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game_sel.c
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game_sel.c
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#include <stdlib.h>
#include <ctype.h>
#include <math.h>
#include <limits.h>
#include "game_sel.h"
#include "bg.h"
#include "config.h"
#include "focus.h"
#include "sound.h"
#include "emulator.h"
#include "menu.h"
#include "submenu.h"
#include "snap.h"
#include "media.h"
#include "category.h"
#include "game.h"
static const GLfloat IMAGE_SCALE = 0.005;
static const int MAX_STEPS = 25;
static GLfloat x_scale = 1;
static GLfloat y_scale = 1;
static GLfloat tile_scale = 0.005;
static int tile_count = 0;
static int idle_time = 5;
static int steps = 0;
struct game_tile *game_tile_start = NULL;
struct game_tile *game_tile_end = NULL;
struct game_tile *game_tile_current = NULL;
struct game_tile *game_tile_depth_start = NULL;
struct game_tile *game_tile_depth_end = NULL;
static int scroll_direction = 0;
static int step = 0;
static int visible = 0;
static int hide_direction = 0;
static int hide_target = 0;
static int idle_counter = 0;
static int skipping = 0;
static int zoom = 0;
int game_sel_init( void ) {
int frame_rate = config_get()->iface.frame_rate;
struct config_game_sel_tile *config_tile = NULL;
int config_tile_count = 0;
int next = INT_MAX;
if( frame_rate ) {
steps = frame_rate/5;
idle_time = frame_rate/10;
}
else {
steps = MAX_STEPS;
idle_time = 0;
}
x_scale = config_get()->iface.theme.game_sel.size_x;
y_scale = config_get()->iface.theme.game_sel.size_y;
tile_scale = config_get()->iface.theme.game_sel.tile_size * IMAGE_SCALE;
tile_count = 0;
config_tile = config_get()->iface.theme.game_sel.tiles;
if( !config_tile ) {
fprintf( stderr, "Error: Game selector has no tiles\n" );
return -1;
}
/* Wonderfully ineffecient sorting, but we only need to do it once... */
while( config_tile ) {
if( config_tile->order == next && config_tile_count != 0 ) {
fprintf( stderr, "Error: Duplicate 'order' paramemter in game selector tile: %d\n", next );
return -1;
}
else if( config_tile->order < next ) {
next = config_tile->order;
}
config_tile_count++;
config_tile = config_tile->next;
}
while( tile_count < config_tile_count ) {
config_tile = config_get()->iface.theme.game_sel.tiles;
while( config_tile ) {
if( config_tile->order == next )
break;
config_tile = config_tile->next;
}
if( config_tile && config_tile->order == next ) {
struct game_tile *tile = malloc(sizeof(struct game_tile));
if( tile == NULL ) {
fprintf( stderr, "Error: Couldn't allocate memory for game tile\n" );
return -1;
}
else {
memset( tile, 0, sizeof(struct game_tile) );
tile->pos[X] = config_tile->pos[X];
tile->pos[Y] = config_tile->pos[Y];
tile->pos[Z] = config_tile->pos[Z];
tile->angle[X] = config_tile->angle[X];
tile->angle[Y] = config_tile->angle[Y];
tile->angle[Z] = config_tile->angle[Z];
tile->alpha = 1.0 - ((GLfloat)config_tile->transparency/100);
if( config_tile->order == config_get()->iface.theme.game_sel.selected )
game_tile_current = tile;
game_tile_add( tile );
tile_count++;
}
config_tile = config_tile->next;
}
next++;
}
if( !game_tile_current ) {
fprintf( stderr, "Error: No game selector tile marked as selected.\n" );
return -1;
}
return 0;
}
void game_sel_load_textures( void ) {
struct game_tile *t = game_tile_start;
while( t ) {
game_load_texture( t->game );
t = t->next;
}
}
void game_sel_free_textures( void ) {
struct game_tile *t = game_tile_start;
while( t ) {
game_free_texture( t->game );
t = t->next;
}
}
void game_sel_pause( void ) {
game_sel_free_textures();
}
int game_sel_resume( void ) {
game_sel_load_textures();
snap_set( game_tile_current->game );
return 0;
