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Added Boot Image for Gamepad (#372)
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@ -43,7 +43,8 @@ struct
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struct
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{
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ImTextureID textureId;
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ImTextureID textureTVId;
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ImTextureID textureDRCId;
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// shader loading
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sint32 loadedShaderFiles;
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sint32 shaderFileCount;
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@ -230,12 +231,12 @@ void LatteShaderCache_load()
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g_shaderCacheLoaderState.loadedShaderFiles = 0;
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// get game background loading image
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TGAFILE file{};
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g_shaderCacheLoaderState.textureId = nullptr;
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TGAFILE TVfile{};
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g_shaderCacheLoaderState.textureTVId = nullptr;
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std::string tvTexPath = fmt::format("{}/meta/bootTvTex.tga", CafeSystem::GetMlcStoragePath(CafeSystem::GetForegroundTitleId()));
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sint32 status;
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auto fscfile = fsc_open(tvTexPath.c_str(), FSC_ACCESS_FLAG::OPEN_FILE | FSC_ACCESS_FLAG::READ_PERMISSION, &status);
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sint32 statusTV;
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auto fscfile = fsc_open(tvTexPath.c_str(), FSC_ACCESS_FLAG::OPEN_FILE | FSC_ACCESS_FLAG::READ_PERMISSION, &statusTV);
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if (fscfile)
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{
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uint32 size = fsc_getFileSize(fscfile);
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@ -243,15 +244,35 @@ void LatteShaderCache_load()
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{
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std::vector<uint8> tmpData(size);
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fsc_readFile(fscfile, tmpData.data(), size);
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const bool backgroundLoaded = LoadTGAFile(tmpData, &file);
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const bool backgroundLoaded = LoadTGAFile(tmpData, &TVfile);
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if (backgroundLoaded)
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g_shaderCacheLoaderState.textureId = g_renderer->GenerateTexture(file.imageData, { file.imageWidth, file.imageHeight });
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g_shaderCacheLoaderState.textureTVId = g_renderer->GenerateTexture(TVfile.imageData, { TVfile.imageWidth, TVfile.imageHeight });
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}
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fsc_close(fscfile);
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}
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//get game background loading image for DRC
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TGAFILE DRCfile{};
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g_shaderCacheLoaderState.textureDRCId = nullptr;
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std::string drcTexPath = fmt::format("{}/meta/bootDRCTex.tga", CafeSystem::GetMlcStoragePath(CafeSystem::GetForegroundTitleId()));
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sint32 statusDRC;
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auto fscfile2 = fsc_open(drcTexPath.c_str(), FSC_ACCESS_FLAG::OPEN_FILE | FSC_ACCESS_FLAG::READ_PERMISSION, &statusDRC);
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if (fscfile2)
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{
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uint32 size = fsc_getFileSize(fscfile2);
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if (size > 0)
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{
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std::vector<uint8> tmpData(size);
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fsc_readFile(fscfile2, tmpData.data(), size);
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const bool backgroundLoaded = LoadTGAFile(tmpData, &DRCfile);
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if (backgroundLoaded)
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g_shaderCacheLoaderState.textureDRCId = g_renderer->GenerateTexture(DRCfile.imageData, { DRCfile.imageWidth, DRCfile.imageHeight });
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}
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fsc_close(fscfile2);
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}
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sint32 numLoadedShaders = 0;
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uint32 loadIndex = 0;
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@ -312,7 +333,7 @@ void LatteShaderCache_load()
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0,0 });
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if (ImGui::Begin("Background texture", nullptr, kPopupFlags))
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{
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if (g_shaderCacheLoaderState.textureId)
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if (g_shaderCacheLoaderState.textureTVId)
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{
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float imageDisplayWidth = io.DisplaySize.x;
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float imageDisplayHeight = 720 * imageDisplayWidth / 1280;
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@ -327,19 +348,54 @@ void LatteShaderCache_load()
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paddingTopAndBottom = 0.0f;
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}
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ImGui::GetWindowDrawList()->AddImage(g_shaderCacheLoaderState.textureId, ImVec2(paddingLeftAndRight, paddingTopAndBottom), ImVec2(io.DisplaySize.x-paddingLeftAndRight, io.DisplaySize.y-paddingTopAndBottom), { 0,1 }, { 1,0 });
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ImGui::GetWindowDrawList()->AddImage(g_shaderCacheLoaderState.textureTVId, ImVec2(paddingLeftAndRight, paddingTopAndBottom), ImVec2(io.DisplaySize.x-paddingLeftAndRight, io.DisplaySize.y-paddingTopAndBottom), { 0,1 }, { 1,0 });
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}
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ImGui::End();
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ImGui::PopStyleVar(2);
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g_renderer->ImguiEnd();
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}
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ImGui::PopStyleVar(2);
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g_renderer->ImguiEnd();
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}
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g_renderer->BeginFrame(false);
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if (g_renderer->ImguiBegin(false))
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{
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ImGui::SetNextWindowPos({ 0,0 }, ImGuiCond_Always);
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ImGui::SetNextWindowSize(io.DisplaySize, ImGuiCond_Always);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0,0 });
