usbloadergx/source/GUI/gui_window.cpp
dimok321 72d8c9dc2e *Created an automatic resource list generation script which is executed when files are added/removed
*Created an own class for the homebrew prompt
*Created scrollbar class which is now used on every browser
*Created a checkbox browser list class
*Changed the category prompts to the new list mode
*Improved B-Button scrolling
*Fixed horizontal text scrolling
*Fixed possible crash on long text display
*Many internal gui changes and navigation changes
*Fixed booting games by argument (headless id) (Issue 1930)
*Fixed SD Reload button to really reload the SD after it was ejected (Issue 1923)
*Added booting with arguements from meta.xml for homebrews (Issue 1926)
*Added some arguments acception from meta.xml to our app. "-ios=xxx" and "-usbport=x" or "--ios=xxx" and "--usbport=x" can be used. -usbport is for Hermes cIOS to decide which usb port to use on startup. The ios is the boot IOS on startup, it always overrides the compiled boot IOS into the application.
2011-06-14 17:53:19 +00:00

454 lines
11 KiB
C++

/****************************************************************************
* libwiigui
*
* Tantric 2009
*
* gui_window.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
GuiWindow::GuiWindow()
{
width = 0;
height = 0;
forceDim = false;
allowDim = true;
focus = 0; // allow focus
}
GuiWindow::GuiWindow(int w, int h)
{
width = w;
height = h;
forceDim = false;
allowDim = true;
focus = 0; // allow focus
}
GuiWindow::~GuiWindow()
{
}
void GuiWindow::Append(GuiElement* e)
{
LOCK( this );
if (e == NULL) return;
Remove(e);
_elements.push_back(e);
e->SetParent(this);
}
void GuiWindow::Insert(GuiElement* e, u32 index)
{
LOCK( this );
if (e == NULL || index > (_elements.size() - 1)) return;
Remove(e);
_elements.insert(_elements.begin() + index, e);
e->SetParent(this);
}
void GuiWindow::Remove(GuiElement* e)
{
LOCK( this );
if (e == NULL) return;
for (u8 i = 0; i < _elements.size(); i++)
{
if (e == _elements.at(i))
{
_elements.erase(_elements.begin() + i);
break;
}
}
}
void GuiWindow::RemoveAll()
{
LOCK( this );
_elements.clear();
}
GuiElement* GuiWindow::GetGuiElementAt(u32 index) const
{
if (index >= _elements.size()) return NULL;
return _elements.at(index);
}
u32 GuiWindow::GetSize()
{
return _elements.size();
}
void GuiWindow::Draw()
{
LOCK( this );
if (_elements.size() == 0 || !this->IsVisible()) return;
for (u8 i = 0; i < _elements.size(); i++)
{
try
{
_elements.at(i)->Draw();
}
catch (const std::exception& e)
{
}
}
this->UpdateEffects();
if ((parentElement && state == STATE_DISABLED && allowDim) || forceDim)
Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) {0, 0, 0, 0x70}, 1);
}
void GuiWindow::DrawTooltip()
{
LOCK( this );
if (_elements.size() == 0 || !this->IsVisible()) return;
for (u8 i = 0; i < _elements.size(); i++)
{
try
{
_elements.at(i)->DrawTooltip();
}
catch (const std::exception& e)
{
}
}
}
void GuiWindow::ResetState()
{
LOCK( this );
if (state != STATE_DISABLED) state = STATE_DEFAULT;
for (u8 i = 0; i < _elements.size(); i++)
{
try
{
_elements.at(i)->ResetState();
}
catch (const std::exception& e)
{
}
}
}
void GuiWindow::SetState(int s)
{
LOCK( this );
state = s;
for (u8 i = 0; i < _elements.size(); i++)
{
try
{
_elements.at(i)->SetState(s);
}
catch (const std::exception& e)
{
}
}
}
void GuiWindow::SetVisible(bool v)
{
LOCK( this );
visible = v;
for (u8 i = 0; i < _elements.size(); i++)
{
try
{
_elements.at(i)->SetVisible(v);
}
catch (const std::exception& e)
{
}
}
}
void GuiWindow::SetFocus(int f)
{
LOCK( this );
focus = f;
if (f == 1)
this->MoveSelectionVert(1);
else this->ResetState();
}
void GuiWindow::ChangeFocus(GuiElement* e)
{
LOCK( this );
if (parentElement) return; // this is only intended for the main window
for (u8 i = 0; i < _elements.size(); i++)
{
if (e == _elements.at(i))
_elements.at(i)->SetFocus(1);
else if (_elements.at(i)->IsFocused() == 1) _elements.at(i)->SetFocus(0);
}
}
void GuiWindow::ToggleFocus(GuiTrigger * t)
{
LOCK( this );
if (parentElement) return; // this is only intended for the main window
int found = -1;
int newfocus = -1;
u8 i;
// look for currently in focus element
for (i = 0; i < _elements.size(); i++)
{
try
{
if (_elements.at(i)->IsFocused() == 1)
{
found = i;
break;
}
}
catch (const std::exception& e)
{
}
}
// element with focus not found, try to give focus
if (found == -1)
{
for (i = 0; i < _elements.size(); i++)
{
try
{
