usbloadergx/source/libwiigui/gui_gamebrowser.cpp
dimok321 d62e41d601 *Removed ntfs/fat source and added them as custom libs (makes them easier to update later)
*Added sources of the custom libs to the branches
*Fixed crash when switching from list layout to grid/carousel layout
*Removed 1:1 copy option because its meaningless and almost the same as installing all partitions
*Fixed install partition selection. This option needs a reset. Go to settings and reselect your option for this.
*Fixed schinese and tchinese language modes (filename bugs. has to be schinese.lang and tchinese.lang like on SVN)
*Fixed bug in sound buffer circle
*Fixed incorrect behaviour of x-flip when selecting system like (thx Cyan for the patch)
*Accept ios revision 65535 for Waninkokos IOSes (thx to PPSainity for pointing it out)
*Merged the new theming style branch into trunk. Just as a reminder: ALL old themes will not work until the themers did port it to the new style!
*Removed old theme style completely

Theme example:
The example file of the theme is the Default.them file. It can be found in the SVN trunk.

Change in loading of themes:
When selecting a theme now a list of all .them files in a folder is displayed. The image folder of that theme has to be in the same folder as the .them file. The image path is defined in the head of the .them file in the line with "Image-Folder: Example\n".
2010-12-26 17:02:14 +00:00

620 lines
18 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamebrowser.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include <unistd.h>
#include "gui_gamebrowser.h"
#include "../settings/CSettings.h"
#include "../main.h"
#include "settings/newtitles.h"
#include "settings/GameTitles.h"
#include "usbloader/GameList.h"
#include "themes/CTheme.h"
#include "menu.h"
#include <string.h>
#include <sstream>
#define GAMESELECTSIZE 30
int txtscroll = 0;
/**
* Constructor for the GuiGameBrowser class.
*/
GuiGameBrowser::GuiGameBrowser(int w, int h, int selectedGame)
{
width = w;
height = h;
pagesize = thInt("9 - game list browser page size");
scrollbaron = (gameList.size() > pagesize) ? 1 : 0;
selectable = true;
listOffset = selectedGame - (selectedGame % pagesize);
selectedItem = selectedGame - listOffset;
focus = 1; // allow focus
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigHeldA = new GuiTrigger;
trigHeldA->SetHeldTrigger(-1, WPAD_BUTTON_A, PAD_BUTTON_A);
bgGames = Resources::GetImageData("bg_options.png");
newGames = Resources::GetImageData("new.png");
bgGameImg = new GuiImage(bgGames);
bgGameImg->SetParent(this);
bgGameImg->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
maxTextWidth = bgGameImg->GetWidth() - 24 - 4;
bgGamesEntry = Resources::GetImageData("bg_options_entry.png");
scrollbar = Resources::GetImageData("scrollbar.png");
scrollbarImg = new GuiImage(scrollbar);
scrollbarImg->SetParent(this);
scrollbarImg->SetAlignment(ALIGN_RIGHT, ALIGN_TOP);
scrollbarImg->SetPosition(0, 4);
maxTextWidth -= scrollbarImg->GetWidth() + 4;
arrowDown = Resources::GetImageData("scrollbar_arrowdown.png");
arrowDownImg = new GuiImage(arrowDown);
arrowDownOver = Resources::GetImageData("scrollbar_arrowdown.png");
arrowDownOverImg = new GuiImage(arrowDownOver);
arrowUp = Resources::GetImageData("scrollbar_arrowup.png");
arrowUpImg = new GuiImage(arrowUp);
arrowUpOver = Resources::GetImageData("scrollbar_arrowup.png");
arrowUpOverImg = new GuiImage(arrowUpOver);
scrollbarBox = Resources::GetImageData("scrollbar_box.png");
scrollbarBoxImg = new GuiImage(scrollbarBox);
scrollbarBoxOver = Resources::GetImageData("scrollbar_box.png");
scrollbarBoxOverImg = new GuiImage(scrollbarBoxOver);
arrowUpBtn = new GuiButton(arrowUpImg->GetWidth(), arrowUpImg->GetHeight());
arrowUpBtn->SetParent(this);
arrowUpBtn->SetImage(arrowUpImg);
