mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-01 09:05:06 +01:00
3bdc947c7b
- re made it possible to use SD emunands with sNeek2o r96. - added vwii r96 beta 9.6 support. wiiflow lite will now look for vwiikernal.bin and emunands must be in a subfolder of vwiinands on USB only. - when exiting a emunand game using neek2o if on wii it will use the back2nand channel to return you to wii system menu or if on wiiu it will return you to wiiu system channel because returning to the vwii system menu isn't possible. - when using wiiflow lite and exit to neek2o it will just launch neek2o system menu. from there you can launch wiiflow or wiiflow lite (if installed on emunand) to use cheats on a emunand game. otherwise cheats do not work when using neek2o to launch a game. banner changes: - now when moving from banner to banner the background music will not play and you will not see coverflow (for a second) when using full screen banners. - now on game selected categories menu the banner will change when you change games using '+' or '-' buttons - added custom banners for plugin games. no longer using trialer thp videos as banners for plugin games. put your custom banners in the custom banner folder plus the plugin cover folder and name them the same as the rom with extension plus .bnr just like how you do for the covers. to make a plugin game banner i suggest downloading one of abdallahterro's custom gamecube dios mios booter channels and use customizemii to change the images (and sound if you want). make sure the images match exactly the size of the one's already there. when changes are done extract the banner and rename it and put it in the proper folder as previously mentioned. other changes: - trailer videos still work even for plugin games. again for plugins rename the thp and ogg file to match the rom plus extension and .thp or .ogg. on game selected screen press '-' to start or quit a trailer video if one is available. pressing 'B' or 'Home' will quit the video and return you to the main screen. - when flipping a cover none of the buttons are available and the mini banner is not shown until you press 'B' to de flip the cover to normal front view. - fixed game info menu - in case a custom channel is selected and is not included in gametdb it will display a message 'no game info' instead of random stuff from the last game viewed. tested on wiiflow lite forwarder channel. - now stopping sounds and music early when exiting wiiflow to prevent music from stuttering when exiting. - other minor coding changes.
259 lines
7.8 KiB
C++
259 lines
7.8 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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#include <unistd.h>
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#include "BannerWindow.hpp"
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#include "gx_addons.h"
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#include "gecko/gecko.hpp"
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#include "loader/utils.h"
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#include "menu/menu.hpp"
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BannerWindow m_banner;
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extern const u8 custombanner_bin[];
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extern const u32 custombanner_bin_size;
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void BannerWindow::Init(u8 *font1, u8 *font2)
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{
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MaxAnimSteps = 30;
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returnVal = -1;
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reducedVol = false;
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ScreenProps.x = 620; //620
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ScreenProps.y = 400; //400
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sysFont1 = font1;
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sysFont2 = font2;
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ShowBanner = true;
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guMtxIdentity(modelview);
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guMtxTransApply(modelview, modelview, (!m_vid.wide() || m_vid.vid_50hz()) ? 0.0f : 2.0f, m_vid.vid_50hz() ? -1.0f : 0.0f, 0.0F);
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AnimPosX = 0.5f * (ScreenProps.x - fIconWidth);
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AnimPosY = 0.5f * (ScreenProps.y - fIconHeight);
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AnimationRunning = false;
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//Brightness = 0;
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// this just looks better for banner/icon ratio
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xDiff = 0.5f * (m_vid.wide() ? (m_vid.vid_50hz() ? 616 : 620.0f) : 608.0f);
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yDiff = 0.5f * (m_vid.vid_50hz() ? 448.0f : 470.0f);
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iconWidth = fIconWidth - 20;
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iconHeight = fIconHeight - 20;
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ratioX = xDiff * 2.f / iconWidth;
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ratioY = yDiff * 2.f / iconHeight;
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stepx1 = ((ScreenProps.x * 0.1f - xDiff) - (AnimPosX + 0.5f * fIconWidth - 0.5f * iconWidth)) * ratioX;
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stepx2 = ((ScreenProps.x * 0.1f + xDiff) - (AnimPosX + 0.5f * fIconWidth + 0.5f * iconWidth)) * ratioX;
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stepy1 = ((ScreenProps.y * 0.9f - yDiff) - (AnimPosY + 0.5f * fIconHeight - 0.5f * iconHeight)) * ratioY;
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stepy2 = ((ScreenProps.y * 0.9f + yDiff) - (AnimPosY + 0.5f * fIconHeight + 0.5f * iconHeight)) * ratioY;
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gameBanner.Clear();
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if(!FontLoaded)
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{
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gameBanner.LoadFont(sysFont1, sysFont2);
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FontLoaded = true;
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}
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}
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void BannerWindow::LoadBanner(u8 *font1, u8 *font2)
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{
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changing = true;
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Init(font1, font2);
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gameBanner.LoadBanner();
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gameSelected = 1;
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changing = false;
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ShowBanner = true;
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}
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void BannerWindow::DeleteBanner(bool gamechange)
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{
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if(!gamechange)
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gameSelected = 0;
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gameBanner.Clear();
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}
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BannerWindow::BannerWindow()
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{
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ShowBanner = true;
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FontLoaded = false;
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changing = false;
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AnimZoom = false;
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AnimStep = 20;
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gameSelected = 0;
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}
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void BannerWindow::LoadBannerBin(u8 *bnr, u32 bnr_size, u8 *font1, u8 *font2)
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{
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changing = true;
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Init(font1, font2);
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gameBanner.LoadBannerBin(bnr, bnr_size);
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gameSelected = 1;
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changing = false;
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ShowBanner = true;
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}
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void BannerWindow::CreateGCBanner(u8 *bnr, u8 *font1, u8 *font2, const wchar_t *title)
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{
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GC_OpeningBnr *openingBnr = (GC_OpeningBnr *)bnr;
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LoadBannerBin((u8*)custombanner_bin, (u32)custombanner_bin_size, font1, font2);
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gameBanner.SetBannerTexture("GCIcon.tpl", openingBnr->tpl_data, 96, 32, GX_TF_RGB5A3);
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gameBanner.SetBannerText("T_GameTitle", title);
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}
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bool BannerWindow::ToggleZoom(void)
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{
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if(AnimZoom)
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{
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AnimStep = 30;
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AnimZoom = false;
