usbloadergx/source/libwiigui/gui_gamecarousel.cpp
e.bovendeur a09abe355f * Added FAT support (Issue 1054)
* Fixed issue 1058
* Menus splitted to several smaller files, to reduce compile time

This version has FAT support. You can change the used partition in the game load options. Default WBFS will be used, if found. Otherwise the first FAT partition with games will be used. FAT will only work when using Hermes cios (222/223)!!!
2009-11-15 19:52:58 +00:00

458 lines
11 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamecarousel.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include "../menu.h"
#include <unistd.h>
#include "gui_image_async.h"
#include "gui_gamecarousel.h"
#include "../settings/cfg.h"
#include "../main.h"
#include <string.h>
#include <math.h>
#include <sstream>
#define SCALE 0.8f
#define DEG_OFFSET 7
#define RADIUS 780
#define IN_SPEED 175
#define SHIFT_SPEED 75
#define SPEED_STEP 4
#define SPEED_LIMIT 250
static inline int OFFSETLIMIT(int Offset, int gameCnt)
{
while(Offset < 0) Offset+=gameCnt;
return Offset%gameCnt;
}
#define GetGameIndex(pageEntry, listOffset, gameCnt) OFFSETLIMIT(listOffset+pageEntry, gameCnt)
static GuiImageData *GameCarouselLoadCoverImage(void * Arg)
{
return LoadCoverImage((struct discHdr *)Arg, true, false);
}
/**
* Constructor for the GuiGameCarousel class.
*/
GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int count, const char *themePath, const u8 *imagebg, int selected, int offset) :
noCover(nocover_png)
{
width = w;
height = h;
gameCnt = count;
gameList = l;
pagesize = (gameCnt < 11) ? gameCnt : 11;
listOffset = 0;
selectable = true;
selectedItem = -1;
focus = 1; // allow focus
clickedItem = -1;
speed = 0;
char imgPath[100];
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigL = new GuiTrigger;
trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
trigR = new GuiTrigger;
trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
trigPlus = new GuiTrigger;
trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, 0);
trigMinus = new GuiTrigger;
trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, 0);
btnSoundClick = new GuiSound(button_click2_pcm, button_click2_pcm_size, Settings.sfxvolume);
btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, Settings.sfxvolume);
snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_left.png", CFG.theme_path);
imgLeft = new GuiImageData(imgPath, startgame_arrow_left_png);
snprintf(imgPath, sizeof(imgPath), "%sstartgame_arrow_right.png", CFG.theme_path);
imgRight = new GuiImageData(imgPath, startgame_arrow_right_png);
int btnHeight = (int) lround(sqrt(RADIUS*RADIUS - 90000)-RADIUS-50);
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt == yes)
btnLeftImg->SetWidescreen(CFG.widescreen);
btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
btnLeft->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
btnLeft->SetPosition(20, btnHeight);
btnLeft->SetParent(this);
btnLeft->SetImage(btnLeftImg);
btnLeft->SetSoundOver(btnSoundOver);
btnLeft->SetTrigger(trigA);
btnLeft->SetTrigger(trigL);
btnLeft->SetTrigger(trigMinus);
btnLeft->SetEffectGrow();
btnRightImg = new GuiImage(imgRight);
if (Settings.wsprompt == yes)
btnRightImg->SetWidescreen(CFG.widescreen);
btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
btnRight->SetParent(this);
btnRight->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
btnRight->SetPosition(-20, btnHeight);
btnRight->SetImage(btnRightImg);
btnRight->SetSoundOver(btnSoundOver);
btnRight->SetTrigger(trigA);
btnRight->SetTrigger(trigR);
btnRight->SetTrigger(trigPlus);
btnRight->SetEffectGrow();
gamename = new GuiText(" ", 18, THEME.info);
gamename->SetParent(this);
gamename->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
gamename->SetPosition(0, 330);
gamename->SetMaxWidth(280, GuiText::DOTTED);
gameIndex = new int[pagesize];
game = new GuiButton * [pagesize];
coverImg = new GuiImageAsync * [pagesize];
for(int i=0; i < pagesize; i++)
{
//------------------------
// Index
//------------------------
gameIndex[i] = GetGameIndex(i, listOffset, gameCnt);
//------------------------
// Image
//------------------------
coverImg[i] = new(std::nothrow) GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[i]], sizeof(struct discHdr), &noCover);
if(coverImg[i])
coverImg[i]->SetWidescreen(CFG.widescreen);
//------------------------
// GameButton
//------------------------
game[i] = new GuiButton(122,244);
game[i]->SetParent(this);
game[i]->SetAlignment(ALIGN_CENTRE,ALIGN_MIDDLE);
game[i]->SetPosition(0,740);
game[i]->SetImage(coverImg[i]);
game[i]->SetScale(SCALE);
game[i]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
game[i]->SetClickable(true);
game[i]->SetEffect(EFFECT_GOROUND, IN_SPEED, 90-(pagesize-2*i-1)*DEG_OFFSET/2, RADIUS, 180, 1, 0, RADIUS);
}
}
/**
* Destructor for the GuiGameCarousel class.
