usbloadergx/source/libwiigui/gui_gamebrowser.cpp
dimok321 e11901bc09 *Changed FreeTypeGX to use IA4 textures for font glyphs (saves a bit memory)
*Fixed cutoff of box cover when it is too near and increased zoom range of the box cover. Reworked the move/zoom of the cover.
*Change wiimote icon when grabbing and dragging the box cover to grab icon
*Fixed bug in homebrew browser (crash)
*Changed a few default GX view configurations
*Use proper size of wiimote pointer image instead of hard coded values
*Reworked scroll/B hold movement stuff from the game list layout
*Removed buildtype.sh and added the define directly in makefile. No need to make an extra header for that.
*Changed makefile a to allow different IOS build modes. The build IOS is used at the start of the loader to load the settings under. If the build IOS is the same as the settings boot IOS the startup is a lot faster since no IOS reload is required. 
To build yourself a special IOS build version type:"make IOS=XXX" where XXX is the number of the IOS (CSettings.cp has to be recompiled for that at least). If nothing is defined IOS222 is taken. There will now be always two versions supplied (IOS222 and IOS249 version). If another build is required build it yourself. You can see the revisions until now as the "IOS249 build version" since they behaved like that.
2011-02-21 19:41:48 +00:00

639 lines
20 KiB
C++

/****************************************************************************
* libwiigui
*
* gui_gamebrowser.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
#include "../wpad.h"
#include <unistd.h>
#include "gui_gamebrowser.h"
#include "../settings/CSettings.h"
#include "../main.h"
#include "settings/newtitles.h"
#include "settings/GameTitles.h"
#include "usbloader/GameList.h"
#include "themes/CTheme.h"
#include "menu.h"
#include <string.h>
#include <sstream>
#define GAMESELECTSIZE 30
// scrolldelay affects how fast the list scrolls
// when the arrows are clicked
static const u32 DEFAULT_SCROLL_DELAY = 4;
/**
* Constructor for the GuiGameBrowser class.
*/
GuiGameBrowser::GuiGameBrowser(int w, int h, int selectedGame)
{
width = w;
height = h;
pagesize = thInt("9 - game list browser page size");
scrollbaron = (gameList.size() > pagesize) ? 1 : 0;
selectable = true;
listOffset = selectedGame - (selectedGame % pagesize);
selectedItem = selectedGame - listOffset;
focus = 1; // allow focus
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigHeldA = new GuiTrigger;
trigHeldA->SetHeldTrigger(-1, WPAD_BUTTON_A, PAD_BUTTON_A);
bgGames = Resources::GetImageData("bg_options.png");
newGames = Resources::GetImageData("new.png");
bgGameImg = new GuiImage(bgGames);
bgGameImg->SetParent(this);
bgGameImg->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
maxTextWidth = bgGameImg->GetWidth() - 24 - 4;
bgGamesEntry = Resources::GetImageData("bg_options_entry.png");
scrollbar = Resources::GetImageData("scrollbar.png");
scrollbarImg = new GuiImage(scrollbar);
scrollbarImg->SetParent(this);
scrollbarImg->SetAlignment(ALIGN_RIGHT, ALIGN_TOP);
scrollbarImg->SetPosition(0, 4);
maxTextWidth -= scrollbarImg->GetWidth() + 4;
arrowDown = Resources::GetImageData("scrollbar_arrowdown.png");
arrowDownImg = new GuiImage(arrowDown);
arrowDownOver = Resources::GetImageData("scrollbar_arrowdown.png");
arrowDownOverImg = new GuiImage(arrowDownOver);
arrowUp = Resources::GetImageData("scrollbar_arrowup.png");