arrowUpBtn->SetImageOver(arrowUpOverImg);
arrowUpBtn->SetImageHold(arrowUpOverImg);
arrowUpBtn->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
arrowUpBtn->SetPosition(width / 2 - 18 + 7, -18);
arrowUpBtn->SetSelectable(false);
arrowUpBtn->SetTrigger(trigA);
arrowUpBtn->SetEffectOnOver(EFFECT_SCALE, 50, 130);
arrowUpBtn->SetSoundClick(btnSoundClick);
arrowDownBtn = new GuiButton(arrowDownImg->GetWidth(), arrowDownImg->GetHeight());
arrowDownBtn->SetParent(this);
arrowDownBtn->SetImage(arrowDownImg);
arrowDownBtn->SetImageOver(arrowDownOverImg);
arrowDownBtn->SetImageHold(arrowDownOverImg);
arrowDownBtn->SetAlignment(ALIGN_CENTRE, ALIGN_BOTTOM);
arrowDownBtn->SetPosition(width / 2 - 18 + 7, 18);
arrowDownBtn->SetSelectable(false);
arrowDownBtn->SetTrigger(trigA);
arrowDownBtn->SetEffectOnOver(EFFECT_SCALE, 50, 130);
arrowDownBtn->SetSoundClick(btnSoundClick);
scrollbarBoxBtn = new GuiButton(scrollbarBoxImg->GetWidth(), scrollbarBoxImg->GetHeight());
scrollbarBoxBtn->SetParent(this);
scrollbarBoxBtn->SetImage(scrollbarBoxImg);
scrollbarBoxBtn->SetImageOver(scrollbarBoxOverImg);
scrollbarBoxBtn->SetImageHold(scrollbarBoxOverImg);
scrollbarBoxBtn->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
scrollbarBoxBtn->SetSelectable(false);
scrollbarBoxBtn->SetEffectOnOver(EFFECT_SCALE, 50, 120);
scrollbarBoxBtn->SetMinY(0);
scrollbarBoxBtn->SetMaxY(height - 30);
scrollbarBoxBtn->SetHoldable(true);
scrollbarBoxBtn->SetTrigger(trigHeldA);
gameIndex = new int[pagesize];
game = new GuiButton *[pagesize];
gameTxt = new GuiText *[pagesize];
gameTxtOver = new GuiText *[pagesize];
gameBg = new GuiImage *[pagesize];
newImg = new GuiImage *[pagesize];
for (int i = 0; i < pagesize; i++)
{
gameTxt[i] = new GuiText(GameTitles.GetTitle(gameList[i]), 20, thColor("r=0 g=0 b=0 a=255 - game browser list text color"));
gameTxt[i]->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
gameTxt[i]->SetPosition(24, 0);
gameTxt[i]->SetMaxWidth(maxTextWidth, DOTTED);
gameTxtOver[i] = new GuiText(GameTitles.GetTitle(gameList[i]), 20, thColor("r=0 g=0 b=0 a=255 - game browser list text color over"));
gameTxtOver[i]->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
gameTxtOver[i]->SetPosition(24, 0);
gameTxtOver[i]->SetMaxWidth(maxTextWidth, SCROLL_HORIZONTAL);
gameBg[i] = new GuiImage(bgGamesEntry);
newImg[i] = new GuiImage(newGames);
newImg[i]->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
newImg[i]->SetVisible(false);
game[i] = new GuiButton(width - 28, GAMESELECTSIZE);
game[i]->SetParent(this);
game[i]->SetLabel(gameTxt[i]);
game[i]->SetLabelOver(gameTxtOver[i]);
game[i]->SetIcon(newImg[i]);
game[i]->SetImageOver(gameBg[i]);
game[i]->SetPosition(5, GAMESELECTSIZE * i + 4);
game[i]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
gameIndex[i] = i;
}
UpdateListEntries();
}
/**
* Destructor for the GuiGameBrowser class.
*/
GuiGameBrowser::~GuiGameBrowser()
{
delete arrowUpBtn;
delete arrowDownBtn;
delete scrollbarBoxBtn;
delete scrollbarImg;
delete arrowDownImg;
delete arrowDownOverImg;
delete arrowUpImg;
delete arrowUpOverImg;
delete scrollbarBoxImg;
delete scrollbarBoxOverImg;
delete scrollbar;
delete arrowDown;
delete arrowDownOver;
delete arrowUp;
delete arrowUpOver;
delete scrollbarBox;
delete scrollbarBoxOver;
delete bgGameImg;
delete bgGames;
delete bgGamesEntry;
delete newGames;
delete trigA;
delete trigHeldA;
for (int i = 0; i < pagesize; i++)
{
delete gameTxt[i];
delete gameTxtOver[i];
delete gameBg[i];
delete game[i];
delete newImg[i];
}
delete[] gameIndex;
delete[] game;
delete[] gameTxt;
delete[] gameTxtOver;
delete[] gameBg;
}
void GuiGameBrowser::SetFocus(int f)
{
LOCK( this );
if (!gameList.size()) return;
focus = f;
for (int i = 0; i < pagesize; i++)
game[i]->ResetState();
