 360 for 1 circle
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angleDyn = 0.0f; //!this is used by the code to calc the angle
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anglespeed = anglespeedset; //!This is anglespeed depending on circle speed 1 is same speed and 0.5 half speed
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temp_xoffset = center_x; //!position of center in x
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temp_yoffset = center_y; //!position of center in y
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}
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effects |= eff;
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effectAmount = speed; //!Circlespeed
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}
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void GuiElement::SetEffect(int eff, int amount, int target)
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{
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LOCK( this );
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if (eff & EFFECT_SLIDE_IN)
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{
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// these calculations overcompensate a little
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if (eff & EFFECT_SLIDE_TOP)
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yoffsetDyn = -screenheight;
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else if (eff & EFFECT_SLIDE_LEFT)
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xoffsetDyn = -screenwidth;
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else if (eff & EFFECT_SLIDE_BOTTOM)
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yoffsetDyn = screenheight;
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else if (eff & EFFECT_SLIDE_RIGHT) xoffsetDyn = screenwidth;
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}
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if ((eff & EFFECT_FADE) && amount > 0)
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{
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alphaDyn = 0;
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}
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else if ((eff & EFFECT_FADE) && amount < 0)
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{
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alphaDyn = alpha;
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}
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else if (eff & EFFECT_ROCK_VERTICLE)
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{
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changervar = 0;
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yoffsetDyn = 0;
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yoffsetDynFloat = 0.0;
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}
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effects |= eff;
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effectAmount = amount;
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effectTarget = target;
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}
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void GuiElement::SetEffectOnOver(int eff, int amount, int target)
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{
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LOCK( this );
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effectsOver |= eff;
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effectAmountOver = amount;
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effectTargetOver = target;
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}
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void GuiElement::SetEffectGrow()
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{
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SetEffectOnOver(EFFECT_SCALE, 4, 110);
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}
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void GuiElement::StopEffect()
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{
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xoffsetDyn = 0;
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yoffsetDyn = 0;
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effects = 0;
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effectsOver = 0;
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effectAmount = 0;
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effectAmountOver = 0;
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effectTarget = 0;
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effectTargetOver = 0;
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scaleDyn = 1;
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frequency = 0.0f;
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changervar = 0;
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//angleDyn = 0.0f;
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anglespeed = 0.0f;
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}
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void GuiElement::UpdateEffects()
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{
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LOCK( this );
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if (effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND))
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{
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if (effects & EFFECT_SLIDE_IN)
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{
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if (effects & EFFECT_SLIDE_LEFT)
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{
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xoffsetDyn += effectAmount;
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if (xoffsetDyn >= 0)
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{
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xoffsetDyn = 0;
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effects = 0;
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}
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}
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else if (effects & EFFECT_SLIDE_RIGHT)
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{
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xoffsetDyn -= effectAmount;
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if (xoffsetDyn <= 0)
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{
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xoffsetDyn = 0;
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effects = 0;
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}
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}
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else if (effects & EFFECT_SLIDE_TOP)
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{
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yoffsetDyn += effectAmount;
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if (yoffsetDyn >= 0)
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{
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yoffsetDyn = 0;
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effects = 0;
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}
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}
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else if (effects & EFFECT_SLIDE_BOTTOM)
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{
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yoffsetDyn -= effectAmount;
