mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-11 20:44:21 +01:00
3bc03871fe
-set wiiflow version to beta 4.2.2 -added another memory manager just for wii games and banners -changed THP file playback, for sound you now need to have a ogg file with the same name, that fixes all audio shutters and crashes -optimized THP file playback and JPG extraction alot, it should now work fine with 640x480 30fps without any crash or freeze anymore
57 lines
1.7 KiB
C++
57 lines
1.7 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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#ifndef _ANIMATEDBANNER_H_
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#define _ANIMATEDBANNER_H_
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#include "Layout.h"
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#include "channel/banner.h"
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#include "loader/disc.h"
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class AnimatedBanner
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{
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public:
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AnimatedBanner();
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void LoadFont(u8 *font1, u8 *font2);
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void Clear();
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bool LoadBanner();
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bool LoadBannerBin(const u8 *banner_bin, u32 banner_bin_size);
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Layout *getBanner() const { return layout_banner; }
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void SetBannerTexture(const char *tex_name, const u8 *data, float width, float height, u8 fmt);
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void SetBannerText(const char *text_name, const wchar_t *wText);
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protected:
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Layout* LoadLayout(const u8 *bnr, u32 bnr_size, const std::string& lyt_name, const std::string &language);
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Layout *layout_banner;
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u8 *newBanner;
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const u8 *oriBanner;
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u8 *sysFont1;
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u8 *sysFont2;
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};
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u8 *DecompressCopy(const u8 *stuff, u32 len, u32 *size);
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extern AnimatedBanner gameBanner;
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#endif
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