mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-09-09 09:03:20 +02:00
![Cyan](/assets/img/avatar_default.png)
* Added a Clock size factor (size factor is theme-able and will override user's value if not "1.0" in .them file) * Fixed tooltip opacity on Home Button and game icons on Channel grid mode. * Fixed Banner Grid position X and Y not working in .them file (Thanks Dimok) * Fixed half-cut cover in grid mode if only 4 games are displayed by showing it on both sides and allowing scrolling.
562 lines
17 KiB
C++
562 lines
17 KiB
C++
/****************************************************************************
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* Copyright (C) 2012 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include "GuiBannerGrid.h"
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#include "themes/CTheme.h"
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#include "settings/CSettings.h"
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#include "settings/GameTitles.h"
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#include "settings/newtitles.h"
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#include "SystemMenu/SystemMenuResources.h"
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#include "usbloader/GameList.h"
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#include "gecko.h"
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//! some math to get the row and column from channel idx
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static inline int Idx2Row(int sIdx)
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{
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if(sIdx > 0)
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return (sIdx / 4) % 3;
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else if(sIdx < 0)
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return (2 + ((sIdx + 1) / 4) % 3);
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else
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return 0;
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}
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static inline int Idx2Column(int sIdx)
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{
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if(sIdx == 0)
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return 0;
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if(sIdx > 0) {
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return ( (sIdx / 12) * 4 + sIdx % 4 );
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}
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else
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{
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int column = (sIdx % 4);
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if(column == 0)
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column = -4;
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column += ((sIdx + 1) / 12) * 4;
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return column;
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}
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}
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GuiBannerGrid::GuiBannerGrid(int listOffset)
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: XOffset(thInt("0 - game bannergrid layout pos x"))
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, YOffset(thInt("-50 - game bannergrid layout pos y"))
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, fAnimation(0.f)
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, fAnimStep(Settings.BannerGridSpeed)
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, AnimationRunning(false)
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, gridFrameColor(thColor("r=237 g=237 b=237 a=255 - banner icon frame color"))
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, highliteColor(thColor("r=52 g=190 b=237 a=255 - banner icon highlite color"))
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{
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GXColor gridTevColor[3];
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gridTevColor[0] = thColor("r=130 g=130 b=130 a=0 - banner icon frame edge tev color 1");
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gridTevColor[1] = thColor("r=180 g=180 b=180 a=255 - banner icon frame edge tev color 2");
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gridTevColor[2] = thColor("r=255 g=255 b=255 a=255 - banner icon frame edge tev color 3");
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for(int i = 0; i < 3; i++)
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gridFrameTevColor[i] = (GXColorS10) { gridTevColor[i].r, gridTevColor[i].g, gridTevColor[i].b, gridTevColor[i].a };
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trigA.SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
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trigL.SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
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trigR.SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
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trigPlus.SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, PAD_TRIGGER_R);
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trigMinus.SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, PAD_TRIGGER_L);
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imgLeft = Resources::GetImageData("startgame_arrow_left.png");
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imgRight = Resources::GetImageData("startgame_arrow_right.png");
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imgNewData = Resources::GetImageData("new.png");
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btnLeftImg = new GuiImage(imgLeft);
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if (Settings.wsprompt) btnLeftImg->SetWidescreen(Settings.widescreen);
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btnLeft = new GuiButton(btnLeftImg, btnLeftImg, ALIGN_LEFT, ALIGN_MIDDLE, 20, YOffset, &trigA, btnSoundOver, btnSoundClick2, 1);
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btnLeft->SetTrigger(&trigL);
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btnLeft->SetTrigger(&trigMinus);
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btnLeft->SetParent(this);
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btnRightImg = new GuiImage(imgRight);
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if (Settings.wsprompt) btnRightImg->SetWidescreen(Settings.widescreen);
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btnRight = new GuiButton(btnRightImg, btnRightImg, ALIGN_RIGHT, ALIGN_MIDDLE, -20, YOffset, &trigA, btnSoundOver, btnSoundClick2, 1);
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btnRight->SetTrigger(&trigR);
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btnRight->SetTrigger(&trigPlus);
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btnRight->SetParent(this);
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//! Get chanSel archive
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if(SystemMenuResources::Instance()->GetChanSelAsh())
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{
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U8Archive chanSelArc(SystemMenuResources::Instance()->GetChanSelAsh(), SystemMenuResources::Instance()->GetChanSelAshSize());
