rockbox/apps/plugins/rockboy/menu.c
Michiel Van Der Kolk 254100adf4 load/savestate support added to the menu, contributed by pabs
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@6129 a1c6a512-1295-4272-9138-f99709370657
2005-03-04 09:30:27 +00:00

490 lines
12 KiB
C

/*********************************************************************/
/* menu.c - user menu for rockboy */
/* */
/* Note: this file only exposes one function: do_user_menu(). */
/*********************************************************************/
#include "stdlib.h"
#include "string.h"
#include "button.h"
#include "rockmacros.h"
#include "mem.h"
/* load/save state function declarations */
static void do_slot_menu(bool is_load);
static void do_opt_menu(void);
static void munge_name(char *buf, size_t bufsiz);
/* directory ROM save slots belong in */
#define STATE_DIR "/.rockbox/rockboy"
#define MENU_CANCEL (-1)
static int do_menu(char *title, char **items, size_t num_items, int sel_item);
/* main menu items */
#define MAIN_MENU_TITLE "Rockboy"
typedef enum {
MM_ITEM_BACK,
MM_ITEM_LOAD,
MM_ITEM_SAVE,
MM_ITEM_OPT,
MM_ITEM_QUIT,
MM_ITEM_LAST
} MainMenuItem;
/* strings for the main menu */
static const char *main_menu[] = {
"Back to Game",
"Load State...",
"Save State...",
"Options...",
"Quit RockBoy"
};
typedef enum {
SM_ITEM_SLOT1,
SM_ITEM_SLOT2,
SM_ITEM_SLOT3,
SM_ITEM_SLOT4,
SM_ITEM_SLOT5,
SM_ITEM_FILE,
SM_ITEM_BACK,
SM_ITEM_LAST
} SlotMenuItem;
/* this semi-evil, but we snprintf() into these strings later
* Note: if you want more save slots, just add more lines
* to this array */
static const char *slot_menu[] = {
"1. ",
"2. ",
"3. ",
"4. ",
"5. ",
"Save to File... ",
"Previous Menu... "
};
#define OPT_MENU_TITLE "Options"
typedef enum {
OM_ITEM_BACK,
OM_MENU_LAST
} OptMenuItem;
static const char *opt_menu[] = {
"Previous Menu..."
};
/*
* do_user_menu - create the user menu on the screen.
*
* Returns USER_MENU_QUIT if the user selected "quit", otherwise
* returns zero.
*
* Note: this is the only non-static function in this file at the
* moment. In the future I may turn do_menu/etc into a proper API, in
* which case they'll be exposed as well.
*
*/
int do_user_menu(void) {
int mi, ret, num_items;
bool done = false;
/* set defaults */
ret = 0; /* return value */
mi = 0; /* initial menu selection */
num_items = sizeof(main_menu) / sizeof(char*);
/* loop until we should exit menu */
while (!done) {
/* get item selection */
mi = do_menu(MAIN_MENU_TITLE, (char**) main_menu, num_items, mi);
/* handle selected menu item */
switch (mi) {
case MM_ITEM_QUIT:
ret = USER_MENU_QUIT;
case MENU_CANCEL:
case MM_ITEM_BACK:
done = true;
break;
case MM_ITEM_LOAD:
do_slot_menu(true);
break;
case MM_ITEM_SAVE:
do_slot_menu(false);
break;
case MM_ITEM_OPT:
do_opt_menu();
break;
}
}
/* return somethin' */
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, sizeof(name_buf));
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, sizeof(buf), "Loaded state from \"%s\"", path);
rb->splash(HZ * 1, true, buf);
} else {
/* build description buffer */
memset(desc_buf, 0, sizeof(desc_buf));
if (desc)
strncpy(desc_buf, desc, sizeof(desc_buf));
/* 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, sizeof(path_buf), slot_id);
memset(desc_buf, 0, sizeof(desc_buf));
/* if we're saving to a slot, then get a brief description */
if (!is_load) {
if (rb->kbd_input(desc_buf, sizeof(desc_buf)) || !strlen(desc_buf)) {
memset(desc_buf, 0, sizeof(desc_buf));
strncpy(desc_buf, "Untitled", sizeof(desc_buf));
}
}
/* 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, sizeof(buf), 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, "%2d. %s", slot_id + 1, buf);
} else {
snprintf(info_buf, info_bufsiz, "%2d. ERROR", slot_id + 1);
}
close(fd);
} else {
/* if we couldn't open the file, then the slot is empty */
snprintf(info_buf, info_bufsiz, "%2d.", slot_id + 1);
}
}
/*
* do_slot_menu - prompt the user for a load/save memory slot
*/
static void do_slot_menu(bool is_load) {
int i, mi, ret, num_items;
bool done = false;
char *title, buf[256];
/* set defaults */
ret = 0; /* return value */
mi = 0; /* initial menu selection */
num_items = sizeof(slot_menu) / sizeof(char*);
/* create menu items (the last two are file and previous menu,
* so don't populate those) */
for (i = 0; i < num_items - 2; i++)
slot_info((char*) slot_menu[i], 20, i);
/* set text of file item */
snprintf((char*) slot_menu[SM_ITEM_FILE], 20, "%s File...", is_load ? "Load from" : "Save to");
/* set menu title */
title = is_load ? "Load State" : "Save State";
/* loop until we should exit menu */
while (!done) {
/* get item selection */
mi = do_menu(title, (char**) slot_menu, num_items, mi);
/* handle selected menu item */
