04daef17a1
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@6856 a1c6a512-1295-4272-9138-f99709370657
496 lines
13 KiB
C
496 lines
13 KiB
C
/*********************************************************************/
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/* menu.c - user menu for rockboy */
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/* */
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/* Note: this file only exposes one function: do_user_menu(). */
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/*********************************************************************/
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#include "stdlib.h"
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#include "string.h"
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#include "button.h"
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#include "rockmacros.h"
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#include "mem.h"
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/* load/save state function declarations */
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static void do_slot_menu(bool is_load);
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static void do_opt_menu(void);
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static void munge_name(char *buf, size_t bufsiz);
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/* directory ROM save slots belong in */
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#define STATE_DIR "/.rockbox/rockboy"
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#define MENU_CANCEL (-1)
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static int do_menu(char *title, char **items, size_t num_items, int sel_item);
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/* main menu items */
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#define MAIN_MENU_TITLE "Rockboy"
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typedef enum {
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MM_ITEM_BACK,
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MM_ITEM_LOAD,
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MM_ITEM_SAVE,
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MM_ITEM_OPT,
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MM_ITEM_QUIT,
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MM_ITEM_LAST
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} MainMenuItem;
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/* strings for the main menu */
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static const char *main_menu[] = {
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"Back to Game",
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"Load State...",
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"Save State...",
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"Options...",
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"Quit RockBoy"
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};
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typedef enum {
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SM_ITEM_SLOT1,
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SM_ITEM_SLOT2,
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SM_ITEM_SLOT3,
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SM_ITEM_SLOT4,
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SM_ITEM_SLOT5,
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SM_ITEM_FILE,
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SM_ITEM_BACK,
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SM_ITEM_LAST
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} SlotMenuItem;
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/* this semi-evil, but we snprintf() into these strings later
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* Note: if you want more save slots, just add more lines
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* to this array */
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static const char *slot_menu[] = {
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"1. ",
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"2. ",
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"3. ",
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"4. ",
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"5. ",
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"Save to File... ",
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"Previous Menu... "
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};
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#define OPT_MENU_TITLE "Options"
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typedef enum {
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OM_ITEM_BACK,
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OM_MENU_LAST
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} OptMenuItem;
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static const char *opt_menu[] = {
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"Previous Menu..."
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};
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/*
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* do_user_menu - create the user menu on the screen.
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*
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* Returns USER_MENU_QUIT if the user selected "quit", otherwise
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* returns zero.
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*
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* Note: this is the only non-static function in this file at the
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* moment. In the future I may turn do_menu/etc into a proper API, in
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* which case they'll be exposed as well.
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*
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*/
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int do_user_menu(void) {
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int mi, ret, num_items;
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bool done = false;
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/* set defaults */
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ret = 0; /* return value */
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mi = 0; /* initial menu selection */
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num_items = sizeof(main_menu) / sizeof(char*);
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/* loop until we should exit menu */
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while (!done) {
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/* get item selection */
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mi = do_menu(MAIN_MENU_TITLE, (char**) main_menu, num_items, mi);
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/* handle selected menu item */
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switch (mi) {
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case MM_ITEM_QUIT:
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ret = USER_MENU_QUIT;
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case MENU_CANCEL:
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case MM_ITEM_BACK:
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done = true;
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break;
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case MM_ITEM_LOAD:
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do_slot_menu(true);
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break;
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case MM_ITEM_SAVE:
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do_slot_menu(false);
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break;
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case MM_ITEM_OPT:
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do_opt_menu();
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break;
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}
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}
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/* return somethin' */
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return ret;
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}
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/*
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* munge_name - munge a string into a filesystem-safe name
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*/
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static void munge_name(char *buf, const size_t bufsiz) {
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unsigned int i, max;
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/* check strlen */
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max = strlen(buf);
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max = (max < bufsiz) ? max : bufsiz;
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/* iterate over characters and munge them (if necessary) */
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for (i = 0; i < max; i++)
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if (!isalnum(buf[i]))
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buf[i] = '_';
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}
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/*
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* build_slot_path - build a path to an slot state file for this rom
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*
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* Note: uses rom.name. Is there a safer way of doing this? Like a ROM
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* checksum or something like that?
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*/
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static void build_slot_path(char *buf, size_t bufsiz, size_t slot_id) {
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char name_buf[40];
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/* munge state file name */
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strncpy(name_buf, rom.name, sizeof(name_buf));
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name_buf[16] = '\0';
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munge_name(name_buf, strlen(name_buf));
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/* glom the whole mess together */
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snprintf(buf, bufsiz, "%s/%s-%d.rbs", STATE_DIR, name_buf, slot_id + 1);
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}
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/*
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* do_file - load or save game data in the given file
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*
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* Returns true on success and false on failure.
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*
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* @desc is a brief user-provided description (<20 bytes) of the state.
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* If no description is provided, set @desc to NULL.