arrowUpImg = new GuiImage(arrowUp);
arrowUpOver = Resources::GetImageData("scrollbar_arrowup.png");
arrowUpOverImg = new GuiImage(arrowUpOver);
scrollbarBox = Resources::GetImageData("scrollbar_box.png");
scrollbarBoxImg = new GuiImage(scrollbarBox);
scrollbarBoxOver = Resources::GetImageData("scrollbar_box.png");
scrollbarBoxOverImg = new GuiImage(scrollbarBoxOver);
arrowUpBtn = new GuiButton(arrowUpImg->GetWidth(), arrowUpImg->GetHeight());
arrowUpBtn->SetParent(this);
arrowUpBtn->SetImage(arrowUpImg);
arrowUpBtn->SetImageOver(arrowUpOverImg);
arrowUpBtn->SetImageHold(arrowUpOverImg);
arrowUpBtn->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
arrowUpBtn->SetPosition(width / 2 - 18 + 7, -18);
arrowUpBtn->SetSelectable(false);
arrowUpBtn->SetTrigger(trigA);
arrowUpBtn->SetEffectOnOver(EFFECT_SCALE, 50, 130);
arrowUpBtn->SetSoundClick(btnSoundClick);
arrowDownBtn = new GuiButton(arrowDownImg->GetWidth(), arrowDownImg->GetHeight());
arrowDownBtn->SetParent(this);
arrowDownBtn->SetImage(arrowDownImg);
arrowDownBtn->SetImageOver(arrowDownOverImg);
arrowDownBtn->SetImageHold(arrowDownOverImg);
arrowDownBtn->SetAlignment(ALIGN_CENTRE, ALIGN_BOTTOM);
arrowDownBtn->SetPosition(width / 2 - 18 + 7, 18);
arrowDownBtn->SetSelectable(false);
arrowDownBtn->SetTrigger(trigA);
arrowDownBtn->SetEffectOnOver(EFFECT_SCALE, 50, 130);
arrowDownBtn->SetSoundClick(btnSoundClick);
scrollbarBoxBtn = new GuiButton(scrollbarBoxImg->GetWidth(), scrollbarBoxImg->GetHeight());
scrollbarBoxBtn->SetParent(this);
scrollbarBoxBtn->SetImage(scrollbarBoxImg);
scrollbarBoxBtn->SetImageOver(scrollbarBoxOverImg);
scrollbarBoxBtn->SetImageHold(scrollbarBoxOverImg);
scrollbarBoxBtn->SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
scrollbarBoxBtn->SetSelectable(false);
scrollbarBoxBtn->SetEffectOnOver(EFFECT_SCALE, 50, 120);
scrollbarBoxBtn->SetMinY(0);
scrollbarBoxBtn->SetMaxY(height - 30);
scrollbarBoxBtn->SetHoldable(true);
scrollbarBoxBtn->SetTrigger(trigHeldA);
gameIndex = new int[pagesize];
game = new GuiButton *[pagesize];
gameTxt = new GuiText *[pagesize];
gameTxtOver = new GuiText *[pagesize];
gameBg = new GuiImage *[pagesize];
newImg = new GuiImage *[pagesize];
for (int i = 0; i < pagesize; i++)
{
gameTxt[i] = new GuiText(GameTitles.GetTitle(gameList[i]), 20, thColor("r=0 g=0 b=0 a=255 - game browser list text color"));
gameTxt[i]->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
gameTxt[i]->SetPosition(24, 0);
gameTxt[i]->SetMaxWidth(maxTextWidth, DOTTED);
gameTxtOver[i] = new GuiText(GameTitles.GetTitle(gameList[i]), 20, thColor("r=0 g=0 b=0 a=255 - game browser list text color over"));
gameTxtOver[i]->SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
gameTxtOver[i]->SetPosition(24, 0);
gameTxtOver[i]->SetMaxWidth(maxTextWidth, SCROLL_HORIZONTAL);
gameBg[i] = new GuiImage(bgGamesEntry);
newImg[i] = new GuiImage(newGames);
newImg[i]->SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
newImg[i]->SetVisible(false);
game[i] = new GuiButton(width - 28, GAMESELECTSIZE);
game[i]->SetParent(this);
game[i]->SetLabel(gameTxt[i]);
game[i]->SetLabelOver(gameTxtOver[i]);
game[i]->SetIcon(newImg[i]);
game[i]->SetImageOver(gameBg[i]);
game[i]->SetPosition(5, GAMESELECTSIZE * i + 4);
game[i]->SetRumble(false);
game[i]->SetTrigger(trigA);
game[i]->SetSoundClick(btnSoundClick);
gameIndex[i] = i;
}
UpdateListEntries();
}
/**
* Destructor for the GuiGameBrowser class.
