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Optimize boxart image load (#130)
<!--- Provide a general summary of your changes in the Title above --> ## Description <!--- Describe your changes in detail --> Improves boxart image loading by using directory file paths. It also adds matching by full game ID's (for compatibility), but notes in the readme that it is slow. ## Motivation and Context <!--- What does this sample do? What problem does it solve? --> <!--- If it fixes/closes/resolves an open issue, please link to the issue here --> Loading boxart was slow in certain circumstances. ## How Has This Been Tested? <!-- (if applicable) --> <!--- Please describe in detail how you tested your sample/changes. --> <!--- Include details of your testing environment, and the tests you ran to --> <!--- see how your change affects other areas of the code, etc. --> Locally on an SC64. ## Screenshots <!-- (if appropriate): --> ## Types of changes <!--- What types of changes does your code introduce? Put an `x` in all the boxes that apply: --> - [x] Improvement (non-breaking change that adds a new feature) - [ ] Bug fix (fixes an issue) - [ ] Breaking change (breaking change) - [ ] Documentation Improvement - [ ] Config and build (change in the configuration and build system, has no impact on code or features) ## Checklist: <!--- Go over all the following points, and put an `x` in all the boxes that apply. --> <!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! --> - [ ] My code follows the code style of this project. - [ ] My change requires a change to the documentation. - [ ] I have updated the documentation accordingly. - [ ] I have added tests to cover my changes. - [ ] All new and existing tests passed. <!--- It would be nice if you could sign off your contribution by replacing the name with your GitHub user name and GitHub email contact. --> Signed-off-by: GITHUB_USER <GITHUB_USER_EMAIL> <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new image type enumeration for boxart components, enhancing image management. - Updated boxart initialization to allow for specific image views, improving flexibility in image retrieval. - Enhanced instructions for setting up boxart images with clearer directory structures and simplified naming conventions. - **Bug Fixes** - Improved the logic for loading boxart images, enabling better fallback options in case of missing files. <!-- end of auto-generated comment: release notes by coderabbit.ai -->
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README.md
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README.md
@ -49,22 +49,44 @@ An open source menu for N64 flashcarts.
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## Experimental features
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These features are subject to change:
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### ROM Boxart
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To use boxart, place PNG files in the `/menu/boxart` folder on the SD card with the following dimensions:
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* Standard covers: 158x112
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* 64DD covers: 129x112
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* Japanese covers: 112x158
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Each file must be named according to the 2 letter ROM ID, or 3 letter ROM ID including media type.
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i.e. for GoldenEye 2 letters, this would be `GE.png`.
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i.e. for GoldenEye 3 letters, this would be `NGE.png`.
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You can download these boxart packs:
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### GamePak sprites
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To use N64 `GamePak` sprites, place `PNG` files within the `sd:/menu/boxart/` folder.
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[American Boxart](https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w)
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[European Boxart](https://mega.nz/file/O7AjDbRJ#VnVU10dq8HQvBUQptppI6PAcQMb8-Zembqav8WtAQ_M)
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#### Supported sprites
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These must be `PNG` files that use the following dimensions:
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* Standard N64 GamePak boxart sprites: 158x112
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* Japanese N64 GamePak boxart sprites: 112x158
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* 64DD boxart sprites: 129x112
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[64DD Boxart](https://mega.nz/file/O3JzwD7B#BYl1aV-pbrJ-MxWUbM_K0yGVIRbmSoxJJZqQInRzZyM)
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They will be loaded by directories using each character of the full 4 character Game Code (as identified in the menus ROM information).
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i.e. for GoldenEye NTSC USA (NGEE), this would be `sd:/menu/boxart/N/G/E/E/boxart_front.png`.
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i.e. for GoldenEye PAL (NGEP), this would be `sd:/menu/boxart/N/G/E/P/boxart_front.png`.
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To improve compatibility between regions (as a fallback), you may exclude the region ID (last matched directory) for GamePaks to match with 3 letter IDs instead:
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i.e. for GoldenEye, this would be `sd:/menu/boxart/N/G/E/boxart_front.png`.
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**Note1:** Excluding the region ID may show the wrong boxart.
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**Note2:** For future support, boxart sprites should also include: `boxart_back.png`, `boxart_top.png`, `boxart_bottom.png`, `boxart_left.png`, `boxart_right.png`.
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#### Compatibilty mode
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If you cannot yet satisfy the correct boxart layout, The menu still has **deprecated** support for filenames containing the Game ID.
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**Note:** This will add a noticeable delay for displaying parts of the menu.
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Each file must be named according to the 2,3 or 4 letter GamePak ID (matched in this order).
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i.e.
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* for GoldenEye 4 letters, this would be `sd:/menu/boxart/NGEE.png` and/or `sd:/menu/boxart/NGEP.png`.
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* for GoldenEye 3 letters, this would be `sd:/menu/boxart/NGE.png`.
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* for GoldenEye 2 letters, this would be `sd:/menu/boxart/GE.png`.
