mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-23 19:59:16 +01:00
706e18c6c0
progress, thanks alot to dimok and the whole usb loader gx team for help and the code for it! To zoom the banner to fullscreen click the back button, to zoom out the back button again, known bugs: -some games fuck up the textures of buttons (e.g. wii play motion) -if no wii game or channel was selected and you try to launch a game or exit wiiflow it will most likely codedump
281 lines
8.3 KiB
C++
281 lines
8.3 KiB
C++
/*
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Copyright (c) 2010 - Wii Banner Player Project
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Copyright (c) 2012 - giantpune
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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 "Textbox.h"
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#include "Layout.h"
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void Textbox::Load(Pane::Header *file)
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{
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if(!file)
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return;
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Pane::Load(file);
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header = (Textbox::Header *) (file + 1);
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text = (const u16 *) (header + 1);
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textAlignVer = (header->text_alignment / 3);
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textAlignHor = (header->text_alignment % 3);
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}
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void Textbox::SetTextWidth(WiiFont *font)
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{
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lineWidths.clear();
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frameWidth = 0.f;
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frameHeight = header->font_size;
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float currentLine = 0.f;
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float scale = header->font_size /(float)font->CharacterHeight();
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for(const u16 *txtString = text; *txtString != 0; txtString++)
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{
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if(*txtString == '\n')
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{
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currentLine *= scale;
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lineWidths.push_back(currentLine);
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frameWidth = MAX(frameWidth, currentLine);
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frameHeight += header->font_size + header->space_line;
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currentLine = 0.f;
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continue;
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}
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const WiiFont::CharInfo *charInfo = font->GetCharInfo(*txtString);
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if(!charInfo)
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continue;
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if(charInfo->unk)
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currentLine += (float) charInfo->advanceKerning;
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currentLine += (float) charInfo->advanceGlyphX;
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}
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currentLine *= scale;
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lineWidths.push_back(currentLine);
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frameWidth = MAX(frameWidth, currentLine);
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}
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void Textbox::SetupGX(const BannerResources& resources) const
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{
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GX_ClearVtxDesc();
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GX_InvVtxCache();
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GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
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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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GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
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GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0);
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GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_1_4);
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GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1);
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GX_SetTevDirect(GX_TEVSTAGE0);
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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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if(header->material_index < resources.materials.size())
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{
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const Material::Header *matHead = resources.materials[header->material_index]->GetHeader();
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if(!matHead)
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return;
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//GX_SetFog(0, 0.0f, 0.0f, 0.0f, 0.0f, (GXColor){0xff, 0xff, 0xff, 0xff});
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GX_SetTevSwapModeTable(0, 0, 1, 2, 3);
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//GX_SetZTexture(0, 0x11, 0);
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GX_SetNumChans(1 );
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GX_SetChanCtrl(4, 0, 0, 1, 0, 0, 2);
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GX_SetChanCtrl(5, 0, 0, 0, 0, 0, 2);
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GX_SetNumTexGens(1);
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GX_SetTexCoordGen2(0, 1, 4, 0x3c, 0, 0x7D);
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GX_SetNumIndStages(0);
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GX_SetBlendMode(1, 4, 5, 0xf);
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GX_SetNumTevStages(2);
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GX_SetTevDirect(0);
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GX_SetTevDirect(1);
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GX_SetTevSwapMode(0, 0, 0);
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GX_SetTevSwapMode(1, 0, 0);
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GX_SetTevOrder(0, 0, 0, 0xff);
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for( int i = 0; i < 2; i++ )
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{
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GX_SetTevColor(i + 1, (GXColor){ LIMIT(matHead->color_regs[i].r, 0, 0xFF),
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LIMIT(matHead->color_regs[i].g, 0, 0xFF),
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LIMIT(matHead->color_regs[i].b, 0, 0xFF),
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LIMIT(matHead->color_regs[i].a, 0, 0xFF) });
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}
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GX_SetTevColorIn(0, 2, 4, 8, 0xf);
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GX_SetTevAlphaIn(0, 1, 2, 4, 7);
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GX_SetTevColorOp(0, 0, 0, 0, 1, 0);
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GX_SetTevAlphaOp(0, 0, 0, 0, 1, 0);
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GX_SetTevOrder(1, 0xff, 0xff, 4);
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GX_SetTevColorIn(1, 0xf, 0, 0xa, 0xf);
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GX_SetTevAlphaIn(1, 7, 0, 5, 7);
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GX_SetTevColorOp(1, 0, 0, 0, 1, 0);
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GX_SetTevAlphaOp(1, 0, 0, 0, 1, 0);
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}
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}
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void Textbox::Draw(const BannerResources& resources, u8 parent_alpha, const float ws_scale, Mtx &modelview) const
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{
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if(!text)
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return;
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if(header->font_index >= resources.fonts.size())
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return;
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WiiFont *font = resources.fonts[header->font_index];
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if(!font->IsLoaded())
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return;
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// Ugly...but doing it by going through all panes is more ugly
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// TODO: move it to somewhere else
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if(lineWidths.empty())
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((Textbox *) this)->SetTextWidth(font);
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if(lineWidths.empty())
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return;
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SetupGX(resources);
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GX_LoadPosMtxImm(modelview, GX_PNMTX0);
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// Setup text color
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GXColor color0 = { header->color[0].r,
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header->color[0].g,
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header->color[0].b,
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MultiplyAlpha(header->color[0].a, parent_alpha) };
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GXColor color1 = { header->color[1].r,
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header->color[1].g,
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header->color[1].b,
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MultiplyAlpha(header->color[1].a, parent_alpha) };
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u32 lastSheetIdx = 0xffff;
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float scale = header->font_size /(float)font->CharacterHeight();
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// use complete text width if not aligned to middle
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float textWidth = (GetAlignHor() == 1) ? lineWidths[0] : frameWidth;
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// position offset calculation for first line...why the hell is it that complex?