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//! Create texture for the
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gridFrameTex.Load(chanSelArc.GetFile("/arc/timg/IplTopMask4x3.tpl"));
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gridFrameEdgeTex.Load(chanSelArc.GetFile("/arc/timg/IplTopMaskEgde4x3.tpl"));
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gridHighliteTex.Load(chanSelArc.GetFile("/arc/timg/my_TV_f.tpl"));
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//! create static image frame
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staticFrame.Load(chanSelArc);
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}
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//! create vector with empty banner list
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bannerList.resize(gameList.size(), NULL);
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//! Calculate the page count
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//! 1 page is minumum to show statics even if no games are loaded
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pageCnt = std::max((int)(bannerList.size() + 11) / 12, 1);
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pageNo = LIMIT(listOffset / 12, 0, pageCnt-1);
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//! set screen properties
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width = ScreenProps.x = screenwidth;
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height = ScreenProps.y = screenheight;
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//! setup the gridview
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guMtxIdentity(gridview);
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guMtxTransApply(gridview, gridview, 0.0F, 0.0F, -9900.0F);
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for(int i = 0; i < MAX_BUTTONS; i++)
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{
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int row = Idx2Row(i);
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int column = Idx2Column(i);
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float fx = XOffset + chanWidth * column + ScreenProps.x * 0.5f - chanWidth * 2.f;
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float fy = YOffset + chanHeight * row + (ScreenProps.y - chanHeight) * 0.5f - chanHeight;
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gridNewImg[i] = new GuiImage(imgNewData);
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gridNewImg[i]->SetAlignment(ALIGN_RIGHT, ALIGN_BOTTOM);
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gridNewImg[i]->SetPosition(-5, -5);
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gridNewImg[i]->SetScale(0.95f);
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gridNewImg[i]->SetEffect(EFFECT_PULSE, 5, 100);
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gridTT[i] = new GuiTooltip(NULL);
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gridTT[i]->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
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gridTT[i]->SetAlpha(thInt("255 - tooltip alpha"));
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gridBtn[i] = new GuiButton(chanWidth, chanHeight);
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gridBtn[i]->SetPosition(fx, fy);
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gridBtn[i]->SetTrigger(&trigA);
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gridBtn[i]->SetSoundClick(btnSoundClick2);
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gridBtn[i]->SetParent(this);
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gridBtn[i]->SetIcon(gridNewImg[i]);
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if(i >= (int) bannerList.size())
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gridBtn[i]->SetState(STATE_DISABLED);
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}
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UpdateTooltips();
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}
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GuiBannerGrid::~GuiBannerGrid()
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{
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for(int i = 0; i < MAX_BUTTONS; ++i)
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{
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delete gridBtn[i];
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delete gridTT[i];
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delete gridNewImg[i];
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}
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for(u32 i = 0; i < bannerList.size(); ++i)
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{
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if(bannerList[i] != NULL)
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BannerAsync::RemoveBanner(bannerList[i]);
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}
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delete imgLeft;
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delete imgRight;
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delete imgNewData;
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delete btnLeftImg;
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delete btnRightImg;
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delete btnLeft;
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delete btnRight;
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}
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int GuiBannerGrid::GetClickedOption(void)
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{
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for (int i = 0; i < MAX_BUTTONS; ++i)
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{
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if (gridBtn[i]->GetState() == STATE_CLICKED)
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{
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gridBtn[i]->SetState(STATE_SELECTED);
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return pageNo * 12 + i;
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}
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}
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return -1;
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}
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int GuiBannerGrid::GetSelectedOption(void)
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{
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for (int i = 0; i < MAX_BUTTONS; ++i)
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{
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if (gridBtn[i]->GetState() == STATE_SELECTED)
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return pageNo * 12 + i;
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}
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return -1;
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}
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void GuiBannerGrid::UpdateTooltips(void)
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{
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int chIdx = pageNo * 12;
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for(int i = 0; i < MAX_BUTTONS; i++)
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{
