* other method: leave scrolling to icon updating function downside: scroll can lag behind the selected entry if going too fast * bring back looping so scrolling doesnt lag behind as much when going out of bounds only about a second lag, then a second again for icons to load * this method doesnt need to know the ids * fix memory leak * optimize for invisibility * fix lockup when install checking threads are finished * less magic, again make icon loading functions/numbers more general * increase wait time for fastcroll to give people more time to react, and to prevent some lag for the loading function
98 lines
2.6 KiB
C
98 lines
2.6 KiB
C
/*
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* This file is part of Anemone3DS
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* Copyright (C) 2016-2017 Alex Taber ("astronautlevel"), Dawid Eckert ("daedreth")
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
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* * Requiring preservation of specified reasonable legal notices or
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* author attributions in that material or in the Appropriate Legal
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* Notices displayed by works containing it.
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* * Prohibiting misrepresentation of the origin of that material,
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* or requiring that modified versions of such material be marked in
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* reasonable ways as different from the original version.
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*/
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#ifndef LOADING_H
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#define LOADING_H
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#include "common.h"
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enum ICON_IDS_OFFSET {
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ICONS_ABOVE = 0,
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ICONS_VISIBLE,
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ICONS_UNDER,
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ICONS_OFFSET_AMOUNT,
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};
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typedef struct {
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u8 _padding1[4 + 2 + 2];
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u16 name[0x40];
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u16 desc[0x80];
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u16 author[0x40];
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u8 _padding2[0x2000 - 0x200 + 0x30 + 0x8];
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u16 small_icon[24*24];
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u16 big_icon[48*48];
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} Icon_s;
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typedef struct {
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u16 name[0x41];
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u16 desc[0x81];
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u16 author[0x41];
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u32 placeholder_color;
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u16 path[0x106];
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bool is_zip;
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bool in_shuffle;
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bool installed;
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} Entry_s;
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typedef struct {
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Entry_s * entries;
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int entries_count;
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ssize_t texture_id_offset;
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ssize_t icons_ids[ICONS_OFFSET_AMOUNT][ENTRIES_PER_SCREEN];
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int previous_scroll;
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int scroll;
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int previous_selected;
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int selected_entry;
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int shuffle_count;
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EntryMode mode;
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} Entry_List_s;
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typedef struct {
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void ** thread_arg;
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volatile bool run_thread;
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} Thread_Arg_s;
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void delete_entry(Entry_s entry);
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Result load_entries(const char * loading_path, Entry_List_s * list, EntryMode mode);
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bool load_preview(Entry_List_s list, int * preview_offset);
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void load_icons_first(Entry_List_s * current_list, bool silent);
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void handle_scrolling(Entry_List_s * list);
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void load_icons_thread(void * void_arg);
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u32 load_data(char * filename, Entry_s entry, char ** buf);
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#endif |