usbloadergx/source/GUI/gui_element.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

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/****************************************************************************
* libwiigui
*
* Tantric 2009
*
* gui_element.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
/**
* Constructor for the Object class.
*/
//mutex_t GuiElement::mutex = LWP_MUTEX_NULL;
mutex_t GuiElement::_lock_mutex = LWP_MUTEX_NULL;
GuiElement::GuiElement()
{
xoffset = 0;
yoffset = 0;
zoffset = 0;
xmin = 0;
xmax = 0;
ymin = 0;
ymax = 0;
width = 0;
height = 0;
alpha = 255;
scale = 1;
state = STATE_DEFAULT;
stateChan = -1;
trigger[0] = NULL;
trigger[1] = NULL;
trigger[2] = NULL;
trigger[3] = NULL;
trigger[4] = NULL;
trigger[5] = NULL;
parentElement = NULL;
rumble = true;
selectable = false;
clickable = false;
holdable = false;
visible = true;
focus = -1; // cannot be focused
updateCB = NULL;
yoffsetDyn = 0;
xoffsetDyn = 0;
yoffsetDynFloat = 0;
alphaDyn = -1;
scaleDyn = 1;
effects = 0;
effectAmount = 0;
effectTarget = 0;
effectsOver = 0;
effectAmountOver = 0;
effectTargetOver = 0;
frequency = 0.0f;
changervar = 0;
degree = -90.0f;
circleamount = 360.0f;
Radius = 150;
angleDyn = 0.0f;
anglespeed = 0.0f;
// default alignment - align to top left
alignmentVert = ALIGN_TOP;
alignmentHor = ALIGN_LEFT;
// if(mutex == LWP_MUTEX_NULL) LWP_MutexInit(&mutex, true);
if (_lock_mutex == LWP_MUTEX_NULL) LWP_MutexInit(&_lock_mutex, true);
_lock_thread = LWP_THREAD_NULL;
_lock_count = 0;
_lock_queue = LWP_TQUEUE_NULL;
}
/**
* Destructor for the GuiElement class.
*/
GuiElement::~GuiElement()
{
// LWP_MutexDestroy(mutex);
}
void GuiElement::SetParent(GuiElement * e)
{
LOCK( this );
parentElement = e;
}
GuiElement * GuiElement::GetParent()
{
return parentElement;
}
/**
* Get the left position of the GuiElement.
* @see SetLeft()
* @return Left position in pixel.
*/
int GuiElement::GetLeft()
{
int x = 0;
int pWidth = 0;
int pLeft = 0;
if (parentElement)
{
pWidth = parentElement->GetWidth();
pLeft = parentElement->GetLeft();
}
if (effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND | EFFECT_ROCK_VERTICLE)) pLeft += xoffsetDyn;
switch (alignmentHor)
{
case ALIGN_LEFT:
x = pLeft;
break;
case ALIGN_CENTRE:
x = pLeft + (pWidth / 2) - (width / 2);
break;
case ALIGN_RIGHT:
x = pLeft + pWidth - width;
break;
}
return x + xoffset;
}
/**
* Get the top position of the GuiElement.
* @see SetTop()
* @return Top position in pixel.
