mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-17 23:41:53 +01:00
d94c66d773
-updated libcustomfat and libvorbis thanks to GreyWolf -updated libturbojpeg thanks to Fix94 -fixed cheat menu so cheat names with apostrophe's display properly
104 lines
3.0 KiB
C++
104 lines
3.0 KiB
C++
/****************************************************************************
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* Copyright (C) 2012 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef BANNERWINDOW_HPP_
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#define BANNERWINDOW_HPP_
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#include <gccore.h>
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#include "AnimatedBanner.h"
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#include "channel/banner.h"
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#include "gui/video.hpp"
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#include "loader/disc.h"
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#include "music/gui_sound.h"
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#define FAVORITE_STARS 5
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typedef struct _GC_OpeningBnr
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{
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u32 magic; // BNR1 or BNR2
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u8 pad[0x1C];
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u8 tpl_data[0x1800]; // 96x32 pixel format GX_TF_RGB5A3
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struct
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{
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u8 disc_title[0x20]; // Gamename
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u8 developer_short[0x20]; // Company/Developer
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u8 full_title[0x40]; // Full Game Title
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u8 developer[0x40]; // Company/Developer Full name, or description
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u8 long_description[0x80]; // Game Description
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} description[6]; // 6 only on BNR2 => English, German, French, Spanish, Italian, Dutch ??
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} GC_OpeningBnr;
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class BannerWindow
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{
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public:
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BannerWindow();
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void DeleteBanner(bool gamechange = false);
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void LoadBanner(u8 *font1, u8 *font2);
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void LoadBannerBin(u8 *bnr, u32 bnr_size, u8 *font1, u8 *font2);
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int GetSelectedGame() { return gameSelected; }
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bool GetZoomSetting() { return AnimZoom; }
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bool GetInGameSettings() { return (Brightness == 200 ? true : false); }
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void CreateGCBanner(u8 *bnr, u8 *font1, u8 *font2, const wchar_t *title);
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void Draw(void);
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bool ToggleZoom(void);
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void ToggleGameSettings();
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bool GetShowBanner() { return ShowBanner; }
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void SetShowBanner(bool show) { ShowBanner = show; }
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void ReSetup_GX(void);
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protected:
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int MainLoop();
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void Animate(void);
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void ChangeGame(Banner *banner);
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void Init(u8 *font1, u8 *font2);
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static constexpr float fBannerWidth = 608.f;
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static constexpr float fBannerHeight = 448.f;
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static constexpr float fIconWidth = 128.f;
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static constexpr float fIconHeight = 96.f;
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bool reducedVol;
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int returnVal;
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int gameSelected;
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u8 Brightness;
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int MaxAnimSteps;
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int AnimStep;
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float AnimPosX, AnimPosY;
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float fAnimScale;
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bool AnimZoom;
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bool AnimationRunning;
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bool changing;
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bool ShowBanner;
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float xDiff, yDiff;
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float iconWidth, iconHeight;
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float stepx1, stepx2, stepy1, stepy2;
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f32 ratioX, ratioY;
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Mtx modelview;
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Mtx44 projection;
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Vec2f ScreenProps;
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u8 *sysFont1;
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u8 *sysFont2;
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bool FontLoaded;
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};
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extern BannerWindow m_banner;
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#endif
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