}
int game_sel_populate( struct game *game ) {
int i;
struct game_tile *tile;
if( game == NULL ) {
return -1;
}
/* Make sure the first game in the list is in the center (i.e. selected) */
for( i = 0 ; i < tile_count/2 ; i++ ) {
game = game->prev;
}
tile = game_tile_start;
while( tile ) {
game_load_texture( game );
tile->game = game;
tile = tile->next;
game = game->next;
}
return 0;
}
void game_sel_shuffle_forward( int manage_textures ) {
struct game_tile *t = game_tile_start;
if( t ) {
if( manage_textures )
game_load_texture( t->game->prev );
while( t ) {
if( t->game )
t->game = t->game->prev;
t = t->next;
}
if( manage_textures ) {
/* Check if we can free the last game's texture (we can't
* if the game appears more than once in the selector. */
t = game_tile_start;
while( t && t->game != game_tile_end->game ) {
t = t->next;
}
if( (t == NULL || t == game_tile_end)
&& game_tile_end->game->next != game_tile_start->game ) {
game_free_texture( game_tile_end->game->next );
}
}
}
}
void game_sel_shuffle_back( int manage_textures ) {
struct game_tile *t = game_tile_start;
if( t ) {
while( t ) {
if( t->game )
t->game = t->game->next;
if( manage_textures && t->next == NULL )
game_load_texture( t->game );
t = t->next;
}
if( manage_textures ) {
/* Check if we can free the last game's texture (we can't
* if the game appears more than once in the selector. */
t = game_tile_end;
while( t && t->game != game_tile_start->game ) {
t = t->prev;
}
if( (t == NULL || t == game_tile_start)
&& game_tile_start->game->prev != game_tile_end->game ) {
game_free_texture( game_tile_start->game->prev );
}
}
}
}
void game_sel_do_skip( void ) {
struct game *current_game = game_tile_current->game;
struct game *pos;
if( current_game ) {
game_sel_free_textures();
if( skipping < 0 ) {
pos = current_game->prev;
game_sel_shuffle_forward( 0 );
if( isalpha( current_game->name[0] ) ) {
while( strncasecmp( current_game->name, pos->name, 1 ) == 0 && pos != current_game ) {
game_sel_shuffle_forward( 0 );
pos = pos->prev;
}
}
else {
while( !isalpha( pos->name[0] ) && pos != current_game ) {
game_sel_shuffle_forward( 0 );
pos = pos->prev;
}
}
}
else {
pos = current_game->next;
game_sel_shuffle_back( 0 );
if( isalpha( current_game->name[0] ) ) {
while( strncasecmp( current_game->name, pos->name, 1 ) == 0 && pos != current_game ) {
game_sel_shuffle_back( 0 );
pos = pos->next;
}
}
else {
while( !isalpha( pos->name[0] ) && pos != current_game ) {
game_sel_shuffle_back( 0 );
pos = pos->next;
}
}
}
skipping = 0;
game_sel_load_textures();
}
game_sel_show();
}
void game_sel_skip_forward( void ) {
if( visible && !game_sel_busy() ) {
snap_clear();
sound_play( SOUND_BLIP );
game_sel_hide( HIDE_TARGET_SELECTED );
skipping = 1;
}
}
void game_sel_skip_back( void ) {
if( visible && !game_sel_busy() ) {
snap_clear();
sound_play( SOUND_BLIP );
game_sel_hide( HIDE_TARGET_SELECTED );
skipping = -1;
}
}
void game_sel_retreat( void ) {
if( visible && !game_sel_busy() ) {
snap_clear();
sound_play( SOUND_BLIP );
if( game_tile_current->prev )
game_tile_current = game_tile_current->prev;
scroll_direction = 1;
step = 1;
}
}
void game_sel_advance( void ) {
if( visible && !game_sel_busy() ) {
snap_clear();
sound_play( SOUND_BLIP );
game_sel_shuffle_back( 1 );
scroll_direction = -1;
step = steps-1;
}
}
int game_sel_event( int event ) {
int o = config_get()->iface.theme.game_sel.orientation;
switch( event ) {
case EVENT_UP:
if( o == CONFIG_LANDSCAPE )
game_sel_skip_back();
else
game_sel_retreat();
break;
case EVENT_DOWN:
if( o == CONFIG_LANDSCAPE )
game_sel_skip_forward();
else
game_sel_advance();
break;
case EVENT_LEFT:
if( o == CONFIG_LANDSCAPE )
game_sel_retreat();
else