*/
GuiGameCarousel::~GuiGameCarousel()
{
delete imgRight;
delete imgLeft;
delete btnLeftImg;
delete btnRightImg;
delete btnRight;
delete btnLeft;
delete trigA;
delete trigL;
delete trigR;
delete trigPlus;
delete trigMinus;
delete btnSoundClick;
delete btnSoundOver;
delete gamename;
for(int i=0; i<pagesize; i++) {
delete coverImg[i];
delete game[i];
}
delete [] gameIndex;
delete [] coverImg;
delete [] game;
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK(this);
if(!gameCnt) return;
focus = f;
for(int i=0; i<pagesize; i++)
game[i]->ResetState();
if(f == 1 && selectedItem>=0)
game[selectedItem]->SetState(STATE_SELECTED);
}
void GuiGameCarousel::ResetState()
{
LOCK(this);
if(state != STATE_DISABLED) {
state = STATE_DEFAULT;
stateChan = -1;
}
for(int i=0; i<pagesize; i++) {
game[i]->ResetState();
}
}
int GuiGameCarousel::GetOffset()
{
LOCK(this);
return listOffset;
}
int GuiGameCarousel::GetClickedOption()
{
LOCK(this);
int found = -1;
if (clickedItem>=0)
{
game[clickedItem]->SetState(STATE_SELECTED);
found = gameIndex[clickedItem];
clickedItem=-1;
}
return found;
}
int GuiGameCarousel::GetSelectedOption()
{
LOCK(this);
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;
}
/**
* Draw the button on screen
*/
void GuiGameCarousel::Draw()
{
LOCK(this);
if(!this->IsVisible() || !gameCnt)
return;
for(int i=0; i<pagesize; i++)
game[i]->Draw();
gamename->Draw();
if(gameCnt > 6)
{
btnRight->Draw();
btnLeft->Draw();
}
//!Draw tooltip after the Images to have it on top
if (focus && Settings.tooltips == TooltipsOn)
for(int i=0; i<pagesize; i++)
game[i]->DrawTooltip();
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK(this);
if(state == STATE_DISABLED || !t || !gameCnt)
return;
btnRight->Update(t);
btnLeft->Update(t);
if(game[0]->GetEffect() & EFFECT_GOROUND || game[pagesize-1]->GetEffect() & EFFECT_GOROUND)
{
return; // skip when rotate
}
// find selected + clicked
int selectedItem_old = selectedItem;
selectedItem = -1;
clickedItem = -1;
for(int i=pagesize-1; i>=0; i--)
{
game[i]->Update(t);
if(game[i]->GetState() == STATE_SELECTED)
{
selectedItem = i;
}
if(game[i]->GetState() == STATE_CLICKED)
{
clickedItem = i;
}
}
/// OnOver-Effect + GameText + Tooltop
if(selectedItem_old != selectedItem)
{
if(selectedItem>=0)
{
game[selectedItem]->SetEffect(EFFECT_SCALE, 1, 130);
char *gameTitle = get_title(&gameList[gameIndex[selectedItem]]);
gamename->SetText(gameTitle);
}
else
gamename->SetText((char*)NULL);
if(selectedItem_old>=0)
game[selectedItem_old]->SetEffect(EFFECT_SCALE, -1, 100);
}
// navigation
if(focus && gameCnt>6)
{
int newspeed = 0;
// Left/Right Navigation
if (btnLeft->GetState() == STATE_CLICKED)
{
WPAD_ScanPads();
u16 buttons = 0;
for(int i=0; i<4; i++)
buttons |= WPAD_ButtonsHeld(i);
if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left()))
{
btnLeft->ResetState();
