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https://github.com/wiidev/usbloadergx.git
synced 2024-09-09 09:03:20 +02:00
![Cyan](/assets/img/avatar_default.png)
You can now easily hide games on category basis. Click on a category to cycle through possible checkbox states. The "ALL" category can now have 3 different states: [ ] Not checked = Doesn't display all categories (like before) [v] Checked = Displays all categories (like before) [X] Cross = Displays all categories except forbidden categories. The other categories now have 4 different states: [ ] Not checked = Games containing this category are not filtered (like before) [v] Enabled = All games containing this category will be displayed (like before) [X] Forbidden = All games containing this category will NOT be displayed. [+] Required = All games NOT containing this category will NOT be displayed.
170 lines
4.6 KiB
C++
170 lines
4.6 KiB
C++
/****************************************************************************
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* Copyright (C) 2010
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* by Dimok
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any
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* damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any
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* purpose, including commercial applications, and to alter it and
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* redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you
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* must not claim that you wrote the original software. If you use
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* this software in a product, an acknowledgment in the product
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* documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and
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* must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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***************************************************************************/
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#include "gui_checkbox.hpp"
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#define WHITEBOX_RED_SIZE 4
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GuiCheckbox::GuiCheckbox(int s)
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: GuiButton(30, 30), Checked(false), MultiStates(false)
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{
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style = s;
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Checksign.SetParent(this);
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Cross.SetParent(this);
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Plus.SetParent(this);
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Blackbox.SetParent(this);
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Whitebox.SetParent(this);
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Checksign.SetColor((GXColor) {0, 0, 0, 255});
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Cross.SetColor((GXColor) {0, 0, 0, 255});
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Plus.SetColor((GXColor) {0, 0, 0, 255});
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Blackbox.SetColor((GXColor) {0, 0, 0, 255});
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Whitebox.SetColor((GXColor) {255, 255, 255, 255});
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SetSize(30, 30);
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}
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GuiCheckbox::GuiCheckbox(int w, int h, int s)
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: GuiButton(w, h), Checked(false), MultiStates(false)
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{
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style = s;
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Checksign.SetParent(this);
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Cross.SetParent(this);
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Plus.SetParent(this);
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Blackbox.SetParent(this);
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Whitebox.SetParent(this);
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Checksign.SetColor((GXColor) {0, 0, 0, 255});
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Cross.SetColor((GXColor) {0, 0, 0, 255});
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Plus.SetColor((GXColor) {0, 0, 0, 255});
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Blackbox.SetColor((GXColor) {0, 0, 0, 255});
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Whitebox.SetColor((GXColor) {255, 255, 255, 255});
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SetSize(w, h);
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}
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void GuiCheckbox::SetSize(int w, int h)
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{
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width = w;
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height = h;
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Checksign.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
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Checksign.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
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Cross.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
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Cross.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
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Plus.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
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Plus.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
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Blackbox.SetSize(w, h);
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Whitebox.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
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Whitebox.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
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SetAlignment(alignmentHor, alignmentVert);
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}
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void GuiCheckbox::SetClickSize(int w, int h)
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{
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width = w;
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height = h;
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}
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void GuiCheckbox::SetTransparent(bool b)
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{
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Blackbox.SetFilled(b);
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Whitebox.SetFilled(b);
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}
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void GuiCheckbox::SetState(int s, int c)
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{
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if(s == STATE_CLICKED)
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{
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if(MultiStates)
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{
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if(!Checked)
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Checked = !Checked;
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else
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style++;
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if(style == MAX_CHECKBOX_STYLE)
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{
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Checked = !Checked;
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style = CHECKSIGN;
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}
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}
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else
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Checked = !Checked;
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}
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GuiButton::SetState(s, c);
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}
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void GuiCheckbox::SetAlignment(int h, int v)
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{
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GuiButton::SetAlignment(h, v);
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Checksign.SetAlignment(h, v);
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Cross.SetAlignment(h, v);
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Plus.SetAlignment(h, v);
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Blackbox.SetAlignment(h, v);
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Whitebox.SetAlignment(h, v);
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if(h == ALIGN_RIGHT)
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{
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Checksign.SetPosition(-WHITEBOX_RED_SIZE/2, Checksign.GetTopPos());
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Cross.SetPosition(-WHITEBOX_RED_SIZE/2, Cross.GetTopPos());
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Plus.SetPosition(-WHITEBOX_RED_SIZE/2, Plus.GetTopPos());
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Whitebox.SetPosition(-WHITEBOX_RED_SIZE/2, Whitebox.GetTopPos());
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}
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else if(h == ALIGN_CENTER)
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{
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Checksign.SetPosition(0, Checksign.GetTopPos());
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Cross.SetPosition(0, Cross.GetTopPos());
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Plus.SetPosition(0, Plus.GetTopPos());
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Whitebox.SetPosition(0, Whitebox.GetTopPos());
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}
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if(v == ALIGN_BOTTOM)
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{
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Checksign.SetPosition(Checksign.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
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Cross.SetPosition(Cross.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
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Plus.SetPosition(Plus.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
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Whitebox.SetPosition(Whitebox.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
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}
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else if(v == ALIGN_MIDDLE)
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{
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Checksign.SetPosition(Checksign.GetLeftPos(), 0);
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Cross.SetPosition(Cross.GetLeftPos(), 0);
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Plus.SetPosition(Plus.GetLeftPos(), 0);
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Whitebox.SetPosition(Whitebox.GetLeftPos(), 0);
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}
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}
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void GuiCheckbox::Draw()
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{
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GuiButton::Draw();
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Blackbox.Draw();
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Whitebox.Draw();
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if(Checked)
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{
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if(style == CHECKSIGN)
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Checksign.Draw();
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else if (style == PLUS)
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Plus.Draw();
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else
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Cross.Draw();
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}
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}
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