mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-27 21:54:15 +01:00
9dc3eaaad1
- also changed all toogle's to toggle, the correct spelling.
259 lines
7.8 KiB
C++
259 lines
7.8 KiB
C++
/****************************************************************************
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* Copyright (C) 2012 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include <unistd.h>
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#include "BannerWindow.hpp"
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#include "gx_addons.h"
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#include "gecko/gecko.hpp"
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#include "loader/utils.h"
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#include "menu/menu.hpp"
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BannerWindow m_banner;
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extern const u8 custombanner_bin[];
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extern const u32 custombanner_bin_size;
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void BannerWindow::Init(u8 *font1, u8 *font2)
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{
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MaxAnimSteps = 30;
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returnVal = -1;
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reducedVol = false;
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ScreenProps.x = 620; //620
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ScreenProps.y = 400; //400
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sysFont1 = font1;
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sysFont2 = font2;
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ShowBanner = true;
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guMtxIdentity(modelview);
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guMtxTransApply(modelview, modelview, (!m_vid.wide() || m_vid.vid_50hz()) ? 0.0f : 2.0f, m_vid.vid_50hz() ? -1.0f : 0.0f, 0.0F);
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AnimPosX = 0.5f * (ScreenProps.x - fIconWidth);
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AnimPosY = 0.5f * (ScreenProps.y - fIconHeight);
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AnimationRunning = false;
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Brightness = 0;
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// this just looks better for banner/icon ratio
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xDiff = 0.5f * (m_vid.wide() ? (m_vid.vid_50hz() ? 616 : 620.0f) : 608.0f);
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yDiff = 0.5f * (m_vid.vid_50hz() ? 448.0f : 470.0f);
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iconWidth = fIconWidth - 20;
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iconHeight = fIconHeight - 20;
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ratioX = xDiff * 2.f / iconWidth;
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ratioY = yDiff * 2.f / iconHeight;
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stepx1 = ((ScreenProps.x * 0.1f - xDiff) - (AnimPosX + 0.5f * fIconWidth - 0.5f * iconWidth)) * ratioX;
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stepx2 = ((ScreenProps.x * 0.1f + xDiff) - (AnimPosX + 0.5f * fIconWidth + 0.5f * iconWidth)) * ratioX;
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stepy1 = ((ScreenProps.y * 0.9f - yDiff) - (AnimPosY + 0.5f * fIconHeight - 0.5f * iconHeight)) * ratioY;
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stepy2 = ((ScreenProps.y * 0.9f + yDiff) - (AnimPosY + 0.5f * fIconHeight + 0.5f * iconHeight)) * ratioY;
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gameBanner.Clear();
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if(!FontLoaded)
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{
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gameBanner.LoadFont(sysFont1, sysFont2);
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FontLoaded = true;
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}
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}
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void BannerWindow::LoadBanner(u8 *font1, u8 *font2)
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{
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changing = true;
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Init(font1, font2);
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gameBanner.LoadBanner();
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gameSelected = 1;
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changing = false;
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ShowBanner = true;
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}
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void BannerWindow::DeleteBanner(bool gamechange)
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{
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if(!gamechange)
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gameSelected = 0;
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gameBanner.Clear();
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}
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BannerWindow::BannerWindow()
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{
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ShowBanner = true;
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FontLoaded = false;
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changing = false;
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AnimZoom = false;
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AnimStep = 20;
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gameSelected = 0;
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}
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void BannerWindow::LoadBannerBin(u8 *bnr, u32 bnr_size, u8 *font1, u8 *font2)
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{
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changing = true;
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Init(font1, font2);
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gameBanner.LoadBannerBin(bnr, bnr_size);
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gameSelected = 1;
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changing = false;
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ShowBanner = true;
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}
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void BannerWindow::CreateGCBanner(u8 *bnr, u8 *font1, u8 *font2, const wchar_t *title)
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{
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GC_OpeningBnr *openingBnr = (GC_OpeningBnr *)bnr;
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LoadBannerBin((u8*)custombanner_bin, (u32)custombanner_bin_size, font1, font2);
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gameBanner.SetBannerTexture("GCIcon.tpl", openingBnr->tpl_data, 96, 32, GX_TF_RGB5A3);
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gameBanner.SetBannerText("T_GameTitle", title);
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}
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bool BannerWindow::ToggleZoom(void)
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{
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if(AnimZoom)
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{
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AnimStep = 30;
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AnimZoom = false;
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}
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else
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{
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AnimStep = 20;
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AnimZoom = true;
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}
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return AnimZoom;
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}
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void BannerWindow::Animate(void)
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{
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// animation is on going
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if(AnimStep <= MaxAnimSteps)
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{
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AnimationRunning = true;
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if(AnimZoom && AnimStep < MaxAnimSteps)
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AnimStep++;
