usbloadergx/source/menu.cpp
dimok321 6d6f0f2243 *Added a widescreen factor to the settings which defines how much the images should be scaled down in X-Axis to look like widescreen. This value is usually 640/854=0.75 but might be not "looking good" for some people, so it is a setting now. It is applied to covers/buttons/windows (on set widescreen prompts)/several images
*Added a font scale factor to the settings. This font scale resizes the overall font sizes. Only full integer font sizes are supported. The font scale factor is multiplied to the font size of a text and the result is rounded and used as the font size. It's a good quick fix for too big fonts.
*Fixed GAMEID_GAMETITLE folder game layout
2011-02-25 18:18:57 +00:00

244 lines
7.1 KiB
C++

/****************************************************************************
* USB Loader GX Team
*
* libwiigui Template
* by Tantric 2009
*
* menu.cpp
* Menu flow routines - handles all menu logic
***************************************************************************/
#include <unistd.h>
#include "libwiigui/gui.h"
#include "homebrewboot/BootHomebrew.h"
#include "homebrewboot/HomebrewBrowse.h"
#include "prompts/ProgressWindow.h"
#include "menu/GameBrowseMenu.hpp"
#include "menu/menus.h"
#include "mload/mload.h"
#include "mload/mload_modules.h"
#include "network/networkops.h"
#include "patches/patchcode.h"
#include "settings/Settings.h"
#include "settings/CGameSettings.h"
#include "themes/CTheme.h"
#include "themes/ThemeMenu.h"
#include "themes/ThemeDownloader.h"
#include "usbloader/disc.h"
#include "usbloader/GameList.h"
#include "usbloader/MountGamePartition.h"
#include "mload/mload_modules.h"
#include "xml/xml.h"
#include "audio.h"
#include "gecko.h"
#include "menu.h"
#include "sys.h"
#include "wpad.h"
#include "settings/newtitles.h"
#include "patches/fst.h"
#include "usbloader/frag.h"
#include "usbloader/wbfs.h"
#include "wad/nandtitle.h"
/*** Variables that are also used extern ***/
GuiWindow * mainWindow = NULL;
GuiImageData * pointer[4];
GuiImage * bgImg = NULL;
GuiImageData * background = NULL;
GuiBGM * bgMusic = NULL;
GuiSound *btnSoundClick = NULL;
GuiSound *btnSoundClick2 = NULL;
GuiSound *btnSoundOver = NULL;
int currentMenu = 0;
u8 mountMethod = 0;
static lwp_t guithread = LWP_THREAD_NULL;
static bool guiHalt = true;
static bool ExitRequested = false;
/****************************************************************************
* ResumeGui
*
* Signals the GUI thread to start, and resumes the thread. This is called
* after finishing the removal/insertion of new elements, and after initial
* GUI setup.
***************************************************************************/
void ResumeGui()
{
guiHalt = false;
LWP_ResumeThread(guithread);
}
/****************************************************************************
* HaltGui
*
* Signals the GUI thread to stop, and waits for GUI thread to stop
* This is necessary whenever removing/inserting new elements into the GUI.
* This eliminates the possibility that the GUI is in the middle of accessing
* an element that is being changed.