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if (ImGui::Begin("Background texture2", nullptr, kPopupFlags))
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{
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if (g_shaderCacheLoaderState.textureDRCId)
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{
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float imageDisplayWidth = io.DisplaySize.x;
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float imageDisplayHeight = 480 * imageDisplayWidth / 854;
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float paddingLeftAndRight = 0.0f;
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float paddingTopAndBottom = (io.DisplaySize.y - imageDisplayHeight)/2.0f;
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if (imageDisplayHeight > io.DisplaySize.y)
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{
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imageDisplayHeight = io.DisplaySize.y;
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imageDisplayWidth = 854 * imageDisplayHeight / 480;
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paddingLeftAndRight = (io.DisplaySize.x - imageDisplayWidth)/2.0f;
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paddingTopAndBottom = 0.0f;
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}
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ImGui::GetWindowDrawList()->AddImage(g_shaderCacheLoaderState.textureDRCId, ImVec2(paddingLeftAndRight, paddingTopAndBottom), ImVec2(io.DisplaySize.x-paddingLeftAndRight, io.DisplaySize.y-paddingTopAndBottom), { 0,1 }, { 1,0 });
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}
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ImGui::End();
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ImGui::PopStyleVar(2);
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g_renderer->ImguiEnd();
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}
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}
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g_renderer->SwapBuffers(true, true);
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}
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if (g_shaderCacheLoaderState.textureId)
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g_renderer->DeleteTexture(g_shaderCacheLoaderState.textureId);
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if (g_shaderCacheLoaderState.textureTVId)
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g_renderer->DeleteTexture(g_shaderCacheLoaderState.textureTVId);
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if (g_shaderCacheLoaderState.textureDRCId)
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g_renderer->DeleteTexture(g_shaderCacheLoaderState.textureDRCId);
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}
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void LatteShaderCache_ShowProgress(const std::function <bool(void)>& loadUpdateFunc, bool isPipelines)
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@ -374,7 +430,7 @@ void LatteShaderCache_ShowProgress(const std::function <bool(void)>& loadUpdateF
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const auto progress_font = ImGui_GetFont(window_size.y / 32.0f); // = 24 by default
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const auto shader_count_font = ImGui_GetFont(window_size.y / 48.0f); // = 16
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// render background texture
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if (g_shaderCacheLoaderState.textureId)
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if (g_shaderCacheLoaderState.textureTVId)
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{
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ImGui::SetNextWindowPos({ 0, 0 }, ImGuiCond_Always);
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ImGui::SetNextWindowSize(io.DisplaySize, ImGuiCond_Always);
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@ -395,7 +451,7 @@ void LatteShaderCache_ShowProgress(const std::function <bool(void)>& loadUpdateF
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paddingTopAndBottom = 0.0f;
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}
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ImGui::GetWindowDrawList()->AddImage(g_shaderCacheLoaderState.textureId, ImVec2(paddingLeftAndRight, paddingTopAndBottom), ImVec2(io.DisplaySize.x-paddingLeftAndRight, io.DisplaySize.y-paddingTopAndBottom), { 0,1 }, { 1,0 });
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ImGui::GetWindowDrawList()->AddImage(g_shaderCacheLoaderState.textureTVId, ImVec2(paddingLeftAndRight, paddingTopAndBottom), ImVec2(io.DisplaySize.x-paddingLeftAndRight, io.DisplaySize.y-paddingTopAndBottom), { 0,1 }, { 1,0 });
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ImGui::End();
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}
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ImGui::PopStyleVar(2);
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@ -484,6 +540,37 @@ void LatteShaderCache_ShowProgress(const std::function <bool(void)>& loadUpdateF
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lastFrameUpdate = tick_cached();
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}
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g_renderer->BeginFrame(false);
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if (g_renderer->ImguiBegin(false))
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{
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ImGui::SetNextWindowPos({ 0,0 }, ImGuiCond_Always);
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ImGui::SetNextWindowSize(io.DisplaySize, ImGuiCond_Always);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0,0 });
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if (ImGui::Begin("Background texture2", nullptr, kPopupFlags))
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{
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if (g_shaderCacheLoaderState.textureDRCId)
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{
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float imageDisplayWidth = io.DisplaySize.x;
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float imageDisplayHeight = 480 * imageDisplayWidth / 854;
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float paddingLeftAndRight = 0.0f;
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float paddingTopAndBottom = (io.DisplaySize.y - imageDisplayHeight)/2.0f;
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if (imageDisplayHeight > io.DisplaySize.y)
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{
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imageDisplayHeight = io.DisplaySize.y;
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imageDisplayWidth = 854 * imageDisplayHeight / 480;
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paddingLeftAndRight = (io.DisplaySize.x - imageDisplayWidth)/2.0f;
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paddingTopAndBottom = 0.0f;
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}
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ImGui::GetWindowDrawList()->AddImage(g_shaderCacheLoaderState.textureDRCId, ImVec2(paddingLeftAndRight, paddingTopAndBottom), ImVec2(io.DisplaySize.x-paddingLeftAndRight, io.DisplaySize.y-paddingTopAndBottom), { 0,1 }, { 1,0 });
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}
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ImGui::End();
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ImGui::PopStyleVar(2);
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g_renderer->ImguiEnd();
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}
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}
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// finish frame
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g_renderer->SwapBuffers(true, true);
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}
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