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}
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else
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{
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AnimStep = 20;
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AnimZoom = true;
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}
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return AnimZoom;
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}
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void BannerWindow::Animate(void)
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{
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// animation is on going
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if(AnimStep <= MaxAnimSteps)
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{
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AnimationRunning = true;
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if(AnimZoom && AnimStep < MaxAnimSteps)
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AnimStep++;
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else if(!AnimZoom && AnimStep > 20)
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AnimStep--;
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float curAnimStep = ((float)(MaxAnimSteps - AnimStep)/(float)MaxAnimSteps);
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//! This works good for banners
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float top = (ScreenProps.y * 0.5f - yDiff) + stepy1 * curAnimStep;
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float bottom = (ScreenProps.y * 0.5f + yDiff) + stepy2 * curAnimStep;
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float left = (ScreenProps.x * 0.5f - xDiff) + stepx1 * curAnimStep;
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float right = (ScreenProps.x * 0.5f + xDiff) + stepx2 * curAnimStep;
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// set banner projection
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guOrtho(projection, top, bottom, left, right, -100, 10000);
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}
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// last animation step
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else if(AnimationRunning)
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AnimationRunning = false;
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}
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void BannerWindow::Draw(void)
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{
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if(!ShowBanner)
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return;
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// draw a black background image first
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if(AnimStep >= MaxAnimSteps)
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DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, 0xFF});
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if(changing)
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return;
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// Run window animation
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Animate();
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// cut the unneeded crap
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Mtx mv1, mv2, mv3;
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guMtxIdentity(mv2);
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guMtxIdentity(mv3);
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guMtxScaleApply(modelview,mv1, 1.f, -1.f, 1.f);
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guMtxTransApply(mv1,mv1, 0.5f * ScreenProps.x, 0.5f * ScreenProps.y, 0.f);
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guMtxTransApply(mv2,mv2, -0.5f * fBannerWidth, 0.5f * fBannerHeight, 0.f);
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guMtxTransApply(mv3,mv3, 0.5f * fBannerWidth, -0.5f * fBannerHeight + 104.f, 0.f);
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guMtxConcat(mv1, mv2, mv2);
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guMtxConcat(mv1, mv3, mv3);
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f32 viewportv[6];
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f32 projectionv[7];
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GX_GetViewportv(viewportv, m_vid.vid_mode());
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GX_GetProjectionv(projectionv, projection, GX_ORTHOGRAPHIC);
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guVector vecTL;
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guVector vecBR;
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GX_Project(0.0f, 0.0f, 0.0f, mv2, projectionv, viewportv, &vecTL.x, &vecTL.y, &vecTL.z);
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GX_Project(0.0f, 0.0f, 0.0f, mv3, projectionv, viewportv, &vecBR.x, &vecBR.y, &vecBR.z);
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// round up scissor box offset and round down the size
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u32 scissorX = (u32)(0.5f + std::max(vecTL.x, 0.0f));
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u32 scissorY = (u32)(0.5f + std::max(vecTL.y, 0.0f));
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u32 scissorW = (u32)std::max(vecBR.x - vecTL.x, 0.0f);
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u32 scissorH = (u32)std::max(vecBR.y - vecTL.y, 0.0f);
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GX_SetScissor(scissorX, scissorY, scissorW, scissorH);
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// load projection matrix
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GX_LoadProjectionMtx(projection, GX_ORTHOGRAPHIC);
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if(gameBanner.getBanner())
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{
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gameBanner.getBanner()->Render(modelview, ScreenProps, m_vid.wide(), 255.f);
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gameBanner.getBanner()->AdvanceFrame();
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}
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// Setup GX
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ReSetup_GX();
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GX_SetScissor(0, 0, m_vid.width(), m_vid.height());
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// Clear and back to previous projection
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m_vid.setup2DProjection();
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// If wanted
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if(Brightness == 200)
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DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, Brightness});
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}
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void BannerWindow::ToggleGameSettings()
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{
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//ToggleZoom();
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Brightness = (Brightness == 200 ? 0 : 200);
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}
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void BannerWindow::ReSetup_GX(void)
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{
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// channel control
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GX_SetNumChans(1);
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GX_SetChanCtrl(GX_COLOR0A0,GX_DISABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHTNULL,GX_DF_NONE,GX_AF_NONE);
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// texture gen.
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GX_SetNumTexGens(1);
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GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
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// texture environment
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GX_SetNumTevStages(1);
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GX_SetNumIndStages(0);
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for(u8 i = 0; i < m_vid.getAA(); i++)
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{
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GX_SetTevOp(i, GX_MODULATE);
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GX_SetTevOrder(i, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
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GX_SetTevSwapMode(i, GX_TEV_SWAP0, GX_TEV_SWAP0);
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GX_SetTevKColorSel(i, GX_TEV_KCSEL_1_4);
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GX_SetTevKAlphaSel(i, GX_TEV_KASEL_1);
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GX_SetTevDirect(i);
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}
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// swap table
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GX_SetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);
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GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA);
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GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA);
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GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA);
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// alpha compare and blend mode
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GX_SetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0);
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GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET);
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}
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