usbloadergx/source/libwiigui/gui_gamecarousel.cpp
DRayX7 cf1a8fb5a0 **Changes
*Fixed effect GOROUND so that it doesn't cause alignment issues anymore (the format for this effect is very different than it originally was, if you plan on using it for something, look at the documentation in gui.h.
*Major revamp of gui_gamecarousel (everything is awesome and perfect, except it still can't launch games, and thus it is still not in the gui).

**gui_gamecarousel Notes:
*You can use the same technique as last time to test the carousel (except I recommend adding startat and offset to the line since I added support for it).
*I realized not everyone will agree for my choice of curvature and spacing for the games on the carousel, so I made them variable.  At the top of gui_gamecarousel.cpp are a bunch of definitions that set up these values.
*SCALE determines the size of the game boxes.
*DEG_OFFSET is the number of degrees between the boxes (remember, changing the RADIUS will affect the linear distance each degree represents).
*RADIUS determines the curvature of the arc (higher radius makes it less curved).
*IN_SPEED determines the speed at which the boxes come in (higher number makes it faster).
*SHFIT_SPEED determines the speed at which the boxes move when you turn the carousel.
*PAGESIZE determines how many boxes are drawn (remember, the number of visible boxes is determined by DEG_OFFSET and RADIUS, with the default values you can see 7).
*Everything eles (the animations, position of the movement buttons, etc.) is automatically determined from these values (my 8th grade math teacher was right, trig isn't totally worthless), so you shouldn't need to change anything at all, except the aforementioned values (or the b0rken game launching code).
*If you find a set of values you think looks better than mine, post a picture and the list of values in an issue or on IRC.
*These will probably become theamable at some point, but I figure we should get this added to the gui first (I was hoping to do it tonight, but some stuff came up, and I need to go to bed).

Wow I write really long commit notes.
2009-05-29 05:27:29 +00:00

499 lines
14 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamecarousel.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include <unistd.h>
#include "gui_gamecarousel.h"
#include "../cfg.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 100
#define PAGESIZE 9
extern const int vol;
/**
* Constructor for the GuiGameCarousel class.
*/
GuiGameCarousel::GuiGameCarousel(int w, int h, struct discHdr * l, int gameCnt, const char *themePath, const u8 *imagebg, int selected, int offset)
{
width = w;
height = h;
this->gameCnt = gameCnt;
gameList = l;
pagesize = (gameCnt < PAGESIZE) ? gameCnt : PAGESIZE;
listOffset = (offset == 0) ? this->FindMenuItem(-1, 1) : offset;
selectable = true;
selectedItem = selected - offset;
focus = 1; // allow focus
firstPic = 0;
char imgPath[100];
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigHeldA = new GuiTrigger;
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, SOUND_PCM, vol);
btnSoundOver = new GuiSound(button_over_pcm, button_over_pcm_size, SOUND_PCM, vol);
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);
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);
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();
gameIndex = new int[pagesize];
game = new GuiButton * [pagesize];
coverImg = new GuiImage * [pagesize];
cover = new GuiImageData * [pagesize];
bob = new int[pagesize];
for(int i=0; i<pagesize; i++) {
bob[i]=i;
}
char ID[4];
char IDfull[7];
for(int i=0; i < pagesize; i++) {
struct discHdr *header = &gameList[(listOffset+i)%gameCnt];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
//Load full id image
cover[i] = new GuiImageData(imgPath,0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
