#include #include #include <3ds.h> #include "action/action.h" #include "section.h" #include "../error.h" #include "../list.h" #include "../../screen.h" static list_item delete_pending_title = {"Delete Pending Title", COLOR_TEXT, action_delete_pending_title}; static list_item delete_all_pending_titles = {"Delete All Pending Titles", COLOR_TEXT, action_delete_all_pending_titles}; typedef struct { Handle cancelEvent; bool populated; } pendingtitles_data; typedef struct { pending_title_info* info; bool* populated; } pendingtitles_action_data; static void pendingtitles_action_draw_top(ui_view* view, void* data, float x1, float y1, float x2, float y2, list_item* selected) { ui_draw_pending_title_info(view, ((pendingtitles_action_data*) data)->info, x1, y1, x2, y2); } static void pendingtitles_action_update(ui_view* view, void* data, linked_list* items, list_item* selected, bool selectedTouched) { pendingtitles_action_data* actionData = (pendingtitles_action_data*) data; if(hidKeysDown() & KEY_B) { ui_pop(); list_destroy(view); free(data); return; } if(selected != NULL && selected->data != NULL && (selectedTouched || (hidKeysDown() & KEY_A))) { void(*action)(pending_title_info*, bool*) = (void(*)(pending_title_info*, bool*)) selected->data; ui_pop(); list_destroy(view); action(actionData->info, actionData->populated); free(data); return; } if(linked_list_size(items) == 0) { linked_list_add(items, &delete_pending_title); linked_list_add(items, &delete_all_pending_titles); } } static void pendingtitles_action_open(pending_title_info* info, bool* populated) { pendingtitles_action_data* data = (pendingtitles_action_data*) calloc(1, sizeof(pendingtitles_action_data)); if(data == NULL) { error_display(NULL, NULL, NULL, "Failed to allocate pending titles action data."); return; } data->info = info; data->populated = populated; list_display("Pending Title Action", "A: Select, B: Return", data, pendingtitles_action_update, pendingtitles_action_draw_top); } static void pendingtitles_draw_top(ui_view* view, void* data, float x1, float y1, float x2, float y2, list_item* selected) { if(selected != NULL && selected->data != NULL) { ui_draw_pending_title_info(view, selected->data, x1, y1, x2, y2); } } static void pendingtitles_update(ui_view* view, void* data, linked_list* items, list_item* selected, bool selectedTouched) { pendingtitles_data* listData = (pendingtitles_data*) data; if(hidKeysDown() & KEY_B) { if(listData->cancelEvent != 0) { svcSignalEvent(listData->cancelEvent); while(svcWaitSynchronization(listData->cancelEvent, 0) == 0) { svcSleepThread(1000000); } listData->cancelEvent = 0; } ui_pop(); task_clear_pending_titles(items); list_destroy(view); free(listData); return; } if(!listData->populated || (hidKeysDown() & KEY_X)) { if(listData->cancelEvent != 0) { svcSignalEvent(listData->cancelEvent); while(svcWaitSynchronization(listData->cancelEvent, 0) == 0) { svcSleepThread(1000000); } listData->cancelEvent = 0; } listData->cancelEvent = task_populate_pending_titles(items); listData->populated = true; } if(selected != NULL && selected->data != NULL && (selectedTouched || (hidKeysDown() & KEY_A))) { pendingtitles_action_open((pending_title_info*) selected->data, &listData->populated); return; } } void pendingtitles_open() { pendingtitles_data* data = (pendingtitles_data*) calloc(1, sizeof(pendingtitles_data)); if(data == NULL) { error_display(NULL, NULL, NULL, "Failed to allocate pending titles data."); return; } list_display("Pending Titles", "A: Select, B: Return, X: Refresh", data, pendingtitles_update, pendingtitles_draw_top); }