// Coverflow #ifndef __COVERFLOW_HPP #define __COVERFLOW_HPP #include #include #include #include "wiiuse/wpad.h" #include #include "video.hpp" #include "FreeTypeGX.h" #include "text.hpp" #include "config/config.hpp" #include "loader/disc.h" #include "loader/utils.h" #include "music/gui_sound.h" using namespace std; enum Sorting { SORT_ALPHA, SORT_GAMEID, SORT_PLAYCOUNT, SORT_LASTPLAYED, SORT_WIFIPLAYERS, SORT_PLAYERS, SORT_MAX, SORT_ESRB, SORT_CONTROLLERS, }; class CCoverFlow { public: CCoverFlow(void); ~CCoverFlow(void); // bool init(const u8 *font, const u32 font_size, bool vid_50hz); // Cover list management void clear(void); void shutdown(void); void reserve(u32 capacity); void addItem(dir_discHdr *hdr, const char *picPath, const char *boxPicPath, const char *blankBoxPicPath, int playcount = 0, unsigned int lastPlayed = 0); bool empty(void) const { return m_items.empty(); } // bool start(); void stopCoverLoader(bool empty = false); void startCoverLoader(void); void defaultLoad(void); // void simulateOtherScreenFormat(bool s); // Commands void tick(void); bool findId(const char *id, bool instant = false, bool path = false); void pageUp(void); void pageDown(void); void nextLetter(wchar_t *c); void prevLetter(wchar_t *c); void nextPlayers(bool wifi, wchar_t *c); void prevPlayers(bool wifi, wchar_t *c); void nextID(wchar_t *c); void prevID(wchar_t *c); void left(void); void right(void); void up(void); void down(void); bool select(void); void flip(bool force = false, bool f = true); void cancel(void); bool selected(void) const { return m_selected; } void makeEffectTexture(const STexture * &bg); void drawText(bool withRectangle = false); void draw(void); void drawEffect(void); void hideCover(void); void showCover(void); void mouse(int chan, int x, int y); bool mouseOver(int x, int y); // Accessors for settings void setCompression(bool enable) { m_compressTextures = enable; } bool getBoxMode(void) const { return m_box;} void setBufferSize(u32 numCovers); void setTextures(const string &loadingPic, const string &loadingPicFlat, const string &noCoverPic, const string &noCoverPicFlat); void setFont(const SFont &font, const CColor &color); void setRange(u32 rows, u32 columns); void setBoxMode(bool box); void setHQcover(bool HQ); void setTextureQuality(float lodBias, int aniso, bool edgeLOD); void setCameraPos(bool selected, const Vector3D &pos, const Vector3D &aim); void setCameraOsc(bool selected, const Vector3D &speed, const Vector3D &); void setCoverScale(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er, const Vector3D &rowCenter); void setCoverPos(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er, const Vector3D &rowCenter); void setCoverAngleOsc(bool selected, const Vector3D &speed, const Vector3D &); void setCoverPosOsc(bool selected, const Vector3D &speed, const Vector3D &); void setSpacers(bool selected, const Vector3D &left, const Vector3D &right); void setDeltaAngles(bool selected, const Vector3D &left, const Vector3D &right); void setAngles(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er, const Vector3D &rowCenter); void setTitleAngles(bool selected, float left, float right, float center); void setTitlePos(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er); void setTitleWidth(bool selected, float side, float center); void setTitleStyle(bool selected, u16 side, u16 center); void setColors(bool selected, const CColor &begColor, const CColor &endColor, const CColor &offColor); void