game_sel_skip_back();
break;
case EVENT_RIGHT:
if( o == CONFIG_LANDSCAPE )
game_sel_advance();
else
game_sel_skip_forward();
break;
case EVENT_SELECT:
snap_clear();
emulator_run( game_sel_current() );
break;
case EVENT_BACK:
snap_clear();
sound_play( SOUND_BACK );
focus_set( FOCUS_SUBMENU );
break;
case EVENT_LIST1:
snap_clear();
sound_play( SOUND_SELECT );
game_list_filter_category( "Lists" , list_choice[0]);
game_sel_got_focus();
break;
case EVENT_LIST2:
snap_clear();
sound_play( SOUND_SELECT );
sound_play( SOUND_SELECT );
game_list_filter_category( "Lists" , list_choice[1]);
game_sel_got_focus();
break;
case EVENT_LIST3:
snap_clear();
sound_play( SOUND_SELECT );
sound_play( SOUND_SELECT );
game_list_filter_category( "Lists" , list_choice[2]);
game_sel_got_focus();
break;
case EVENT_LIST4:
snap_clear();
sound_play( SOUND_SELECT );
sound_play( SOUND_SELECT );
game_list_filter_category( "Lists" , list_choice[3]);
game_sel_got_focus();
break;
case EVENT_LIST5:
snap_clear();
sound_play( SOUND_SELECT );
sound_play( SOUND_SELECT );
game_list_filter_category( "Lists" , list_choice[4]);
game_sel_got_focus();
break;
default:
break;
}
return 0;
}
int game_sel_got_focus( void ) {
if( game_sel_populate( game_first() ) == 0 ) {
game_sel_show();
snap_show();
idle_counter = 1;
if( config_get()->iface.theme.menu.auto_hide ) {
menu_hide();
submenu_hide();
}
}
else {
sound_play( SOUND_NO );
focus_set( FOCUS_SUBMENU );
}
return 0;
}
int game_sel_lost_focus( void ) {
game_sel_hide(HIDE_TARGET_START);
snap_hide();
if( config_get()->iface.theme.menu.auto_hide ) {
menu_show();
}
return 0;
}
void game_tile_draw( struct game_tile* tile, struct game_tile* dest, int step ) {
GLfloat xfactor = ogl_xfactor();
GLfloat alpha = 1.0;
const struct config_game_sel *config = &config_get()->iface.theme.game_sel;
if( tile && tile->game && tile->game->texture && dest ) {
GLfloat width = (((GLfloat)tile->game->texture->width * tile_scale)/2) * xfactor;
GLfloat height = (((GLfloat)tile->game->texture->height * tile_scale)/2) * xfactor;
ogl_load_alterego();
if( config->orientation == CONFIG_PORTRAIT ) {
glTranslatef(
(tile->pos[X] + config->offset1 + (((dest->pos[X]-tile->pos[X])/steps)*step)) * x_scale * xfactor,
(tile->pos[Y] + config->offset2 + (((dest->pos[Y]-tile->pos[Y])/steps)*step)) * y_scale * xfactor,
tile->pos[Z] + (((dest->pos[Z]-tile->pos[Z])/steps)*step) -5.0
);
glRotatef( tile->angle[X] + (((dest->angle[X]-tile->angle[X])/steps)*step), 1.0, 0.0, 0.0 );
glRotatef( tile->angle[Y] + (((dest->angle[Y]-tile->angle[Y])/steps)*step), 0.0, 1.0, 0.0 );
glRotatef( tile->angle[Z] + (((dest->angle[Z]-tile->angle[Z])/steps)*step), 0.0, 0.0, 1.0 );
}
else {
glTranslatef(
-((tile->pos[Y] + config->offset2 + (((dest->pos[Y]-tile->pos[Y])/steps)*step)) * x_scale * xfactor),
-((tile->pos[X] + config->offset1 + (((dest->pos[X]-tile->pos[X])/steps)*step)) * y_scale * xfactor),
tile->pos[Z] + (((dest->pos[Z]-tile->pos[Z])/steps)*step) -5.0
);
glRotatef( -(tile->angle[Y] + (((dest->angle[Y]-tile->angle[Y])/steps)*step)), 1.0, 0.0, 0.0 );
glRotatef( -(tile->angle[X] + (((dest->angle[X]-tile->angle[X])/steps)*step)), 0.0, 1.0, 0.0 );
glRotatef( -(tile->angle[Z] + (((dest->angle[Z]-tile->angle[Z])/steps)*step)), 0.0, 0.0, 1.0 );
}
if( zoom && tile == game_tile_current ) {
glTranslatef( 0.0, 0.0, (steps-zoom)/5 );
alpha = (tile->alpha/steps)*(zoom);
zoom--;
}
else if( hide_direction != 0 ) {
alpha = tile->alpha - (tile->alpha/(GLfloat)steps)*(GLfloat)(step+1);
}
else {
alpha = tile->alpha + ((dest->alpha - tile->alpha)/steps) * step;
}
glColor4f( 1.0, 1.0, 1.0, alpha );
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glBindTexture( GL_TEXTURE_2D, tile->game->texture->id );