*/
GuiGameBrowser::~GuiGameBrowser()
{
delete arrowUpBtn;
delete arrowDownBtn;
delete scrollbarBoxBtn;
delete scrollbarImg;
delete arrowDownImg;
delete arrowDownOverImg;
delete arrowUpImg;
delete arrowUpOverImg;
delete scrollbarBoxImg;
delete scrollbarBoxOverImg;
delete scrollbar;
delete arrowDown;
delete arrowDownOver;
delete arrowUp;
delete arrowUpOver;
delete scrollbarBox;
delete scrollbarBoxOver;
delete bgGameImg;
delete bgGames;
delete bgGamesEntry;
delete newGames;
delete trigA;
delete trigHeldA;
for (int i = 0; i < pagesize; i++)
{
delete gameTxt[i];
delete gameTxtOver[i];
delete gameBg[i];
delete game[i];
delete newImg[i];
}
delete[] gameIndex;
delete[] game;
delete[] gameTxt;
delete[] gameTxtOver;
delete[] gameBg;
}
void GuiGameBrowser::SetFocus(int f)
{
LOCK( this );
if (!gameList.size()) return;
focus = f;
for (int i = 0; i < pagesize; i++)
game[i]->ResetState();
if (f == 1) game[selectedItem]->SetState(STATE_SELECTED);
}
void GuiGameBrowser::ResetState()
{
LOCK( this );
if (state != STATE_DISABLED)
{
state = STATE_DEFAULT;
stateChan = -1;
}
for (int i = 0; i < pagesize; i++)
{
game[i]->ResetState();
}
}
int GuiGameBrowser::GetOffset()
{
return listOffset;
}
int GuiGameBrowser::GetClickedOption()
{
int found = -1;
for (int i = 0; i < pagesize; i++)
{
if (game[i]->GetState() == STATE_CLICKED)
{
game[i]->SetState(STATE_SELECTED);
found = gameIndex[i];
break;
}
}
return found;
}
int GuiGameBrowser::GetSelectedOption()
{
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;
}
/****************************************************************************
* FindMenuItem
*
* Help function to find the next visible menu item on the list
***************************************************************************/
int GuiGameBrowser::FindMenuItem(int currentItem, int direction)
{
int nextItem = currentItem + direction;
if (nextItem < 0 || nextItem >= gameList.size()) return -1;
if (strlen(GameTitles.GetTitle(gameList[nextItem])) > 0)
return nextItem;
return FindMenuItem(nextItem, direction);
}
/**
* Draw the button on screen
*/
void GuiGameBrowser::Draw()
{
LOCK( this );
if (!this->IsVisible() || !gameList.size()) return;
bgGameImg->Draw();
int next = listOffset;
for (int i = 0; i < pagesize; i++)
{
if (next >= 0)
{
game[i]->Draw();
next = this->FindMenuItem(next, 1);
}
else break;
}
if (scrollbaron == 1)
{
scrollbarImg->Draw();
arrowUpBtn->Draw();
arrowDownBtn->Draw();
scrollbarBoxBtn->Draw();
}
this->UpdateEffects();
}
void GuiGameBrowser::UpdateListEntries()
{
int next = listOffset;
for (int i = 0; i < pagesize; i++)
{
if (next >= 0)
{
if (game[i]->GetState() == STATE_DISABLED)
{
game[i]->SetVisible(true);
game[i]->SetState(STATE_DEFAULT);
}
gameTxt[i]->SetText(GameTitles.GetTitle(gameList[next]));
gameTxt[i]->SetPosition(24, 0);
gameTxtOver[i]->SetText(GameTitles.GetTitle(gameList[next]));
gameTxtOver[i]->SetPosition(24, 0);
if (Settings.marknewtitles)
{
bool isNew = NewTitles::Instance()->IsNew(gameList[next]->id);
if (isNew)
{
gameTxt[i]->SetMaxWidth(maxTextWidth - (newGames->GetWidth() + 1), DOTTED);
gameTxtOver[i]->SetMaxWidth(maxTextWidth - (newGames->GetWidth() + 1), SCROLL_HORIZONTAL);
