WiiFlow_Lite/source/banner/BannerWindow.cpp
fix94.1 d61801fd3e -more work on the new wii game loader, hopefully you can use
cheats, save emu, nsmbw + pop patch, wanin cios and hermes cios,
and return to wiiflow again (works here with d2x again)
-fixed some important stuff in wiiflow itself, less corruption
of the dol and more static stuff to get it back to stability
2012-10-13 16:57:03 +00:00

288 lines
8.3 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/>.
****************************************************************************/
#include <unistd.h>
#include "BannerWindow.hpp"
#include "gx_addons.h"
#include "gecko/gecko.h"
#include "loader/utils.h"
#include "menu/menu.hpp"
BannerWindow m_banner;
extern const u8 custombanner_bin[];
extern const u32 custombanner_bin_size;
void BannerWindow::Init(u8 *font1, u8 *font2)
{
MaxAnimSteps = 30;
returnVal = -1;
reducedVol = false;
ScreenProps.x = 620; //620
ScreenProps.y = 400; //400
sysFont1 = font1;
sysFont2 = font2;
ShowBanner = true;
guMtxIdentity(modelview);
guMtxTransApply(modelview, modelview, (!m_vid.wide() || m_vid.vid_50hz()) ? 0.0f : 2.0f, m_vid.vid_50hz() ? -1.0f : 0.0f, 0.0F);
AnimPosX = 0.5f * (ScreenProps.x - fIconWidth);
AnimPosY = 0.5f * (ScreenProps.y - fIconHeight);
AnimationRunning = false;
Brightness = 0.f;
// this just looks better for banner/icon ratio
xDiff = 0.5f * (m_vid.wide() ? (m_vid.vid_50hz() ? 616 : 620.0f) : 608.0f);
yDiff = 0.5f * (m_vid.vid_50hz() ? 448.0f : 470.0f);
iconWidth = fIconWidth - 20;
iconHeight = fIconHeight - 20;
ratioX = xDiff * 2.f / iconWidth;
ratioY = yDiff * 2.f / iconHeight;
stepx1 = ((ScreenProps.x * 0.1f - xDiff) - (AnimPosX + 0.5f * fIconWidth - 0.5f * iconWidth)) * ratioX;
stepx2 = ((ScreenProps.x * 0.1f + xDiff) - (AnimPosX + 0.5f * fIconWidth + 0.5f * iconWidth)) * ratioX;
stepy1 = ((ScreenProps.y * 0.9f - yDiff) - (AnimPosY + 0.5f * fIconHeight - 0.5f * iconHeight)) * ratioY;
stepy2 = ((ScreenProps.y * 0.9f + yDiff) - (AnimPosY + 0.5f * fIconHeight + 0.5f * iconHeight)) * ratioY;
gameBanner->Clear();
if(!FontLoaded)
{
gameBanner->LoadFont(sysFont1, sysFont2);
FontLoaded = true;
}
}
void BannerWindow::LoadBanner(Banner *banner, u8 *font1, u8 *font2)
{
changing = true;
Init(font1, font2);
gameBanner->LoadBanner(banner);
gameSelected = 1;
changing = false;
ShowBanner = true;
}
void BannerWindow::DeleteBanner(bool gamechange)
{
if(!gamechange)
gameSelected = 0;
gameBanner->Clear();
}
BannerWindow::BannerWindow()
{
ShowBanner = true;
FontLoaded = false;
changing = false;
AnimZoom = false;
AnimStep = 20;
gameSelected = 0;
gameBanner = new AnimatedBanner;
}
void BannerWindow::LoadBannerBin(u8 *bnr, u32 bnr_size, u8 *font1, u8 *font2)
{
changing = true;
Init(font1, font2);
gameBanner->LoadBannerBin(bnr, bnr_size);
gameSelected = 1;
changing = false;
ShowBanner = true;
}
void BannerWindow::CreateGCBanner(u8 *bnr, u8 *font1, u8 *font2, const wchar_t *title)
{
GC_OpeningBnr *openingBnr = (GC_OpeningBnr *)bnr;
LoadBannerBin((u8*)custombanner_bin, (u32)custombanner_bin_size, font1, font2);
gameBanner->SetBannerTexture("GCIcon.tpl", openingBnr->tpl_data, 96, 32, GX_TF_RGB5A3);
gameBanner->SetBannerText("T_GameTitle", title);
}
bool BannerWindow::ToogleZoom(void)
{
if(AnimZoom)
{
AnimStep = 30;
AnimZoom = false;
}
else
{
AnimStep = 20;
AnimZoom = true;
}
return AnimZoom;
}
void BannerWindow::Animate(void)
{
// animation is on going
if(AnimStep <= MaxAnimSteps)
{
AnimationRunning = true;
if(AnimZoom && AnimStep < MaxAnimSteps)
AnimStep++;
else if(!AnimZoom && AnimStep > 20)
AnimStep--;
float curAnimStep = ((float)(MaxAnimSteps - AnimStep)/(float)MaxAnimSteps);
