Files
FileManager/ContextMenu.cpp
T
2025-08-30 01:23:50 +10:00

123 lines
4.3 KiB
C++

#include "ContextMenu.h"
#include <wchar.h>
struct TLVERT { float x,y,z,rhw; D3DCOLOR color; };
#define FVF_TLVERT (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
ContextMenu::ContextMenu(){
m_count=0; m_sel=0;
m_open=false; m_waitRelease=false;
m_x=0; m_y=0; m_w=320; m_rowH=28;
m_prevA=m_prevB=m_prevX=m_prevWhite=m_prevBlack=0;
m_prevButtons=0;
}
void ContextMenu::Clear(){ m_count=0; m_sel=0; }
void ContextMenu::AddItem(const char* label, Action act, bool enabled){
if (m_count >= (int)(sizeof(m_items)/sizeof(m_items[0]))) return;
m_items[m_count].label = label;
m_items[m_count].act = act;
m_items[m_count].enabled = enabled;
++m_count;
}
void ContextMenu::OpenAt(float x, float y, float width, float rowH){
m_x=x; m_y=y; m_w=width; m_rowH=rowH;
if (m_sel < 0) m_sel = 0;
if (m_sel >= m_count) m_sel = (m_count>0)?(m_count-1):0;
m_open=true;
m_waitRelease=true; // avoid immediate A/X carry-over
m_prevA=m_prevB=m_prevX=m_prevWhite=m_prevBlack=0;
m_prevButtons=0;
}
void ContextMenu::Close(){ m_open=false; }
void ContextMenu::DrawAnsi(CXBFont& font, FLOAT x, FLOAT y, DWORD color, const char* text){
WCHAR wbuf[512]; MultiByteToWideChar(CP_ACP,0,text,-1,wbuf,512);
font.DrawText(x,y,color,wbuf,0,0.0f);
}
void ContextMenu::DrawRect(LPDIRECT3DDEVICE8 dev, float x,float y,float w,float h,D3DCOLOR c){
TLVERT v[4]={{x,y,0,1,c},{x+w,y,0,1,c},{x,y+h,0,1,c},{x+w,y+h,0,1,c}};
dev->SetTexture(0,NULL);
dev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
dev->SetVertexShader(FVF_TLVERT);
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,v,sizeof(TLVERT));
}
void ContextMenu::Draw(CXBFont& font, LPDIRECT3DDEVICE8 dev) const{
if (!m_open || m_count<=0) return;
const FLOAT menuW = m_w;
const FLOAT rowH = m_rowH;
const FLOAT menuH = 12.0f + m_count*rowH + 12.0f;
const FLOAT x = m_x;
const FLOAT y = m_y;
DrawRect(dev, x-6.0f, y-6.0f, menuW+12.0f, menuH+12.0f, 0xA0101010);
DrawRect(dev, x, y, menuW, menuH, 0xE0222222);
DrawAnsi(font, x+10.0f, y+6.0f, 0xFFFFFFFF, "Select action");
DrawRect(dev, x, y+26.0f, menuW, 1.0f, 0x60FFFFFF);
FLOAT iy = y + 30.0f;
for (int i=0;i<m_count;++i){
bool sel = (i == m_sel);
D3DCOLOR row = sel ? 0x60FFFF00 : 0x20202020;
DrawRect(dev, x+6.0f, iy-2.0f, menuW-12.0f, rowH, row);
const Item& it = m_items[i];
DWORD col = it.enabled? (sel?0xFF202020:0xFFE0E0E0) : 0xFF7A7A7A;
DrawAnsi(font, x+16.0f, iy, col, it.label);
iy += rowH;
}
}
ContextMenu::Result ContextMenu::OnPad(const XBGAMEPAD& pad, Action& outAct){
outAct = ACT_OPEN;
if (!m_open) return NOOP;
const DWORD btn = pad.wButtons;
unsigned char a = pad.bAnalogButtons[XINPUT_GAMEPAD_A];
unsigned char b = pad.bAnalogButtons[XINPUT_GAMEPAD_B];
unsigned char x = pad.bAnalogButtons[XINPUT_GAMEPAD_X];
// absorb the press that opened the menu
if (m_waitRelease){
bool held = (a>30)||(b>30)||(x>30)||(btn & XINPUT_GAMEPAD_START)||
(btn & XINPUT_GAMEPAD_DPAD_UP)||(btn & XINPUT_GAMEPAD_DPAD_DOWN);
m_prevA=a; m_prevB=b; m_prevX=x; m_prevButtons=btn;
m_prevWhite = pad.bAnalogButtons[XINPUT_GAMEPAD_WHITE];
m_prevBlack = pad.bAnalogButtons[XINPUT_GAMEPAD_BLACK];
if (!held) m_waitRelease=false;
return NOOP;
}
bool up = ((btn & XINPUT_GAMEPAD_DPAD_UP) && !(m_prevButtons & XINPUT_GAMEPAD_DPAD_UP)) || (pad.sThumbLY > 16000);
bool down = ((btn & XINPUT_GAMEPAD_DPAD_DOWN) && !(m_prevButtons & XINPUT_GAMEPAD_DPAD_DOWN)) || (pad.sThumbLY < -16000);
if (up) { if (m_sel > 0) --m_sel; }
if (down) { if (m_sel < m_count-1) ++m_sel; }
bool aTrig = (a > 30 && m_prevA <= 30);
bool bTrig = (b > 30 && m_prevB <= 30);
bool xTrig = (x > 30 && m_prevX <= 30);
m_prevButtons = btn;
m_prevA = a; m_prevB = b; m_prevX = x;
m_prevWhite = pad.bAnalogButtons[XINPUT_GAMEPAD_WHITE];
m_prevBlack = pad.bAnalogButtons[XINPUT_GAMEPAD_BLACK];
if (aTrig){
const Item& it = m_items[m_sel];
if (it.enabled){ outAct = it.act; return CHOSEN; }
return NOOP;
}
if (bTrig || xTrig) return CLOSED;
return NOOP;
}