setFanartPlaying(const bool isPlaying); void setFanartTextColor(const CColor textColor); void setShadowColors(bool selected, const CColor ¢erColor, const CColor &begColor, const CColor &endColor, const CColor &offColor); void setShadowPos(float scale, float x, float y); void setMirrorAlpha(float cover, float title); void setMirrorBlur(bool blur); void setRowSpacers(bool selected, const Vector3D &top, const Vector3D &bottom); void setRowDeltaAngles(bool selected, const Vector3D &top, const Vector3D &bottom); void setRowAngles(bool selected, const Vector3D &top, const Vector3D &bottom); void setCoverFlipping(const Vector3D &pos, const Vector3D &angle, const Vector3D &scale); void setBlur(u32 blurResolution, u32 blurRadius, float blurFactor); void setSorting(Sorting sorting); // void setSounds(GuiSound *flipSound, GuiSound *hoverSound, GuiSound *selectSound, GuiSound *cancelSound); void setSoundVolume(u8 vol); void stopSound(void); // void applySettings(void); void setCachePath(const char *path, bool deleteSource, bool compress); bool fullCoverCached(const char *id); bool preCacheCover(const char *id, const u8 *png, bool full); // const char *getId(void) const; const char *getNextId(void) const; dir_discHdr * getHdr(void) const; dir_discHdr * getNextHdr(void) const; wstringEx getTitle(void) const; u64 getChanTitle(void) const; // bool getRenderTex(void); void setRenderTex(bool); void RenderTex(void); private: enum DrawMode { CFDR_NORMAL, CFDR_STENCIL, CFDR_SHADOW }; struct SLayout { Vector3D camera; Vector3D cameraAim; Vector3D leftScale; Vector3D rightScale; Vector3D centerScale; Vector3D rowCenterScale; Vector3D leftPos; Vector3D rightPos; Vector3D centerPos; Vector3D rowCenterPos; Vector3D leftAngle; Vector3D rightAngle; Vector3D centerAngle; Vector3D rowCenterAngle; Vector3D leftSpacer; Vector3D rightSpacer; Vector3D leftDeltaAngle; Vector3D rightDeltaAngle; float txtLeftAngle; float txtRightAngle; float txtCenterAngle; Vector3D txtLeftPos; Vector3D txtRightPos; Vector3D txtCenterPos; float txtSideWidth; float txtCenterWidth; u16 txtSideStyle; u16 txtCenterStyle; Vector3D cameraOscSpeed; Vector3D cameraOscAmp; Vector3D coverOscASpeed; Vector3D coverOscAAmp; Vector3D coverOscPSpeed; Vector3D coverOscPAmp; CColor begColor; CColor endColor; CColor mouseOffColor; CColor shadowColorCenter; CColor shadowColorEnd; CColor shadowColorBeg; CColor shadowColorOff; Vector3D topSpacer; Vector3D bottomSpacer; Vector3D topAngle; Vector3D bottomAngle; Vector3D topDeltaAngle; Vector3D bottomDeltaAngle; }; enum TexState { STATE_Loading, STATE_Ready, STATE_NoCover }; struct CItem { dir_discHdr *hdr; string picPath; string boxPicPath; string blankBoxPicPath; int playcount; unsigned int lastPlayed; STexture texture; volatile bool boxTexture; volatile enum TexState state; // CItem(dir_discHdr *itemHdr, const char *itemPic, const char *itemBoxPic, const char *itemBlankBoxPic, int playcount, unsigned int lastPlayed); }; struct CCover { u32 index; Vector3D scale; Vector3D targetScale; Vector3D angle; Vector3D targetAngle; Vector3D pos; Vector3D targetPos; CColor color; CColor targetColor; float txtAngle; float txtTargetAngle; Vector3D txtPos; Vector3D txtTargetPos; u8 txtColor; u8 txtTargetColor; CText title; CColor shadowColor; CColor targetShadowColor; // CCover(void); }; enum CLRet { CL_OK, CL_ERROR, CL_NOMEM }; private: Mtx m_projMtx; Mtx m_viewMtx; Vector3D m_cameraPos; Vector3D m_cameraAim; Vector3D m_targetCameraPos; Vector3D m_targetCameraAim; vector