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if(chIdx < 0 || chIdx >= (int) bannerList.size())
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{
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gridBtn[i]->SetState(STATE_DISABLED);
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}
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else
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{
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if(gridBtn[i]->GetState() == STATE_DISABLED)
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gridBtn[i]->SetState(STATE_DEFAULT);
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gridTT[i]->SetText(GameTitles.GetTitle(gameList[chIdx]));
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gridBtn[i]->SetToolTip(gridTT[i], 0, 30, ALIGN_CENTER, ALIGN_BOTTOM);
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if(gridTT[i]->GetLeft() < 20)
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gridBtn[i]->SetToolTip(gridTT[i], 20 - gridTT[i]->GetLeft(),
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30, ALIGN_CENTER, ALIGN_BOTTOM);
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else if((gridTT[i]->GetLeft() + gridTT[i]->GetWidth()) > (screenwidth - 20))
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gridBtn[i]->SetToolTip(gridTT[i], (screenwidth - 20) - (gridTT[i]->GetLeft() + gridTT[i]->GetWidth()),
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30, ALIGN_CENTER, ALIGN_BOTTOM);
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}
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chIdx++;
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}
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}
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void GuiBannerGrid::GetIconCoordinates(int icon, f32 *x, f32 *y)
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{
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int row = Idx2Row(icon % 12);
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int column = Idx2Column(icon % 12);
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*x = XOffset + chanWidth * column + ScreenProps.x * 0.5f - chanWidth * 2.f;
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*y = YOffset + chanHeight * row + (ScreenProps.y - chanHeight) * 0.5f - chanHeight;
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}
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void GuiBannerGrid::RenderHighliter(Mtx &modelview)
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{
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u8 Tlut = 0;
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gridHighliteTex.Apply(Tlut, GX_TEXMAP0, GX_MIRROR, GX_MIRROR);
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Mtx m1, mv;
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guMtxIdentity(mv);
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guMtxScaleApply(modelview, m1, 1.f, -1.f, 1.f);
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guMtxTransApply(m1, m1,ScreenProps.x * 0.5f, ScreenProps.y * 0.5f, 0.f);
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guMtxScaleApply(mv, mv, chanWidth, chanHeight, 0.f);
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guMtxTransApply(mv, mv, -chanWidth * 0.5f, -chanHeight * 0.5f, 0.f);
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guMtxConcat(m1, mv, mv);
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GX_LoadPosMtxImm(mv, GX_PNMTX0);
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GX_ClearVtxDesc();
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GX_InvVtxCache();
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GX_InvalidateTexAll();
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GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
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GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
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GX_Position3f32(0.f, 0.f, 0.f);
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GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
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GX_TexCoord2f32(0.f, 2.f);
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GX_Position3f32(1.f, 0.f, 0.f);
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GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
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GX_TexCoord2f32(2.f, 2.f);
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GX_Position3f32(1.f, 1.f, 0.f);
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GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
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GX_TexCoord2f32(2.f, 0.f);
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GX_Position3f32(0.f, 1.f, 0.f);
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GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
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GX_TexCoord2f32(0.f, 0.f);
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GX_End();
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}
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void GuiBannerGrid::Update(GuiTrigger *t)
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{
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if(!t || state == STATE_DISABLED)
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return;
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for(int i = 0; i < MAX_BUTTONS && !AnimationRunning; i++)
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gridBtn[i]->Update(t);
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if(pageNo > 0)
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{
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btnLeft->Update(t);
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if((btnLeft->GetState() == STATE_CLICKED) && !AnimationRunning) {
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btnLeft->SetState(STATE_DEFAULT);
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fAnimation -= chanWidth * 4.f;
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pageNo--;
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UpdateTooltips();
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}
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}
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if(pageNo < pageCnt-1)
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{
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btnRight->Update(t);
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if((btnRight->GetState() == STATE_CLICKED) && !AnimationRunning) {
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btnRight->SetState(STATE_DEFAULT);
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fAnimation += chanWidth * 4.f;
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pageNo++;
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UpdateTooltips();
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}
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}
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}
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void GuiBannerGrid::Draw()
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{
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if(!this->IsVisible())
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return;
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u8 Tlut = 0;
