WiiFlow_Lite/source/banner/Textbox.cpp
fix94.1 706e18c6c0 -internal wii game and channel banner playback, still work in
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
2012-07-03 16:26:49 +00:00

281 lines
8.3 KiB
C++

/*
Copyright (c) 2010 - Wii Banner Player Project
Copyright (c) 2012 - giantpune
Copyright (c) 2012 - Dimok
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#include "Textbox.h"
#include "Layout.h"
void Textbox::Load(Pane::Header *file)
{
if(!file)
return;
Pane::Load(file);
header = (Textbox::Header *) (file + 1);
text = (const u16 *) (header + 1);
textAlignVer = (header->text_alignment / 3);
textAlignHor = (header->text_alignment % 3);
}
void Textbox::SetTextWidth(WiiFont *font)
{
lineWidths.clear();
frameWidth = 0.f;
frameHeight = header->font_size;
float currentLine = 0.f;
float scale = header->font_size /(float)font->CharacterHeight();
for(const u16 *txtString = text; *txtString != 0; txtString++)
{
if(*txtString == '\n')
{
currentLine *= scale;
lineWidths.push_back(currentLine);
frameWidth = MAX(frameWidth, currentLine);
frameHeight += header->font_size + header->space_line;
currentLine = 0.f;
continue;
}
const WiiFont::CharInfo *charInfo = font->GetCharInfo(*txtString);
if(!charInfo)
continue;
if(charInfo->unk)
currentLine += (float) charInfo->advanceKerning;
currentLine += (float) charInfo->advanceGlyphX;
}
currentLine *= scale;
lineWidths.push_back(currentLine);
frameWidth = MAX(frameWidth, currentLine);
}
void Textbox::SetupGX(const BannerResources& resources) const
{
GX_ClearVtxDesc();
GX_InvVtxCache();
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
// channel control
GX_SetNumChans(1);
GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE);
// texture gen.
GX_SetNumTexGens(1);
GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
// texture environment
GX_SetNumTevStages(1);
GX_SetNumIndStages(0);
GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0);
GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_1_4);
GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_1);
GX_SetTevDirect(GX_TEVSTAGE0);
// swap table
GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);
GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA);
GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA);
GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA);
// alpha compare and blend mode
GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0);
GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET);
if(header->material_index < resources.materials.size())
{
const Material::Header *matHead = resources.materials[header->material_index]->GetHeader();
if(!matHead)
return;
//GX_SetFog(0, 0.0f, 0.0f, 0.0f, 0.0f, (GXColor){0xff, 0xff, 0xff, 0xff});
GX_SetTevSwapModeTable(0, 0, 1, 2, 3);
//GX_SetZTexture(0, 0x11, 0);
GX_SetNumChans(1 );
GX_SetChanCtrl(4, 0, 0, 1, 0, 0, 2);
GX_SetChanCtrl(5, 0, 0, 0, 0, 0, 2);
GX_SetNumTexGens(1);
GX_SetTexCoordGen2(0, 1, 4, 0x3c, 0, 0x7D);
GX_SetNumIndStages(0);
GX_SetBlendMode(1, 4, 5, 0xf);
GX_SetNumTevStages(2);
GX_SetTevDirect(0);
GX_SetTevDirect(1);
GX_SetTevSwapMode(0, 0, 0);
GX_SetTevSwapMode(1, 0, 0);
GX_SetTevOrder(0, 0, 0, 0xff);
for( int i = 0; i < 2; i++ )
{
GX_SetTevColor(i + 1, (GXColor){ LIMIT(matHead->color_regs[i].r, 0, 0xFF),
LIMIT(matHead->color_regs[i].g, 0, 0xFF),
LIMIT(matHead->color_regs[i].b, 0, 0xFF),
LIMIT(matHead->color_regs[i].a, 0, 0xFF) });
}
GX_SetTevColorIn(0, 2, 4, 8, 0xf);
GX_SetTevAlphaIn(0, 1, 2, 4, 7);
GX_SetTevColorOp(0, 0, 0, 0, 1, 0);
GX_SetTevAlphaOp(0, 0, 0, 0, 1, 0);
GX_SetTevOrder(1, 0xff, 0xff, 4);
GX_SetTevColorIn(1, 0xf, 0, 0xa, 0xf);