if (f == 1) game[selectedItem]->SetState(STATE_SELECTED);
}
void GuiGameBrowser::ResetState()
{
LOCK( this );
if (state != STATE_DISABLED)
{
state = STATE_DEFAULT;
stateChan = -1;
}
for (int i = 0; i < pagesize; i++)
{
game[i]->ResetState();
}
}
int GuiGameBrowser::GetOffset()
{
return listOffset;
}
int GuiGameBrowser::GetClickedOption()
{
int found = -1;
for (int i = 0; i < pagesize; i++)
{
if (game[i]->GetState() == STATE_CLICKED)
{
game[i]->SetState(STATE_SELECTED);
found = gameIndex[i];
break;
}
}
return found;
}
int GuiGameBrowser::GetSelectedOption()
{
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;
}
/****************************************************************************
* FindMenuItem
*
* Help function to find the next visible menu item on the list
***************************************************************************/
int GuiGameBrowser::FindMenuItem(int currentItem, int direction)
{
int nextItem = currentItem + direction;
if (nextItem < 0 || nextItem >= gameList.size()) return -1;
if (strlen(GameTitles.GetTitle(gameList[nextItem])) > 0)
return nextItem;
return FindMenuItem(nextItem, direction);
}
/**
* Draw the button on screen
*/
void GuiGameBrowser::Draw()
{
LOCK( this );
if (!this->IsVisible() || !gameList.size()) return;
bgGameImg->Draw();
int next = listOffset;
for (int i = 0; i < pagesize; i++)
{
if (next >= 0)
{
game[i]->Draw();
next = this->FindMenuItem(next, 1);
}
else break;
}
if (scrollbaron == 1)
{
scrollbarImg->Draw();
arrowUpBtn->Draw();
arrowDownBtn->Draw();
scrollbarBoxBtn->Draw();
}
this->UpdateEffects();
}
void GuiGameBrowser::UpdateListEntries()
{
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);
}
gameTxt[i]->SetText(GameTitles.GetTitle(gameList[next]));
gameTxt[i]->SetPosition(24, 0);
gameTxtOver[i]->SetText(GameTitles.GetTitle(gameList[next]));
gameTxtOver[i]->SetPosition(24, 0);
if (Settings.marknewtitles)
{
bool isNew = NewTitles::Instance()->IsNew(gameList[next]->id);
if (isNew)
{
gameTxt[i]->SetMaxWidth(maxTextWidth - (newGames->GetWidth() + 1), DOTTED);
gameTxtOver[i]->SetMaxWidth(maxTextWidth - (newGames->GetWidth() + 1), SCROLL_HORIZONTAL);
}
else
{
gameTxt[i]->SetMaxWidth(maxTextWidth, DOTTED);
gameTxtOver[i]->SetMaxWidth(maxTextWidth, SCROLL_HORIZONTAL);
}
newImg[i]->SetVisible(isNew);
}
gameIndex[i] = next;
next = this->FindMenuItem(next, 1);
}
else
{
game[i]->SetVisible(false);
game[i]->SetState(STATE_DISABLED);
}
}
}
void GuiGameBrowser::Update(GuiTrigger * t)
{
LOCK( this );
if (state == STATE_DISABLED || !t || !gameList.size()) return;
int next, prev;
int old_listOffset = listOffset;
static int position2;
// scrolldelay affects how fast the list scrolls
// when the arrows are clicked
float scrolldelay = 3.5;
if (scrollbaron == 1)
{
// update the location of the scroll box based on the position in the option list
arrowUpBtn->Update(t);
arrowDownBtn->Update(t);
scrollbarBoxBtn->Update(t);
}
next = listOffset;
u32 buttonshold = ButtonsHold();
if (buttonshold != WPAD_BUTTON_UP && buttonshold != WPAD_BUTTON_DOWN)
{
for (int i = 0; i < pagesize; i++)
{
if (next >= 0) next = this->FindMenuItem(next, 1);
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;
}
}
}
// pad and joystick navigation
if (!focus || !gameList.size()) return; // skip navigation
if (scrollbaron == 1)
{
if (t->Down() || arrowDownBtn->GetState() == STATE_CLICKED || arrowDownBtn->GetState() == STATE_HELD) //down
{
next = this->FindMenuItem(gameIndex[selectedItem], 1);
if (next >= 0)
{
if (selectedItem == pagesize - 1)
{
// move list down by 1
listOffset = this->FindMenuItem(listOffset, 1);
}
else if (game[selectedItem + 1]->IsVisible())
{
game[selectedItem]->ResetState();
game[selectedItem + 1]->SetState(STATE_SELECTED, t->chan);
selectedItem++;
}
// scrollbarBoxBtn->Draw();
usleep(10000 * scrolldelay);
}