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if (yoffsetDyn <= 0)
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{
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yoffsetDyn = 0;
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effects = 0;
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}
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}
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}
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else
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{
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if (effects & EFFECT_SLIDE_LEFT)
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{
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xoffsetDyn -= effectAmount;
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if (xoffsetDyn <= -screenwidth) effects = 0; // shut off effect
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}
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else if (effects & EFFECT_SLIDE_RIGHT)
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{
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xoffsetDyn += effectAmount;
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if (xoffsetDyn >= screenwidth) effects = 0; // shut off effect
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}
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else if (effects & EFFECT_SLIDE_TOP)
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{
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yoffsetDyn -= effectAmount;
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if (yoffsetDyn <= -screenheight) effects = 0; // shut off effect
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}
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else if (effects & EFFECT_SLIDE_BOTTOM)
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{
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yoffsetDyn += effectAmount;
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if (yoffsetDyn >= screenheight) effects = 0; // shut off effect
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}
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}
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}
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if (effects & EFFECT_GOROUND)
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{
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//!< check out gui.h for info
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xoffset = temp_xoffset;
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yoffset = temp_yoffset;
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if (fabs(frequency) < circleamount)
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{
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angleDyn = (frequency + degree + 90.0f) * anglespeed;
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xoffsetDyn = (int) lround(((f32) Radius) * cos((frequency + degree) * PI / 180.0f));
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yoffsetDyn = (int) lround(((f32) Radius) * sin((frequency + degree) * PI / 180.0f));
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frequency += ((f32) effectAmount) * 0.01f;
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}
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else
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{
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f32 temp_frequency = ((effectAmount < 0) ? -1.0f : 1.0f) * circleamount;
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angleDyn = (temp_frequency + degree + 90.0f) * anglespeed;
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xoffsetDyn = (int) lround(((f32) Radius) * cos((temp_frequency + degree) * PI / 180.0f));
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yoffsetDyn = (int) lround(((f32) Radius) * sin((temp_frequency + degree) * PI / 180.0f));
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xoffset += xoffsetDyn;
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yoffset += yoffsetDyn;
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effects ^= EFFECT_GOROUND;
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frequency = 0.0f;
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}
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}
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if (effects & EFFECT_ROCK_VERTICLE)
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{
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//move up to 10pixel above 0
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if (changervar == 0 && yoffsetDynFloat < 11.0)
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{
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yoffsetDynFloat += (effectAmount * 0.01);
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}
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else if (yoffsetDynFloat > 10.0)
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{
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changervar = 1;
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}
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//move down till 10pixel under 0
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if (changervar == 1 && yoffsetDynFloat > -11.0)
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{
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yoffsetDynFloat -= (effectAmount * 0.01);
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}
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else if (yoffsetDynFloat < -10.0)
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{
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changervar = 0;
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}
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|
yoffsetDyn = (int) (yoffsetDynFloat);
|
|
}
|
|
|
|
if (effects & EFFECT_FADE)
|
|
{
|
|
alphaDyn += effectAmount;
|
|
|
|
if (effectAmount < 0 && alphaDyn <= 0)
|
|
{
|
|
alphaDyn = 0;
|
|
effects = 0; // shut off effect
|
|
}
|
|
else if (effectAmount > 0 && alphaDyn >= alpha)
|
|
{
|
|
alphaDyn = alpha;
|
|
effects = 0; // shut off effect
|
|
}
|
|
}
|
|
if (effects & EFFECT_SCALE)
|
|
{
|
|
scaleDyn += effectAmount / 100.0;
|
|
|
|
if ((effectAmount < 0 && scaleDyn <= effectTarget / 100.0) || (effectAmount > 0 && scaleDyn >= effectTarget
|
|
/ 100.0))
|
|
{
|
|
scaleDyn = effectTarget / 100.0;
|
|
effects = 0; // shut off effect
|
|
}
|
|
}
|
|
if (effects & EFFECT_PULSE)
|
|
{
|
|
int percent = 10; //go down from target by this
|
|
|
|
if ((scaleDyn <= (effectTarget * 0.01)) && (!changervar))
|
|
{
|
|
scaleDyn += (effectAmount * 0.001);
|
|
}
|
|
else if (scaleDyn > (effectTarget * 0.01))
|
|
{
|
|
changervar = 1;
|
|
}
|
|
if ((scaleDyn >= ((effectTarget - percent) * 0.01)) && (changervar))
|
|
{
|
|
scaleDyn -= (effectAmount * 0.001);
|
|
}
|
|
else if (scaleDyn < ((effectTarget - percent) * 0.01))
|
|
{
|
|
changervar = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GuiElement::Update(GuiTrigger * t)
|
|
{
|
|
LOCK( this );
|
|
if (updateCB) updateCB(this);
|
|
}
|
|
|
|
void GuiElement::SetUpdateCallback(UpdateCallback u)
|
|
{
|
|
LOCK( this );
|
|
updateCB = u;
|
|
}
|
|
|
|
void GuiElement::SetPosition(int xoff, int yoff, int zoff)
|
|
{
|
|
LOCK( this );
|
|
xoffset = xoff;
|
|
yoffset = yoff;
|
|
zoffset = zoff;
|
|
}
|
|
|
|
void GuiElement::SetAlignment(int hor, int vert)
|
|
{
|
|
LOCK( this );
|
|
alignmentHor = hor;
|
|
alignmentVert = vert;
|
|
}
|
|
|
|
int GuiElement::GetSelected()
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
/**
|
|
* Draw an element on screen.
