mirror of
https://github.com/mtheall/exb0rker.git
synced 2025-06-19 11:15:31 -04:00
270 lines
8.2 KiB
C++
270 lines
8.2 KiB
C++
#include <stdio.h>
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#include <unistd.h>
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#include <dirent.h>
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#include "scandir.h"
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#include "mainapp.h"
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#include "file.h"
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#include "folder.h"
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#include "fx2.h"
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#include "appicon.h"
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#include <feos3d.h>
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IGuiManager* g_guiManager;
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typedef struct {
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u16 *main, *sub;
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} icon_t;
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static icon_t fileIcon = { NULL, NULL, };
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static icon_t folderIcon = { NULL, NULL, };
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static icon_t fx2Icon = { NULL, NULL, };
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MainApp::MainApp() {
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SetTitle("FeOS File Manager");
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SetIcon((color_t*)appiconBitmap);
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dirList = NULL;
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numDirs = 0;
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selected = -1;
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scroll = 0;
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}
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MainApp::~MainApp() {
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if(dirList != NULL)
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freescandir(dirList, numDirs);
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}
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void MainApp::OnActivate() {
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font = g_guiManager->GetSystemFont();
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// initialize video
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lcdMainOnBottom();
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videoSetMode (MODE_0_3D);
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videoSetModeSub(MODE_3_2D);
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vramSetPrimaryBanks(VRAM_A_TEXTURE, VRAM_B_MAIN_SPRITE, VRAM_C_SUB_BG, VRAM_D_SUB_SPRITE);
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// initialize OAM
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oamInit(&oamMain, SpriteMapping_Bmp_1D_128, false);
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oamInit(&oamSub, SpriteMapping_Bmp_1D_128, false);
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// allocate sprites for icons
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if(fileIcon.main == NULL) fileIcon.main = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_Bmp);
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if(fileIcon.sub == NULL) fileIcon.sub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_Bmp);
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if(folderIcon.main == NULL) folderIcon.main = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_Bmp);
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if(folderIcon.sub == NULL) folderIcon.sub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_Bmp);
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if(fx2Icon.main == NULL) fx2Icon.main = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_Bmp);
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if(fx2Icon.sub == NULL) fx2Icon.sub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_Bmp);
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// copy sprites into vram
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DC_FlushAll();
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dmaCopy(fileBitmap, fileIcon.main, fileBitmapLen);
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dmaCopy(fileBitmap, fileIcon.sub, fileBitmapLen);
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dmaCopy(folderBitmap, folderIcon.main, folderBitmapLen);
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dmaCopy(folderBitmap, folderIcon.sub, folderBitmapLen);
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dmaCopy(fx2Bitmap, fx2Icon.main, fx2BitmapLen);
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dmaCopy(fx2Bitmap, fx2Icon.sub, fx2BitmapLen);
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// initialize 3D engine
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glInit();
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glEnable(GL_TEXTURE_2D|GL_BLEND);
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glClearColor(31, 31, 31, 31);
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glClearPolyID(63);
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glClearDepth(GL_MAX_DEPTH);
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// set up the view
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glViewport(0, 0, 255, 191);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrthof32(0, 256, 192, 0, -1<<12, 1<<12);
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// initialize the materials
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glColor(RGB15(31, 31, 31));
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glMaterialf(GL_AMBIENT, RGB15(31, 31, 31));
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glMaterialf(GL_DIFFUSE, RGB15(31, 31, 31));
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glMaterialf(GL_EMISSION, RGB15(31, 31, 31));
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glMaterialf(GL_SPECULAR, ARGB16(1, 31, 31, 31));
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glMaterialShinyness();
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// allocate textures
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for(u32 i = 0; i < sizeof(entries)/sizeof(entries[0]); i++) {
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glGenTextures(1, &entries[i].texture);
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glBindTexture(GL_TEXTURE_2D, entries[i].texture);
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glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_256, TEXTURE_SIZE_16, 0, TEXGEN_TEXCOORD, NULL);
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entries[i].entry = -1;
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entries[i].selected = false;
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entries[i].oldSelected = false;
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}
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// reinitialize directory listing
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if(dirList != NULL)
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freescandir(dirList, numDirs);
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numDirs = scandir(".", &dirList, generic_scandir_filter, generic_scandir_compar);
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selected = -1;
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scroll = 0;
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keysSetRepeat(15, 4);
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}
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void MainApp::OnDeactivate() {
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// deallocate textures
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for(int i = 0; i < NUM_ENTRIES; i++)
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glDeleteTextures(1, &entries[i].texture);
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// uninitialize 3D engine
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glDeinit();
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}
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void MainApp::OnVBlank() {
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touchPosition touch;
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char directory[256];
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int selection = -1;
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word_t down = keysDown();
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word_t repeat = keysDownRepeat();
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// draw the scene ASAP
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redraw();
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if(down & KEY_TOUCH) {
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touchRead(&touch);
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if(dirList != NULL) {
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if((touch.py-8)/16 + scroll < numDirs
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&& (touch.py-8)/16 >= 0
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&& (touch.py-8)/16 < (192-8)/16) {
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// determine what was touched
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selection = (touch.py-8)/16 + scroll;