m_items; vector m_covers; int m_delay; int m_minDelay; int m_jump; mutex_t m_mutex; volatile bool m_loadingCovers; volatile bool m_coverThrdBusy; volatile bool m_moved; // volatile bool m_renderTex; STexture *m_renderingTex; // volatile int m_hqCover; bool m_selected; int m_tickCount; STexture m_loadingTexture; STexture m_noCoverTexture; STexture m_dvdSkin; STexture m_dvdSkin_Red; STexture m_dvdSkin_Black; STexture m_dvdSkin_Yellow; STexture m_dvdSkin_GreenOne; STexture m_dvdSkin_GreenTwo; // Settings string m_pngLoadCover; string m_pngLoadCoverFlat; string m_pngNoCover; string m_pngNoCoverFlat; u32 m_numBufCovers; SFont m_font; CColor m_fontColor; CColor m_fanartFontColor; bool m_fanartPlaying; bool m_box; bool m_useHQcover; bool m_dvdskin_loaded; u32 m_range; u32 m_rows; u32 m_columns; SLayout m_loNormal; SLayout m_loSelected; int m_mouse[WPAD_MAX_WIIMOTES]; bool m_hideCover; bool m_compressTextures; bool m_compressCache; string m_cachePath; bool m_deletePicsAfterCaching; bool m_mirrorBlur; float m_mirrorAlpha; float m_txtMirrorAlpha; float m_shadowScale; float m_shadowX; float m_shadowY; STexture m_effectTex; u32 m_blurRadius; float m_blurFactor; Vector3D m_flipCoverPos; Vector3D m_flipCoverAngle; Vector3D m_flipCoverScale; u8 sndCopyNum; GuiSound *m_flipSound; GuiSound *m_hoverSound; GuiSound *m_selectSound; GuiSound *m_cancelSound; u8 m_soundVolume; float m_lodBias; u8 m_aniso; bool m_edgeLOD; Sorting m_sorting; private: void _draw(DrawMode dm = CFDR_NORMAL, bool mirror = false, bool blend = true); u32 _currentPos(void) const; void _effectBg(const STexture * &tex); void _effectBlur(bool vertical); bool _effectVisible(void); void _drawMirrorZ(void); void _drawTitle(int i, bool mirror, bool rectangle); void _drawCover(int i, bool mirror, CCoverFlow::DrawMode dm); void _drawCoverFlat(int i, bool mirror, CCoverFlow::DrawMode dm); void _drawCoverBox(int i, bool mirror, CCoverFlow::DrawMode dm); bool _checkCoverColor(char* gameID, const char* checkID[], int len); void _updateTarget(int i, bool instant = false); void _updateAllTargets(bool instant = false); void _loadCover(int i, int item); void _loadCoverTexture(int i); void _coverTick(int i); void _unselect(void); Vector3D _cameraMoves(void); Vector3D _coverMovesA(void); Vector3D _coverMovesP(void); STexture &_coverTexture(int i); void _left(int repeatDelay, u32 step); void _right(int repeatDelay, u32 step); void _jump(void); void _completeJump(void); void _setJump(int j); void _loadAllCovers(int i); static bool _calcTexLQLOD(STexture &tex); void _dropHQLOD(int i); bool _loadCoverTexPNG(u32 i, bool box, bool hq, bool blankBoxCover); CLRet _loadCoverTex(u32 i, bool box, bool hq, bool blankBoxCover); bool _invisibleCover(u32 x, u32 y); void _instantTarget(int i); void _transposeCover(vector &dst, u32 rows, u32 columns, int pos); void _stopSound(GuiSound * &snd); void _playSound(GuiSound * &snd); static bool _sortByPlayCount(CItem item1, CItem item2); static bool _sortByLastPlayed(CItem item1, CItem item2); static bool _sortByGameID(CItem item1, CItem item2); static bool _sortByAlpha(CItem item1, CItem item2); static bool _sortByPlayers(CItem item1, CItem item2); static bool _sortByWifiPlayers(CItem item1, CItem item2); private: static int _coverLoader(CCoverFlow *cf); static float _step(float cur, float tgt, float spd); private: CCoverFlow(const CCoverFlow &); CCoverFlow &operator=(const CCoverFlow &); }; extern CCoverFlow CoverFlow; #endif // !defined(__COVERFLOW_HPP)