}
else
{
gameTxt[i]->SetMaxWidth(maxTextWidth, DOTTED);
gameTxtOver[i]->SetMaxWidth(maxTextWidth, SCROLL_HORIZONTAL);
}
newImg[i]->SetVisible(isNew);
}
gameIndex[i] = next;
next = this->FindMenuItem(next, 1);
}
else
{
game[i]->SetVisible(false);
game[i]->SetState(STATE_DISABLED);
}
}
}
void GuiGameBrowser::Update(GuiTrigger * t)
{
LOCK( this );
if (state == STATE_DISABLED || !t || !gameList.size()) return;
static int pressedChan = -1;
int next, prev;
int old_listOffset = listOffset;
static int position2;
static u32 scrolldelay = 0;
if(t->wpad.btns_d)
{
pressedChan = t->chan;
}
if (scrollbaron == 1)
{
// update the location of the scroll box based on the position in the option list
arrowUpBtn->Update(t);
arrowDownBtn->Update(t);
scrollbarBoxBtn->Update(t);
}
next = listOffset;
if(pressedChan == -1 || (pressedChan == t->chan && !(t->wpad.btns_h & WPAD_BUTTON_UP) &&
!(t->wpad.btns_h & WPAD_BUTTON_DOWN) && !(t->wpad.btns_h & WPAD_BUTTON_B)))
{
for (int i = 0; i < pagesize; i++)
{
if (next >= 0) next = this->FindMenuItem(next, 1);
if (focus)
{
if (i != selectedItem && game[i]->GetState() == STATE_SELECTED)
game[i]->ResetState();
else if (i == selectedItem && game[i]->GetState() == STATE_DEFAULT)
game[selectedItem]->SetState(STATE_SELECTED, t->chan);
}
game[i]->Update(t);
if (game[i]->GetState() == STATE_SELECTED)
{
selectedItem = i;
}
}
}
// pad and joystick navigation
if (!focus || !gameList.size()) return; // skip navigation
if (scrollbaron == 1)
{
if (t->Down() || arrowDownBtn->GetState() == STATE_CLICKED || arrowDownBtn->GetState() == STATE_HELD) //down
{
if(scrolldelay > 0)
--scrolldelay;
else
{
if(arrowDownBtn->GetState() == STATE_CLICKED || arrowDownBtn->GetState() == STATE_HELD)
scrolldelay = DEFAULT_SCROLL_DELAY;
next = this->FindMenuItem(gameIndex[selectedItem], 1);
if (next >= 0)
{
if (selectedItem == pagesize - 1)
{
// move list down by 1
listOffset = this->FindMenuItem(listOffset, 1);
}
else if (game[selectedItem + 1]->IsVisible())
{
game[selectedItem]->ResetState();
game[selectedItem + 1]->SetState(STATE_SELECTED, t->chan);
selectedItem++;
}
}
}
if (pressedChan == -1 || (pressedChan == t->chan && !(t->wpad.btns_d & WPAD_BUTTON_A) && !(t->wpad.btns_h & WPAD_BUTTON_A)))
arrowDownBtn->ResetState();
}
else if (t->Up() || arrowUpBtn->GetState() == STATE_CLICKED || arrowUpBtn->GetState() == STATE_HELD) //up
{
if(scrolldelay > 0)
--scrolldelay;
else
{
if(arrowUpBtn->GetState() == STATE_CLICKED || arrowUpBtn->GetState() == STATE_HELD)
scrolldelay = DEFAULT_SCROLL_DELAY;
prev = this->FindMenuItem(gameIndex[selectedItem], -1);
if (prev >= 0)
{
if (selectedItem == 0)
{
// move list up by 1
listOffset = prev;
}
else
{
game[selectedItem]->ResetState();
game[selectedItem - 1]->SetState(STATE_SELECTED, t->chan);
selectedItem--;
}
}
}
if (pressedChan == -1 || (pressedChan == t->chan && !(t->wpad.btns_d & WPAD_BUTTON_A) && !(t->wpad.btns_h & WPAD_BUTTON_A)))
arrowUpBtn->ResetState();
}
int position1 = t->wpad.ir.y;
if (position2 == 0 && t->wpad.ir.valid)
{
position2 = position1;
}
if (pressedChan == t->chan && (t->wpad.btns_h & WPAD_BUTTON_B) && t->wpad.ir.valid)
{
if(scrolldelay > 0)
--scrolldelay;