*/
int GuiElement::GetTop()
{
int y = 0;
int pHeight = 0;
int pTop = 0;
if (parentElement)
{
pHeight = parentElement->GetHeight();
pTop = parentElement->GetTop();
}
if (effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND | EFFECT_ROCK_VERTICLE)) pTop += yoffsetDyn;
switch (alignmentVert)
{
case ALIGN_TOP:
y = pTop;
break;
case ALIGN_MIDDLE:
y = pTop + (pHeight / 2) - (height / 2);
break;
case ALIGN_BOTTOM:
y = pTop + pHeight - height;
break;
}
return y + yoffset;
}
int GuiElement::GetRelLeft()
{
GuiElement *tmp = parentElement;
parentElement = NULL;
int pos = GetLeft();
parentElement = tmp;
return pos;
}
int GuiElement::GetRelTop()
{
GuiElement *tmp = parentElement;
parentElement = NULL;
int pos = GetTop();
parentElement = tmp;
return pos;
}
void GuiElement::SetMinX(int x)
{
LOCK( this );
xmin = x;
}
int GuiElement::GetMinX()
{
return xmin;
}
void GuiElement::SetMaxX(int x)
{
LOCK( this );
xmax = x;
}
int GuiElement::GetMaxX()
{
return xmax;
}
void GuiElement::SetMinY(int y)
{
LOCK( this );
ymin = y;
}
int GuiElement::GetMinY()
{
return ymin;
}
void GuiElement::SetMaxY(int y)
{
LOCK( this );
ymax = y;
}
int GuiElement::GetMaxY()
{
return ymax;
}
/**
* Get the width of the GuiElement.
* @see SetWidth()
* @return Width of the GuiElement.
*/
int GuiElement::GetWidth()
{
return width;
}
/**
* Get the height of the GuiElement.
* @see SetHeight()
* @return Height of the GuiElement.
*/
int GuiElement::GetHeight()
{
return height;
}
/**
* Set the width and height of the GuiElement.
* @param[in] Width Width in pixel.
* @param[in] Height Height in pixel.
* @see SetWidth()
* @see SetHeight()
*/
void GuiElement::SetSize(int w, int h)
{
LOCK( this );
width = w;
height = h;
}
/**
* Get visible.
* @see SetVisible()
* @return true if visible, false otherwise.
*/
bool GuiElement::IsVisible()
{
return visible;
}
/**
* Set visible.
* @param[in] Visible Set to true to show GuiElement.
* @see IsVisible()
*/
void GuiElement::SetVisible(bool v)
{
LOCK( this );
visible = v;
}
void GuiElement::SetAlpha(int a)
{
LOCK( this );
alpha = a;
}
int GuiElement::GetAlpha()
{
int a;
if (alphaDyn >= 0)
a = alphaDyn;
else a = alpha;
if (parentElement) a *= parentElement->GetAlpha() / 255.0;
return a;
}
float GuiElement::GetAngleDyn()
{
float a = 0.0;
if (angleDyn) a = angleDyn;
if (parentElement && !angleDyn) a = parentElement->GetAngleDyn();
return a;
}
void GuiElement::SetScale(float s)
{
LOCK( this );
scale = s;
}
float GuiElement::GetScale()
{
float s = scale * scaleDyn;
if (parentElement) s *= parentElement->GetScale();
return s;
}
int GuiElement::GetState()
{
return state;
}
int GuiElement::GetStateChan()
{
return stateChan;
}
void GuiElement::SetState(int s, int c)
{
LOCK( this );
state = s;
stateChan = c;
}
void GuiElement::ResetState()
{
LOCK( this );
if (state != STATE_DISABLED)
{
state = STATE_DEFAULT;
stateChan = -1;
}
}
void GuiElement::SetClickable(bool c)
{
LOCK( this );
clickable = c;
}
void GuiElement::SetSelectable(bool s)
{
LOCK( this );
selectable = s;
}
void GuiElement::SetHoldable(bool d)
