mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-23 19:59:16 +01:00
971b5bdb52
to be divisible with 4 anymore, you can use what you want -moved sound buffers back in mem2, idk but for wiiflow it gives a better result -added mem2 memalign placeholder for new memory manager (after a week still everything but finished) -updated other small things, cleaned up source structure a bit
393 lines
9.9 KiB
C++
393 lines
9.9 KiB
C++
/*
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Copyright (c) 2010 - Wii Banner Player Project
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Copyright (c) 2012 - Dimok
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include "Layout.h"
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#include "WiiFont.h"
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#include "unzip/U8Archive.h"
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Layout::Layout(u8 *font1, u8 *font2)
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: header(0)
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{
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Wbf1Font = font1;
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Wbf2Font = font2;
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}
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Layout::~Layout()
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{
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for(u32 i = 0; i < panes.size(); ++i)
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delete panes[i];
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for(u32 i = 0; i < resources.materials.size(); ++i)
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delete resources.materials[i];
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for(u32 i = 0; i < resources.textures.size(); ++i)
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delete resources.textures[i];
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for(u32 i = 0; i < resources.fonts.size(); ++i)
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delete resources.fonts[i];
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}
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bool Layout::Load(const u8 *brlyt)
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{
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if(!brlyt)
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return false;
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const BRLYT_Header *brlytFile = (const BRLYT_Header *) brlyt;
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if(brlytFile->magic != BRLYT_MAGIC || brlytFile->version != BRLYT_VERSION)
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return false;
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Group* last_group = NULL;
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std::stack<std::map<std::string, Group>*> group_stack;
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group_stack.push(&groups);
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Pane* last_pane = NULL;
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std::stack<std::vector<Pane*>*> pane_stack;
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pane_stack.push(&panes);
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const u8 *position = brlyt + brlytFile->header_len;
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for(u32 i = 0; i < brlytFile->section_count; ++i)
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{
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section_t *section = (section_t *) position;
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position += section->size;
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if(section->magic == Layout::MAGIC)
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{
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header = (Layout::Header *) (section + 1);
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}
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else if (section->magic == TextureList::MAGIC)
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{
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const LytItemList *txl1 = (const LytItemList *) (section+1);
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const char *nameoffset = ((const char *)(txl1+1));
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const LytStringTable *stringTable = (const LytStringTable *) (((const u8 *)(txl1+1))+txl1->offset_to_first);
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for(u32 i = 0; i < txl1->num_items; ++i)
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{
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const char *name = nameoffset+stringTable[i].offset_filename;
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Texture *texture = new Texture;
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texture->setName(name);
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resources.textures.push_back(texture);
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}
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}
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else if (section->magic == MaterialList::MAGIC)
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{
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const LytItemList *mat1 = (const LytItemList *) (section+1);
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const u32 *mat_offsets = (const u32 *) (((const u8 *)(mat1+1))+mat1->offset_to_first);
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for(u32 i = 0; i < mat1->num_items; ++i)
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{
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Material *material = new Material;
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material->Load((Material::Header *) (((const u8 *) section)+mat_offsets[i]));
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resources.materials.push_back(material);
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}
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}
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else if (section->magic == FontList::MAGIC)
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{
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// load font list
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const LytItemList *fnl1 = (const LytItemList *) (section+1);
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const char *nameoffset = ((const char *)(fnl1+1));
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const LytStringTable *stringTable = (const LytStringTable *) (((const u8 *)(fnl1+1))+fnl1->offset_to_first);
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for(u32 i = 0; i < fnl1->num_items; i++)
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{
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const char *name = nameoffset+stringTable[i].offset_filename;
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WiiFont *font;
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if(strcmp(name, "wbf1.brfna") == 0 || strcmp(name, "RevoIpl_RodinNTLGPro_DB_32_I4.brfnt") == 0) {
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//! 1st system font or alias for it
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font = new WiiFont;
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font->SetName("wbf1.brfna");
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font->Load(Wbf1Font);
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if(!font) continue;
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}
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else if(strcmp(name, "wbf2.brfna") == 0) {
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//! 2nd system font
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font = new WiiFont;
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font->SetName("wbf2.brfna");
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font->Load(Wbf2Font);
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if(!font) continue;
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}
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else {
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//! font from banner
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font = new WiiFont;
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font->SetName(name);
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}
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resources.fonts.push_back(font);
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}
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}
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else if (section->magic == Pane::MAGIC)
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{
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Pane* pane = new Pane;
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pane->Load((Pane::Header *) section);
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pane_stack.top()->push_back(last_pane = pane);
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}
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else if (section->magic == Bounding::MAGIC)
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{
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Bounding* pane = new Bounding;
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pane->Load((Pane::Header *) section);
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pane_stack.top()->push_back(last_pane = pane);
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}
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else if (section->magic == Picture::MAGIC)
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{
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Picture* pane = new Picture;
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pane->Load((Pane::Header *) section);
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pane_stack.top()->push_back(last_pane = pane);
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}
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else if (section->magic == Window::MAGIC)
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{
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Window* pane = new Window;
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pane->Load((Pane::Header *) section);
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pane_stack.top()->push_back(last_pane = pane);
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}
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else if (section->magic == Textbox::MAGIC)
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{
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Textbox* pane = new Textbox;
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pane->Load((Pane::Header *) section);
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pane_stack.top()->push_back(last_pane = pane);
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}
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else if (section->magic == Layout::MAGIC_PANE_PUSH)
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{
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if (last_pane)
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pane_stack.push(&last_pane->panes);
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}
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else if (section->magic == Layout::MAGIC_PANE_POP)
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{
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if (pane_stack.size() > 1)
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pane_stack.pop();
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}
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else if (section->magic == Group::MAGIC)
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{
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const char *grp = (const char *) (section + 1);
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std::string group_name(grp, 0, Layout::Group::NAME_LENGTH);
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Group& group_ref = (*group_stack.top())[group_name];
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grp += Layout::Group::NAME_LENGTH;
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u16 sub_count = *(u16 *) grp;
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grp += 4; // 2 bytes reserved
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while (sub_count--)
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{
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std::string pane_name(grp, 0, Layout::Group::NAME_LENGTH);
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group_ref.panes.push_back(pane_name);