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*
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*/
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static bool do_file(char *path, char *desc, bool is_load) {
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char buf[200], desc_buf[20];
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int fd, file_mode;
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/* set file mode */
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file_mode = is_load ? O_RDONLY : (O_WRONLY | O_CREAT);
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/* attempt to open file descriptor here */
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if ((fd = open(path, file_mode)) <= 0)
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return false;
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/* load/save state */
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if (is_load) {
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/* load description */
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read(fd, desc_buf, 20);
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/* load state */
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loadstate(fd);
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/* print out a status message so the user knows the state loaded */
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snprintf(buf, sizeof(buf), "Loaded state from \"%s\"", path);
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rb->splash(HZ * 1, true, buf);
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} else {
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/* build description buffer */
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memset(desc_buf, 0, sizeof(desc_buf));
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if (desc)
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strncpy(desc_buf, desc, sizeof(desc_buf));
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/* save state */
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write(fd, desc_buf, 20);
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savestate(fd);
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}
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/* close file descriptor */
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close(fd);
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/* return true (for success) */
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return true;
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}
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/*
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* do_slot - load or save game data in the given slot
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*
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* Returns true on success and false on failure.
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*/
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static bool do_slot(size_t slot_id, bool is_load) {
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char path_buf[256], desc_buf[20];
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/* build slot filename, clear desc buf */
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build_slot_path(path_buf, sizeof(path_buf), slot_id);
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memset(desc_buf, 0, sizeof(desc_buf));
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/* if we're saving to a slot, then get a brief description */
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if (!is_load) {
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if (rb->kbd_input(desc_buf, sizeof(desc_buf)) || !strlen(desc_buf)) {
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memset(desc_buf, 0, sizeof(desc_buf));
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strncpy(desc_buf, "Untitled", sizeof(desc_buf));
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}
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}
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/* load/save file */
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return do_file(path_buf, desc_buf, is_load);
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}
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/*
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* get information on the given slot
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*/
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static void slot_info(char *info_buf, size_t info_bufsiz, size_t slot_id) {
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char buf[256];
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int fd;
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/* get slot file path */
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build_slot_path(buf, sizeof(buf), slot_id);
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/* attempt to open slot */
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if ((fd = open(buf, O_RDONLY)) >= 0) {
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/* this slot has a some data in it, read it */
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if (read(fd, buf, 20) > 0) {
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buf[20] = '\0';
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snprintf(info_buf, info_bufsiz, "%2d. %s", slot_id + 1, buf);
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} else {
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snprintf(info_buf, info_bufsiz, "%2d. ERROR", slot_id + 1);
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}
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close(fd);
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} else {
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/* if we couldn't open the file, then the slot is empty */
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snprintf(info_buf, info_bufsiz, "%2d.", slot_id + 1);
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}
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}
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/*
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* do_slot_menu - prompt the user for a load/save memory slot
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*/
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static void do_slot_menu(bool is_load) {
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int i, mi, ret, num_items;
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bool done = false;
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char *title, buf[256];
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/* set defaults */
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ret = 0; /* return value */
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mi = 0; /* initial menu selection */
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num_items = sizeof(slot_menu) / sizeof(char*);
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/* create menu items (the last two are file and previous menu,
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* so don't populate those) */
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for (i = 0; i < num_items - 2; i++)
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slot_info((char*) slot_menu[i], 20, i);
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/* set text of file item */
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snprintf((char*) slot_menu[SM_ITEM_FILE], 20, "%s File...", is_load ? "Load from" : "Save to");
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/* set menu title */
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title = is_load ? "Load State" : "Save State";
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/* loop until we should exit menu */
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while (!done) {
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/* get item selection */
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mi = do_menu(title, (char**) slot_menu, num_items, mi);
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/* handle selected menu item */
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done = true;
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if (mi != MENU_CANCEL && mi != SM_ITEM_BACK) {
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if (mi == SM_ITEM_FILE) {
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char rom_name_buf[40];
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/* munge rom name to valid filename */
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strncpy(rom_name_buf, rom.name, 16);
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munge_name(rom_name_buf, sizeof(rom_name_buf));
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/* create default filename */
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snprintf(buf, sizeof(buf), "/%s.rbs", rom_name_buf);
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/* prompt for output filename, save to file */
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if (!rb->kbd_input(buf, sizeof(buf)))
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done = do_file(buf, NULL, is_load);
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} else {
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done = do_slot(mi, is_load);
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}
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/* if we couldn't save the state file, then print out an
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* error message */
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if (!is_load && !done)
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rb->splash(HZ * 2, true, "Couldn't save state file.");
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}
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}
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}
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static void do_opt_menu(void) {
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int mi, num_items;
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bool done = false;
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/* set a couple of defaults */
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num_items = sizeof(opt_menu) / sizeof(char*);
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mi = 0;
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while (!done) {
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mi = do_menu(OPT_MENU_TITLE, (char**) opt_menu, num_items, mi);
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if (mi == MENU_CANCEL || mi == OM_ITEM_BACK)
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done = true;
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}
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}
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/*********************************************************************/
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/* MENU FUNCTIONS */
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/*********************************************************************/