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if(fAnimation > -fAnimStep && fAnimation < fAnimStep)
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fAnimation = 0.0f;
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else if(fAnimation > 0.0f)
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fAnimation -= fAnimStep;
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else if(fAnimation < 0.0f)
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fAnimation += fAnimStep;
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AnimationRunning = (fAnimation != 0.0f);
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bool bSkipFrame = Settings.PAL50 && ((frameCount % 6) == 0);
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Mtx modelview;
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guMtxTransApply(gridview, modelview, fAnimation, 0.f, 0.f);
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int chIdx = pageNo * 12;
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//! removed unneeded banners
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for(int i = 0; i < (int) bannerList.size(); i++)
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{
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if((i < (chIdx - 24) || i > (chIdx + 36)) && bannerList[i] != NULL)
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{
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BannerAsync::RemoveBanner(bannerList[i]);
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bannerList[i] = NULL;
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}
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}
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//! Load the games that are seen first and after that the rest
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for(int i = chIdx+11; i >= chIdx; i--) // counting backwards so the loading is upwards
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{
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if(i >= 0 && i < (int) bannerList.size())
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{
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if(!bannerList[i])
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bannerList[i] = new BannerAsync(gameList[i]);
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if(!bannerList[i]->getIcon())
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BannerAsync::PushFront(bannerList[i]);
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}
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}
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//! we start at the channels on pre-pre-page
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chIdx -= 24;
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int GridCutLeft = 0;
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int GridCutRight = vmode->fbWidth;
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for(int sIdx = -24; sIdx < 36; sIdx++, chIdx++)
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{
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int row = Idx2Row(sIdx);
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int column = Idx2Column(sIdx);
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if(chIdx < 0 || chIdx >= pageCnt*12)
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continue;
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if(chIdx >= 0 && chIdx < (int) bannerList.size() && !bannerList[chIdx])
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bannerList[chIdx] = new BannerAsync(gameList[chIdx]);
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Mtx mv1, mv2, iconview;
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guMtxTransApply(modelview, iconview, XOffset + chanWidth * column - chanWidth * 1.5f,
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-YOffset - chanHeight * row + chanHeight, 0.f);
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guMtxScaleApply(iconview, mv1, 1.f, -1.f, 1.f);
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guMtxTransApply(mv1,mv1, (ScreenProps.x - chanWidth) * 0.5f, (ScreenProps.y - chanHeight) * 0.5f, 0.f);
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guMtxTransApply(mv1,mv2, chanWidth, chanHeight, 0.f);
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f32 viewportv[6];
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f32 projectionv[7];
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GX_GetViewportv(viewportv, vmode);
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GX_GetProjectionv(projectionv, FSProjection2D, GX_ORTHOGRAPHIC);
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guVector vecTL;
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guVector vecBR;
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GX_Project(0.0f, 0.0f, 0.0f, mv1, projectionv, viewportv, &vecTL.x, &vecTL.y, &vecTL.z);
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GX_Project(0.0f, 0.0f, 0.0f, mv2, projectionv, viewportv, &vecBR.x, &vecBR.y, &vecBR.z);
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//! Round scissor box offset up and the box size down
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u32 scissorX = (u32)(0.5f + std::max(vecTL.x, (f32)std::max(-Settings.AdjustOverscanX, 0)));
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u32 scissorY = (u32)(0.5f + std::max(vecTL.y, (f32)std::max(-Settings.AdjustOverscanY, 0)));
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u32 scissorW = (u32)std::max(std::min(vecBR.x, ScreenProps.x-1+Settings.AdjustOverscanX) - scissorX, 0.0f);
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u32 scissorH = (u32)std::max(vecBR.y - scissorY, 0.0f);
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GX_SetScissor(scissorX, scissorY, scissorW, scissorH );
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// save scissor value for grid cut of left/right part
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if(chIdx == 0)
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GridCutLeft = scissorX;
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if(chIdx == pageCnt*12-1)
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GridCutRight = scissorX+scissorW;
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if(chIdx >= (int) bannerList.size() || !bannerList[chIdx]->getIcon())
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{
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//! If out of range or the icon is not loaded yet render the static frame
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staticFrame.Render(iconview, ScreenProps, Settings.widescreen);
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}
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else
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{
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Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) { 0, 0, 0, 255}, 1);
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bannerList[chIdx]->getIcon()->Render(iconview, ScreenProps, Settings.widescreen);
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bannerList[chIdx]->getIcon()->AdvanceFrame();
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if(bSkipFrame)
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bannerList[chIdx]->getIcon()->AdvanceFrame();
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}
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}