{
LOCK( this );
holdable = d;
}
bool GuiElement::IsSelectable()
{
if (state == STATE_DISABLED || state == STATE_CLICKED)
return false;
else return selectable;
}
bool GuiElement::IsClickable()
{
if (state == STATE_DISABLED || state == STATE_CLICKED || state == STATE_HELD)
return false;
else return clickable;
}
bool GuiElement::IsHoldable()
{
if (state == STATE_DISABLED)
return false;
else return holdable;
}
void GuiElement::SetFocus(int f)
{
LOCK( this );
focus = f;
}
int GuiElement::IsFocused()
{
return focus;
}
void GuiElement::SetTrigger(GuiTrigger * t)
{
LOCK( this );
if (!trigger[0])
trigger[0] = t;
else if (!trigger[1])
trigger[1] = t;
else if (!trigger[2])
trigger[2] = t;
else if (!trigger[3])
trigger[3] = t;
else if (!trigger[4])
trigger[4] = t;
else if (!trigger[5])
trigger[5] = t;
else // both were assigned, so we'll just overwrite the first one
trigger[0] = t;
}
void GuiElement::SetTrigger(u8 i, GuiTrigger * t)
{
LOCK( this );
trigger[i] = t;
}
void GuiElement::RemoveTrigger(u8 i)
{
LOCK( this );
trigger[i] = NULL;
}
bool GuiElement::Rumble()
{
return rumble;
}
void GuiElement::SetRumble(bool r)
{
LOCK( this );
rumble = r;
}
int GuiElement::GetEffect()
{
LOCK( this );
return effects;
}
int GuiElement::GetEffectOnOver()
{
LOCK( this );
return effectsOver;
}
float GuiElement::GetFrequency()
{
LOCK( this );
return frequency;
}
void GuiElement::SetEffect(int eff, int speed, f32 circles, int r, f32 startdegree, f32 anglespeedset, int center_x,
int center_y)
{
if (eff & EFFECT_GOROUND)
{
xoffsetDyn = 0; //!position of circle in x
yoffsetDyn = 0; //!position of circle in y
Radius = r; //!radius of the circle
degree = startdegree; //!for example -90 (<28>) to start at top of circle
circleamount = circles; //!circleamoutn in degrees for example 360 for 1 circle
angleDyn = 0.0f; //!this is used by the code to calc the angle
anglespeed = anglespeedset; //!This is anglespeed depending on circle speed 1 is same speed and 0.5 half speed
temp_xoffset = center_x; //!position of center in x
temp_yoffset = center_y; //!position of center in y
}
effects |= eff;
effectAmount = speed; //!Circlespeed
}
void GuiElement::SetEffect(int eff, int amount, int target)
{
LOCK( this );
if (eff & EFFECT_SLIDE_IN)
{
// these calculations overcompensate a little
if (eff & EFFECT_SLIDE_TOP)
yoffsetDyn = -screenheight;
else if (eff & EFFECT_SLIDE_LEFT)
xoffsetDyn = -screenwidth;
else if (eff & EFFECT_SLIDE_BOTTOM)
yoffsetDyn = screenheight;
else if (eff & EFFECT_SLIDE_RIGHT) xoffsetDyn = screenwidth;
}
if (eff & EFFECT_FADE && amount > 0)
{
alphaDyn = 0;
}
else if (eff & EFFECT_FADE && amount < 0)
{
alphaDyn = alpha;
}
else if (eff & EFFECT_ROCK_VERTICLE)
{
changervar = 0;
yoffsetDyn = 0;
yoffsetDynFloat = 0.0;
}
effects |= eff;
effectAmount = amount;
effectTarget = target;
}
void GuiElement::SetEffectOnOver(int eff, int amount, int target)
{
LOCK( this );
effectsOver |= eff;
effectAmountOver = amount;
effectTargetOver = target;
}
void GuiElement::SetEffectGrow()
{