//Load short id image
cover[i] = new GuiImageData(imgPath, 0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
//Load no image
cover[i] = new GuiImageData(imgPath, nocover_png);
}
}
coverImg[i] = new GuiImage(cover[i]);
coverImg[i]->SetScale(SCALE);
coverImg[i]->SetWidescreen(CFG.widescreen);
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]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
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 btnSoundClick;
for(int i=0; i<pagesize; i++) {
delete game[i];
delete coverImg[i];
delete cover[i];
}
delete [] gameIndex;
delete [] bob;
delete [] game;
delete [] coverImg;
delete [] cover;
}
void GuiGameCarousel::SetFocus(int f)
{
LOCK(this);
focus = f;
for(int i=0; i<pagesize; i++)
game[i]->ResetState();
if(f == 1)
game[bob[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()
{
return listOffset;
}
int GuiGameCarousel::GetClickedOption()
{
int found = -1;
for(int i=0; i<pagesize; i++) {
if(game[bob[i]]->GetState() == STATE_CLICKED) {
game[bob[i]]->SetState(STATE_SELECTED);
found = listOffset+i;
break;
}
}
return found;
}
int GuiGameCarousel::GetSelectedOption()
{
int found = -1;
for(int i=0; i<pagesize; i++) {
if(game[bob[i]]->GetState() == STATE_SELECTED) {
game[bob[i]]->SetState(STATE_SELECTED);
found = listOffset+i;
break;
}
}
return found;
}
/****************************************************************************
* FindMenuItem
*
* Help function to find the next visible menu item on the list
***************************************************************************/
int GuiGameCarousel::FindMenuItem(int currentItem, int direction)
{
int nextItem = currentItem + direction;
if(nextItem < 0 || nextItem >= gameCnt)
if(gameCnt <= pagesize)
return -1;
else
nextItem = (nextItem < 0) ? nextItem + gameCnt : nextItem - gameCnt;
if(strlen(get_title(&gameList[nextItem])) > 0)
return nextItem;
else
return FindMenuItem(nextItem, direction);
}
/**
* Draw the button on screen
*/
void GuiGameCarousel::Draw()
{
LOCK(this);
if(!this->IsVisible())
return;
int next = listOffset;
for(int i=0; i<pagesize; i++) {
if(next >= 0) {
game[bob[i]]->Draw();
next = this->FindMenuItem(next, 1);
} else break;
}
if(gameCnt > pagesize) {
btnRight->Draw();
btnLeft->Draw();
}
this->UpdateEffects();
}
void GuiGameCarousel::Update(GuiTrigger * t)
{
LOCK(this);
if(state == STATE_DISABLED || !t)
return;
if(!(game[0]->GetEffect() || game[0]->GetEffectOnOver())) {
for(int i=0; i<pagesize; i++) {
game[i]->SetEffectGrow();
}
}
btnRight->Update(t);
btnLeft->Update(t);
int next = listOffset;
char ID[4];
char IDfull[7];
char imgPath[100];
for(int i=0; i<pagesize; i++) {
if(next >= 0) {
if(game[bob[i]]->GetState() == STATE_DISABLED) {
game[bob[i]]->SetVisible(true);
game[bob[i]]->SetState(STATE_DEFAULT);
}
gameIndex[i] = next;
next = this->FindMenuItem(next, 1);
} else {
game[bob[i]]->SetVisible(false);
game[bob[i]]->SetState(STATE_DISABLED);
}
if(focus) {
if(i != selectedItem && game[bob[i]]->GetState() == STATE_SELECTED)
game[bob[i]]->ResetState();
else if(i == selectedItem && game[bob[i]]->GetState() == STATE_DEFAULT);
game[bob[selectedItem]]->SetState(STATE_SELECTED, t->chan);
}
game[bob[i]]->Update(t);
if(game[bob[i]]->GetState() == STATE_SELECTED) {
selectedItem = i;
}
}
// navigation
if(!focus || game[0]->GetEffect() || gameCnt <= pagesize)
return; // skip navigation
if (t->Left() || 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;
}
for(int i=0; i<pagesize; i++) {
game[i]->StopEffect();
}
listOffset++;
if (listOffset > (gameCnt-1))
listOffset=0;
firstPic++;
if (firstPic > (pagesize-1))
firstPic=0;
for (int i=0; i<pagesize; i++) {
bob[i] = (firstPic+i)%pagesize;
}
struct discHdr *header = &gameList[(listOffset + pagesize-1) % gameCnt];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