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As a starting point, here are some links to boxart packs:
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* [American GamePak Boxart](https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w)
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* [European GamePak Boxart](https://mega.nz/file/O7AjDbRJ#VnVU10dq8HQvBUQptppI6PAcQMb8-Zembqav8WtAQ_M)
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* [64DD Boxart](https://mega.nz/file/O3JzwD7B#BYl1aV-pbrJ-MxWUbM_K0yGVIRbmSoxJJZqQInRzZyM)
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### Menu Settings
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@ -11,6 +11,41 @@
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#include <libdragon.h>
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#include "menu_state.h"
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/** @brief File image Enumeration. */
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typedef enum {
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/** @brief Boxart image from the front */
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IMAGE_BOXART_FRONT,
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/** @brief Boxart image from the back */
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IMAGE_BOXART_BACK,
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/** @brief Boxart image from the top */
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IMAGE_BOXART_TOP,
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/** @brief Boxart image from the bottom */
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IMAGE_BOXART_BOTTOM,
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/** @brief Boxart image from the left side */
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IMAGE_BOXART_LEFT,
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/** @brief Boxart image from the right side */
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IMAGE_BOXART_RIGHT,
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/** @brief GamePak image from the front */
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IMAGE_GAMEPAK_FRONT,
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/** @brief GamePak image from the back */
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IMAGE_GAMEPAK_BACK,
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/** @brief File image thumbnail */
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IMAGE_THUMBNAIL,
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/** @brief List end marker */
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IMAGE_TYPE_END
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} file_image_type_t;
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/**
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* @addtogroup
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@ -64,7 +99,7 @@ typedef struct {
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surface_t *image;
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} component_boxart_t;
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component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code);
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component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code, file_image_type_t current_image_view);
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void component_boxart_free (component_boxart_t *b);
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void component_boxart_draw (component_boxart_t *b);
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@ -17,9 +17,9 @@ static void png_decoder_callback (png_err_t err, surface_t *decoded_image, void
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}
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component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code) {
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component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code, file_image_type_t current_image_view) {
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component_boxart_t *b;
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char file_name[8];
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char boxart_id_path[8];
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if ((b = calloc(1, sizeof(component_boxart_t))) == NULL) {
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return NULL;
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@ -29,21 +29,83 @@ component_boxart_t *component_boxart_init (const char *storage_prefix, char *gam
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path_t *path = path_init(storage_prefix, BOXART_DIRECTORY);
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sprintf(file_name, "%.3s.png", game_code);
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path_push(path, file_name);
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sprintf(boxart_id_path, "%c/%c/%c/%c", game_code[0], game_code[1], game_code[2], game_code[3]);
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path_push(path, boxart_id_path);
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if (!directory_exists(path_get(path))) { // Allow boxart to not specify the region code.
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path_pop(path);
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}
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if (directory_exists(path_get(path))) {
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switch (current_image_view) {
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case IMAGE_GAMEPAK_FRONT:
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path_push(path, "gamepak_front.png");
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case IMAGE_GAMEPAK_BACK:
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path_push(path, "gamepak_back.png");
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case IMAGE_BOXART_BACK:
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path_push(path, "boxart_back.png");
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case IMAGE_BOXART_LEFT:
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path_push(path, "boxart_left.png");
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case IMAGE_BOXART_RIGHT:
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path_push(path, "boxart_right.png");
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case IMAGE_BOXART_BOTTOM:
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path_push(path, "boxart_bottom.png");
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case IMAGE_BOXART_TOP:
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path_push(path, "boxart_top.png");
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default:
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path_push(path, "boxart_front.png");
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}
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if (file_exists(path_get(path))) {
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if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
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path_free(path);
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return b;
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}
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}
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}
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else { // compatibility mode
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char file_name[8];
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// reset the directory path used for boxart.
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path = path_init(storage_prefix, BOXART_DIRECTORY);
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sprintf(file_name, "%c%c%c%c.png", game_code[0], game_code[1], game_code[2], game_code[3]);
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path_push(path, file_name);
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if (file_exists(path_get(path))) {
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if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
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path_free(path);
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return b;
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}
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}
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path_pop(path);
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sprintf(file_name, "%c%c%c.png", game_code[0], game_code[1], game_code[2]);
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path_push(path, file_name);
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if (file_exists(path_get(path))) {
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if (file_exists(path_get(path))) {
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if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
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path_free(path);
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return b;
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}
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}
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}
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else {
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path_pop(path);
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// TODO: This is bad, we should only check for 3 letter codes
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sprintf(file_name, "%.2s.png", game_code + 1);
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sprintf(file_name, "%c%c.png", game_code[1], game_code[2]);
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path_push(path, file_name);
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if (file_exists(path_get(path))) {
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if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
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path_free(path);
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return b;
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}
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}
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}
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}
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// TODO: return default image.
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path_free(path);
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free(b);
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@ -170,7 +170,7 @@ void view_load_disk_init (menu_t *menu) {
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menu_show_error(menu, convert_error_message(err));
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}
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boxart = component_boxart_init(menu->storage_prefix, menu->load.disk_info.id);
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boxart = component_boxart_init(menu->storage_prefix, menu->load.disk_info.id, IMAGE_BOXART_FRONT);
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}
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void view_load_disk_display (menu_t *menu, surface_t *display) {
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@ -355,7 +355,7 @@ void view_load_rom_init (menu_t *menu) {
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return;
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}
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boxart = component_boxart_init(menu->storage_prefix, menu->load.rom_info.game_code);
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boxart = component_boxart_init(menu->storage_prefix, menu->load.rom_info.game_code, IMAGE_BOXART_FRONT);
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component_context_menu_init(&options_context_menu);
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}
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