mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-18 09:19:17 +01:00
a66a30a771
*added support to control screen pointer with gc pad or classic controller. you are always able to control as long as the corresponding wii control does not point to the screen (e.g. wiimote 1 not pointing to screen -> gcpad/classic controller 1 can control pointer 1). a speed factor is added to the gui option. need feedback about a proper default value, currently 15% (only tested gc pad on dolphin-emu) *fix reinit of cheatcount on download of new file *moved installation window to be on top of main window *added game installation cancel *added nand extract cancel *added back extract of save feature for a real nand channels *added auto position of progress window messages in vertical direction depending of how many are used at the same time
460 lines
12 KiB
C++
460 lines
12 KiB
C++
/****************************************************************************
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* libwiigui
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*
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* gui_gamecarousel.cpp
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*
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* GUI class definitions
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***************************************************************************/
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#include "gui.h"
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#include "wpad.h"
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#include "menu.h"
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#include <unistd.h>
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#include "gui_image_async.h"
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#include "gui_gamecarousel.h"
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#include "usbloader/GameList.h"
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#include "settings/GameTitles.h"
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#include "settings/CSettings.h"
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#include "GUI/LoadCoverImage.h"
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#include "themes/CTheme.h"
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#include "utils/tools.h"
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#include "main.h"
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#include <string.h>
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#include <math.h>
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#include <sstream>
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#define SCALE 0.8f
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#define DEG_OFFSET 7
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#define RADIUS 780
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#define IN_SPEED 175
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#define SHIFT_SPEED 75
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#define SPEED_STEP 4
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#define SPEED_LIMIT 250
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static inline int OFFSETLIMIT(int Offset, int gameCnt)
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{
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while (Offset < 0)
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Offset += gameCnt;
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return Offset % gameCnt;
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}
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#define GetGameIndex(pageEntry, listOffset, gameCnt) OFFSETLIMIT(listOffset+pageEntry, gameCnt)
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static GuiImageData *GameCarouselLoadCoverImage(void * Arg)
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{
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return LoadCoverImage((struct discHdr *) Arg, true, false);
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}
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/**
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* Constructor for the GuiGameCarousel class.
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*/
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GuiGameCarousel::GuiGameCarousel(int w, int h, const char *themePath, int offset) :
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noCover(Resources::GetFile("nocover.png"), Resources::GetFileSize("nocover.png"))
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{
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width = w;
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height = h;
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pagesize = (gameList.size() < 11) ? gameList.size() : 11;
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listOffset = (gameList.size() < 11) ? LIMIT(offset, 0, MAX(0, gameList.size()-1)) : LIMIT(offset, 0, MAX(0, gameList.size()-1))-2;
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selectable = true;
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selectedItem = -1;
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clickedItem = -1;
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speed = 0;
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trigA = new GuiTrigger;
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trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
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trigL = new GuiTrigger;
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trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
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trigR = new GuiTrigger;
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trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
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trigPlus = new GuiTrigger;
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trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, 0);
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trigMinus = new GuiTrigger;
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trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, 0);
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imgLeft = Resources::GetImageData("startgame_arrow_left.png");
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imgRight = Resources::GetImageData("startgame_arrow_right.png");
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btnLeftImg = new GuiImage(imgLeft);
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if (Settings.wsprompt == ON) btnLeftImg->SetWidescreen(Settings.widescreen);
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btnLeft = new GuiButton(imgLeft->GetWidth(), imgLeft->GetHeight());
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btnLeft->SetAlignment(thAlign("left - carousel layout left arrow align hor"), thAlign("top - carousel layout left arrow align ver"));
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btnLeft->SetPosition(thInt("20 - carousel layout left arrow pos x"), thInt("65 - carousel layout left arrow pos y"));
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btnLeft->SetParent(this);
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btnLeft->SetImage(btnLeftImg);
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btnLeft->SetSoundOver(btnSoundOver);
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btnLeft->SetTrigger(trigA);
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btnLeft->SetTrigger(trigL);
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btnLeft->SetTrigger(trigMinus);
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btnLeft->SetEffectGrow();
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btnRightImg = new GuiImage(imgRight);
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if (Settings.wsprompt == ON) btnRightImg->SetWidescreen(Settings.widescreen);
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btnRight = new GuiButton(imgRight->GetWidth(), imgRight->GetHeight());
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btnRight->SetParent(this);
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btnRight->SetAlignment(thAlign("right - carousel layout right arrow align hor"), thAlign("top - carousel layout right arrow align ver"));
