WiiFlow_Lite/source/banner/AnimatedBanner.h

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/*
Copyright (c) 2010 - Wii Banner Player Project
Copyright (c) 2012 - Dimok
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef _ANIMATEDBANNER_H_
#define _ANIMATEDBANNER_H_
#include "Layout.h"
#include "disc.h"
#include "channel/banner.h"
class AnimatedBanner
{
public:
AnimatedBanner();
void LoadFont(u8 *font1, u8 *font2);
void Clear();
bool LoadBanner(Banner *banner);
bool LoadBannerBin(u8 *banner_bin, u32 banner_bin_size);
Layout *getBanner() const { return layout_banner; }
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void SetBannerTexture(const char *tex_name, const u8 *data, float width, float height, u8 fmt);
void SetBannerText(const char *text_name, const wchar_t *wText);
protected:
Layout* LoadLayout(u8 *bnr, u32 bnr_size, const std::string& lyt_name, const std::string &language);
Layout *layout_banner;
u8 *newBanner;
u8 *sysFont1;
u8 *sysFont2;
};
u8 *DecompressCopy(u8 *stuff, u32 len, u32 *size);
#endif