else
{
scrolldelay = DEFAULT_SCROLL_DELAY-2;
scrollbarBoxBtn->ScrollIsOn(1);
if (position2 > position1)
{
prev = this->FindMenuItem(gameIndex[selectedItem], -1);
if (prev >= 0)
{
if (selectedItem == 0)
{
// move list up by 1
listOffset = prev;
}
else
{
game[selectedItem]->ResetState();
game[selectedItem - 1]->SetState(STATE_SELECTED, t->chan);
selectedItem--;
}
}
}
else if (position2 < position1)
{
next = this->FindMenuItem(gameIndex[selectedItem], 1);
if (next >= 0)
{
if (selectedItem == pagesize - 1)
{
// move list down by 1
listOffset = this->FindMenuItem(listOffset, 1);
}
else if (game[selectedItem + 1]->IsVisible())
{
game[selectedItem]->ResetState();
game[selectedItem + 1]->SetState(STATE_SELECTED, t->chan);
selectedItem++;
}
}
}
}
}
else if (pressedChan == -1 || (pressedChan == t->chan && !(t->wpad.btns_h & WPAD_BUTTON_B)))
{
scrollbarBoxBtn->ScrollIsOn(0);
position2 = 0;
}
if (scrollbarBoxBtn->GetState() == STATE_HELD && scrollbarBoxBtn->GetStateChan() == t->chan && t->wpad.ir.valid
&& gameList.size() > pagesize)
{
// allow dragging of scrollbar box
scrollbarBoxBtn->SetPosition(width / 2 - 18 + 7, 0);
int position = t->wpad.ir.y - 32 - scrollbarBoxBtn->GetTop();
listOffset = (position * gameList.size()) / (25.2 * pagesize) - selectedItem;
if (listOffset <= 0)
{
listOffset = 0;
selectedItem = 0;
}
else if (listOffset + pagesize >= gameList.size())
{
listOffset = gameList.size() - pagesize;
selectedItem = pagesize - 1;
}
}
int positionbar = (25.2 * pagesize) * (listOffset + selectedItem) / gameList.size();
if (positionbar > (24 * pagesize)) positionbar = (24 * pagesize);
scrollbarBoxBtn->SetPosition(width / 2 - 18 + 7, positionbar + 8);
if (t->Right()) //skip pagesize # of games if right is pressed
{
if (listOffset < gameList.size() && gameList.size() > pagesize)
{
listOffset = listOffset + pagesize;
if (listOffset + pagesize >= gameList.size()) listOffset = gameList.size() - pagesize;
}
}
else if (t->Left())
{
if (listOffset > 0)
{
listOffset = listOffset - pagesize;
if (listOffset < 0) listOffset = 0;
}
}
}
else
{
if (t->Down()) //if there isn't a scrollbar and down is pressed
{
next = this->FindMenuItem(gameIndex[selectedItem], 1);
if (next >= 0)
{
if (selectedItem == pagesize - 1)
{
// move list down by 1
listOffset = this->FindMenuItem(listOffset, 1);
}
else if (game[selectedItem + 1]->IsVisible())
{
game[selectedItem]->ResetState();
game[selectedItem + 1]->SetState(STATE_SELECTED, t->chan);
selectedItem++;
}
}
}
else if (t->Up()) //up
{
prev = this->FindMenuItem(gameIndex[selectedItem], -1);
if (prev >= 0)
{
if (selectedItem == 0)
{
// move list up by 1
listOffset = prev;
}
else
{
game[selectedItem]->ResetState();
game[selectedItem - 1]->SetState(STATE_SELECTED, t->chan);
selectedItem--;
}
}
}
}
if(pressedChan == t->chan && !t->wpad.btns_d && !t->wpad.btns_h)
{
pressedChan = -1;
}
if (old_listOffset != listOffset) UpdateListEntries();
if (updateCB) updateCB(this);
}
void GuiGameBrowser::Reload()
{
LOCK( this );
scrollbaron = (gameList.size() > pagesize) ? 1 : 0;
selectedItem = 0;
listOffset = 0;
focus = 1;
UpdateListEntries();
for (int i = 0; i < pagesize; i++)
game[i]->ResetState();
}