usbloadergx/source/libwiigui/gui_gamecarousel.cpp

392 lines
9.8 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamecarousel.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include <unistd.h>
#include "gui_gamecarousel.h"
#include "../settings/cfg.h"
#include "../main.h"
#include "../buffer.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
/**
* Constructor for the GuiGameCarousel class.
*/
GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int count, const char *themePath, const u8 *imagebg, int selected, int offset)
{
width = w;
height = h;
gameCnt = count;
gameList = l;
pagesize = (gameCnt < PAGESIZE) ? gameCnt : PAGESIZE;
listOffset = (offset == 0) ? this->FindMenuItem(-1, 1) : offset;
selectable = true;
selectedItem = selected - offset;
focus = 1; // allow focus
firstPic = 0;
clickedItem = -1;
speed = SHIFT_SPEED;
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, SOUND_PCM, Settings.sfxvolume);
btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, SOUND_PCM, Settings.sfxvolume);
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);
int btnHeight = (int) lround(sqrt(RADIUS*RADIUS - 90000)-RADIUS-50);
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt == yes)
btnLeftImg->SetWidescreen(CFG.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(CFG.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();
ResumeBufferThread(listOffset);
gameIndex = new int[pagesize];
game = new GuiButton * [pagesize];
for(int i=0; i < pagesize; i++) {
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(ImageBuffer((listOffset+i) % gameCnt));
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()
{
HaltBufferThread();
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;
for(int i=0; i<pagesize; i++) {
delete game[i];
}
delete [] gameIndex;
delete [] game;
}
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 listOffset;
}
int GuiGameCarousel::GetClickedOption()
{
int found = -1;
if (clickedItem>=0 && clickedItem<=pagesize){
if (game[(clickedItem+1) % pagesize]->GetState()==STATE_SELECTED){
found = (clickedItem+listOffset+1) % gameCnt;
game[(clickedItem+1) % pagesize]->SetState(STATE_SELECTED);
game[clickedItem]->SetState(STATE_SELECTED);
} else {
game[clickedItem]->SetState(STATE_SELECTED);
found= (clickedItem+listOffset) % gameCnt;}
clickedItem=-1;
}
return found;
}
int GuiGameCarousel::GetSelectedOption()
{
int found = -1;
for(int i=pagesize-1; i>-1; i--) {
if(game[i]->GetState() == STATE_SELECTED) {
game[i]->SetState(STATE_SELECTED);
found = (listOffset+i) % gameCnt;
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)
if(gameCnt <= pagesize)
return -1;
else
nextItem = (nextItem < 0) ? nextItem + gameCnt : nextItem - gameCnt;
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[i]->SetImage(ImageBuffer(i));
game[i]->Draw();
next = this->FindMenuItem(next, 1);
} else break;
}
if(gameCnt > pagesize) {
btnRight->Draw();
btnLeft->Draw();
}
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK(this);
if(state == STATE_DISABLED || !t)
return;
if(!(game[0]->GetEffect() || game[0]->GetEffectOnOver())) {
for(int i=0; i<pagesize; i++) {
game[i]->SetEffectGrow();
}
}
if(speed > SPEED_LIMIT)
speed = SPEED_LIMIT;
btnRight->Update(t);
btnLeft->Update(t);
if(btnRight->GetState() == STATE_CLICKED) {
if(Settings.xflip==sysmenu ||Settings.xflip==yes) {
NewOffset(listOffset, 1);
} else {
NewOffset(listOffset, -1);
}
} else if(btnLeft->GetState() == STATE_CLICKED) {
if(Settings.xflip==sysmenu ||Settings.xflip==yes) {
NewOffset(listOffset, -1);
} else {
NewOffset(listOffset, 1);
}
}
int next = listOffset;
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;
}
if(game[i]->GetState() == STATE_CLICKED) {
clickedItem = i;
}
}
// navigation
if(!focus || gameCnt <= pagesize || (game[0]->GetEffect() && game[pagesize-1]->GetEffect()))
return; // skip navigation
if (((btnLeft->GetState() == STATE_CLICKED) &&(Settings.xflip!=sysmenu)&&(Settings.xflip!=yes))
||((btnRight->GetState() == STATE_CLICKED) &&((Settings.xflip==sysmenu)||(Settings.xflip==yes)))){
u16 buttons = ButtonsHold();
if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left() ||
(buttons & WPAD_BUTTON_PLUS) || t->Right())) {
btnLeft->ResetState();
btnRight->ResetState();
speed = SHIFT_SPEED;
return;
}
for(int i=0; i<pagesize; i++) {
game[i]->StopEffect();
}
listOffset = (listOffset+1 < gameCnt) ? listOffset+1 : 0;
firstPic = (firstPic+1 < pagesize) ? firstPic+1 : 0;
game[pagesize-1]->SetPosition(0, RADIUS);
for (int i=0; i<pagesize; i++) {
game[i]->SetEffect(EFFECT_GOROUND, -speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i-3)*DEG_OFFSET/2, 1, 0, RADIUS);
}
speed+=SPEED_STEP;
}
else if (((btnRight->GetState() == STATE_CLICKED) &&(Settings.xflip!=sysmenu)&&(Settings.xflip!=yes))
||((btnLeft->GetState() == STATE_CLICKED) &&((Settings.xflip==sysmenu)||(Settings.xflip==yes)))){
u16 buttons = ButtonsHold();
if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left() ||
(buttons & WPAD_BUTTON_PLUS) || t->Right())) {
btnLeft->ResetState();
btnRight->ResetState();
speed = SHIFT_SPEED;
return;
}
for(int i=0; i<pagesize; i++) {
game[i]->StopEffect();
}
listOffset = (listOffset-1 < 0) ? gameCnt-1 : listOffset-1;
firstPic = (firstPic-1 < 0) ? pagesize-1 : firstPic-1;
game[0]->SetPosition(0, RADIUS);
for(int i=0; i<pagesize; i++) {
game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i+1)*DEG_OFFSET/2, 1, 0, RADIUS);
}
speed+=SPEED_STEP;
}
if(updateCB)
updateCB(this);
}