mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-30 15:14:18 +01:00
74b362e766
about memory stuff
207 lines
5.3 KiB
C++
207 lines
5.3 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 <malloc.h>
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#include "LanguageCode.h"
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#include "AnimatedBanner.h"
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#include "gui/text.hpp"
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#include "unzip/U8Archive.h"
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#include "unzip/lz77.h"
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#include "unzip/ash.h"
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AnimatedBanner gameBanner;
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AnimatedBanner::AnimatedBanner()
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{
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layout_banner = NULL;
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newBanner = NULL;
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}
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void AnimatedBanner::LoadFont(u8 *font1, u8 *font2)
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{
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sysFont1 = font1;
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sysFont2 = font2;
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}
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void AnimatedBanner::Clear()
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{
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if(layout_banner != NULL)
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{
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delete layout_banner;
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layout_banner = NULL;
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}
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if(newBanner != NULL)
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{
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free(newBanner);
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newBanner = NULL;
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}
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}
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bool AnimatedBanner::LoadBanner()
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{
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u32 banner_bin_size;
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u8 *banner_bin = CurrentBanner.GetFile((char*)"banner.bin", &banner_bin_size);
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if(banner_bin == NULL)
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return false;
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bool ret = LoadBannerBin(banner_bin, banner_bin_size);
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free(banner_bin);
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return ret;
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}
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bool AnimatedBanner::LoadBannerBin(u8 *banner_bin, u32 banner_bin_size)
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{
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Clear();
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layout_banner = LoadLayout(banner_bin, banner_bin_size, "banner", CONF_GetLanguageString());
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return (layout_banner != NULL);
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}
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void AnimatedBanner::SetBannerText(const char *text_name, const wchar_t *wText)
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{
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if(!layout_banner || !wText)
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return;
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Textbox *tbox = dynamic_cast<Textbox *>(layout_banner->FindPane(text_name));
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if(tbox)
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{
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int len = wcslen(wText);
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u16 *text_char16 = new u16[len+1];
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for(int i = 0; i < len; i++)
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text_char16[i] = (u16) wText[i];
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text_char16[len] = 0;
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tbox->SetText(text_char16);
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}
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}
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void AnimatedBanner::SetBannerTexture(const char *tex_name, const u8 *data, float width, float height, u8 fmt)
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{
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if(!layout_banner)
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return;
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Texture *texture = layout_banner->FindTexture( tex_name );
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if(texture != NULL && data != NULL) {
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texture->LoadTextureData(data, width, height, fmt);
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}
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}
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Layout* AnimatedBanner::LoadLayout(u8 *bnr, u32 bnr_size, const std::string& lyt_name, const std::string &language)
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{
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u32 brlyt_size = 0;
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newBanner = DecompressCopy(bnr, bnr_size, &bnr_size);
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if(newBanner == NULL)
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return NULL;
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const u8 *brlyt = u8_get_file(newBanner, (char*)fmt("%s.brlyt", lyt_name.c_str()), &brlyt_size);
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if(!brlyt)
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return NULL;
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Layout *layout = new Layout(sysFont1, sysFont2);
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layout->Load(brlyt);
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u32 length_start = 0, length_loop = 0;
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u32 brlan_start_size = 0;
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const u8 *brlan_start = u8_get_file(newBanner, (char*)fmt("%s_Start.brlan", lyt_name.c_str()), &brlan_start_size);
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const u8 *brlan_loop = 0;
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// try the alternative file
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if(!brlan_start)
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brlan_start = u8_get_file(newBanner, (char*)fmt("%s_In.brlan", lyt_name.c_str()), &brlan_start_size);
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if(brlan_start)
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length_start = Animator::LoadAnimators((const RLAN_Header *)brlan_start, *layout, 0);
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u32 brlan_loop_size = 0;
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brlan_loop = u8_get_file(newBanner, (char*)fmt("%s.brlan", lyt_name.c_str()), &brlan_loop_size);
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if(!brlan_loop)
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brlan_loop = u8_get_file(newBanner, (char*)fmt("%s_Loop.brlan", lyt_name.c_str()), &brlan_loop_size);
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if(!brlan_loop)
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brlan_loop = u8_get_file(newBanner, (char*)fmt("%s_Rso0.brlan", lyt_name.c_str()), &brlan_loop_size); // added for "artstyle" wiiware
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if(brlan_loop)
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length_loop = Animator::LoadAnimators((const RLAN_Header *)brlan_loop, *layout, 1);
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// load textures after loading the animations so we get the list of tpl filenames from the brlans
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layout->LoadTextures(newBanner);
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layout->LoadFonts(newBanner);
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layout->SetLanguage(language);
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layout->SetLoopStart(length_start);
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layout->SetLoopEnd(length_start + length_loop);
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layout->SetFrame(0);
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return layout;
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}
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u8 *DecompressCopy(u8 *stuff, u32 len, u32 *size)
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{
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// check for IMD5 header and skip it
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if(len > 0x40 && *(u32*)stuff == 0x494d4435) // IMD5
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{
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stuff += 0x20;
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len -= 0x20;
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}
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u8 *ret = NULL;
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// determine if it needs to be decompressed
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if(IsAshCompressed(stuff, len))
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{
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//u32 len2 = len;
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// ASH0
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ret = DecompressAsh(stuff, len);
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if(!ret)
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{
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gprintf("out of memory\n");
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return NULL;
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}
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}
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else if(isLZ77compressed(stuff))
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{
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// LZ77 with no magic word
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if(decompressLZ77content(stuff, len, &ret, &len))
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return NULL;
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}
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else if(*(u32*)(stuff) == 0x4C5A3737) // LZ77
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{
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// LZ77 with a magic word
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if(decompressLZ77content(stuff + 4, len - 4, &ret, &len ))
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return NULL;
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}
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else
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{
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// just copy the data out of the archive
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ret = (u8*)memalign( 32, len );
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if( !ret )
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{
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gprintf( "out of memory\n" );
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return NULL;
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}
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memcpy( ret, stuff, len );
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}
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if(size)
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*size = len;
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// flush the cache so if there are any textures in this data, it will be ready for the GX
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DCFlushRange(ret, len);
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return ret;
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}
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