|
|
*/
|
|
void GuiElement::Draw()
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Draw Tooltips on screen.
|
|
*/
|
|
void GuiElement::DrawTooltip()
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Check if a position is inside the GuiElement.
|
|
* @param[in] x X position in pixel.
|
|
* @param[in] y Y position in pixel.
|
|
*/
|
|
bool GuiElement::IsInside(int x, int y)
|
|
{
|
|
if (x > this->GetLeft() && x < (this->GetLeft() + width) && y > this->GetTop() && y < (this->GetTop() + height)) return true;
|
|
return false;
|
|
}
|
|
void GuiElement::LockElement()
|
|
{
|
|
// LWP_MutexLock(mutex);
|
|
for (;;) // loop while element is locked by self
|
|
{
|
|
LWP_MutexLock(_lock_mutex);
|
|
|
|
if (_lock_thread == LWP_THREAD_NULL) // element is not locked
|
|
{
|
|
_lock_thread = LWP_GetSelf(); // mark as locked
|
|
_lock_count = 1; // set count of lock to 1
|
|
LWP_MutexUnlock(_lock_mutex);
|
|
return;
|
|
}
|
|
else if (_lock_thread == LWP_GetSelf()) // thread is locked by my self
|
|
{
|
|
_lock_count++; // inc count of locks;
|
|
LWP_MutexUnlock(_lock_mutex);
|
|
return;
|
|
}
|
|
else // otherwise the element is locked by an other thread
|
|
{
|
|
if (_lock_queue == LWP_TQUEUE_NULL) // no queue - meens it is the first access to the locked element
|
|
LWP_InitQueue(&_lock_queue); // init queue
|
|
LWP_MutexUnlock(_lock_mutex);
|
|
LWP_ThreadSleep(_lock_queue); // and sleep
|
|
// try lock again;
|
|
}
|
|
}
|
|
}
|
|
void GuiElement::UnlockElement()
|
|
{
|
|
// LWP_MutexUnlock(mutex);
|
|
LWP_MutexLock(_lock_mutex);
|
|
// only the thread was locked this element, can call unlock
|
|
if (_lock_thread == LWP_GetSelf()) // but we check it here safe is safe
|
|
{
|
|
if (--_lock_count == 0) // dec count of locks and check if it last lock;
|
|
{
|
|
_lock_thread = LWP_THREAD_NULL; // mark as unlocked
|
|
if (_lock_queue != LWP_TQUEUE_NULL) // has a queue
|
|
{
|
|
LWP_CloseQueue(_lock_queue); // close the queue and wake all waited threads
|
|
_lock_queue = LWP_TQUEUE_NULL;
|
|
}
|
|
}
|
|
}
|
|
LWP_MutexUnlock(_lock_mutex);
|
|
}
|
|
|
|
SimpleLock::SimpleLock(GuiElement *e) :
|
|
element(e)
|
|
{
|
|
element->LockElement();
|
|
}
|
|
SimpleLock::~SimpleLock()
|
|
{
|
|
element->UnlockElement();
|
|
}
|