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https://gitlab.com/Theopse/fbi-i18n-zh.git
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* Maintain list position after operations. * Show current target info in batch operations. * Fix freeze when suspending to the home menu during a threaded task. * Other miscellaneous fixes and clean-ups.
155 lines
4.8 KiB
C
155 lines
4.8 KiB
C
#include <malloc.h>
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#include <stdio.h>
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#include <3ds.h>
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#include "section.h"
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#include "action/action.h"
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#include "task/task.h"
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#include "../error.h"
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#include "../list.h"
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#include "../ui.h"
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#include "../../core/linkedlist.h"
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#include "../../core/screen.h"
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static list_item launch_title = {"Launch Title", COLOR_TEXT, action_launch_title};
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static list_item delete_title = {"Delete Title", COLOR_TEXT, action_delete_title};
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static list_item extract_smdh = {"Extract SMDH", COLOR_TEXT, action_extract_smdh};
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static list_item browse_save_data = {"Browse Save Data", COLOR_TEXT, action_browse_title_save_data};
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static list_item import_secure_value = {"Import Secure Value", COLOR_TEXT, action_import_secure_value};
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static list_item export_secure_value = {"Export Secure Value", COLOR_TEXT, action_export_secure_value};
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static list_item delete_secure_value = {"Delete Secure Value", COLOR_TEXT, action_delete_secure_value};
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typedef struct {
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Handle cancelEvent;
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bool populated;
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} titles_data;
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typedef struct {
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linked_list* items;
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list_item* selected;
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} titles_action_data;
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static void titles_action_draw_top(ui_view* view, void* data, float x1, float y1, float x2, float y2, list_item* selected) {
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ui_draw_title_info(view, ((titles_action_data*) data)->selected->data, x1, y1, x2, y2);
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}
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static void titles_action_update(ui_view* view, void* data, linked_list* items, list_item* selected, bool selectedTouched) {
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titles_action_data* actionData = (titles_action_data*) data;
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if(hidKeysDown() & KEY_B) {
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ui_pop();
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list_destroy(view);
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free(data);
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return;
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}
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if(selected != NULL && selected->data != NULL && (selectedTouched || (hidKeysDown() & KEY_A))) {
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void(*action)(linked_list*, list_item*) = (void(*)(linked_list*, list_item*)) selected->data;
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ui_pop();
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list_destroy(view);
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action(actionData->items, actionData->selected);
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free(data);
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return;
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}
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if(linked_list_size(items) == 0) {
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linked_list_add(items, &launch_title);
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title_info* info = (title_info*) actionData->selected->data;
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if(info->mediaType != MEDIATYPE_GAME_CARD) {
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linked_list_add(items, &delete_title);
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}
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if(!info->twl) {
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linked_list_add(items, &extract_smdh);
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linked_list_add(items, &browse_save_data);
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if(info->mediaType != MEDIATYPE_GAME_CARD) {
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linked_list_add(items, &import_secure_value);
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linked_list_add(items, &export_secure_value);
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linked_list_add(items, &delete_secure_value);
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}
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}
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}
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}
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static void titles_action_open(linked_list* items, list_item* selected) {
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titles_action_data* data = (titles_action_data*) calloc(1, sizeof(titles_action_data));
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if(data == NULL) {
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error_display(NULL, NULL, NULL, "Failed to allocate titles action data.");
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return;
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}
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data->items = items;
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data->selected = selected;
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list_display("Title Action", "A: Select, B: Return", data, titles_action_update, titles_action_draw_top);
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}
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static void titles_draw_top(ui_view* view, void* data, float x1, float y1, float x2, float y2, list_item* selected) {
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if(selected != NULL && selected->data != NULL) {
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ui_draw_title_info(view, selected->data, x1, y1, x2, y2);
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}
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}
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static void titles_update(ui_view* view, void* data, linked_list* items, list_item* selected, bool selectedTouched) {
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titles_data* listData = (titles_data*) data;
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if(hidKeysDown() & KEY_B) {
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if(listData->cancelEvent != 0) {
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svcSignalEvent(listData->cancelEvent);
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while(svcWaitSynchronization(listData->cancelEvent, 0) == 0) {
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svcSleepThread(1000000);
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}
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listData->cancelEvent = 0;
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}
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ui_pop();
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task_clear_titles(items);
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list_destroy(view);
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free(listData);
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return;
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}
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if(!listData->populated || (hidKeysDown() & KEY_X)) {
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if(listData->cancelEvent != 0) {
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svcSignalEvent(listData->cancelEvent);
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while(svcWaitSynchronization(listData->cancelEvent, 0) == 0) {
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svcSleepThread(1000000);
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}
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listData->cancelEvent = 0;
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}
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listData->cancelEvent = task_populate_titles(items);
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listData->populated = true;
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}
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if(selected != NULL && selected->data != NULL && (selectedTouched || (hidKeysDown() & KEY_A))) {
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titles_action_open(items, selected);
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return;
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}
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}
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void titles_open() {
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titles_data* data = (titles_data*) calloc(1, sizeof(titles_data));
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if(data == NULL) {
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error_display(NULL, NULL, NULL, "Failed to allocate titles data.");
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return;
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}
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list_display("Titles", "A: Select, B: Return, X: Refresh", data, titles_update, titles_draw_top);
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} |