usbloadergx/source/libwiigui/gui_gamecarousel.cpp
dimok321 f1febd91be *Fixed no cover image loading for themes
*Fixed Font loading. The font.ttf is loaded from the path with .thems if it exists there.
When a Theme is loaded and a font.ttf file exists in the defined "Image-Folder:" than this font.ttf will override all others. This ensures support for themes with special fonts.
*Fixed double count on playcount bug
*Updated libext2fs to git snapshot 2010-12-24
*Added proper close of all file systems where the games are loaded from (FAT32/NTFS/EXT)
*Fixed hang bug when reloading into the IOS set in the individual game settings with that (reload to 223, 224, 245, ...)
2010-12-28 17:02:10 +00:00

437 lines
13 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 "usbloader/GameList.h"
#include "settings/GameTitles.h"
#include "settings/CSettings.h"
#include "libwiigui/LoadCoverImage.h"
#include "themes/CTheme.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, const char *themePath, const u8 *imagebg, int imagebgsize, int selectedGame) :
noCover(Resources::GetFile("nocover.png"), Resources::GetFileSize("nocover.png"))
{
width = w;
height = h;
pagesize = (gameList.size() < 11) ? gameList.size() : 11;
listOffset = (selectedGame >= 0 && selectedGame < gameList.size()) ? selectedGame : 0;
selectable = true;
selectedItem = -1;
focus = 1; // allow focus
clickedItem = -1;
speed = 0;
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);
imgLeft = Resources::GetImageData("startgame_arrow_left.png");
imgRight = Resources::GetImageData("startgame_arrow_right.png");
int btnHeight = (int) lround(sqrt(RADIUS * RADIUS - 90000) - RADIUS - 50);
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt == ON) btnLeftImg->SetWidescreen(Settings.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 == ON) btnRightImg->SetWidescreen(Settings.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, thColor("r=55 g=190 b=237 a=255 - carousel game name text color"));
gamename->SetParent(this);
gamename->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
gamename->SetPosition(0, 330);
gamename->SetMaxWidth(280, DOTTED);
gameIndex = new int[pagesize];
game.resize(pagesize);
coverImg.resize(pagesize);
for (int i = 0; i < pagesize; i++)
{
//------------------------
// Index
//------------------------
gameIndex[i] = GetGameIndex( i, listOffset, gameList.size() );
//------------------------
// Image
//------------------------
coverImg[i] = new (std::nothrow) GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[i]],
sizeof(struct discHdr), &noCover);
if (coverImg[i]) coverImg[i]->SetWidescreen(Settings.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 gamename;
GuiImageAsync::ClearQueue();
for (u32 i = 0; i < game.size(); ++i)
delete coverImg[i];
for (u32 i = 0; i < game.size(); ++i)
delete game[i];
delete[] gameIndex;
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK( this );
if (!gameList.size()) 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() || !gameList.size()) return;
for (int i = 0; i < pagesize; i++)
game[i]->Draw();
gamename->Draw();
if (gameList.size() > 6)
{
btnRight->Draw();
btnLeft->Draw();
}
//!Draw tooltip after the Images to have it on top
if (focus && Settings.tooltips == ON) for (int i = 0; i < pagesize; i++)
game[i]->DrawTooltip();
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK( this );
if (state == STATE_DISABLED || !t || !gameList.size()) 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);
gamename->SetText(GameTitles.GetTitle(gameList[gameIndex[selectedItem]]));
}
else gamename->SetText((char*) NULL);
if (selectedItem_old >= 0) game[selectedItem_old]->SetEffect(EFFECT_SCALE, -1, 100);
}
// navigation
if (focus && gameList.size() > 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 == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == 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 == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == 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, gameList.size()); // 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(Settings.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, gameList.size()); // 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, gameList.size());
coverImg[ii] = new GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[ii]],
sizeof(struct discHdr), &noCover);
coverImg[ii] ->SetWidescreen(Settings.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);
}