if (!(ButtonsHold() & WPAD_BUTTON_A)) arrowDownBtn->ResetState();
}
else if (t->Up() || arrowUpBtn->GetState() == STATE_CLICKED || arrowUpBtn->GetState() == STATE_HELD) //up
{
prev = this->FindMenuItem(gameIndex[selectedItem], -1);
if (prev >= 0)
{
if (selectedItem == 0)
{
// move list up by 1
listOffset = prev;
}
else
{
game[selectedItem]->ResetState();
game[selectedItem - 1]->SetState(STATE_SELECTED, t->chan);
selectedItem--;
}
// scrollbarBoxBtn->Draw();
usleep(10000 * scrolldelay);
}
if (!(ButtonsHold() & WPAD_BUTTON_A)) arrowUpBtn->ResetState();
}
int position1 = t->wpad.ir.y;
if (position2 == 0 && position1 > 0)
{
position2 = position1;
}
if ((buttonshold & WPAD_BUTTON_B) && position1 > 0)
{
scrollbarBoxBtn->ScrollIsOn(1);
if (position2 > position1)
{
prev = this->FindMenuItem(gameIndex[selectedItem], -1);
if (prev >= 0)
{
if (selectedItem == 0)
{
// move list up by 1
listOffset = prev;
}
else
{
game[selectedItem]->ResetState();
game[selectedItem - 1]->SetState(STATE_SELECTED, t->chan);
selectedItem--;
}
// scrollbarBoxBtn->Draw();
usleep(10000 * scrolldelay);
}
}
else if (position2 < position1)
{
next = this->FindMenuItem(gameIndex[selectedItem], 1);
if (next >= 0)
{
if (selectedItem == pagesize - 1)
{
// move list down by 1
listOffset = this->FindMenuItem(listOffset, 1);
}
else if (game[selectedItem + 1]->IsVisible())
{
game[selectedItem]->ResetState();
game[selectedItem + 1]->SetState(STATE_SELECTED, t->chan);
selectedItem++;
}
// scrollbarBoxBtn->Draw();
usleep(10000 * scrolldelay);
}
}
}
else if (!(buttonshold & WPAD_BUTTON_B))
{
scrollbarBoxBtn->ScrollIsOn(0);
position2 = 0;
}
if (scrollbarBoxBtn->GetState() == STATE_HELD && scrollbarBoxBtn->GetStateChan() == t->chan && t->wpad.ir.valid
&& gameList.size() > pagesize)
{
// allow dragging of scrollbar box
scrollbarBoxBtn->SetPosition(width / 2 - 18 + 7, 0);
int position = t->wpad.ir.y - 32 - scrollbarBoxBtn->GetTop();
listOffset = (position * gameList.size()) / (25.2 * pagesize) - selectedItem;
if (listOffset <= 0)
{
listOffset = 0;
selectedItem = 0;
}
else if (listOffset + pagesize >= gameList.size())
{
listOffset = gameList.size() - pagesize;
selectedItem = pagesize - 1;
}
}
int positionbar = (25.2 * pagesize) * (listOffset + selectedItem) / gameList.size();
if (positionbar > (24 * pagesize)) positionbar = (24 * pagesize);
scrollbarBoxBtn->SetPosition(width / 2 - 18 + 7, positionbar + 8);
if (t->Right()) //skip pagesize # of games if right is pressed
{
if (listOffset < gameList.size() && gameList.size() > pagesize)
{
listOffset = listOffset + pagesize;
if (listOffset + pagesize >= gameList.size()) listOffset = gameList.size() - pagesize;
}
}
else if (t->Left())
{
if (listOffset > 0)
{
listOffset = listOffset - pagesize;
if (listOffset < 0) listOffset = 0;
}
}
}
else
{
if (t->Down()) //if there isn't a scrollbar and down is pressed
{
next = this->FindMenuItem(gameIndex[selectedItem], 1);
if (next >= 0)
{
if (selectedItem == pagesize - 1)
{
// move list down by 1
listOffset = this->FindMenuItem(listOffset, 1);
}
else if (game[selectedItem + 1]->IsVisible())
{
game[selectedItem]->ResetState();
game[selectedItem + 1]->SetState(STATE_SELECTED, t->chan);
selectedItem++;
}
}
}
else if (t->Up()) //up
{
prev = this->FindMenuItem(gameIndex[selectedItem], -1);
if (prev >= 0)
{
if (selectedItem == 0)
{
// move list up by 1
listOffset = prev;
}
else
{
game[selectedItem]->ResetState();
game[selectedItem - 1]->SetState(STATE_SELECTED, t->chan);
selectedItem--;
}
}
}
}
if (old_listOffset != listOffset) UpdateListEntries();
if (updateCB) updateCB(this);
}
void GuiGameBrowser::Reload()
{
LOCK( this );
scrollbaron = (gameList.size() > pagesize) ? 1 : 0;
selectedItem = 0;
listOffset = 0;
focus = 1;
UpdateListEntries();
for (int i = 0; i < pagesize; i++)
game[i]->ResetState();
}