mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-01 00:55:06 +01:00
706e18c6c0
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
146 lines
3.6 KiB
C++
146 lines
3.6 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 LAYOUT_H_
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#define LAYOUT_H_
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#include <gctypes.h>
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#include <map>
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#include <string>
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#include <list>
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#include <stack>
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#include "BannerTexture.hpp"
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#include "Material.h"
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#include "Pane.h"
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#include "Picture.h"
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#include "Window.h"
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#include "WiiFont.h"
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#include "Textbox.h"
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typedef std::vector<std::string> PaletteList;
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struct BannerResources
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{
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MaterialList materials;
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TextureList textures;
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FontList fonts;
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PaletteList palettes[2];
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u8 cur_set;
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};
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class Layout
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{
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public:
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Layout(u8 *font1, u8* font2);
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virtual ~Layout();
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static const u32 BRLYT_MAGIC = MAKE_FOURCC('R', 'L', 'Y', 'T');
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static const u32 BRLYT_VERSION = 0xFEFF0008;
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static const u32 MAGIC = MAKE_FOURCC('l', 'y', 't', '1');
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static const u32 MAGIC_PANE_PUSH = MAKE_FOURCC('p', 'a', 's', '1');
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static const u32 MAGIC_PANE_POP = MAKE_FOURCC('p', 'a', 'e', '1');
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static const u32 MAGIC_GROUP_PUSH = MAKE_FOURCC('g', 'r', 's', '1');
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static const u32 MAGIC_GROUP_POP = MAKE_FOURCC('g', 'r', 'e', '1');
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bool Load(const u8 *brlyt);
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bool LoadTextures(const u8 *banner_file);
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bool LoadFonts(const u8 *banner_file);
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void Render(Mtx &modelview, const Vec2f &ScreenProps, bool widescreen, u8 render_alpha = 0xFF) const;
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FrameNumber GetFrame() const { return frame_current; }
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void SetFrame(FrameNumber frame_number);
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void AdvanceFrame();
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void SetLoopStart(FrameNumber loop_start) { frame_loop_start = loop_start; }
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void SetLoopEnd(FrameNumber loop_end) { frame_loop_end = loop_end; }
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float GetWidth() const { return header->width; }
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void SetWidth(float _width) { header->width = _width; }
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float GetHeight() const { return header->height; }
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void SetHeight(float _height) { header->height = _height; }
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bool isCentered() const { return header->centered; }
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void SetLanguage(const std::string& language);
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Pane* FindPane(const std::string& name);
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Material* FindMaterial(const std::string& name);
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Texture *FindTexture(const std::string &name);
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void AddPalette(const std::string &name, u8 key_set);
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protected:
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struct BRLYT_Header
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{
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u32 magic;
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u32 version;
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u32 filesize;
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u16 header_len;
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u16 section_count;
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} __attribute__((packed));
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struct Header
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{
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u8 centered;
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u8 pad[3];
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float width;
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float height;
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} __attribute__((packed));
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struct LytItemList
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{
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u16 num_items;
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u16 offset_to_first;
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} __attribute__((packed));
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struct LytStringTable
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{
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u32 offset_filename;
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u32 pad;
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} __attribute__((packed));
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struct Group
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{
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static const u32 MAGIC = MAKE_FOURCC('g', 'r', 'p', '1');
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static const u32 NAME_LENGTH = 0x10;
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std::map<std::string, Group> groups;
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std::list<std::string> panes;
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};
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Layout::Header *header;
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u8 *Wbf1Font;
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u8 *Wbf2Font;
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BannerResources resources;
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PaneList panes;
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FrameNumber frame_current, frame_loop_start, frame_loop_end;
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std::map<std::string, Group> groups;
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};
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#endif
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