/* 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. */ #include "LanguageCode.h" #include "AnimatedBanner.h" #include "gui/text.hpp" #include "memory/mem2.hpp" #include "unzip/U8Archive.h" #include "unzip/lz77.h" #include "unzip/ash.h" AnimatedBanner gameBanner; AnimatedBanner::AnimatedBanner() { layout_banner = NULL; newBanner = NULL; oriBanner = NULL; } void AnimatedBanner::LoadFont(u8 *font1, u8 *font2) { sysFont1 = font1; sysFont2 = font2; } void AnimatedBanner::Clear() { if(layout_banner != NULL) { delete layout_banner; layout_banner = NULL; } if(newBanner != NULL) { if(newBanner != oriBanner) free(newBanner); newBanner = NULL; oriBanner = NULL; } } bool AnimatedBanner::LoadBanner() { u32 banner_bin_size; u8 *banner_bin = CurrentBanner.GetFile("banner.bin", &banner_bin_size); if(banner_bin == NULL) return false; bool ret = LoadBannerBin(banner_bin, banner_bin_size); free(banner_bin); return ret; } bool AnimatedBanner::LoadBannerBin(const u8 *banner_bin, u32 banner_bin_size) { Clear(); layout_banner = LoadLayout(banner_bin, banner_bin_size, "banner", CONF_GetLanguageString()); return (layout_banner != NULL); } void AnimatedBanner::SetBannerText(const char *text_name, const wchar_t *wText) { if(!layout_banner || !wText) return; Textbox *tbox = dynamic_cast(layout_banner->FindPane(text_name)); if(tbox) { int len = wcslen(wText); u16 *text_char16 = new u16[len+1]; for(int i = 0; i < len; i++) text_char16[i] = (u16) wText[i]; text_char16[len] = 0; tbox->SetText(text_char16); } } void AnimatedBanner::SetBannerTexture(const char *tex_name, const u8 *data, float width, float height, u8 fmt) { if(!layout_banner) return; Texture *texture = layout_banner->FindTexture( tex_name ); if(texture != NULL && data != NULL) { texture->LoadTextureData(data, width, height, fmt); } } Layout* AnimatedBanner::LoadLayout(const u8 *bnr, u32 bnr_size, const std::string& lyt_name, const std::string &language) { u32 brlyt_size = 0; oriBanner = bnr; newBanner = DecompressCopy(bnr, bnr_size, &bnr_size); if(newBanner == NULL) return NULL; const u8 *brlyt = u8_get_file(newBanner, fmt("%s.brlyt", lyt_name.c_str()), &brlyt_size); if(!brlyt) return NULL; Layout *layout = new Layout(sysFont1, sysFont2); layout->Load(brlyt); u32 length_start = 0, length_loop = 0; u32 brlan_start_size = 0; const u8 *brlan_start = u8_get_file(newBanner, fmt("%s_Start.brlan", lyt_name.c_str()), &brlan_start_size); const u8 *brlan_loop = 0; // try the alternative file if(!brlan_start) brlan_start = u8_get_file(newBanner, fmt("%s_In.brlan", lyt_name.c_str()), &brlan_start_size); if(brlan_start) length_start = Animator::LoadAnimators((const RLAN_Header *)brlan_start, *layout, 0); u32 brlan_loop_size = 0; brlan_loop = u8_get_file(newBanner, fmt("%s.brlan", lyt_name.c_str()), &brlan_loop_size); if(!brlan_loop) brlan_loop = u8_get_file(newBanner, fmt("%s_Loop.brlan", lyt_name.c_str()), &brlan_loop_size); if(!brlan_loop) brlan_loop = u8_get_file(newBanner, fmt("%s_Rso0.brlan", lyt_name.c_str()), &brlan_loop_size); // added for "artstyle" wiiware if(brlan_loop) length_loop = Animator::LoadAnimators((const RLAN_Header *)brlan_loop, *layout, 1); // load textures after loading the animations so we get the list of tpl filenames from the brlans layout->LoadTextures(newBanner); layout->LoadFonts(newBanner); layout->SetLanguage(language); layout->SetLoopStart(length_start); layout->SetLoopEnd(length_start + length_loop); layout->SetFrame(0); return layout; } u8 *DecompressCopy(const u8 *stuff, u32 len, u32 *size) { // check for IMD5 header and skip it if(len > 0x40 && *(u32*)stuff == 0x494d4435) // IMD5 { stuff += 0x20; len -= 0x20; } u8 *ret = NULL; // determine if it needs to be decompressed if(IsAshCompressed(stuff, len)) { //u32 len2 = len; // ASH0 ret = DecompressAsh(stuff, len); if(!ret) { gprintf("out of memory\n"); return NULL; } } else if(isLZ77compressed(stuff)) { // LZ77 with no magic word if(decompressLZ77content(stuff, len, &ret, &len)) return NULL; } else if(*(u32*)(stuff) == 0x4C5A3737) // LZ77 { // LZ77 with a magic word if(decompressLZ77content(stuff + 4, len - 4, &ret, &len)) return NULL; } else //I hate to do that ret = (u8*)stuff; if(size) *size = len; // flush the cache so if there are any textures in this data, it will be ready for the GX DCFlushRange(ret, len); return ret; }