PokeMe64/include/widget/MenuItemWidget.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

129 lines
3.1 KiB
C++
Executable File

#ifndef _MENUITEMWIDGET_H
#define _MENUITEMWIDGET_H
#include "widget/IWidget.h"
#include "core/Sprite.h"
#include "core/RDPQGraphics.h"
#include <cstdint>
/**
* The data struct that will be shown by MenuItemWidget
*/
typedef struct MenuItemData
{
/**
* menu item text/title
*/
const char* title;
/**
* function pointer to a callback function that will handle the "confirm" action
*/
void (*onConfirmAction)(void* context, const void* itemParam);
/**
* A user context that will be passed to the onConfirmAction() callback when called
*/
void* context;
/**
* An additional user param which will be passed to the onConfirmAction callback
*/
const void* itemParam;
} MenuItemData;
/**
* a style struct that describes the style of the MenuItemWidget
*/
typedef struct MenuItemStyle
{
/**
* width and height for the MenuItemWidget
*/
Dimensions size;
struct {
/**
* (optional) background sprite
*/
sprite_t* sprite;
/*
* RenderSettings that influence how the backgroundSprite is
* being rendered
*/
SpriteRenderSettings spriteSettings;
} background;
struct {
/**
* (optional) icon sprite
*/
sprite_t* sprite;
/**
* RenderSettings that influence how the iconSprite is being rendered
*/
SpriteRenderSettings spriteSettings;
/**
* relative bounds of the icon sprite in relation to the MenuItem widget
*/
Rectangle spriteBounds;
} icon;
/**
* These are the text settings for when the MenuItemWidget is NOT focused by the user
*/
TextRenderSettings titleNotFocused;
/**
* These are the text render settings for when the MenuItemWidget is focused by the user
*/
TextRenderSettings titleFocused;
/**
* Offset to indicate how far from the left we need to start rendering the title text
*/
uint16_t leftMargin;
/**
* Offset to indicate how far from the top we need to start rendering the title text
*/
uint16_t topMargin;
} MenuItemStyle;
/**
* This is a widget created for displaying inside a VerticalList widget to show a menu item
*/
class MenuItemWidget : public IWidget
{
public:
MenuItemWidget();
virtual ~MenuItemWidget();
const MenuItemData& getData() const;
void setData(const MenuItemData& data);
void setStyle(const MenuItemStyle& style);
bool isFocused() const override;
void setFocused(bool isFocused) override;
bool isVisible() const override;
void setVisible(bool visible) override;
Rectangle getBounds() const override;
void setBounds(const Rectangle& bounds);
Dimensions getSize() const override;
bool handleUserInput(const joypad_inputs_t& userInput) override;
void render(RDPQGraphics& gfx, const Rectangle& parentBounds) override;
protected:
/**
* Executes the onConfirmAction callback (if any)
*/
bool execute();
private:
MenuItemData data_;
MenuItemStyle style_;
bool focused_;
bool visible_;
bool aButtonPressed_;
};
#endif