WiiFlow_Lite/source/gui/video.hpp

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#ifndef __VIDEO_HPP
#define __VIDEO_HPP
#include <gccore.h>
#include <vector>
#include <string>
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#include "vector.hpp"
#include "texture.hpp"
using std::string;
using std::vector;
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class CTexCoord
{
public:
float x;
float y;
public:
CTexCoord(void) { x = 0.f; y = 0.f; }
CTexCoord(float px, float py) { x = px; y = py; }
};
class CColor : public GXColor
{
public:
CColor(void) { r = 0; g = 0; b = 0; a = 0xFF; }
CColor(u8 pr, u8 pg, u8 pb) { r = pr; g = pg; b = pb; a = 0xFF; }
CColor(u8 pr, u8 pg, u8 pb, u8 pa) { r = pr; g = pg; b = pb; a = pa; }
CColor(u32 rgba8)
{
a = (rgba8 & 0xFF000000) >> 24;
r = (rgba8 & 0x00FF0000) >> 16;
g = (rgba8 & 0x0000FF00) >> 8;
b = rgba8 & 0x000000FF;
}
//int intVal() { return a << 24 | r << 16 | g << 8 | b; }
int intVal() { return r << 16 | g << 8 | b; }
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bool operator==(const CColor &c) const { return c.r == r && c.g == g && c.b == b && c.a == a; }
bool operator!=(const CColor &c) const { return c.r != r || c.g != g || c.b != b || c.a != a; }
void blend(const CColor &src);
static CColor interpolate(const CColor &c1, const CColor &c2, u8 n);
};
class CVideo
{
public:
CVideo(void);
void init(void);
void prepare(void);
void setAA(u8 aa, bool alpha = false, int width = 0, int height = 0);
void prepareAAPass(int aaStep);
void render(void);
void renderAAPass(int aaStep);
void drawAAScene(bool fs = true);
void renderToTexture(TexData &tex, bool clear);
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void cleanup(void);
void setup2DProjection(bool setViewPort = true, bool noScale = false);
void screensaver(u32 no_input, u32 max_no_input);
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u32 width(void) const { return m_rmode->fbWidth; }
u32 height(void) const { return m_rmode->efbHeight; }
GXRModeObj *vid_mode(void) const { return m_rmode; }
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u32 width2D(void) { return m_width2D; }
u32 height2D(void) { return m_height2D; }
bool wide(void) const { return m_wide; }// call m_vid.wide to check if wii is widescreen
bool vid_50hz(void) const { return m_50hz; }
u8 getAA(void) const { return m_aa; }
bool showingWaitMessage() { return m_WaitThreadRunning; }
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void set2DViewport(u32 w, u32 h, int x, int y);
void prepareStencil(void);
void renderStencil(void);
int stencilVal(int x, int y);
void setCustomWaitImgs(const char *path, bool loop);
void hideWaitMessage();
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void waitMessage(float delay);
void waitMessage(const vector<TexData> &tex, float delay);
void waitMessage(const TexData &tex);
s32 TakeScreenshot(const char *path);
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void shiftViewPort(float x, float y);
private:
GXRModeObj *m_rmode;
void *m_frameBuf[2];
int m_curFB;
void *m_fifo;
void *m_stencil;
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float m_yScale;
u32 m_xfbHeight;
bool m_wide;
bool m_50hz;
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u32 m_width2D;
u32 m_height2D;
int m_x2D;
int m_y2D;
u8 m_aa;
bool m_aaAlpha;
int m_aaWidth;
int m_aaHeight;
u8 *m_aaBuffer[8];
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u32 m_aaBufferSize[8];
u8 m_screensaver_alpha;
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float m_vpX;
float m_vpY;
float m_vpW;
float m_vpH;
float m_waitMessageDelay;
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volatile bool m_showWaitMessage;
volatile bool m_WaitThreadRunning;
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volatile bool m_showingWaitMessages;
vector<TexData> m_waitMessages;
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//
static const int _stencilWidth;
static const int _stencilHeight;
static const float _jitter2[2][2];
static const float _jitter3[3][2];
static const float _jitter4[4][2];
static const float _jitter5[5][2];
static const float _jitter6[6][2];
static const float _jitter8[8][2];
//thread stack
static u8 waitMessageStack[2048];
static const u32 waitMessageStackSize;
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private:
void _drawAASceneWithAlpha(float w, float h);
void _setViewPort(float x, float y, float w, float h);
void _clearScreen();
static void * _showWaitMessages(void *obj);
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private:
CVideo(const CVideo &);
};
void DrawTexture(TexData * &tex);
void DrawTexturePos(const TexData *tex);
void DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color);
extern CVideo m_vid;
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#endif //!defined(__VIDEO_HPP)