***************************************************************************/
void HaltGui()
{
if (guiHalt) return;
guiHalt = true;
// wait for thread to finish
while (!LWP_ThreadIsSuspended(guithread))
usleep(100);
}
/****************************************************************************
* UpdateGUI
*
* Primary thread to allow GUI to respond to state changes, and draws GUI
***************************************************************************/
static void * UpdateGUI(void *arg)
{
int i;
while (!ExitRequested)
{
if (guiHalt)
{
LWP_SuspendThread(guithread);
continue;
}
mainWindow->Draw();
if (Settings.tooltips && Theme::ShowTooltips && mainWindow->GetState() != STATE_DISABLED) mainWindow->DrawTooltip();
for (i = 3; i >= 0; i--)
{
if (userInput[i].wpad.ir.valid)
{
Menu_DrawImg(userInput[i].wpad.ir.x - pointer[i]->GetWidth()/2,
userInput[i].wpad.ir.y - pointer[i]->GetHeight()/2,
9900.0f, pointer[i]->GetWidth(), pointer[i]->GetHeight(),
pointer[i]->GetImage(), userInput[i].wpad.ir.angle,
Settings.widescreen ? Settings.WSFactor : 1.f, 1.f, 255, 0, 0, 0, 0, 0, 0, 0, 0);
}
}
Menu_Render();
UpdatePads();
for (i = 0; i < 4; i++)
mainWindow->Update(&userInput[i]);
if (bgMusic) bgMusic->UpdateState();
}
for (i = 5; i < 255; i += 10)
{
mainWindow->Draw();
Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) {0, 0, 0, i}, 1);
Menu_Render();
}
mainWindow->RemoveAll();
ShutoffRumble();
return NULL;
}
/****************************************************************************
* InitGUIThread
*
* Startup GUI threads
***************************************************************************/
void InitGUIThreads()
{
ExitRequested = false;
if(guithread == LWP_THREAD_NULL)
LWP_CreateThread(&guithread, UpdateGUI, NULL, NULL, 65536, LWP_PRIO_HIGHEST);
}
void ExitGUIThreads()
{
ExitRequested = true;
if(guithread != LWP_THREAD_NULL)
{
ResumeGui();
LWP_JoinThread(guithread, NULL);
guithread = LWP_THREAD_NULL;
}
}
/****************************************************************************
* MainMenu
***************************************************************************/
int MainMenu(int menu)
{
currentMenu = menu;
InitGUIThreads();
InitProgressThread();
InitNetworkThread();
if (Settings.autonetwork)
ResumeNetworkThread();
btnSoundClick = new GuiSound(Resources::GetFile("button_click.wav"), Resources::GetFileSize("button_click.wav"), Settings.sfxvolume);
btnSoundClick2 = new GuiSound(Resources::GetFile("button_click2.wav"), Resources::GetFileSize("button_click2.wav"), Settings.sfxvolume);
btnSoundOver = new GuiSound(Resources::GetFile("button_over.wav"), Resources::GetFileSize("button_over.wav"), Settings.sfxvolume);
pointer[0] = Resources::GetImageData("player1_point.png");
pointer[1] = Resources::GetImageData("player2_point.png");
pointer[2] = Resources::GetImageData("player3_point.png");
pointer[3] = Resources::GetImageData("player4_point.png");
mainWindow = new GuiWindow(screenwidth, screenheight);
background = Resources::GetImageData(Settings.widescreen ? "wbackground.png" : "background.png");
bgImg = new GuiImage(background);
mainWindow->Append(bgImg);
ResumeGui();
bgMusic = new GuiBGM(Resources::GetFile("bg_music.ogg"), Resources::GetFileSize("bg_music.ogg"), Settings.volume);
bgMusic->SetLoop(Settings.musicloopmode); //loop music
bgMusic->Load(Settings.ogg_path);
bgMusic->Play();
MountGamePartition();
while (currentMenu != MENU_EXIT)
{
bgMusic->SetVolume(Settings.volume);
switch (currentMenu)
{
case MENU_INSTALL:
currentMenu = MenuInstall();
break;
case MENU_SETTINGS:
currentMenu = MenuSettings();
break;
case MENU_THEMEMENU:
currentMenu = ThemeMenu::Run();
break;
case MENU_THEMEDOWNLOADER:
currentMenu = ThemeDownloader::Run();
break;
case MENU_HOMEBREWBROWSE:
currentMenu = MenuHomebrewBrowse();
break;
case MENU_DISCLIST:
default: // unrecognized menu
currentMenu = GameBrowseMenu::Execute();
break;
}
}
//! THIS SHOULD NEVER HAPPEN ANYMORE
ExitApp();
return -1;
}