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//! only advance the static animation once for the whole loop
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staticFrame.AdvanceFrame();
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if(bSkipFrame)
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staticFrame.AdvanceFrame();
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//! scissor box for the grid
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//! don't draw grid outside of overscan render range and cut off the stuff before first and after last element
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u32 scissorX = (u32)std::max(-Settings.AdjustOverscanX, GridCutLeft);
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u32 scissorY = (u32)std::max(-Settings.AdjustOverscanY, 0);
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u32 scissorW = (u32)LIMIT(ScreenProps.x-1 + Settings.AdjustOverscanX * 2.f, 0.f, GridCutRight - scissorX);
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u32 scissorH = (u32)std::max(ScreenProps.x-1 + Settings.AdjustOverscanY * 2.f, 0.f);
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GX_SetScissor(scissorX, scissorY, scissorW, scissorH);
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//! Reset GX after icons
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ReSetup_GX();
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GX_ClearVtxDesc();
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GX_InvVtxCache();
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GX_InvalidateTexAll();
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GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
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Mtx mv;
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guMtxIdentity(mv);
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guMtxScaleApply(mv, mv, gridwidth, gridheight, 1.0f);
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guMtxTransApply(mv, mv, (ScreenProps.x - gridwidth) * 0.5f + XOffset,
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(ScreenProps.y - gridheight) * 0.5f + YOffset,
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0.f);
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guMtxConcat(modelview, mv, mv);
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GX_LoadPosMtxImm(mv, GX_PNMTX0);
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// this texture uses the default environment
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gridFrameTex.Apply(Tlut, GX_TEXMAP0, GX_MIRROR, GX_MIRROR);
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GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
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GX_Position3f32(0.f, 0.f, 0.f);
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GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
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GX_TexCoord2f32(0.f, 6.f); // 3 rows
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GX_Position3f32(1.f, 0.f, 0.f);
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GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
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GX_TexCoord2f32(32.f, 6.f); // 16 columns, 3 rows
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GX_Position3f32(1.f, 1.f, 0.f);
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GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
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GX_TexCoord2f32(32.f, 0.f); // 16 columns
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GX_Position3f32(0.f, 1.f, 0.f);
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GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
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GX_TexCoord2f32(0.f, 0.f);
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GX_End();
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// this texture uses it's own tev and the same position as the above
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gridFrameEdgeTex.Apply(Tlut, GX_TEXMAP0, GX_MIRROR, GX_MIRROR);
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// color registers
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GX_SetTevColorS10(GX_TEVREG0, gridFrameTevColor[0]);
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GX_SetTevColorS10(GX_TEVREG1, gridFrameTevColor[1]);
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GX_SetTevColorS10(GX_TEVREG2, gridFrameTevColor[2]);
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// texture environment
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL );
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GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0);
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GX_SetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO, GX_CC_C1);
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GX_SetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV );
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GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_K3_A );
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GX_SetTevAlphaIn(GX_TEVSTAGE0, GX_CA_A0, GX_CA_A1, GX_CA_TEXA, GX_CA_ZERO);
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GX_SetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV );
|
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GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_K3_A );
|
|
GX_SetNumTevStages(1);
|
|
|
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GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
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|
GX_Position3f32(0.f, 0.f, 0.f);
|
|
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
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GX_TexCoord2f32(0.f, 6.f); // 3 rows
|
|
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GX_Position3f32(1.f, 0.f, 0.f);
|
|
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
|
|
GX_TexCoord2f32(32.f, 6.f); // 16 columns, 3 rows
|
|
|
|
GX_Position3f32(1.f, 1.f, 0.f);
|
|
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
|
|
GX_TexCoord2f32(32.f, 0.f); // 16 columns
|
|
|
|
GX_Position3f32(0.f, 1.f, 0.f);
|
|
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
|
|
GX_TexCoord2f32(0.f, 0.f);
|
|
GX_End();
|
|
|
|
// reset GX configs
|
|
ReSetup_GX();
|
|
|
|
// render highlter
|
|
for(int sIdx = 0; sIdx < MAX_BUTTONS; sIdx++)
|
|
{
|
|
// only render selected and when no animation is on going
|
|
if(!AnimationRunning && gridBtn[sIdx]->GetState() == STATE_SELECTED)
|
|
{
|
|
int row = Idx2Row(sIdx);
|
|
int column = Idx2Column(sIdx);
|
|
Mtx hlview;
|
|
guMtxTransApply(modelview, hlview, XOffset + chanWidth * column - chanWidth * 1.5f,
|
|
-YOffset - chanHeight * row + chanHeight, 0.f);
|
|
RenderHighliter(hlview);
|
|
}
|
|
}
|
|
|
|
// reset GX configs
|
|
ReSetup_GX();
|
|
|
|
// remove scissor again
|
|
GX_SetScissor(0, 0, vmode->fbWidth, vmode->efbHeight);
|
|
|
|
if(pageNo > 0)
|
|
btnLeft->Draw();
|
|
if(pageNo < pageCnt-1)
|
|
btnRight->Draw();
|
|
|
|
for(int i = 0; i < MAX_BUTTONS; i++)
|
|
{
|
|
if(AnimationRunning)
|
|
gridBtn[i]->ResetState();
|
|
|
|
if (!AnimationRunning && Settings.marknewtitles && (pageNo * 12 + i) < gameList.size()
|
|
&& NewTitles::Instance()->IsNew(gameList[pageNo * 12 + i]->id))
|
|
gridBtn[i]->Draw();
|
|
|
|
gridBtn[i]->DrawTooltip();
|
|
}
|
|
}
|