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float xPos = -0.5f * ( GetOriginX() * GetWidth() * ws_scale +
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GetAlignHor() * (-GetWidth() * ws_scale + textWidth) );
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float yPos = -0.5f * ( GetAlignVer() * -frameHeight +
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GetHeight() * (GetAlignVer() - (2 - GetOriginY())) )
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- header->font_size;
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// store the character width here for later use, it's constant over the text
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float charWidth = scale * (float)font->CharacterWidth();
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int lineNumber = 0;
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for(const u16 *txtString = text; *txtString != 0; txtString++)
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{
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if(*txtString == '\n')
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{
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lineNumber++;
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// use complete text width if not aligned to middle
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textWidth = (GetAlignHor() == 1) ? lineWidths[lineNumber] : frameWidth;
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// calculate text position depending on line width
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xPos = -0.5f * (GetOriginX() * GetWidth() * ws_scale +
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GetAlignHor() * (-GetWidth() * ws_scale + textWidth));
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// go one line down
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yPos -= (header->font_size + header->space_line);
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continue;
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}
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const WiiFont::CharInfo *charInfo = font->GetCharInfo(*txtString);
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if(!charInfo)
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continue;
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if(charInfo->sheetIdx != lastSheetIdx)
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{
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lastSheetIdx = charInfo->sheetIdx;
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if(!font->Apply(charInfo->sheetIdx))
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continue;
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}
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if(charInfo->unk)
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xPos += scale * (float)charInfo->advanceKerning;
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GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
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GX_Position3f32(xPos, yPos, 0.f);
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GX_Color4u8(color1.r, color1.g, color1.b, color1.a);
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GX_TexCoord2f32(charInfo->s1, charInfo->t2);
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GX_Position3f32(xPos + charWidth, yPos, 0.f);
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GX_Color4u8(color1.r, color1.g, color1.b, color1.a);
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GX_TexCoord2f32(charInfo->s2, charInfo->t2);
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GX_Position3f32(xPos + charWidth, yPos + header->font_size, 0.f);
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GX_Color4u8(color0.r, color0.g, color0.b, color0.a);
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GX_TexCoord2f32(charInfo->s2, charInfo->t1);
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GX_Position3f32(xPos, yPos + header->font_size, 0.f);
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GX_Color4u8(color0.r, color0.g, color0.b, color0.a);
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GX_TexCoord2f32(charInfo->s1, charInfo->t1);
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GX_End();
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xPos += scale * (float)charInfo->advanceGlyphX;
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}
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}
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void Textbox::ProcessHermiteKey(const KeyType& type, float value)
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{
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if (type.type == ANIMATION_TYPE_VERTEX_COLOR) // vertex color
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{
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if(type.target < 4)
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{
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(&header->color[0].r)[type.target] = FLOAT_2_U8(value);
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return;
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}
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else if(type.target >= 8 && type.target < 12)
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{
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(&header->color[1].r)[type.target - 8] = FLOAT_2_U8(value);
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return;
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}
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}
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Base::ProcessHermiteKey(type, value);
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}
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void Textbox::ProcessStepKey(const KeyType& type, StepKeyHandler::KeyData data)
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{
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Base::ProcessStepKey(type, data);
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}
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