HomeMenu

Template:Infobox homebrewapp

HomeMenu is a library written in C which provides a Big-N style Home Menu. It aims to be graphics-library-independent so it can be used regardless of your application's underlying graphics code/library. It also allows you to associate your own functions to events such as when the menu opens, closes, redraws.

It's coming along well but isn't completed yet. An up-to-date "To Do" list can be found on the SVN.

News

11 April 2009 -- I just tested HomeMenu with a fresh extraction of the libwiisprite tarball... it wasn't pretty. I hadn't noticed just how drastic my modifications to lws were. I'll be updating HomeMenu to work with lws out of the box in a week or so. I'll also implement some more GX related tweaking options so hand rolled graphics solutions can better control HomeMenu's behavior.

Back to coding in a week,

MetaFight 06:20, 11 April 2009 (UTC)


4 April 2009 -- I'm looking for testers. I've gotten reports of odd behavior on PAL systems, so first and foremost I'm looking for PAL testers. I also need widescreen testers (both PAL and NTSC). If you're interested please leave your contact info on the discussion page. I'll also put together a version of the menu that will allow you to take screenshots.

Thanks,

MetaFight 19:01, 4 April 2009 (UTC)


For older news please refer to the archives.

Installation and usage

Installation

  1. Copy all the .c and .h files into your project (make sure the .c are accessible as sources and .h accessible as includes).
  2. Add #include "HomeMenu.h" where appropriate.
  3. Add -lasnd -lwiiuse to your MakeFile's LIBS := line.

Usage

  1. Call HomeMenu_Init() to set things up. Its parameters are:
    • int screenWidth -- horizontal resolution of screen.
    • int screenHeight -- vertical resolution of screen.
    • void* framebuffer0 -- pointer to the first framebuffer.
    • void* framebuffer1 -- pointer to the second framebuffer (Currently assumes double-buffering).
    • u8 framebufferIndex -- index to last buffer drawn to [0, 1].
  2. Specify graphics library with HomeMenu_SetGFX(). Accepted values are:
    • HM_GFX_GRRLIB
    • HM_GFX_LIBWIISPRITE
    • HM_GFX_FAILSAFE (which currently draws nothing).
  3. Specify sound library with HomeMenu_SetSND(). Accepted values are:
    • HM_SND_ASND
    • HM_SND_SDL (not yet implemented)
    • HM_SND_NOSOUND.
  4. When you want to display the menu (when the user presses HOME), simply call HomeMenu_Show(). In order for HomeMenu to be able to take a screenshot (used as the menu background) HomeMenu_Show() must be called before flushing the framebuffer.

Tip: If you have a callback set up for when the user holds down on the wiimote's powerbutton, add HomeMenu_Hide() to this callback to tell HomeMenu to relinquish its control of the main thread.

Tip: If your application relies on a timer, consider using the HomeMenu_SetAfterHideMenu(yourCallback) callback setter. This will allow you to update your timer (if necessary) before resuming your application.

Libwiisprite users

Currently, the pointers to the framebuffers and the framebuffer index are stored in the GameWindow object as private members. Shiny Red Tank got around this problem by adding accessors to the GameWindow class. Hopefully, if there is enough demand, the accessors will be included in the next version of LWS (go ask!). Here are my modifications:

GRRLIB 4.0.0 users

I think the same problem (as mentioned above) applies to you guys. Here are the accessors I used during my testing.

Statistics

I'd like to have a general idea of how many apps use this library (once released, or even off the svn). If you use it, could you please add [[Category:Homebrew using HomeMenu]] to your application's wiki page? Thanks.

Release log

30 March 2009

  • Sourcecode released (Google Code SVN).
  • Updated preview (Now with rumble and some sound).

22 March 2009, preview

  • Not yet complete, but you can get the idea.

Thanks

See Also