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btnRight->SetPosition(thInt("-20 - carousel layout right arrow pos x"), thInt("65 - carousel layout right arrow pos y"));
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btnRight->SetImage(btnRightImg);
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btnRight->SetSoundOver(btnSoundOver);
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btnRight->SetTrigger(trigA);
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btnRight->SetTrigger(trigR);
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btnRight->SetTrigger(trigPlus);
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btnRight->SetEffectGrow();
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gamename = new GuiText(" ", 18, thColor("r=55 g=190 b=237 a=255 - carousel game name text color"));
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gamename->SetParent(this);
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gamename->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
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gamename->SetPosition(0, 330);
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gamename->SetMaxWidth(280, DOTTED);
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gameIndex = new int[pagesize];
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game.resize(pagesize);
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coverImg.resize(pagesize);
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Refresh();
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}
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/**
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* Destructor for the GuiGameCarousel class.
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*/
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GuiGameCarousel::~GuiGameCarousel()
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{
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delete imgRight;
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delete imgLeft;
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delete btnLeftImg;
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delete btnRightImg;
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delete btnRight;
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delete btnLeft;
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delete trigA;
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delete trigL;
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delete trigR;
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delete trigPlus;
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delete trigMinus;
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delete gamename;
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GuiImageAsync::ClearQueue();
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for (u32 i = 0; i < game.size(); ++i)
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delete coverImg[i];
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for (u32 i = 0; i < game.size(); ++i)
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delete game[i];
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delete[] gameIndex;
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}
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void GuiGameCarousel::setListOffset(int off)
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{
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LOCK( this );
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if(gameList.size() < 11)
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listOffset = MIN(off, gameList.size()-1);
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else
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listOffset = MIN(off, gameList.size()) - 2;
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Refresh();
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}
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int GuiGameCarousel::getListOffset() const
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{
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if(gameList.size() < 11)
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return listOffset;
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else
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return (listOffset + 2) % gameList.size();
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}
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void GuiGameCarousel::SetSelectedOption(int ind)
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{
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LOCK(this);
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selectedItem = LIMIT(ind, 0, MIN(pagesize, MAX(0, gameList.size()-1)));
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}
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void GuiGameCarousel::Refresh()
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{
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for (int i = 0; i < pagesize; i++)
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{
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//------------------------
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// Index
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//------------------------
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gameIndex[i] = GetGameIndex( i, listOffset, gameList.size() );
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//------------------------
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// Image
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//------------------------
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delete coverImg[i];
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coverImg[i] = new (std::nothrow) GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[i]], sizeof(struct discHdr), &noCover);
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if (coverImg[i]) coverImg[i]->SetWidescreen(Settings.widescreen);
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//------------------------
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// GameButton
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//------------------------
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delete game[i];
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game[i] = new GuiButton(122, 244);
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game[i]->SetParent(this);
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game[i]->SetAlignment(ALIGN_CENTRE, ALIGN_MIDDLE);
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game[i]->SetPosition(0, 740);
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game[i]->SetImage(coverImg[i]);
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game[i]->SetScale(SCALE);
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game[i]->SetRumble(false);
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game[i]->SetTrigger(trigA);
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game[i]->SetSoundClick(btnSoundClick);
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game[i]->SetClickable(true);
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game[i]->SetEffect(EFFECT_GOROUND, IN_SPEED, 90 - (pagesize - 2 * i - 1) * DEG_OFFSET / 2, RADIUS, 180, 1, 0, RADIUS);
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}
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}
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void GuiGameCarousel::SetFocus(int f)
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{
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LOCK( this );
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if (!gameList.size()) return;
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for (int i = 0; i < pagesize; i++)
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game[i]->ResetState();
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if (f == 1 && selectedItem >= 0) game[selectedItem]->SetState(STATE_SELECTED);
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}
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void GuiGameCarousel::ResetState()
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{
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LOCK( this );