if (_elements.at(i)->IsFocused() == 0 && _elements.at(i)->GetState() != STATE_DISABLED) // focus is possible (but not set)
{
_elements.at(i)->SetFocus(1); // give this element focus
break;
}
}
catch (const std::exception& e)
{
}
}
}
// change focus
else if (t->wpad.btns_d & (WPAD_BUTTON_1 | WPAD_BUTTON_1 | WPAD_CLASSIC_BUTTON_PLUS) || t->pad.btns_d
& PAD_BUTTON_B)
{
for (i = found; i < _elements.size(); i++)
{
try
{
if (_elements.at(i)->IsFocused() == 0 && _elements.at(i)->GetState() != STATE_DISABLED) // focus is possible (but not set)
{
newfocus = i;
_elements.at(i)->SetFocus(1); // give this element focus
_elements.at(found)->SetFocus(0); // disable focus on other element
break;
}
}
catch (const std::exception& e)
{
}
}
if (newfocus == -1)
{
for (i = 0; i < found; i++)
{
try
{
if (_elements.at(i)->IsFocused() == 0 && _elements.at(i)->GetState() != STATE_DISABLED) // focus is possible (but not set)
{
_elements.at(i)->SetFocus(1); // give this element focus
_elements.at(found)->SetFocus(0); // disable focus on other element
break;
}
}
catch (const std::exception& e)
{
}
}
}
}
}
int GuiWindow::GetSelected()
{
// find selected element
int found = -1;
for (u8 i = 0; i < _elements.size(); i++)
{
try
{
if (_elements.at(i)->GetState() == STATE_SELECTED)
{
found = i;
break;
}
}
catch (const std::exception& e)
{
}
}
return found;
}
// set element to left/right as selected
// there's probably a more clever way to do this, but this way works
void GuiWindow::MoveSelectionHor(int dir)
{
LOCK( this );
int found = -1;
u16 left = 0;
u16 top = 0;
u8 i = 0;
int selected = this->GetSelected();
if (selected >= 0)
{
left = _elements.at(selected)->GetLeft();
top = _elements.at(selected)->GetTop();
}
// look for a button on the same row, to the left/right
for (i = 0; i < _elements.size(); i++)
{
try
{
if (_elements.at(i)->IsSelectable())
{
if (_elements.at(i)->GetLeft() * dir > left * dir && _elements.at(i)->GetTop() == top)
{
if (found == -1)
found = i;
else if (_elements.at(i)->GetLeft() * dir < _elements.at(found)->GetLeft() * dir) found = i; // this is a better match
}
}
}
catch (const std::exception& e)
{
}
}
if (found >= 0) goto matchfound;
// match still not found, let's try the first button in the next row
for (i = 0; i < _elements.size(); i++)
{
try
{
if (_elements.at(i)->IsSelectable())
{
if (_elements.at(i)->GetTop() * dir > top * dir)
{
if (found == -1)
found = i;
else if (_elements.at(i)->GetTop() * dir < _elements.at(found)->GetTop() * dir)
found = i; // this is a better match
else if (_elements.at(i)->GetTop() * dir == _elements.at(found)->GetTop() * dir
&& _elements.at(i)->GetLeft() * dir < _elements.at(found)->GetLeft() * dir) found = i; // this is a better match
}
}
}
catch (const std::exception& e)
{
}
}
// match found
matchfound: if (found >= 0)
{
_elements.at(found)->SetState(STATE_SELECTED);
if (selected >= 0) _elements.at(selected)->ResetState();
}
}
void GuiWindow::MoveSelectionVert(int dir)
{
LOCK( this );
int found = -1;
u16 left = 0;
u16 top = 0;
u8 i = 0;
int selected = this->GetSelected();
if (selected >= 0)
{
left = _elements.at(selected)->GetLeft();
top = _elements.at(selected)->GetTop();
}
// look for a button above/below, with the least horizontal difference
for (i = 0; i < _elements.size(); i++)
{
try
{
if (_elements.at(i)->IsSelectable())
{
if (_elements.at(i)->GetTop() * dir > top * dir)
{
if (found == -1)
found = i;
else if (_elements.at(i)->GetTop() * dir < _elements.at(found)->GetTop() * dir)
found = i; // this is a better match
else if (_elements.at(i)->GetTop() * dir == _elements.at(found)->GetTop() * dir && abs(
_elements.at(i)->GetLeft() - left) < abs(_elements.at(found)->GetLeft() - left)) found = i;
}
}
}
catch (const std::exception& e)
{
}
}
if (found >= 0) goto matchfound;
// match found
matchfound: if (found >= 0)
{
_elements.at(found)->SetState(STATE_SELECTED);
if (selected >= 0) _elements.at(selected)->ResetState();
}
}
void GuiWindow::Update(GuiTrigger * t)
{
LOCK( this );
if (_elements.size() == 0 || (state == STATE_DISABLED && parentElement)) return;
for (u8 i = 0; i < _elements.size(); i++)
{
try
{
_elements.at(i)->Update(t);
}
catch (const std::exception& e)
{
}
}
this->ToggleFocus(t);
if (focus) // only send actions to this window if it's in focus
{
// pad/joystick navigation
if (t->Right())
this->MoveSelectionHor(1);
else if (t->Left())
this->MoveSelectionHor(-1);
else if (t->Down())
this->MoveSelectionVert(1);
else if (t->Up()) this->MoveSelectionVert(-1);
}
if (updateCB) updateCB(this);
}