PokeMe64/include/scenes/AbstractUIScene.h
Philippe Symons 711107d453
Feature/backup cartridge save to flashcart sd (#7)
Merged feature/backup cartridge save to flashcart sd

Summary: 

* Add menu options to backup/restore a save from a pokémon gen I/II cartridge to the N64 flashcarts' SD card.
This is only compatible with 64Drive, Everdrive64, ED64Plus and SummerCart64!

* Add menu option to wipe a save from a cartridge

* Add menu option to reset the in-game clock of gen II cartridges. This will let the game prompt to update the clock on the next time you try to load the save file. Before it was quite hard to reset the game clock without starting a new save. Especially for crystal you had to calculate some kind of password to make it work. Not anymore. PokeMe64 now makes this easy!

Commits:

* Write a hello world of sorts for writing to SD card.

This just writes a file sd://helloworld.txt to the sd card.

It will form the basis for implementing save backup

* Implement save file backup functionality.

It works! But it needs some UI work (progress bar or something), because it takes > 5 seconds

* Add ProgressBarWidget and SceneWithProgressBar

* Add DataCopyScene and implement backup/restore with progress indication properly

Added a new DataCopyScene which takes care of displaying a progress bar while we're backup'ing or restoring data.

I also implemented cartridge Rom and Save backup to (micro)SD card  and Save restore from (micro)SD card
to the cartridge.

And it works! I verified it with my Pokémon Blue cartridge: I can back up its save, play the game,
release almost all pokémon, go to a different location and save again and then restore the previous save using PokeMe64

Rom backup also works: I can play the resulting rom in VisualBoyAdvance without any issue. I can also use the save
that I backed up in VisualBoyAdvance.

So right now, you can take an emulator save/pkhex save and transfer it to an actual (original) pokémon cartridge
and it will work!

However, it's not ready for release yet for a few reasons:

- It will currently always output to sd:/gb_out.sav and sd:/rom.gb. I want it to output to
sd:/<cartridgetitle>_<trainername>.sav and sd:/<cartridgetitle_<trainername>.gb instead. In fact I want PokeMe64 to
add numbers to the save file in case one already exists with that name.

- libdragon currently doesn't have the functionality to create directories. I wish PokeMe64 to backup to a directory
called PokeMe64, even if the directory doesn't exist yet.

- I want a file selector so you can select which save file to restore. This way you could have multiple saves. In
theory that would also allow you to transfer a pokémon red save to a pokémon blue cartridge and so on.

- I want to have a wipe save option

- I need to safeguard PokeMe64 for corrupted save data. Right now, for reproduction carts PokeMe64 crashes while trying
to decode the trainerName. This is because the actual save file is not accessible on a reproduction cart. If I'm going
to allow people to restore random saves (even from different versions alltogether), I need PokeMe64 to be robust enough
for people to be able to wipe the save file or restore a different one. (in order for them to be able to correct their
mistake without having to take out the battery). In order to be robust enough, I should make sure to check the CRC
checksum of the save file before going to the main menu. And if it doesn't match, I should offer a reduced menu to
the user.

So... no release of this feature until I resolve all the topics above.

But man, it's so satisfying to see it work in the current form already! The functionality itself just works on first try!

* Add FileBrowserWidget and rework TestScene to use it for testing purposes

* Add SelectFileScene and connect everything together.

* Generate unique save file names

<gameName>_<trainerName>_<uniquenumber>.sav (the last part is optional)

This allows you to backup your save multiple times without overwriting the pre-existing ones.

* Add option to wipe save and validate save CRC before continuing to main menu

If an invalid/corrupt save is found, the user will only be offered the backup/restore options

The wipe save option exists in case the user messes up and restores a save that makes the gameboy crash on bootup. (I don't know if that can actually happen, but just in case)
After all: the backup/restore options allow for restoring saves of different games than the cartridge you're restoring to. (a red save to a blue cartridge, ...)
Therefore the user could also -accidentally- restore a gold save to a blue cartridge (for example).

So yeah, that option is only there to fix theoretic accidents without the user having to take out the battery.

* Add "Reset clock" function so you can easily reconfigure your game clock in gen 2

There's no straightforward in gen 2 to reconfigure the in-game clock. There's an arcane key combination that's the worst
on Pokémon Crystal and requires you to calculate some kind of password.

Now PokeMe64 makes it easy: the "Reset Clock" function sets a flag that will let the game prompt you in the main menu to
reconfigure the date/time again.

* Update README.md

* Move Reset Clock option to the main menu

* Some usability tweaks of the SelectFileScene

- Add title
- Add scroll arrows
- Make it possible to go back to the previous scene
- Increase PokeMe64 version to 0.2

* Ask confirmation before wiping the save
2024-09-11 22:31:50 +02:00

87 lines
3.2 KiB
C++
Executable File

#ifndef _ABSTRACTUISCENE_H
#define _ABSTRACTUISCENE_H
#include "scenes/IScene.h"
#include <cstdint>
class IWidget;
/**
* The WidgetFocusChain is an important event handling mechanism in AbstractUIScene based scenes.
*
* If the current widget does not handle a navigation key input, it will determine to which widget the focus should be shifted if any
*
* It's so integral into the AbstractUIScene based scenes, that there's no input handling without setting one. So don't forget to set one!
*/
typedef struct WidgetFocusChainSegment
{
/**
* @brief widget that is supposed to be focused when this segment is active
*/
IWidget* current;
/**
* @brief WidgetFocusChainSegment that is supposed to become active when the user navigates to the left with analog stick or dpad
*/
WidgetFocusChainSegment* onLeft;
/**
* @brief WidgetFocusChainSegment that is supposed to become active when the user navigates to the right with analog stick or dpad
*/
WidgetFocusChainSegment* onRight;
/**
* @brief WidgetFocusChainSegment that is supposed to become active when the user navigates upwards with analog stick or dpad
*/
WidgetFocusChainSegment* onUp;
/**
* @brief WidgetFocusChainSegment that is supposed to become active when the user navigates downwards with analog stick or dpad
*/
WidgetFocusChainSegment* onDown;
} WidgetFocusChainSegment;
/**
* @brief This abstract IScene implementation implements some common functionality for UI scenes.
*
* The common functionality here is:
* - user input handling and forwarding.
* - focus handling -> if the focused widget hasn't handled a directional input on analog stick/dpad, AbstractUIScene will check the focusChain if
* the focus needs to be switched to a different widget.
*/
class AbstractUIScene : public IScene
{
public:
static const uint16_t MINIMUM_TIME_BETWEEN_INPUT_EVENTS;
AbstractUIScene(SceneDependencies& deps);
virtual ~AbstractUIScene();
/**
* @brief This function reads the user input and forwards it to the focused widget (as determined by the focusChain)
* if the focused widget doesn't handle any pressed navigational keys, AbstractUIScene will check the current WidgetFocusChainSegment
* to see if a different widget can be selected for the given direction.
*/
void processUserInput() override;
bool handleUserInput(joypad_port_t port, const joypad_inputs_t& inputs) override;
void destroy() override;
/**
* This function sets a focus chain onto the scene.
*
* The focus chain is an important part of the event handling chain in the AbstractUIScene based screens
*
* The initial focus is set by this and events are basically being directed according to the focusChain.
* Without a focusChain, there's no event handling. At least for AbstractUIScene based Scenes
*
* So don't forget to set one!
*/
void setFocusChain(WidgetFocusChainSegment* focusChain);
SceneDependencies& getDependencies();
protected:
SceneDependencies& deps_;
private:
WidgetFocusChainSegment* focusChain_;
uint64_t lastInputHandleTime_;
};
#endif