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else if(!AnimZoom && AnimStep > 20)
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AnimStep--;
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float curAnimStep = ((float)(MaxAnimSteps - AnimStep)/(float)MaxAnimSteps);
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//! This works good for banners
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float top = (ScreenProps.y * 0.5f - yDiff) + stepy1 * curAnimStep;
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float bottom = (ScreenProps.y * 0.5f + yDiff) + stepy2 * curAnimStep;
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float left = (ScreenProps.x * 0.5f - xDiff) + stepx1 * curAnimStep;
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float right = (ScreenProps.x * 0.5f + xDiff) + stepx2 * curAnimStep;
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// set banner projection
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guOrtho(projection, top, bottom, left, right, -100, 10000);
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}
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// last animation step
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else if(AnimationRunning)
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AnimationRunning = false;
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}
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void BannerWindow::Draw(void)
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{
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if(!ShowBanner)
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return;
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// draw a black background image first
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if(AnimStep >= MaxAnimSteps)
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DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, 0xFF});
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if(changing)
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return;
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// Run window animation
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Animate();
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// cut the unneeded crap
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Mtx mv1, mv2, mv3;
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guMtxIdentity(mv2);
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guMtxIdentity(mv3);
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guMtxScaleApply(modelview,mv1, 1.f, -1.f, 1.f);
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guMtxTransApply(mv1,mv1, 0.5f * ScreenProps.x, 0.5f * ScreenProps.y, 0.f);
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guMtxTransApply(mv2,mv2, -0.5f * fBannerWidth, 0.5f * fBannerHeight, 0.f);
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guMtxTransApply(mv3,mv3, 0.5f * fBannerWidth, -0.5f * fBannerHeight + 104.f, 0.f);
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guMtxConcat(mv1, mv2, mv2);
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guMtxConcat(mv1, mv3, mv3);
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f32 viewportv[6];
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f32 projectionv[7];
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GX_GetViewportv(viewportv, m_vid.vid_mode());
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GX_GetProjectionv(projectionv, projection, GX_ORTHOGRAPHIC);
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guVector vecTL;
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guVector vecBR;
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GX_Project(0.0f, 0.0f, 0.0f, mv2, projectionv, viewportv, &vecTL.x, &vecTL.y, &vecTL.z);
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GX_Project(0.0f, 0.0f, 0.0f, mv3, projectionv, viewportv, &vecBR.x, &vecBR.y, &vecBR.z);
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// round up scissor box offset and round down the size
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u32 scissorX = (u32)(0.5f + std::max(vecTL.x, 0.0f));
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u32 scissorY = (u32)(0.5f + std::max(vecTL.y, 0.0f));
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u32 scissorW = (u32)std::max(vecBR.x - vecTL.x, 0.0f);
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u32 scissorH = (u32)std::max(vecBR.y - vecTL.y, 0.0f);
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GX_SetScissor(scissorX, scissorY, scissorW, scissorH);
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// load projection matrix
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GX_LoadProjectionMtx(projection, GX_ORTHOGRAPHIC);
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if(gameBanner.getBanner())
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{
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gameBanner.getBanner()->Render(modelview, ScreenProps, m_vid.wide(), 255.f);
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gameBanner.getBanner()->AdvanceFrame();
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}
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// Setup GX
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ReSetup_GX();
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GX_SetScissor(0, 0, m_vid.width(), m_vid.height());
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// Clear and back to previous projection
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m_vid.setup2DProjection();
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// If wanted
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if(Brightness == 200)
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DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, Brightness});
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}
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void BannerWindow::ToggleGameSettings()
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{
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ToggleZoom();
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Brightness = (Brightness == 200 ? 0 : 200);
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}
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void BannerWindow::ReSetup_GX(void)
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{
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// channel control
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GX_SetNumChans(1);
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GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE);
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// texture gen.
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GX_SetNumTexGens(1);
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GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
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// texture environment
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GX_SetNumTevStages(1);
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GX_SetNumIndStages(0);
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for(u8 i = 0; i < m_vid.getAA(); i++)
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{
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GX_SetTevOp(i, GX_MODULATE);
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GX_SetTevOrder(i, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
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GX_SetTevSwapMode(i, GX_TEV_SWAP0, GX_TEV_SWAP0);
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GX_SetTevKColorSel(i, GX_TEV_KCSEL_1_4);
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GX_SetTevKAlphaSel(i, GX_TEV_KASEL_1);
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GX_SetTevDirect(i);
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}
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// swap table
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GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);
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GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA);
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GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA);
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GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA);
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// alpha compare and blend mode
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GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0);
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GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET);
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}
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