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/* at some point i'll make this a generic menu interface, but for now,
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* these defines will suffice */
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#define MENU_X 10
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#define MENU_Y 8
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#define MENU_WIDTH (LCD_WIDTH - 2 * MENU_X)
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#define MENU_HEIGHT (LCD_HEIGHT - 2 * MENU_Y)
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#define MENU_RECT MENU_X, MENU_Y, MENU_WIDTH, MENU_HEIGHT
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#define SHADOW_RECT MENU_X + 1, MENU_Y + 1, MENU_WIDTH, MENU_HEIGHT
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#define MENU_ITEM_PAD 2
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/*
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* select_item - select menu item (after deselecting current item)
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*/
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static void select_item(char *title, int curr_item, size_t item_i) {
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int x, y, w, h;
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/* get size of title, use that as height ofr all lines */
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rb->lcd_getstringsize(title, &w, &h);
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h += MENU_ITEM_PAD * 2;
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/* calc x and width */
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x = MENU_X + MENU_ITEM_PAD;
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w = MENU_WIDTH - 2 * MENU_ITEM_PAD;
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rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
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/* if there is a current item, then deselect it */
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if (curr_item >= 0) {
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/* deselect old item */
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y = MENU_Y + h + MENU_ITEM_PAD * 2; /* account for title */
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y += h * curr_item;
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rb->lcd_fillrect(x, y, w, h);
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}
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/* select new item */
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curr_item = item_i;
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/* select new item */
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y = MENU_Y + h + MENU_ITEM_PAD * 2; /* account for title */
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y += h * curr_item;
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rb->lcd_fillrect(x, y, w, h);
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rb->lcd_set_drawmode(DRMODE_SOLID);
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/* update the menu window */
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rb->lcd_update_rect(MENU_RECT);
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}
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/*
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* draw_menu - draw menu on screen
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*
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* Returns MENU_CANCEL if the user cancelled, or the item number of the
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* selected item.
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*
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*/
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static void draw_menu(char *title, char **items, size_t num_items) {
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size_t i;
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int x, y, w, h, by;
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/* set to default? font */
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rb->lcd_setfont(0);
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/* draw the outline */
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rb->lcd_fillrect(SHADOW_RECT);
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rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
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rb->lcd_fillrect(MENU_RECT);
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rb->lcd_set_drawmode(DRMODE_SOLID);
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rb->lcd_drawrect(MENU_RECT);
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/* calculate x/y */
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x = MENU_X + MENU_ITEM_PAD;
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y = MENU_Y + MENU_ITEM_PAD * 2;
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rb->lcd_getstringsize(title, &w, &h);
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h += MENU_ITEM_PAD * 2;
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/* draw menu stipple */
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for (i = MENU_Y; i < (size_t) y + h; i += 2)
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rb->lcd_drawline(MENU_X, i, MENU_X + MENU_WIDTH, i);
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/* clear title rect */
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rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
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rb->lcd_fillrect((LCD_WIDTH - w) / 2 - 2, y - 2, w + 4, h);
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rb->lcd_set_drawmode(DRMODE_SOLID);
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/* draw centered title on screen */
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rb->lcd_putsxy((LCD_WIDTH - w)/2, y, title);
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/* calculate base Y for items */
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by = y + h + MENU_ITEM_PAD;
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/* iterate over each item and draw it on the screen */
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for (i = 0; i < num_items; i++)
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rb->lcd_putsxy(x, by + h * i, items[i]);
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/* update the screen */
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rb->lcd_update();
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}
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/*
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* do_menu - draw menu on screen.
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*
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* Draw a menu titled @title on the screen, with @num_items elements
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* from @items, and select the @sel element. If in doubt, set @sel to
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* -1 :).
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*
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*/
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static int do_menu(char *title, char **items, size_t num_items, int sel) {
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int btn, sel_item, ret, curr_item;
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bool done = false;
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ret = MENU_CANCEL;
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/* draw menu on screen and select the first item */
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draw_menu(title, items, num_items);
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curr_item = -1;
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select_item(title, curr_item, sel);
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curr_item = sel;
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/* make sure button state is empty */
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while (rb->button_get(false) != BUTTON_NONE)
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rb->yield();
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/* loop until the menu is finished */
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while (!done) {
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/* grab a button */
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btn = rb->button_get(true);
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/* handle the button */
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switch (btn) {
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case BUTTON_DOWN:
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/* select next item in list */
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sel_item = curr_item + 1;
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if (sel_item >= (int) num_items)
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sel_item = 0;
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select_item(title, curr_item, sel_item);
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curr_item = sel_item;
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break;
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case BUTTON_UP:
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/* select prev item in list */
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sel_item = curr_item - 1;
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if (sel_item < 0)
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sel_item = num_items - 1;
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select_item(title, curr_item, sel_item);
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curr_item = sel_item;
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break;
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case BUTTON_RIGHT:
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/* select current item */
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ret = curr_item;
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done = true;
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break;
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case BUTTON_LEFT:
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case BUTTON_OFF:
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/* cancel out of menu */
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ret = MENU_CANCEL;
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done = true;
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break;
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}
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/* give the OS some love */
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rb->yield();
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}
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/* return selected item */
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return ret;
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}
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