glBegin( GL_QUADS );
glTexCoord2f(0.0, 0.0); glVertex3f( -width, height, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f( -width, -height, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f( width, -height, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f( width, height, 0.0);
glEnd();
glDisable(GL_TEXTURE_2D);
}
}
struct game* game_sel_current( void ) {
if( game_tile_current )
return game_tile_current->game;
else
return NULL;
}
int game_sel_busy( void ) {
/* Return non-zero if we're animating right now */
return (scroll_direction || hide_direction || zoom);
}
struct game_tile *next_dest( struct game_tile *tile ) {
if( hide_direction != 0 ) {
if( hide_target == HIDE_TARGET_END ) {
return game_tile_end;
}
else if( hide_target == HIDE_TARGET_START ) {
return game_tile_start;
}
else {
return game_tile_current;
}
}
else {
if( tile->next )
return tile->next;
else
return tile;
}
}
void game_sel_draw_step( int step ) {
struct game_tile *tile = game_tile_depth_start;
while( tile ) {
game_tile_draw( tile, next_dest(tile), step );
tile = tile->depth_next;
}
}
void game_sel_show( void ) {
if( !visible && !game_sel_busy() ) {
hide_direction = 1;
step = steps-1;
visible = 1;
}
}
void game_sel_hide( int target ) {
if( visible && !game_sel_busy() ) {
hide_target = target;
hide_direction = -1;
step = 1;
visible = 1;
}
}
void game_sel_draw( void ) {
if( idle_counter && !game_sel_busy() ) {
idle_counter--;
if( idle_counter == 0 && game_tile_current->game ) {
bg_set( game_media_get( game_tile_current->game, MEDIA_IMAGE, image_type_name(IMAGE_BACKGROUND) ) );
snap_set( game_tile_current->game );
}
}
if( visible ) {
if( scroll_direction != 0 ) {
step += scroll_direction;
if( step > steps-1 ) {
game_sel_shuffle_forward( 1 );
if( game_tile_current->next )
game_tile_current = game_tile_current->next;
step = 0;
}
game_sel_draw_step( step );
if( step == 0 ) {
scroll_direction = 0;
idle_counter = idle_time;
}
}
else {
step += -hide_direction;
game_sel_draw_step( step );
if( step > steps-1 || step == 0 ) {
if( hide_direction < 0 ) {
visible = 0;
game_sel_free_textures();
}
hide_direction = 0;
if( skipping != 0 ) {
game_sel_do_skip();
idle_counter = idle_time;
}
}
}
}
}
void game_sel_zoom( void ) {
zoom = steps;
}
void game_tile_add( struct game_tile *tile ) {
if( game_tile_start == NULL ) {
tile->prev = NULL;
tile->next = NULL;
game_tile_start = tile;
}
else {
game_tile_end->next = tile;
tile->prev = game_tile_end;
tile->next = NULL;
}
game_tile_end = tile;
/* Sort by depth */
if( game_tile_depth_start == NULL ) {
tile->depth_prev = NULL;
tile->depth_next = NULL;
game_tile_depth_start = tile;
game_tile_depth_end = tile;
}
else {
struct game_tile *before = game_tile_depth_start;
while( before && tile->pos[Z] > before->pos[Z] ) {
before = before->depth_next;
}
if( before ) {
/* Insert */
tile->depth_prev = before->depth_prev;
tile->depth_next = before;
if( before->depth_prev )
before->depth_prev->depth_next = tile;
else
game_tile_depth_start = tile;
before->depth_prev = tile;
}
else {
/* Append */
game_tile_depth_end->depth_next = tile;
tile->depth_prev = game_tile_depth_end;
tile->depth_next = NULL;
game_tile_depth_end = tile;
}
}
}
struct game_tile *game_tile_first( void ) {
return game_tile_start;
}
struct game_tile *game_tile_last( void ) {
return game_tile_end;
}
void game_tile_free( struct game_tile *tile ) {
if( tile ) {
if( tile->prev == NULL ) {
game_tile_start = NULL;
}
else {
tile->prev->next = tile->next;
if( tile->next != NULL ) {
tile->next->prev = tile->prev;
}
}
free( tile );
tile = NULL;
}
}
void game_sel_free( void ) {
while( game_tile_start )
game_tile_free( game_tile_start );
}