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if (state != STATE_DISABLED)
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{
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state = STATE_DEFAULT;
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stateChan = -1;
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}
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for (int i = 0; i < pagesize; i++)
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{
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game[i]->ResetState();
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}
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}
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int GuiGameCarousel::GetClickedOption()
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{
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LOCK( this );
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int found = -1;
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if (clickedItem >= 0)
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{
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for (int i = pagesize - 1; i >= 0; i--)
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game[i]->ResetState();
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game[clickedItem]->SetState(STATE_SELECTED);
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found = gameIndex[clickedItem];
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clickedItem = -1;
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}
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return found;
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}
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int GuiGameCarousel::GetSelectedOption()
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{
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LOCK( this );
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int found = -1;
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for (int i = 0; i < pagesize; i++)
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{
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if (game[i]->GetState() == STATE_SELECTED)
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{
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game[i]->SetState(STATE_SELECTED);
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found = gameIndex[i];
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break;
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}
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}
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return found;
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}
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/**
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* Draw the button on screen
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*/
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void GuiGameCarousel::Draw()
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{
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LOCK( this );
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if (!this->IsVisible() || !gameList.size()) return;
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for (int i = 0; i < pagesize; i++)
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game[i]->Draw();
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gamename->Draw();
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if (gameList.size() > 6)
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{
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btnRight->Draw();
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btnLeft->Draw();
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}
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//!Draw tooltip after the Images to have it on top
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if (Settings.tooltips == ON)
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for (int i = 0; i < pagesize; i++)
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game[i]->DrawTooltip();
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this->UpdateEffects();
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}
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void GuiGameCarousel::Update(GuiTrigger * t)
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{
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LOCK( this );
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if (state == STATE_DISABLED || !t || !gameList.size() || !pagesize) return;
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btnRight->Update(t);
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btnLeft->Update(t);
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if ((game[0]->GetEffect() & EFFECT_GOROUND) || (game[pagesize - 1]->GetEffect() & EFFECT_GOROUND))
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{
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return; // skip when rotate
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}
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// find selected + clicked
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int selectedItem_old = selectedItem;
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selectedItem = -1;
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clickedItem = -1;
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for (int i = pagesize - 1; i >= 0; i--)
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{
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game[i]->Update(t);
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if (game[i]->GetState() == STATE_SELECTED)
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{
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selectedItem = i;
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}
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if (game[i]->GetState() == STATE_CLICKED)
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{
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clickedItem = i;
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}
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}
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/// OnOver-Effect + GameText + Tooltop
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if (selectedItem_old != selectedItem)
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{
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if (selectedItem >= 0)
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{
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game[selectedItem]->SetEffect(EFFECT_SCALE, 1, 130);
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gamename->SetText(GameTitles.GetTitle(gameList[gameIndex[selectedItem]]));
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}
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else gamename->SetText((char*) NULL);
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if (selectedItem_old >= 0) game[selectedItem_old]->SetEffect(EFFECT_SCALE, -1, 100);
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}
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// navigation
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if (gameList.size() > 6)
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{
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int newspeed = 0;
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// Left/Right Navigation
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if (btnLeft->GetState() == STATE_CLICKED)
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{
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WPAD_ScanPads();
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u16 buttons = 0;
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for (int i = 0; i < 4; i++)
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buttons |= WPAD_ButtonsHeld(i);
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if (!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_MINUS) || t->Left()))
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{
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btnLeft->ResetState();
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return;
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}