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// update the selection
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if(selection != selected) {
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selected = selection;
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// refresh the 'selected' status for each texture
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for(int i = 0; i < NUM_ENTRIES; i++)
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entries[i].selected = entries[i].entry == selected;
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}
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else { // we have selected a selected direntry
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// open a directory
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if(TYPE_DIR(dirList[selected]->d_type)) {
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strcpy(directory, dirList[selected]->d_name);
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freescandir(dirList, numDirs);
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// move to the new directory
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chdir(directory);
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// scan the new directory
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numDirs = scandir(".", &dirList, generic_scandir_filter, generic_scandir_compar);
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// reinitialize the texture entries
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for(int i = 0; i < NUM_ENTRIES; i++) {
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entries[i].entry = -1;
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entries[i].selected = false;
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entries[i].oldSelected = false;
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}
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// reset the selected direntry and scroll
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selected = -1;
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scroll = 0;
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}
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}
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}
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}
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}
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// update scroll
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if((repeat & KEY_DOWN) && scroll < numDirs - (192-8)/16) {
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scroll++;
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}
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else if((repeat & KEY_UP) && scroll > 0) {
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scroll--;
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}
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// check for exit
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if(down & KEY_B) {
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Close();
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return;
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}
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}
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void MainApp::redraw() {
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u32 offset;
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int tex;
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// clear all the sprites
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oamClear(&oamMain, 0, 0);
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oamClear(&oamSub, 0, 0);
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// update the textures
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vramSetBankA(VRAM_A_LCD); // can only write to texture memory in LCD mode!
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for(int i = 0; i < numDirs && i < NUM_ENTRIES-2; i++) {
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// figure out which texture entry to use
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offset = (scroll + i) % NUM_ENTRIES;
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tex = entries[offset].texture;
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// this texture does not belong to this direntry or has just been selected/deselected
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if(entries[offset].entry != scroll+i || entries[offset].selected != entries[offset].oldSelected) {
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// update the direntry number
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entries[offset].entry = scroll+i;
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// clear the texture
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dmaFillWords(0, glGetTexturePointer(tex), 256*16*sizeof(u16));
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// draw blue if selected, black if not selected
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if(scroll+i == selected)
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font->PrintText((color_t*)glGetTexturePointer(tex), 24, 0, dirList[scroll+i]->d_name, Colors::Blue);
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else
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font->PrintText((color_t*)glGetTexturePointer(tex), 24, 0, dirList[scroll+i]->d_name, Colors::Black);
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}
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// update the "previous" selection state
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entries[offset].oldSelected = entries[offset].selected;
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}
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vramSetBankA(VRAM_A_TEXTURE); // switch back to textured mode
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// draw the graphics hooray!
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glBegin(GL_QUADS);
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for(int i = 0; i < numDirs && i < NUM_ENTRIES-2; i++) {
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// this is a directory, give it a folder sprite!
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if(TYPE_DIR(dirList[scroll+i]->d_type)) {
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oamSet(&oamMain, i, 4, 8+16*i, 0, 15, SpriteSize_16x16, SpriteColorFormat_Bmp,
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folderIcon.main, -1, false, false, false, false, false);
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}
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// this is an fx2, give it an executable sprite!
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else if(strcmp(".fx2", dirList[scroll+i]->d_name + strlen(dirList[scroll+i]->d_name)-4) == 0) {
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oamSet(&oamMain, i, 4, 8+16*i, 0, 15, SpriteSize_16x16, SpriteColorFormat_Bmp,
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fx2Icon.main, -1, false, false, false, false, false);
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}
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// this is something else, give it a file sprite!
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else {
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oamSet(&oamMain, i, 4, 8+16*i, 0, 15, SpriteSize_16x16, SpriteColorFormat_Bmp,
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fileIcon.main, -1, false, false, false, false, false);
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}
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// figure out which texture entry to use
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offset = (scroll + i) % NUM_ENTRIES;
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glBindTexture(GL_TEXTURE_2D, entries[offset].texture);
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// draw a textured quad
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glTexCoord2t16(inttot16(0), inttot16(0));
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glVertex3v16(0, 8+16*i, 2);
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glTexCoord2t16(inttot16(0), inttot16(16));
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glVertex3v16(0, 8+16*i+16, 2);
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glTexCoord2t16(inttot16(256), inttot16(16));
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glVertex3v16(256, 8+16*i+16, 2);
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glTexCoord2t16(inttot16(256), inttot16(0));
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glVertex3v16(256, 8+16*i, 2);
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}
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glEnd();
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// flush the 3D fifo
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glFlush(0);
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}
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int main() {
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MainApp app;
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g_guiManager = GetGuiManagerChecked();
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g_guiManager->RunApplication(&app);
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return 0;
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}
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