//! This works good for banners
float top = (ScreenProps.y * 0.5f - yDiff) + stepy1 * curAnimStep;
float bottom = (ScreenProps.y * 0.5f + yDiff) + stepy2 * curAnimStep;
float left = (ScreenProps.x * 0.5f - xDiff) + stepx1 * curAnimStep;
float right = (ScreenProps.x * 0.5f + xDiff) + stepx2 * curAnimStep;
// set banner projection
guOrtho(projection, top, bottom, left, right, -100, 10000);
}
// last animation step
else if(AnimationRunning)
AnimationRunning = false;
}
void BannerWindow::Draw(void)
{
if(!ShowBanner)
return;
// draw a black background image first
if(AnimStep >= MaxAnimSteps)
DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, 255.f});
if(changing)
return;
// Run window animation
Animate();
// cut the unneeded crap
Mtx mv1, mv2, mv3;
guMtxIdentity(mv2);
guMtxIdentity(mv3);
guMtxScaleApply(modelview,mv1, 1.f, -1.f, 1.f);
guMtxTransApply(mv1,mv1, 0.5f * ScreenProps.x, 0.5f * ScreenProps.y, 0.f);
guMtxTransApply(mv2,mv2, -0.5f * fBannerWidth, 0.5f * fBannerHeight, 0.f);
guMtxTransApply(mv3,mv3, 0.5f * fBannerWidth, -0.5f * fBannerHeight + 104.f, 0.f);
guMtxConcat(mv1, mv2, mv2);
guMtxConcat(mv1, mv3, mv3);
f32 viewportv[6];
f32 projectionv[7];
GX_GetViewportv(viewportv, m_vid.vid_mode());
GX_GetProjectionv(projectionv, projection, GX_ORTHOGRAPHIC);
guVector vecTL;
guVector vecBR;
GX_Project(0.0f, 0.0f, 0.0f, mv2, projectionv, viewportv, &vecTL.x, &vecTL.y, &vecTL.z);
GX_Project(0.0f, 0.0f, 0.0f, mv3, projectionv, viewportv, &vecBR.x, &vecBR.y, &vecBR.z);
// round up scissor box offset and round down the size
u32 scissorX = (u32)(0.5f + std::max(vecTL.x, 0.0f));
u32 scissorY = (u32)(0.5f + std::max(vecTL.y, 0.0f));
u32 scissorW = (u32)std::max(vecBR.x - vecTL.x, 0.0f);
u32 scissorH = (u32)std::max(vecBR.y - vecTL.y, 0.0f);
GX_SetScissor(scissorX, scissorY, scissorW, scissorH);
// load projection matrix
GX_LoadProjectionMtx(projection, GX_ORTHOGRAPHIC);
if(gameBanner->getBanner())
{
gameBanner->getBanner()->Render(modelview, ScreenProps, m_vid.wide(), 255.f);
gameBanner->getBanner()->AdvanceFrame();
}
// Setup GX
ReSetup_GX();
GX_SetScissor(0, 0, m_vid.width(), m_vid.height());
// Clear and back to previous projection
m_vid.setup2DProjection();
// If wanted
if(Brightness > 1.f)
DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, Brightness});
}
void BannerWindow::ToogleGameSettings()
{
ToogleZoom();
Brightness = (Brightness > 1.f ? 0.f : 200.f);
}
void BannerWindow::DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color)
{
Mtx modelViewMtx;
guMtxIdentity(modelViewMtx);
GX_LoadPosMtxImm(modelViewMtx, GX_PNMTX0);
GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
GX_ClearVtxDesc();
GX_InvVtxCache();
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
GX_SetVtxDesc(GX_VA_TEX0, GX_NONE);
int i;
f32 x2 = x + width;
f32 y2 = y + height;
guVector v[] = { { x, y, 0.0f }, { x2, y, 0.0f }, { x2, y2, 0.0f }, { x, y2, 0.0f }, { x, y, 0.0f } };
GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, 4);
for(i = 0; i < 4; i++)
{
GX_Position3f32(v[i].x, v[i].y, v[i].z);
GX_Color4u8(color.r, color.g, color.b, color.a);
}
GX_End();
GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
}
void BannerWindow::ReSetup_GX(void)
{
// 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);
for(u8 i = 0; i < m_vid.getAA(); i++)
{
GX_SetTevOp(i, GX_MODULATE);
GX_SetTevOrder(i, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_SetTevSwapMode(i, GX_TEV_SWAP0, GX_TEV_SWAP0);
GX_SetTevKColorSel(i, GX_TEV_KCSEL_1_4);
GX_SetTevKAlphaSel(i, GX_TEV_KASEL_1);
GX_SetTevDirect(i);
}
// 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);
}