rockbox/apps/plugins/rockboy/menu.c
Thomas Martitz 98f1aa6025 Fix mistake at checking the return in rockboy. Thanks Al Le for spotting.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22273 a1c6a512-1295-4272-9138-f99709370657
2009-08-12 15:00:16 +00:00

433 lines
11 KiB
C

/*********************************************************************/
/* 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"
#include "save.h"
#include "rtc-gb.h"
#include "pcm.h"
/* 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_DIR "/rockboy"
static int getbutton(char *text)
{
int fw, fh;
rb->lcd_clear_display();
rb->font_getstringsize(text, &fw, &fh,0);
rb->lcd_putsxy(LCD_WIDTH/2-fw/2, LCD_HEIGHT/2-fh/2, 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;
return button;
}
}
static void setupkeys(void)
{
options.UP=getbutton ("Press Up");
options.DOWN=getbutton ("Press Down");
options.LEFT=getbutton ("Press Left");
options.RIGHT=getbutton ("Press Right");
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 selected=0, ret=0;
int result;
int time = 0;
#if CONFIG_RTC
time = rb->mktime(rb->get_time());
#endif
#if defined(HAVE_LCD_MODES) && (HAVE_LCD_MODES & LCD_MODE_PAL256)
rb->lcd_set_mode(LCD_MODE_RGB565);
#endif
/* Clean out the button Queue */
while (rb->button_get(false) != BUTTON_NONE)
rb->yield();
MENUITEM_STRINGLIST(menu, "Rockboy Menu", NULL,
"Load Game", "Save Game",
"Options", "Quit");
pcm_init();
while(!done)
{
result = rb->do_menu(&menu, &selected, NULL, false);
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->lcd_setfont(0); /* Reset the font */
rb->lcd_clear_display(); /* Clear display for screen size changes */
/* Keep the RTC in sync */
#if CONFIG_RTC
time = (rb->mktime(rb->get_time()) - time) * 60;
#endif
while (time-- > 0) rtc_tick();
#if defined(HAVE_LCD_MODES) && (HAVE_LCD_MODES & LCD_MODE_PAL256)
rb->lcd_set_mode(LCD_MODE_PAL256);
#endif
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[17];
/* munge state file name */
strlcpy(name_buf, rom.name, sizeof(name_buf));
munge_name(name_buf, strlen(name_buf));
/* glom the whole mess together */
snprintf(buf, bufsiz, "%s/%s-%ld.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, buf);
}
else
{
/* build description buffer */
memset(desc_buf, 0, 20);
if (desc)
strlcpy(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) < 0) || !strlen(desc_buf) )
{
strlcpy(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, "%ld. %s", slot_id + 1, buf);
}
else
snprintf(info_buf, info_bufsiz, "%ld. ERROR", slot_id + 1);
close(fd);
}
else
{
/* if we couldn't open the file, then the slot is empty */
snprintf(info_buf, info_bufsiz, "%ld. %s", slot_id + 1, "<Empty>");
}
}
/*
* slot_get_name
*/
static char *slot_get_name(int selected_item, void * data,
char * buffer, size_t buffer_len)
{
char (*items)[20] = data;
(void) buffer;
(void) buffer_len;
return items[selected_item];
}
/*
* list_action_callback
*/
static int list_action_callback(int action, struct gui_synclist *lists)
{
(void) lists;
if (action == ACTION_STD_OK)
return ACTION_STD_CANCEL;
return action;
}
/*
* do_slot_menu - prompt the user for a load/save memory slot
*/
static void do_slot_menu(bool is_load) {
bool done=false;
char items[5][20];
int result;
int i;
int num_items = sizeof(items) / sizeof(*items);
struct simplelist_info info;
/* create menu items */
for (i = 0; i < num_items; i++)
slot_info(items[i], 20, i);
rb->simplelist_info_init(&info, NULL, num_items, (void *)items);
info.get_name = slot_get_name;
info.action_callback = list_action_callback;
while(!done)
{
if(rb->simplelist_show_list(&info))
break;
result = info.selection;
if (result<num_items && result >= 0 )
done = do_slot(result, is_load);
else
done = true;
}
}
static void do_opt_menu(void)
{
bool done=false;
int selected=0;
int result;
static const struct opt_items onoff[2] = {
{ "Off", -1 },
{ "On" , -1 },
};
static const struct opt_items frameskip[]= {
{ "0 Max", -1 },
{ "1 Max", -1 },
{ "2 Max", -1 },
{ "3 Max", -1 },
{ "4 Max", -1 },
{ "5 Max", -1 },
{ "6 Max", -1 },
};
#ifdef HAVE_LCD_COLOR
static const struct opt_items rotate[] = {
{ "No rotation", -1 },
{ "Rotate Right" , -1 },
{ "Rotate Left" , -1 },
};
static const struct opt_items scaling[]= {
{ "Scaled", -1 },
{ "Scaled - Maintain Ratio", -1 },
#if (LCD_WIDTH>=160) && (LCD_HEIGHT>=144)
{ "Unscaled", -1 },
#endif
};
static const struct opt_items palette[]= {
{ "Brown (Default)", -1 },
{ "Gray", -1 },
{ "Light Gray", -1 },
{ "Multi-Color 1", -1 },
{ "Multi-Color 2", -1 },
{ "Adventure Island", -1 },
{ "Adventure Island 2", -1 },
{ "Balloon Kid", -1 },
{ "Batman", -1 },
{ "Batman: Return of Joker", -1 },
{ "Bionic Commando", -1 },
{ "Castlvania Adventure", -1 },
{ "Donkey Kong Land", -1 },
{ "Dr. Mario", -1 },
{ "Kirby", -1 },
{ "Metroid", -1 },
{ "Zelda", -1 },
};
#endif
MENUITEM_STRINGLIST(menu, "Options", NULL,
"Max Frameskip", "Sound", "Stats", "Set Keys (Buggy)",
#ifdef HAVE_LCD_COLOR
"Screen Size", "Screen Rotate", "Set Palette",
#endif
);
options.dirty=1; /* Assume that the settings have been changed */
while(!done)
{
result = rb->do_menu(&menu, &selected, NULL, false);
switch (result)
{
case 0: /* Frameskip */
rb->set_option("Max Frameskip", &options.maxskip, INT, frameskip,
sizeof(frameskip)/sizeof(*frameskip), NULL );
break;
case 1: /* Sound */
if(options.sound>1) options.sound=1;
rb->set_option("Sound", &options.sound, INT, onoff, 2, NULL );
if(options.sound) sound_dirty();
break;
case 2: /* Stats */
rb->set_option("Stats", &options.showstats, INT, onoff, 2, NULL );
break;
case 3: /* Keys */
setupkeys();
break;
#ifdef HAVE_LCD_COLOR
case 4: /* Screen Size */
rb->set_option("Screen Size", &options.scaling, INT, scaling,
sizeof(scaling)/sizeof(*scaling), NULL );
setvidmode();
break;
case 5: /* Screen rotate */
rb->set_option("Screen Rotate", &options.rotate, INT, rotate,
sizeof(rotate)/sizeof(*rotate), NULL );
setvidmode();
break;
case 6: /* Palette */
rb->set_option("Set Palette", &options.pal, INT, palette, 17, NULL );
set_pal();
break;
#endif
default:
done=true;
break;
}
}
}