SetEffectOnOver(EFFECT_SCALE, 4, 110);
}
void GuiElement::StopEffect()
{
xoffsetDyn = 0;
yoffsetDyn = 0;
effects = 0;
effectsOver = 0;
effectAmount = 0;
effectAmountOver = 0;
effectTarget = 0;
effectTargetOver = 0;
scaleDyn = 1;
frequency = 0.0f;
changervar = 0;
//angleDyn = 0.0f;
anglespeed = 0.0f;
}
void GuiElement::UpdateEffects()
{
LOCK( this );
if (effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND))
{
if (effects & EFFECT_SLIDE_IN)
{
if (effects & EFFECT_SLIDE_LEFT)
{
xoffsetDyn += effectAmount;
if (xoffsetDyn >= 0)
{
xoffsetDyn = 0;
effects = 0;
}
}
else if (effects & EFFECT_SLIDE_RIGHT)
{
xoffsetDyn -= effectAmount;
if (xoffsetDyn <= 0)
{
xoffsetDyn = 0;
effects = 0;
}
}
else if (effects & EFFECT_SLIDE_TOP)
{
yoffsetDyn += effectAmount;
if (yoffsetDyn >= 0)
{
yoffsetDyn = 0;
effects = 0;
}
}
else if (effects & EFFECT_SLIDE_BOTTOM)
{
yoffsetDyn -= effectAmount;
if (yoffsetDyn <= 0)
{
yoffsetDyn = 0;
effects = 0;
}
}
}
else
{
if (effects & EFFECT_SLIDE_LEFT)
{
xoffsetDyn -= effectAmount;
if (xoffsetDyn <= -screenwidth) effects = 0; // shut off effect
}
else if (effects & EFFECT_SLIDE_RIGHT)
{
xoffsetDyn += effectAmount;
if (xoffsetDyn >= screenwidth) effects = 0; // shut off effect
}
else if (effects & EFFECT_SLIDE_TOP)
{
yoffsetDyn -= effectAmount;
if (yoffsetDyn <= -screenheight) effects = 0; // shut off effect
}
else if (effects & EFFECT_SLIDE_BOTTOM)
{
yoffsetDyn += effectAmount;
if (yoffsetDyn >= screenheight) effects = 0; // shut off effect
}
}
}
if (effects & EFFECT_GOROUND)
{
//!< check out gui.h for info
xoffset = temp_xoffset;
yoffset = temp_yoffset;
if (fabs(frequency) < circleamount)
{
angleDyn = (frequency + degree + 90.0f) * anglespeed;
xoffsetDyn = (int) lround(((f32) Radius) * cos((frequency + degree) * PI / 180.0f));
yoffsetDyn = (int) lround(((f32) Radius) * sin((frequency + degree) * PI / 180.0f));
frequency += ((f32) effectAmount) * 0.01f;
}
else
{
f32 temp_frequency = ((effectAmount < 0) ? -1.0f : 1.0f) * circleamount;
angleDyn = (temp_frequency + degree + 90.0f) * anglespeed;
xoffsetDyn = (int) lround(((f32) Radius) * cos((temp_frequency + degree) * PI / 180.0f));
yoffsetDyn = (int) lround(((f32) Radius) * sin((temp_frequency + degree) * PI / 180.0f));
xoffset += xoffsetDyn;
yoffset += yoffsetDyn;
effects ^= EFFECT_GOROUND;
frequency = 0.0f;
}
}
if (effects & EFFECT_ROCK_VERTICLE)
{
//move up to 10pixel above 0
if (changervar == 0 && yoffsetDynFloat < 11.0)
{
yoffsetDynFloat += (effectAmount * 0.01);
}
else if (yoffsetDynFloat > 10.0)
{
changervar = 1;
}
//move down till 10pixel under 0
if (changervar == 1 && yoffsetDynFloat > -11.0)
{
yoffsetDynFloat -= (effectAmount * 0.01);
}
else if (yoffsetDynFloat < -10.0)
{
changervar = 0;
}
yoffsetDyn = (int) (yoffsetDynFloat);
}
if (effects & EFFECT_FADE)
{
alphaDyn += effectAmount;
if (effectAmount < 0 && alphaDyn <= 0)
{
alphaDyn = 0;
effects = 0; // shut off effect
}
else if (effectAmount > 0 && alphaDyn >= alpha)
{
alphaDyn = alpha;
effects = 0; // shut off effect
}
}
if (effects & EFFECT_SCALE)
