usbloadergx/source/GUI/gui_gamecarousel.cpp
strtoul a66a30a771 *removed buggy focus system completely (it was never working correct)
*added support to control screen pointer with gc pad or classic controller. you are always able to control as long as the corresponding wii control does not point to the screen (e.g. wiimote 1 not pointing to screen -> gcpad/classic controller 1 can control pointer 1). a speed factor is added to the gui option. need feedback about a proper default value, currently 15% (only tested gc pad on dolphin-emu)
*fix reinit of cheatcount on download of new file
*moved installation window to be on top of main window
*added game installation cancel
*added nand extract cancel
*added back extract of save feature for a real nand channels
*added auto position of progress window messages in vertical direction depending of how many are used at the same time
2011-12-28 16:27:30 +00:00

460 lines
12 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/GameTitles.h"
#include "settings/CSettings.h"
#include "GUI/LoadCoverImage.h"
#include "themes/CTheme.h"
#include "utils/tools.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, int offset) :
noCover(Resources::GetFile("nocover.png"), Resources::GetFileSize("nocover.png"))
{
width = w;
height = h;
pagesize = (gameList.size() < 11) ? gameList.size() : 11;
listOffset = (gameList.size() < 11) ? LIMIT(offset, 0, MAX(0, gameList.size()-1)) : LIMIT(offset, 0, MAX(0, gameList.size()-1))-2;
selectable = true;
selectedItem = -1;
clickedItem = -1;
speed = 0;
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);
imgLeft = Resources::GetImageData("startgame_arrow_left.png");
imgRight = Resources::GetImageData("startgame_arrow_right.png");
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt == ON) btnLeftImg->SetWidescreen(Settings.widescreen);
btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
btnLeft->SetAlignment(thAlign("left - carousel layout left arrow align hor"), thAlign("top - carousel layout left arrow align ver"));
btnLeft->SetPosition(thInt("20 - carousel layout left arrow pos x"), thInt("65 - carousel layout left arrow pos y"));
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 == ON) btnRightImg->SetWidescreen(Settings.widescreen);
btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
btnRight->SetParent(this);
btnRight->SetAlignment(thAlign("right - carousel layout right arrow align hor"), thAlign("top - carousel layout right arrow align ver"));
btnRight->SetPosition(thInt("-20 - carousel layout right arrow pos x"), thInt("65 - carousel layout right arrow pos y"));
btnRight->SetImage(btnRightImg);
btnRight->SetSoundOver(btnSoundOver);
btnRight->SetTrigger(trigA);
btnRight->SetTrigger(trigR);
btnRight->SetTrigger(trigPlus);
btnRight->SetEffectGrow();
gamename = new GuiText(" ", 18, thColor("r=55 g=190 b=237 a=255 - carousel game name text color"));
gamename->SetParent(this);
gamename->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
gamename->SetPosition(0, 330);
gamename->SetMaxWidth(280, DOTTED);
gameIndex = new int[pagesize];
game.resize(pagesize);
coverImg.resize(pagesize);
Refresh();
}
/**
* 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 gamename;
GuiImageAsync::ClearQueue();
for (u32 i = 0; i < game.size(); ++i)
delete coverImg[i];
for (u32 i = 0; i < game.size(); ++i)
delete game[i];
delete[] gameIndex;
}
void GuiGameCarousel::setListOffset(int off)
{
LOCK( this );
if(gameList.size() < 11)
listOffset = MIN(off, gameList.size()-1);
else
listOffset = MIN(off, gameList.size()) - 2;
Refresh();
}
int GuiGameCarousel::getListOffset() const
{
if(gameList.size() < 11)
return listOffset;
else
return (listOffset + 2) % gameList.size();
}
void GuiGameCarousel::SetSelectedOption(int ind)
{
LOCK(this);
selectedItem = LIMIT(ind, 0, MIN(pagesize, MAX(0, gameList.size()-1)));
}
void GuiGameCarousel::Refresh()
{
for (int i = 0; i < pagesize; i++)
{
//------------------------
// Index
//------------------------
gameIndex[i] = GetGameIndex( i, listOffset, gameList.size() );
//------------------------
// Image
//------------------------
delete coverImg[i];
coverImg[i] = new (std::nothrow) GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[i]], sizeof(struct discHdr), &noCover);
if (coverImg[i]) coverImg[i]->SetWidescreen(Settings.widescreen);
//------------------------
// GameButton
//------------------------
delete game[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(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);
}
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK( this );
if (!gameList.size()) return;
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::GetClickedOption()
{
LOCK( this );
int found = -1;
if (clickedItem >= 0)
{
for (int i = pagesize - 1; i >= 0; i--)
game[i]->ResetState();
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 (Settings.tooltips == ON)
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() || !pagesize) 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);
gamename->SetText(GameTitles.GetTitle(gameList[gameIndex[selectedItem]]));
}
else gamename->SetText((char*) NULL);
if (selectedItem_old >= 0) game[selectedItem_old]->SetEffect(EFFECT_SCALE, -1, 100);
}
// navigation
if (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 == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == 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 == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == 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);
}