done = true;
if (mi != MENU_CANCEL && mi != SM_ITEM_BACK) {
if (mi == SM_ITEM_FILE) {
char rom_name_buf[40];
/* munge rom name to valid filename */
strncpy(rom_name_buf, rom.name, 16);
munge_name(rom_name_buf, sizeof(rom_name_buf));
/* create default filename */
snprintf(buf, sizeof(buf), "/%s.rbs", rom_name_buf);
/* prompt for output filename, save to file */
if (!rb->kbd_input(buf, sizeof(buf)))
done = do_file(buf, NULL, is_load);
} else {
done = do_slot(mi, is_load);
}
/* if we couldn't save the state file, then print out an
* error message */
if (!is_load && !done)
rb->splash(HZ * 2, true, "Couldn't save state file.");
}
}
}
static void do_opt_menu(void) {
int mi, num_items;
bool done = false;
/* set a couple of defaults */
num_items = sizeof(opt_menu) / sizeof(char*);
mi = 0;
while (!done) {
mi = do_menu(OPT_MENU_TITLE, (char**) opt_menu, num_items, mi);
if (mi == MENU_CANCEL || mi == OM_ITEM_BACK)
done = true;
}
}
/*********************************************************************/
/* MENU FUNCTIONS */
/*********************************************************************/
/* at some point i'll make this a generic menu interface, but for now,
* these defines will suffice */
#define MENU_X 10
#define MENU_Y 8
#define MENU_WIDTH (LCD_WIDTH - 2 * MENU_X)
#define MENU_HEIGHT (LCD_HEIGHT - 2 * MENU_Y)
#define MENU_RECT MENU_X, MENU_Y, MENU_WIDTH, MENU_HEIGHT
#define SHADOW_RECT MENU_X + 1, MENU_Y + 1, MENU_WIDTH, MENU_HEIGHT
#define MENU_ITEM_PAD 2
/*
* select_item - select menu item (after deselecting current item)
*/
static void select_item(char *title, int curr_item, size_t item_i) {
int x, y, w, h;
/* get size of title, use that as height ofr all lines */
rb->lcd_getstringsize(title, &w, &h);
h += MENU_ITEM_PAD * 2;
/* calc x and width */
x = MENU_X + MENU_ITEM_PAD;
w = MENU_WIDTH - 2 * MENU_ITEM_PAD;
/* if there is a current item, then deselect it */
if (curr_item >= 0) {
/* deselect old item */
y = MENU_Y + h + MENU_ITEM_PAD * 2; /* account for title */
y += h * curr_item;
rb->lcd_invertrect(x, y, w, h);
}
/* select new item */
curr_item = item_i;
/* select new item */
y = MENU_Y + h + MENU_ITEM_PAD * 2; /* account for title */
y += h * curr_item;
rb->lcd_invertrect(x, y, w, h);
/* update the menu window */
rb->lcd_update_rect(MENU_RECT);
}
/*
* draw_menu - draw menu on screen
*
* Returns MENU_CANCEL if the user cancelled, or the item number of the
* selected item.
*
*/
static void draw_menu(char *title, char **items, size_t num_items) {
size_t i;
int x, y, w, h, by;
/* set to default? font */
rb->lcd_setfont(0);
/* draw the outline */
rb->lcd_fillrect(SHADOW_RECT);
rb->lcd_clearrect(MENU_RECT);
rb->lcd_drawrect(MENU_RECT);
/* calculate x/y */
x = MENU_X + MENU_ITEM_PAD;
y = MENU_Y + MENU_ITEM_PAD * 2;
rb->lcd_getstringsize(title, &w, &h);
h += MENU_ITEM_PAD * 2;
/* draw menu stipple */
for (i = MENU_Y; i < (size_t) y + h; i += 2)
rb->lcd_drawline(MENU_X, i, MENU_X + MENU_WIDTH, i);
/* clear title rect */
rb->lcd_clearrect((LCD_WIDTH - w) / 2 - 2, y - 2, w + 4, h);
/* draw centered title on screen */
rb->lcd_putsxy((LCD_WIDTH - w)/2, y, title);
/* calculate base Y for items */
by = y + h + MENU_ITEM_PAD;
/* iterate over each item and draw it on the screen */
for (i = 0; i < num_items; i++)
rb->lcd_putsxy(x, by + h * i, items[i]);
/* update the screen */
rb->lcd_update();
}
/*
* do_menu - draw menu on screen.
*
* Draw a menu titled @title on the screen, with @num_items elements
* from @items, and select the @sel element. If in doubt, set @sel to
* -1 :).
*
*/
static int do_menu(char *title, char **items, size_t num_items, int sel) {
int btn, sel_item, ret, curr_item;
bool done = false;
ret = MENU_CANCEL;
/* draw menu on screen and select the first item */
draw_menu(title, items, num_items);
curr_item = -1;
select_item(title, curr_item, sel);
curr_item = sel;
/* make sure button state is empty */
while (rb->button_get(false) != BUTTON_NONE)
rb->yield();
/* loop until the menu is finished */
while (!done) {
/* grab a button */
btn = rb->button_get(true);
/* handle the button */
switch (btn) {
case BUTTON_DOWN:
/* select next item in list */
sel_item = curr_item + 1;
if (sel_item >= (int) num_items)
sel_item = 0;
select_item(title, curr_item, sel_item);
curr_item = sel_item;
break;
case BUTTON_UP:
/* select prev item in list */
sel_item = curr_item - 1;
if (sel_item < 0)
sel_item = num_items - 1;
select_item(title, curr_item, sel_item);
curr_item = sel_item;
break;
case BUTTON_RIGHT:
/* select current item */
ret = curr_item;
done = true;
break;
case BUTTON_LEFT:
case BUTTON_OFF:
/* cancel out of menu */
ret = MENU_CANCEL;
done = true;
break;
}
/* give the OS some love */
rb->yield();
}
/* return selected item */
return ret;
}