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if (Settings.xflip == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == XFLIP_DISK3D)
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newspeed = SHIFT_SPEED;
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else newspeed = -SHIFT_SPEED;
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}
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else if (btnRight->GetState() == STATE_CLICKED)
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{
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WPAD_ScanPads();
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u16 buttons = 0;
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for (int i = 0; i < 4; i++)
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buttons |= WPAD_ButtonsHeld(i);
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if (!((buttons & WPAD_BUTTON_A) || (buttons & WPAD_BUTTON_PLUS) || t->Right()))
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{
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btnRight->ResetState();
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return;
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}
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if (Settings.xflip == XFLIP_SYSMENU || Settings.xflip == XFLIP_YES || Settings.xflip == XFLIP_DISK3D)
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newspeed = -SHIFT_SPEED;
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else newspeed = SHIFT_SPEED;
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}
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if (newspeed)
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{
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if (speed == 0)
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speed = newspeed;
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else if (speed > 0)
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{
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if ((speed += SPEED_STEP) > SPEED_LIMIT) speed = SPEED_LIMIT;
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}
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else
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{
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if ((speed -= SPEED_STEP) < -SPEED_LIMIT) speed = -SPEED_LIMIT;
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}
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}
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else speed = 0;
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if (speed > 0) // rotate right
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{
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GuiButton *tmpButton;
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listOffset = OFFSETLIMIT(listOffset - 1, gameList.size()); // set the new listOffset
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// Save right Button + TollTip and destroy right Image + Image-Data
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delete coverImg[pagesize - 1];
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coverImg[pagesize - 1] = NULL;
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game[pagesize - 1]->SetImage(NULL);
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tmpButton = game[pagesize - 1];
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// Move all Page-Entries one step right
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for (int i = pagesize - 1; i >= 1; i--)
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{
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coverImg[i] = coverImg[i - 1];
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game[i] = game[i - 1];
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gameIndex[i] = gameIndex[i - 1];
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}
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// set saved Button & gameIndex to right
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gameIndex[0] = listOffset;
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coverImg[0] = new GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[0]], sizeof(struct discHdr),
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&noCover);
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coverImg[0] ->SetWidescreen(Settings.widescreen);
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game[0] = tmpButton;
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game[0] ->SetImage(coverImg[0]);
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for (int i = 0; i < pagesize; i++)
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{
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game[i]->StopEffect();
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game[i]->ResetState();
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game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270 - (pagesize - 2 * i + 1) * DEG_OFFSET
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/ 2, 1, 0, RADIUS);
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game[i]->UpdateEffects(); // rotate one step for liquid scrolling
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}
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}
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else if (speed < 0) // rotate left
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{
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GuiButton *tmpButton;
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listOffset = OFFSETLIMIT(listOffset + 1, gameList.size()); // set the new listOffset
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// Save left Button + TollTip and destroy left Image + Image-Data
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delete coverImg[0];
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coverImg[0] = NULL;
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game[0]->SetImage(NULL);
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tmpButton = game[0];
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// Move all Page-Entries one step left
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for (int i = 0; i < (pagesize - 1); i++)
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{
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coverImg[i] = coverImg[i + 1];
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game[i] = game[i + 1];
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gameIndex[i] = gameIndex[i + 1];
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}
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// set saved Button & gameIndex to right
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int ii = pagesize - 1;
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gameIndex[ii] = OFFSETLIMIT(listOffset + ii, gameList.size());
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coverImg[ii] = new GuiImageAsync(GameCarouselLoadCoverImage, gameList[gameIndex[ii]],
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sizeof(struct discHdr), &noCover);
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coverImg[ii] ->SetWidescreen(Settings.widescreen);
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game[ii] = tmpButton;
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game[ii] ->SetImage(coverImg[ii]);
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for (int i = 0; i < pagesize; i++)
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{
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game[i]->StopEffect();
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game[i]->ResetState();
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game[i]->SetEffect(EFFECT_GOROUND, speed, DEG_OFFSET, RADIUS, 270 - (pagesize - 2 * i - 3) * DEG_OFFSET
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/ 2, 1, 0, RADIUS);
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game[i]->UpdateEffects(); // rotate one step for liquid scrolling
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}
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}
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}
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if (updateCB) updateCB(this);
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}
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