delete cover[bob[pagesize-1]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
cover[bob[pagesize-1]] = new GuiImageData(imgPath,0);
if (!cover[bob[pagesize-1]]->GetImage()) {
delete cover[bob[pagesize-1]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
cover[bob[pagesize-1]] = new GuiImageData(imgPath, 0);
if (!cover[bob[pagesize-1]]->GetImage()) {
delete cover[bob[pagesize-1]];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
cover[bob[pagesize-1]] = new GuiImageData(imgPath, nocover_png);
}
}
delete coverImg[bob[pagesize-1]];
coverImg[bob[pagesize-1]] = new GuiImage(cover[bob[pagesize-1]]);
coverImg[bob[pagesize-1]]->SetScale(SCALE);
coverImg[bob[pagesize-1]]->SetWidescreen(CFG.widescreen);
game[bob[pagesize-1]]->SetImage(coverImg[bob[pagesize-1]]);
game[bob[pagesize-1]]->SetPosition(0, RADIUS);
for (int i=0; i<pagesize; i++) {
//game[bob[i]]->SetEffect(EFFECT_GOROUND, -125, 7, 780, 256+7*i, 1, 0, 740);
game[bob[i]]->SetEffect(EFFECT_GOROUND, -SHIFT_SPEED, DEG_OFFSET, RADIUS, 270-(pagesize-2*i-3)*DEG_OFFSET/2, 1, 0, RADIUS);
}
}
else if(t->Right() || 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;
}
for(int i=0; i<pagesize; i++) {
game[i]->StopEffect();
}
listOffset--;
if (listOffset<0)
listOffset=(gameCnt-1);
firstPic--;
if (firstPic<0)
firstPic=(pagesize-1);
for(int i=0; i<pagesize; i++) {
bob[i] = (firstPic+i)%pagesize;
}
struct discHdr *header = &gameList[listOffset];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull); //Load full id image
cover[bob[0]] = new GuiImageData(imgPath,0);
if (!cover[bob[0]]->GetImage()) {
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID); //Load short id image
cover[bob[0]] = new GuiImageData(imgPath, 0);
if (!cover[bob[0]]->GetImage()) {
delete cover[bob[0]];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path); //Load no image
cover[bob[0]] = new GuiImageData(imgPath, nocover_png);
}
}
delete coverImg[bob[0]];
coverImg[bob[0]] = new GuiImage(cover[bob[0]]);
coverImg[bob[0]]->SetScale(SCALE);
coverImg[bob[0]]->SetWidescreen(CFG.widescreen);
game[bob[0]]->SetImage(coverImg[bob[0]]);
game[bob[0]]->SetPosition(0, RADIUS);
for(int i=0; i<pagesize; i++) {
//game[bob[i]]->SetEffect(EFFECT_GOROUND, 125, 7, 780, 242+7*i, 1, 0, 740);
game[bob[i]]->SetEffect(EFFECT_GOROUND, SHIFT_SPEED, DEG_OFFSET, RADIUS, 270-(pagesize-2*i+1)*DEG_OFFSET/2, 1, 0, RADIUS);
}
}
if(updateCB)
updateCB(this);
}
void GuiGameCarousel::Reload(struct discHdr * l, int count)
{
LOCK(this);
gameCnt = count;
gameList = l;
pagesize = (gameCnt < PAGESIZE) ? gameCnt : PAGESIZE;
listOffset = this->FindMenuItem(-1, 1);
selectedItem = 0 + listOffset;
focus = 1;
firstPic = 0;
char imgPath[100];
for(int i=0; i<pagesize; i++) {
bob[i]=i;
}
char ID[4];
char IDfull[7];
for(int i=0; i < pagesize; i++) {
struct discHdr *header = &gameList[(listOffset+i)%gameCnt];
snprintf (ID,sizeof(ID),"%c%c%c", header->id[0], header->id[1], header->id[2]);
snprintf (IDfull,sizeof(IDfull),"%c%c%c%c%c%c", header->id[0], header->id[1], header->id[2],header->id[3], header->id[4], header->id[5]);
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, IDfull);
//Load full id image
cover[i] = new GuiImageData(imgPath,0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%s%s.png", CFG.covers_path, ID);
//Load short id image
cover[i] = new GuiImageData(imgPath, 0);
if (!cover[i]->GetImage()) {
delete cover[i];
snprintf(imgPath, sizeof(imgPath), "%snoimage.png", CFG.covers_path);
//Load no image
cover[i] = new GuiImageData(imgPath, nocover_png);
}
}
coverImg[i] = new GuiImage(cover[i]);
coverImg[i]->SetScale(SCALE);
coverImg[i]->SetWidescreen(CFG.widescreen);
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]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
game[i]->SetEffect(EFFECT_GOROUND, IN_SPEED, 180-(pagesize-2*i-1)*DEG_OFFSET/2, RADIUS, 180, 1, 0, RADIUS);
}
}