return;
}
if (Settings.xflip==sysmenu || Settings.xflip==yes || Settings.xflip==disk3d)
newspeed = SHIFT_SPEED;
else
newspeed = -SHIFT_SPEED;
}
else if(btnRight->GetState() == STATE_CLICKED)
{
WPAD_ScanPads();
u16 buttons = 0;
for(int i=0; i<4; i++)
buttons |= WPAD_ButtonsHeld(i);
if(!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_PLUS) || t->Right()))
{
btnRight->ResetState();
return;
}
if (Settings.xflip==sysmenu ||Settings.xflip==yes || Settings.xflip==disk3d)
newspeed = -SHIFT_SPEED;
else
newspeed = SHIFT_SPEED;
}
if(newspeed)
{
if(speed==0)
speed = newspeed;
else if(speed>0)
{
if((speed+=SPEED_STEP) > SPEED_LIMIT)
speed = SPEED_LIMIT;
}
else
{
if((speed-=SPEED_STEP) < -SPEED_LIMIT)
speed = -SPEED_LIMIT;
}
}
else
speed = 0;
if(speed > 0) // rotate right
{
GuiButton *tmpButton;
listOffset = OFFSETLIMIT(listOffset - 1, gameCnt); // set the new listOffset
// Save right Button + TollTip and destroy right Image + Image-Data
delete coverImg[pagesize-1]; coverImg[pagesize-1] = NULL;game[pagesize-1]->SetImage(NULL);
tmpButton = game[pagesize-1];
// Move all Page-Entries one step right
for (int i=pagesize-1; i>=1; i--)
{
coverImg[i] = coverImg[i-1];
game[i] = game[i-1];
gameIndex[i] = gameIndex[i-1];
}
// set saved Button & gameIndex to right
gameIndex[0] = listOffset;
coverImg[0] = new GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[0]], sizeof(struct discHdr), &noCover);
coverImg[0] ->SetWidescreen(CFG.widescreen);
game[0] = tmpButton;
game[0] ->SetImage(coverImg[0]);
for(int i=0; i<pagesize; i++)
{
game[i]->StopEffect();
game[i]->ResetState();
game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i+1)*DEG_OFFSET/2, 1, 0, RADIUS);
game[i]->UpdateEffects(); // rotate one step for liquid scrolling
}
}
else if(speed < 0) // rotate left
{
GuiButton *tmpButton;
listOffset = OFFSETLIMIT(listOffset + 1, gameCnt); // set the new listOffset
// Save left Button + TollTip and destroy left Image + Image-Data
delete coverImg[0]; coverImg[0] = NULL;game[0]->SetImage(NULL);
tmpButton = game[0];
// Move all Page-Entries one step left
for (int i=0; i<(pagesize-1); i++)
{
coverImg[i] = coverImg[i+1];
game[i] = game[i+1];
gameIndex[i] = gameIndex[i+1];
}
// set saved Button & gameIndex to right
int ii = pagesize-1;
gameIndex[ii] = OFFSETLIMIT(listOffset + ii, gameCnt);
coverImg[ii] = new GuiImageAsync(GameCarouselLoadCoverImage, &gameList[gameIndex[ii]], sizeof(struct discHdr), &noCover);
coverImg[ii] ->SetWidescreen(CFG.widescreen);
game[ii] = tmpButton;
game[ii] ->SetImage(coverImg[ii]);
for(int i=0; i<pagesize; i++)
{
game[i]->StopEffect();
game[i]->ResetState();
game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270-(pagesize-2*i-3)*DEG_OFFSET/2, 1, 0, RADIUS);
game[i]->UpdateEffects(); // rotate one step for liquid scrolling
}
}
}
if(updateCB)
updateCB(this);
}