{
scaleDyn += effectAmount / 100.0;
if ((effectAmount < 0 && scaleDyn <= effectTarget / 100.0) || (effectAmount > 0 && scaleDyn >= effectTarget
/ 100.0))
{
scaleDyn = effectTarget / 100.0;
effects = 0; // shut off effect
}
}
if (effects & EFFECT_PULSE)
{
int percent = 10; //go down from target by this
if ((scaleDyn <= (effectTarget * 0.01)) && (!changervar))
{
scaleDyn += (effectAmount * 0.001);
}
else if (scaleDyn > (effectTarget * 0.01))
{
changervar = 1;
}
if ((scaleDyn >= ((effectTarget - percent) * 0.01)) && (changervar))
{
scaleDyn -= (effectAmount * 0.001);
}
else if (scaleDyn < ((effectTarget - percent) * 0.01))
{
changervar = 0;
}
}
}
void GuiElement::Update(GuiTrigger * t)
{
LOCK( this );
if (updateCB) updateCB(this);
}
void GuiElement::SetUpdateCallback(UpdateCallback u)
{
LOCK( this );
updateCB = u;
}
void GuiElement::SetPosition(int xoff, int yoff, int zoff)
{
LOCK( this );
xoffset = xoff;
yoffset = yoff;
zoffset = zoff;
}
void GuiElement::SetAlignment(int hor, int vert)
{
LOCK( this );
alignmentHor = hor;
alignmentVert = vert;
}
int GuiElement::GetSelected()
{
return -1;
}
/**
* Draw an element on screen.
*/
void GuiElement::Draw()
{
}
/**
* Draw Tooltips on screen.
*/
void GuiElement::DrawTooltip()
{
}
/**
* Check if a position is inside the GuiElement.
* @param[in] x X position in pixel.
* @param[in] y Y position in pixel.
*/
bool GuiElement::IsInside(int x, int y)
{
if (x > this->GetLeft() && x < (this->GetLeft() + width) && y > this->GetTop() && y < (this->GetTop() + height)) return true;
return false;
}
void GuiElement::LockElement()
{
// LWP_MutexLock(mutex);
for (;;) // loop while element is locked by self
{
LWP_MutexLock(_lock_mutex);
if (_lock_thread == LWP_THREAD_NULL) // element is not locked
{
_lock_thread = LWP_GetSelf(); // mark as locked
_lock_count = 1; // set count of lock to 1
LWP_MutexUnlock(_lock_mutex);
return;
}
else if (_lock_thread == LWP_GetSelf()) // thread is locked by my self
{
_lock_count++; // inc count of locks;
LWP_MutexUnlock(_lock_mutex);
return;
}
else // otherwise the element is locked by an other thread
{
if (_lock_queue == LWP_TQUEUE_NULL) // no queue - meens it is the first access to the locked element
LWP_InitQueue(&_lock_queue); // init queue
LWP_MutexUnlock(_lock_mutex);
LWP_ThreadSleep(_lock_queue); // and sleep
// try lock again;
}
}
}
void GuiElement::UnlockElement()
{
// LWP_MutexUnlock(mutex);
LWP_MutexLock(_lock_mutex);
// only the thread was locked this element, can call unlock
if (_lock_thread == LWP_GetSelf()) // but we check it here <20> safe is safe
{
if (--_lock_count == 0) // dec count of locks and check if it last lock;
{
_lock_thread = LWP_THREAD_NULL; // mark as unlocked
if (_lock_queue != LWP_TQUEUE_NULL) // has a queue
{
LWP_CloseQueue(_lock_queue); // close the queue and wake all waited threads
_lock_queue = LWP_TQUEUE_NULL;
}
}
}
LWP_MutexUnlock(_lock_mutex);
}
SimpleLock::SimpleLock(GuiElement *e) :
element(e)
{
element->LockElement();
}
SimpleLock::~SimpleLock()
{
element->UnlockElement();
}