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grp += Layout::Group::NAME_LENGTH;
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}
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last_group = &group_ref;
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}
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else if (section->magic == Layout::MAGIC_GROUP_PUSH)
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{
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if (last_group)
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group_stack.push(&last_group->groups);
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}
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else if (section->magic == Layout::MAGIC_GROUP_POP)
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{
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if (group_stack.size() > 1)
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group_stack.pop();
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}
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else {
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gprintf("Uknown layout section: %08X\n", section->magic);
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}
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}
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return true;
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}
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bool Layout::LoadTextures(const u8 *banner_file)
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{
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bool success = false;
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for(u32 i = 0; i < resources.textures.size(); ++i)
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{
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u32 filesize;
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const u8 *file = u8_get_file(banner_file, resources.textures[i]->getName().c_str(), &filesize);
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if (file)
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resources.textures[i]->Load(file);
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else
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success = false;
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}
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return success;
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}
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bool Layout::LoadFonts(const u8 *banner_file)
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{
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bool success = false;
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for(u32 i = 0; i < resources.fonts.size(); ++i)
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{
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if(resources.fonts[i]->IsLoaded())
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continue;
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u32 filesize;
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const u8 *file = u8_get_file(banner_file, resources.fonts[i]->getName().c_str(), &filesize);
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if (file)
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resources.fonts[i]->Load(file);
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else
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success = false;
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}
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return success;
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}
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void Layout::Render(Mtx &modelview, const Vec2f &ScreenProps, bool widescreen, u8 render_alpha) const
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{
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if(!header)
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return;
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Mtx mv;
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// we draw inverse
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guMtxScaleApply(modelview, mv, 1.0f, -1.0f, 1.0f);
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// centered draw
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if(header->centered)
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guMtxTransApply(mv, mv, ScreenProps.x * 0.5f, ScreenProps.y * 0.5f, 0.f);
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// render all panes
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for(u32 i = 0; i < panes.size(); ++i)
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panes[i]->Render(resources, render_alpha, mv, widescreen);
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}
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void Layout::SetFrame(FrameNumber frame_number)
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{
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frame_current = frame_number;
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const u8 key_set = (frame_current >= frame_loop_start);
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if (key_set)
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frame_number -= frame_loop_start;
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resources.cur_set = key_set;
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for(u32 i = 0; i < panes.size(); ++i)
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panes[i]->SetFrame(frame_number, key_set);
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for(u32 i = 0; i < resources.materials.size(); ++i)
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resources.materials[i]->SetFrame(frame_number, key_set);
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}
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void Layout::AdvanceFrame()
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{
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++frame_current;
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if (frame_current >= frame_loop_end)
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frame_current = frame_loop_start;
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SetFrame(frame_current);
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}
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void Layout::SetLanguage(const std::string& language)
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{
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if(!header)
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return;
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// check if that language is found
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bool lang_found = false;
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// hide panes of non-matching languages
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std::map<std::string, Group>::iterator itr;
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for(itr = groups["RootGroup"].groups.begin(); itr != groups["RootGroup"].groups.end(); itr++)
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{
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// check if that language exists
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if(!lang_found && itr->first == language)
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lang_found = true;
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// some hax, there are some odd "Rso0" "Rso1" groups that shouldn't be hidden
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// only the 3 character language groups should be
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if (itr->first != language && itr->first.length() == 3)
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{
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std::list<std::string>::iterator itr2;
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for(itr2 = itr->second.panes.begin(); itr2 != itr->second.panes.end(); itr2++)
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{
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Pane* const found = FindPane(*itr2);
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if (found)
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found->SetHide(true);
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}
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}
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}
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// show english if langauge is not found
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if(!lang_found && language != "ENG")
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{
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SetLanguage("ENG");
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return;
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}
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// unhide panes of matching language, some banners list language specific panes in multiple language groups
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std::list<std::string>::iterator itr2;
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for(itr2 = groups["RootGroup"].groups[language].panes.begin(); itr2 != groups["RootGroup"].groups[language].panes.end(); itr2++)
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{
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Pane* const found = FindPane(*itr2);
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if (found)
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{
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found->SetHide(false);
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found->SetVisible(true); // all games with languages start as visible
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}
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}
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}
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void Layout::AddPalette(const std::string &name, u8 key_set)
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{
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resources.palettes[key_set].push_back(name);
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if(FindTexture(name) != 0)
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return;
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Texture *texture = new Texture;
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texture->setName(name);
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resources.textures.push_back(texture);
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}
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Pane* Layout::FindPane(const std::string& find_name)
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{
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for(u32 i = 0; i < panes.size(); ++i)
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{
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Pane* found = panes[i]->FindPane(find_name);
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if(found)
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return found;
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}
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return NULL;
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}
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Material* Layout::FindMaterial(const std::string& find_name)
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{
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for(u32 i = 0; i < resources.materials.size(); ++i)
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{
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if (find_name.compare(0, 20, resources.materials[i]->getName()) == 0)
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return resources.materials[i];
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}
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return NULL;
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}
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Texture* Layout::FindTexture(const std::string& find_name)
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{
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for(u32 i = 0; i < resources.textures.size(); ++i)
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{
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if (find_name == resources.textures[i]->getName())
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return resources.textures[i];
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}
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return NULL;
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}
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