GX_SetTevAlphaIn(1, 7, 0, 5, 7);
GX_SetTevColorOp(1, 0, 0, 0, 1, 0);
GX_SetTevAlphaOp(1, 0, 0, 0, 1, 0);
}
}
void Textbox::Draw(const BannerResources& resources, u8 parent_alpha, const float ws_scale, Mtx &modelview) const
{
if(!text)
return;
if(header->font_index >= resources.fonts.size())
return;
WiiFont *font = resources.fonts[header->font_index];
if(!font->IsLoaded())
return;
// Ugly...but doing it by going through all panes is more ugly
// TODO: move it to somewhere else
if(lineWidths.empty())
((Textbox *) this)->SetTextWidth(font);
if(lineWidths.empty())
return;
SetupGX(resources);
GX_LoadPosMtxImm(modelview, GX_PNMTX0);
// Setup text color
GXColor color0 = { header->color[0].r,
header->color[0].g,
header->color[0].b,
MultiplyAlpha(header->color[0].a, parent_alpha) };
GXColor color1 = { header->color[1].r,
header->color[1].g,
header->color[1].b,
MultiplyAlpha(header->color[1].a, parent_alpha) };
u32 lastSheetIdx = 0xffff;
float scale = header->font_size /(float)font->CharacterHeight();
// use complete text width if not aligned to middle
float textWidth = (GetAlignHor() == 1) ? lineWidths[0] : frameWidth;
// position offset calculation for first line...why the hell is it that complex?
float xPos = -0.5f * ( GetOriginX() * GetWidth() * ws_scale +
GetAlignHor() * (-GetWidth() * ws_scale + textWidth) );
float yPos = -0.5f * ( GetAlignVer() * -frameHeight +
GetHeight() * (GetAlignVer() - (2 - GetOriginY())) )
- header->font_size;
// store the character width here for later use, it's constant over the text
float charWidth = scale * (float)font->CharacterWidth();
int lineNumber = 0;
for(const u16 *txtString = text; *txtString != 0; txtString++)
{
if(*txtString == '\n')
{
lineNumber++;
// use complete text width if not aligned to middle
textWidth = (GetAlignHor() == 1) ? lineWidths[lineNumber] : frameWidth;
// calculate text position depending on line width
xPos = -0.5f * (GetOriginX() * GetWidth() * ws_scale +
GetAlignHor() * (-GetWidth() * ws_scale + textWidth));
// go one line down
yPos -= (header->font_size + header->space_line);
continue;
}
const WiiFont::CharInfo *charInfo = font->GetCharInfo(*txtString);
if(!charInfo)
continue;
if(charInfo->sheetIdx != lastSheetIdx)
{
lastSheetIdx = charInfo->sheetIdx;
if(!font->Apply(charInfo->sheetIdx))
continue;
}
if(charInfo->unk)
xPos += scale * (float)charInfo->advanceKerning;
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
GX_Position3f32(xPos, yPos, 0.f);
GX_Color4u8(color1.r, color1.g, color1.b, color1.a);
GX_TexCoord2f32(charInfo->s1, charInfo->t2);
GX_Position3f32(xPos + charWidth, yPos, 0.f);
GX_Color4u8(color1.r, color1.g, color1.b, color1.a);
GX_TexCoord2f32(charInfo->s2, charInfo->t2);
GX_Position3f32(xPos + charWidth, yPos + header->font_size, 0.f);
GX_Color4u8(color0.r, color0.g, color0.b, color0.a);
GX_TexCoord2f32(charInfo->s2, charInfo->t1);
GX_Position3f32(xPos, yPos + header->font_size, 0.f);
GX_Color4u8(color0.r, color0.g, color0.b, color0.a);
GX_TexCoord2f32(charInfo->s1, charInfo->t1);
GX_End();
xPos += scale * (float)charInfo->advanceGlyphX;
}
}
void Textbox::ProcessHermiteKey(const KeyType& type, float value)
{
if (type.type == ANIMATION_TYPE_VERTEX_COLOR) // vertex color
{
if(type.target < 4)
{
(&header->color[0].r)[type.target] = FLOAT_2_U8(value);
return;
}
else if(type.target >= 8 && type.target < 12)
{
(&header->color[1].r)[type.target - 8] = FLOAT_2_U8(value);
return;
}
}
Base::ProcessHermiteKey(type, value);
}
void Textbox::ProcessStepKey(const KeyType& type, StepKeyHandler::KeyData data)
{
Base::ProcessStepKey(type, data);
}