/*********************************************************************/ /* menu.c - user menu for rockboy */ /* */ /* Note: this file only exposes one function: do_user_menu(). */ /*********************************************************************/ #include "button.h" #include "rockmacros.h" #include "mem.h" #if (CONFIG_KEYPAD == IPOD_4G_PAD) #define MENU_BUTTON_UP BUTTON_SCROLL_BACK #define MENU_BUTTON_DOWN BUTTON_SCROLL_FWD #define MENU_BUTTON_LEFT BUTTON_LEFT #define MENU_BUTTON_RIGHT BUTTON_RIGHT #else #define MENU_BUTTON_UP BUTTON_UP #define MENU_BUTTON_DOWN BUTTON_DOWN #define MENU_BUTTON_LEFT BUTTON_LEFT #define MENU_BUTTON_RIGHT BUTTON_RIGHT #endif /* load/save state function declarations */ static void do_opt_menu(void); static void do_slot_menu(bool is_load); static void munge_name(char *buf, size_t bufsiz); /* directory ROM save slots belong in */ #define STATE_DIR "/.rockbox/rockboy" int getbutton(char *text) { rb->lcd_putsxy(0, 0, text); rb->lcd_update(); rb->sleep(30); while (rb->button_get(false) != BUTTON_NONE) rb->yield(); int button; while(true) { button = rb->button_get(true); button=button&0x00000FFF; switch(button) { case MENU_BUTTON_LEFT: case MENU_BUTTON_RIGHT: case MENU_BUTTON_UP: case MENU_BUTTON_DOWN: break; default: return button; break; } } } void setupkeys(void) { options.A=getbutton("Press A"); options.B=getbutton("Press B"); options.START=getbutton("Press Start"); options.SELECT=getbutton("Press Select"); options.MENU=getbutton("Press Menu"); } /* * do_user_menu - create the user menu on the screen. * * Returns USER_MENU_QUIT if the user selected "quit", otherwise * returns zero. */ int do_user_menu(void) { bool done=false; int m, ret=0; int result; /* Clean out the button Queue */ while (rb->button_get(false) != BUTTON_NONE) rb->yield(); static const struct menu_item items[] = { {"Load Game", NULL }, {"Save Game", NULL }, {"Options", NULL }, {"Quit", NULL }, }; pcm_init(); m = rb->menu_init(items, sizeof(items) / sizeof(*items), NULL, NULL, NULL, NULL); while(!done) { result=rb->menu_show(m); switch (result) { case 0: /* Load Game */ do_slot_menu(true); break; case 1: /* Save Game */ do_slot_menu(false); break; case 2: /* Options */ do_opt_menu(); break; case 3: /* Quit */ ret = USER_MENU_QUIT; done=true; break; default: done=true; break; } } rb->menu_exit(m); rb->lcd_setfont(0); /* Reset the font */ rb->lcd_clear_display(); /* Clear display for screen size changes */ return ret; } /* * munge_name - munge a string into a filesystem-safe name */ static void munge_name(char *buf, const size_t bufsiz) { unsigned int i, max; /* check strlen */ max = strlen(buf); max = (max < bufsiz) ? max : bufsiz; /* iterate over characters and munge them (if necessary) */ for (i = 0; i < max; i++) if (!isalnum(buf[i])) buf[i] = '_'; } /* * build_slot_path - build a path to an slot state file for this rom * * Note: uses rom.name. Is there a safer way of doing this? Like a ROM * checksum or something like that? */ static void build_slot_path(char *buf, size_t bufsiz, size_t slot_id) { char name_buf[40]; /* munge state file name */ strncpy(name_buf, rom.name, 40); name_buf[16] = '\0'; munge_name(name_buf, strlen(name_buf)); /* glom the whole mess together */ snprintf(buf, bufsiz, "%s/%s-%d.rbs", STATE_DIR, name_buf, slot_id + 1); } /* * do_file - load or save game data in the given file * * Returns true on success and false on failure. * * @desc is a brief user-provided description (<20 bytes) of the state. * If no description is provided, set @desc to NULL. * */ static bool do_file(char *path, char *desc, bool is_load) { char buf[200], desc_buf[20]; int fd, file_mode; /* set file mode */ file_mode = is_load ? O_RDONLY : (O_WRONLY | O_CREAT); /* attempt to open file descriptor here */ if ((fd = open(path, file_mode)) <= 0) return false; /* load/save state */ if (is_load) { /* load description */ read(fd, desc_buf, 20); /* load state */ loadstate(fd); /* print out a status message so the user knows the state loaded */ snprintf(buf, 200, "Loaded state from \"%s\"", path); rb->splash(HZ * 1, true, buf); } else { /* build description buffer */ memset(desc_buf, 0, 20); if (desc) strncpy(desc_buf, desc, 20); /* save state */ write(fd, desc_buf, 20); savestate(fd); } /* close file descriptor */ close(fd); /* return true (for success) */ return true; } /* * do_slot - load or save game data in the given slot * * Returns true on success and false on failure. */ static bool do_slot(size_t slot_id, bool is_load) { char path_buf[256], desc_buf[20]; /* build slot filename, clear desc buf */ build_slot_path(path_buf, 256, slot_id); memset(desc_buf, 0, 20); /* if we're saving to a slot, then get a brief description */ if (!is_load) if (rb->kbd_input(desc_buf, 20) || !strlen(desc_buf)) { memset(desc_buf, 0, 20); strncpy(desc_buf, "Untitled", 20); } /* load/save file */ return do_file(path_buf, desc_buf, is_load); } /* * get information on the given slot */ static void slot_info(char *info_buf, size_t info_bufsiz, size_t slot_id) { char buf[256]; int fd; /* get slot file path */ build_slot_path(buf, 256, slot_id); /* attempt to open slot */ if ((fd = open(buf, O_RDONLY)) >= 0) { /* this slot has a some data in it, read it */ if (read(fd, buf, 20) > 0) { buf[20] = '\0'; snprintf(info_buf, info_bufsiz, "%d. %s", slot_id + 1, buf); } else snprintf(info_buf, info_bufsiz, "%d. ERROR", slot_id + 1); close(fd); } else { /* if we couldn't open the file, then the slot is empty */ snprintf(info_buf, info_bufsiz, "%d. %s", slot_id + 1, ""); } } /* * do_slot_menu - prompt the user for a load/save memory slot */ static void do_slot_menu(bool is_load) { bool done=false; char buf[5][20]; int m; int result; int i; struct menu_item items[] = { { buf[0] , NULL }, { buf[1] , NULL }, { buf[2] , NULL }, { buf[3] , NULL }, { buf[4] , NULL }, }; int num_items = sizeof(items) / sizeof(*items); /* create menu items */ for (i = 0; i < num_items; i++) slot_info(buf[i], 20, i); m = rb->menu_init(items, num_items, NULL, NULL, NULL, NULL); while(!done) { result=rb->menu_show(m); if (result= 0 ) done = do_slot(result, is_load); else done = true; } rb->menu_exit(m); } static void do_opt_menu(void) { bool done=false; int m; int result; static const struct opt_items onoff[2] = { { "Off", -1 }, { "On" , -1 }, }; static const struct opt_items fullscreen[]= { { "Off", -1 }, { "Fullscreen", -1 }, { "Full - Maintain Ratio", -1 }, }; static const struct opt_items frameskip[]= { { "3 Max", -1 }, { "4 Max", -1 }, { "5 Max", -1 }, { "6 Max", -1 }, }; static const struct menu_item items[] = { { "Max Frameskip", NULL }, { "Sound" , NULL }, { "Stats" , NULL }, { "Fullscreen" , NULL }, { "Set Keys (Buggy)", NULL }, }; m = rb->menu_init(items, sizeof(items) / sizeof(*items), NULL, NULL, NULL, NULL); while(!done) { result=rb->menu_show(m); switch (result) { case 0: /* Frameskip */ options.maxskip-=3; rb->set_option(items[0].desc, &options.maxskip, INT, frameskip, 4, NULL ); options.maxskip+=3; break; case 1: /* Sound */ if(options.sound>1) options.sound=1; rb->set_option(items[1].desc, &options.sound, INT, onoff, 2, NULL ); break; case 2: /* Stats */ rb->set_option(items[2].desc, &options.showstats, INT, onoff, 2, NULL ); break; case 3: /* Fullscreen */ rb->set_option(items[3].desc, &options.fullscreen, INT, fullscreen, 3, NULL ); setvidmode(options.fullscreen); break; case 4: /* Keys */ setupkeys(); break; default: done=true; break; } } rb->menu_exit(m); }