mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-23 19:59:16 +01:00
4a566375e0
-added 'noflash' arg for meta.xml if you don't want the flash screen image to appear. and no i can't make it load a image from a folder. it must be compiled in the code. -added 'sdonly' arg for meta.xml for those of you that have everything on SD and hate the 20 second wait for wiiflow to search for usb devices. thanks einsteinx2! -added meta.xml args support. meaning when a homebrew boot.dol or elf is launched the meta.xml (if exist) will be read for arguments and those args sent when the app is launched. this fixes the issue of custom wait images when changing themes. -added spanish translation file 'spanish.ini'. thanks to ravmn for sending it to me! -other minor changes, mainly remarks added for myself.
136 lines
3.9 KiB
C++
136 lines
3.9 KiB
C++
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#ifndef __VIDEO_HPP
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#define __VIDEO_HPP
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#include <gccore.h>
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#include <vector>
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#include "vector.hpp"
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#include "texture.hpp"
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using namespace std;
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class CTexCoord
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{
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public:
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float x;
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float y;
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public:
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CTexCoord(void) { x = 0.f; y = 0.f; }
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CTexCoord(float px, float py) { x = px; y = py; }
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};
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class CColor : public GXColor
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{
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public:
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CColor(void) { r = 0; g = 0; b = 0; a = 0xFF; }
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CColor(u8 pr, u8 pg, u8 pb) { r = pr; g = pg; b = pb; a = 0xFF; }
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CColor(u8 pr, u8 pg, u8 pb, u8 pa) { r = pr; g = pg; b = pb; a = pa; }
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CColor(u32 rgba8)
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{
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a = (rgba8 & 0xFF000000) >> 24;
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r = (rgba8 & 0x00FF0000) >> 16;
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g = (rgba8 & 0x0000FF00) >> 8;
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b = rgba8 & 0x000000FF;
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}
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//int intVal() { return a << 24 | r << 16 | g << 8 | b; }
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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; }
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bool operator!=(const CColor &c) const { return c.r != r || c.g != g || c.b != b || c.a != a; }
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void blend(const CColor &src);
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static CColor interpolate(const CColor &c1, const CColor &c2, u8 n);
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};
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class CVideo
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{
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public:
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CVideo(void);
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void init(void);
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void prepare(void);
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void setAA(u8 aa, bool alpha = false, int width = 0, int height = 0);
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void prepareAAPass(int aaStep);
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void render(void);
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void renderAAPass(int aaStep);
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void drawAAScene(bool fs = true);
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void renderToTexture(TexData &tex, bool clear);
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void cleanup(void);
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void setup2DProjection(bool setViewPort = true, bool noScale = false);
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void screensaver(u32 no_input, u32 max_no_input);
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u32 width(void) const { return m_rmode->fbWidth; }
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u32 height(void) const { return m_rmode->efbHeight; }
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GXRModeObj *vid_mode(void) const { return m_rmode; }
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u32 width2D(void) { return m_width2D; }
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u32 height2D(void) { return m_height2D; }
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bool wide(void) const { return m_wide; }// call m_vid.wide to check if wii is widescreen
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bool vid_50hz(void) const { return m_50hz; }
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u8 getAA(void) const { return m_aa; }
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bool showingWaitMessage() { return m_WaitThreadRunning; }
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void set2DViewport(u32 w, u32 h, int x, int y);
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void prepareStencil(void);
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void renderStencil(void);
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int stencilVal(int x, int y);
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void setCustomWaitImgs(const char *path, bool loop);
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void hideWaitMessage();
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void startImage(void);
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void waitMessage(float delay);
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void waitMessage(const vector<TexData> &tex, float delay);
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void waitMessage(const TexData &tex);
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s32 TakeScreenshot(const char *path);
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void shiftViewPort(float x, float y);
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private:
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GXRModeObj *m_rmode;
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void *m_frameBuf[2];
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int m_curFB;
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void *m_fifo;
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void *m_stencil;
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float m_yScale;
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u32 m_xfbHeight;
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bool m_wide;
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bool m_50hz;
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u32 m_width2D;
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u32 m_height2D;
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int m_x2D;
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int m_y2D;
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u8 m_aa;
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bool m_aaAlpha;
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int m_aaWidth;
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int m_aaHeight;
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u8 *m_aaBuffer[8];
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u32 m_aaBufferSize[8];
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u8 m_screensaver_alpha;
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float m_vpX;
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float m_vpY;
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float m_vpW;
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float m_vpH;
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float m_waitMessageDelay;
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volatile bool m_showWaitMessage;
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volatile bool m_WaitThreadRunning;
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volatile bool m_showingWaitMessages;
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vector<TexData> m_waitMessages;
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//
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static const int _stencilWidth;
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static const int _stencilHeight;
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static const float _jitter2[2][2];
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static const float _jitter3[3][2];
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static const float _jitter4[4][2];
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static const float _jitter5[5][2];
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static const float _jitter6[6][2];
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static const float _jitter8[8][2];
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//thread stack
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static u8 waitMessageStack[2048];
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static const u32 waitMessageStackSize;
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private:
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void _drawAASceneWithAlpha(float w, float h);
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void _setViewPort(float x, float y, float w, float h);
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void _clearScreen();
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static void * _showWaitMessages(void *obj);
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private:
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CVideo(const CVideo &);
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};
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void DrawTexture(TexData * &tex);
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void DrawTexturePos(const TexData *tex);
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void DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color);
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extern CVideo m_vid;
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#endif //!defined(__VIDEO_HPP)
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