WiiFlow_Lite/source/banner/BannerWindow.hpp
fix94.1 971b5bdb52 -improved jpg support, now the cover width and height dont need
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
2012-08-05 13:48:15 +00:00

105 lines
3.1 KiB
C++

/****************************************************************************
* Copyright (C) 2012 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#ifndef BANNERWINDOW_HPP_
#define BANNERWINDOW_HPP_
#include <gccore.h>
#include "AnimatedBanner.h"
#include "channel/banner.h"
#include "gui/video.hpp"
#include "loader/disc.h"
#include "music/gui_sound.h"
#define FAVORITE_STARS 5
typedef struct _GC_OpeningBnr
{
u32 magic; // BNR1 or BNR2
u8 pad[0x1C];
u8 tpl_data[0x1800]; // 96x32 pixel format GX_TF_RGB5A3
struct
{
u8 disc_title[0x20]; // Gamename
u8 developer_short[0x20]; // Company/Developer
u8 full_title[0x40]; // Full Game Title
u8 developer[0x40]; // Company/Developer Full name, or description
u8 long_description[0x80]; // Game Description
} description[6]; // 6 only on BNR2 => English, German, French, Spanish, Italian, Dutch ??
} GC_OpeningBnr;
class BannerWindow
{
public:
BannerWindow();
void DeleteBanner(bool gamechange = false);
void LoadBanner(Banner *banner, CVideo *vid, u8 *font1, u8 *font2);
void LoadBannerBin(u8 *bnr, u32 bnr_size, CVideo *vid, u8 *font1, u8 *font2);
int GetSelectedGame() { return gameSelected; }
bool GetZoomSetting() { return AnimZoom; }
bool GetInGameSettings() { return (Brightness > 1.f ? true : false); }
void CreateGCBanner(u8 *bnr, CVideo *vid, u8 *font1, u8 *font2, const wchar_t *title);
void Draw(void);
bool ToogleZoom(void);
void ToogleGameSettings();
protected:
int MainLoop();
void Animate(void);
void ChangeGame(Banner *banner);
void DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color);
void ReSetup_GX(void);
void Init(CVideo *vid, u8 *font1, u8 *font2);
static const float fBannerWidth = 608.f;
static const float fBannerHeight = 448.f;
static const float fIconWidth = 128.f;
static const float fIconHeight = 96.f;
CVideo *video;
bool reducedVol;
int returnVal;
int gameSelected;
dir_discHdr dvdheader;
float Brightness;
int MaxAnimSteps;
int AnimStep;
float AnimPosX, AnimPosY;
float fAnimScale;
bool AnimZoom;
bool AnimationRunning;
bool changing;
float xDiff, yDiff;
float iconWidth, iconHeight;
float stepx1, stepx2, stepy1, stepy2;
f32 ratioX, ratioY;
Mtx modelview;
Mtx44 projection;
Vec2f ScreenProps;
AnimatedBanner *gameBanner;
u8 *sysFont1;
u8 *sysFont2;
bool FontLoaded;
};
extern BannerWindow *m_banner;
#endif