WiiFlow_Lite/source/banner/AnimatedBanner.h
fix94.1 3bc03871fe -fixed a mixed up background (thanks ayatus)
-set wiiflow version to beta 4.2.2
-added another memory manager just for wii games and banners
-changed THP file playback, for sound you now need to have a ogg file with the same name, that fixes all audio shutters and crashes
-optimized THP file playback and JPG extraction alot, it should now work fine with 640x480 30fps without any crash or freeze anymore
2014-02-28 23:11:02 +00:00

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C++

/*
Copyright (c) 2010 - Wii Banner Player Project
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.
*/
#ifndef _ANIMATEDBANNER_H_
#define _ANIMATEDBANNER_H_
#include "Layout.h"
#include "channel/banner.h"
#include "loader/disc.h"
class AnimatedBanner
{
public:
AnimatedBanner();
void LoadFont(u8 *font1, u8 *font2);
void Clear();
bool LoadBanner();
bool LoadBannerBin(const u8 *banner_bin, u32 banner_bin_size);
Layout *getBanner() const { return layout_banner; }
void SetBannerTexture(const char *tex_name, const u8 *data, float width, float height, u8 fmt);
void SetBannerText(const char *text_name, const wchar_t *wText);
protected:
Layout* LoadLayout(const u8 *bnr, u32 bnr_size, const std::string& lyt_name, const std::string &language);
Layout *layout_banner;
u8 *newBanner;
const u8 *oriBanner;
u8 *sysFont1;
u8 *sysFont2;
};
u8 *DecompressCopy(const u8 *stuff, u32 len, u32 *size);
extern AnimatedBanner gameBanner;
#endif