WiiFlow_Lite/source/banner/BannerTexture.hpp
fix94.1 706e18c6c0 -internal wii game and channel banner playback, still work in
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
2012-07-03 16:26:49 +00:00

103 lines
2.3 KiB
C++

/*
Copyright (c) 2010 - Wii Banner Player Project
Copyright (c) 2012 - Dimok
Copyright (c) 2012 - giantpune
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 TEXTURE_H_
#define TEXTURE_H_
#include <vector>
#include <string>
#include <gccore.h>
#include "BannerTools.h"
class Texture
{
public:
static const u32 MAGIC = MAKE_FOURCC(0x00, ' ', 0xAF, 0x30);
Texture() : header(NULL), palette(NULL), texture_data(NULL) {}
virtual ~Texture();
void Load(const u8 *texture);
const std::string &getName() const { return name; }
void setName(const std::string& _name) { name = _name; }
// load custom data into the texture object
void LoadTextureData(const u8 *data, u16 width, u16 height, u8 fmt);
void Apply(u8 &tlutName, u8 map_id, u8 wrap_s, u8 wrap_t) const;
private:
struct Header
{
u32 magic;
u32 num_textures;
u32 header_size;
} __attribute__((packed)) ;
struct TPL_Texture
{
u32 texture_offset;
u32 palette_offset;
} __attribute__((packed)) ;
struct TPL_Texture_Header
{
u16 height;
u16 width;
u32 format;
u32 offset;
u32 wrap_s;
u32 wrap_t;
u32 min;
u32 mag;
f32 lod_bias;
u8 edge_lod;
u8 min_lod;
u8 max_lod;
u8 unpacked;
} __attribute__((packed));
struct TPL_Palette_Header
{
u16 num_items;
u8 unpacked;
u8 pad;
u32 format;
u32 offset;
} __attribute__((packed));
Texture::Header *header;
TPL_Palette_Header *palette;
u8 *texture_data;
GXTexObj texobj;
std::string name;
};
class TextureList : public std::vector<Texture *>
{
public:
static const u32 MAGIC = MAKE_FOURCC('t', 'x', 'l', '1');
};
#endif