mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-23 19:59:16 +01:00
971b5bdb52
to be divisible with 4 anymore, you can use what you want -moved sound buffers back in mem2, idk but for wiiflow it gives a better result -added mem2 memalign placeholder for new memory manager (after a week still everything but finished) -updated other small things, cleaned up source structure a bit
353 lines
11 KiB
C++
353 lines
11 KiB
C++
// Coverflow
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#ifndef __COVERFLOW_HPP
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#define __COVERFLOW_HPP
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#include <ogcsys.h>
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#include <gccore.h>
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#include <string>
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#include "wiiuse/wpad.h"
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#include <ogc/pad.h>
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#include "video.hpp"
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#include "FreeTypeGX.h"
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#include "text.hpp"
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#include "config/config.hpp"
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#include "loader/disc.h"
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#include "loader/utils.h"
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#include "memory/smartptr.hpp"
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#include "music/gui_sound.h"
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using namespace std;
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enum Sorting
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{
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SORT_ALPHA,
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SORT_GAMEID,
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SORT_PLAYCOUNT,
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SORT_LASTPLAYED,
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SORT_WIFIPLAYERS,
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SORT_PLAYERS,
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SORT_MAX,
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SORT_ESRB,
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SORT_CONTROLLERS,
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};
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class CCoverFlow
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{
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public:
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CCoverFlow(void);
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~CCoverFlow(void);
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//
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bool init(const SmartBuf &font, u32 font_size, bool vid_50hz);
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// Cover list management
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void clear(void);
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void shutdown(void);
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void reserve(u32 capacity);
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void addItem(dir_discHdr *hdr, const char *picPath, const char *boxPicPath, int playcount = 0, unsigned int lastPlayed = 0);
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bool empty(void) const { return m_items.empty(); }
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//
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bool start(const char *id = 0);
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void stopCoverLoader(bool empty = false);
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void startCoverLoader(void);
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//
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void simulateOtherScreenFormat(bool s);
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// Commands
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void tick(void);
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bool findId(const char *id, bool instant = false);
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void pageUp(void);
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void pageDown(void);
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void nextLetter(wchar_t *c);
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void prevLetter(wchar_t *c);
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void nextPlayers(bool wifi, wchar_t *c);
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void prevPlayers(bool wifi, wchar_t *c);
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void nextID(wchar_t *c);
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void prevID(wchar_t *c);
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void left(void);
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void right(void);
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void up(void);
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void down(void);
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bool select(void);
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void flip(bool force = false, bool f = true);
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void cancel(void);
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bool selected(void) const { return m_selected; }
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void makeEffectTexture(CVideo &vid, const STexture &bg);
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void drawText(bool withRectangle = false);
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void draw(void);
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void drawEffect(void);
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void hideCover(void);
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void showCover(void);
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void mouse(CVideo &vid, int chan, int x, int y);
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bool mouseOver(CVideo &vid, int x, int y);
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// Accessors for settings
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void setCompression(bool enable) { m_compressTextures = enable; }
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bool getBoxMode(void) const { return m_box;}
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void setBufferSize(u32 numCovers);
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void setTextures(const string &loadingPic, const string &loadingPicFlat, const string &noCoverPic, const string &noCoverPicFlat);
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void setFont(SFont font, const CColor &color);
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void setRange(u32 rows, u32 columns);
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void setBoxMode(bool box);
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void setHQcover(bool HQ);
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void setTextureQuality(float lodBias, int aniso, bool edgeLOD);
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void setCameraPos(bool selected, const Vector3D &pos, const Vector3D &aim);
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void setCameraOsc(bool selected, const Vector3D &speed, const Vector3D &);
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void setCoverScale(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er, const Vector3D &rowCenter);
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void setCoverPos(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er, const Vector3D &rowCenter);
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void setCoverAngleOsc(bool selected, const Vector3D &speed, const Vector3D &);
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void setCoverPosOsc(bool selected, const Vector3D &speed, const Vector3D &);
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void setSpacers(bool selected, const Vector3D &left, const Vector3D &right);
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void setDeltaAngles(bool selected, const Vector3D &left, const Vector3D &right);
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void setAngles(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er, const Vector3D &rowCenter);
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void setTitleAngles(bool selected, float left, float right, float center);
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void setTitlePos(bool selected, const Vector3D &left, const Vector3D &right, const Vector3D ¢er);
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void setTitleWidth(bool selected, float side, float center);
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void setTitleStyle(bool selected, u16 side, u16 center);
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void setColors(bool selected, const CColor &begColor, const CColor &endColor, const CColor &offColor);
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void setFanartPlaying(const bool isPlaying);
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void setFanartTextColor(const CColor textColor);
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void setShadowColors(bool selected, const CColor ¢erColor, const CColor &begColor, const CColor &endColor, const CColor &offColor);
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void setShadowPos(float scale, float x, float y);
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void setMirrorAlpha(float cover, float title);
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void setMirrorBlur(bool blur);
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void setRowSpacers(bool selected, const Vector3D &top, const Vector3D &bottom);
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void setRowDeltaAngles(bool selected, const Vector3D &top, const Vector3D &bottom);
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void setRowAngles(bool selected, const Vector3D &top, const Vector3D &bottom);
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void setCoverFlipping(const Vector3D &pos, const Vector3D &angle, const Vector3D &scale);
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void setBlur(u32 blurResolution, u32 blurRadius, float blurFactor);
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bool setSorting(Sorting sorting);
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//
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void setSounds(const SmartGuiSound &sound, const SmartGuiSound &hoverSound, const SmartGuiSound &selectSound, const SmartGuiSound &cancelSound);
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void setSoundVolume(u8 vol);
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void stopSound(void);
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//
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void applySettings(void);
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void setCachePath(const char *path, bool deleteSource, bool compress);
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bool fullCoverCached(const char *id);
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bool preCacheCover(const char *id, const u8 *png, bool full);
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//
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string getId(void) const;
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string getNextId(void) const;
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dir_discHdr * getHdr(void) const;
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dir_discHdr * getNextHdr(void) const;
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wstringEx getTitle(void) const;
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u64 getChanTitle(void) const;
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private:
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enum DrawMode { CFDR_NORMAL, CFDR_STENCIL, CFDR_SHADOW };
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struct SLayout
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{
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Vector3D camera;
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Vector3D cameraAim;
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Vector3D leftScale;
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Vector3D rightScale;
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Vector3D centerScale;
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Vector3D rowCenterScale;
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Vector3D leftPos;
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Vector3D rightPos;
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Vector3D centerPos;
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Vector3D rowCenterPos;
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Vector3D leftAngle;
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Vector3D rightAngle;
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Vector3D centerAngle;
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Vector3D rowCenterAngle;
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Vector3D leftSpacer;
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Vector3D rightSpacer;
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Vector3D leftDeltaAngle;
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Vector3D rightDeltaAngle;
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float txtLeftAngle;
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float txtRightAngle;
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float txtCenterAngle;
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Vector3D txtLeftPos;
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Vector3D txtRightPos;
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Vector3D txtCenterPos;
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float txtSideWidth;
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float txtCenterWidth;
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u16 txtSideStyle;
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u16 txtCenterStyle;
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Vector3D cameraOscSpeed;
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Vector3D cameraOscAmp;
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Vector3D coverOscASpeed;
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Vector3D coverOscAAmp;
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Vector3D coverOscPSpeed;
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Vector3D coverOscPAmp;
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CColor begColor;
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CColor endColor;
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CColor mouseOffColor;
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CColor shadowColorCenter;
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CColor shadowColorEnd;
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CColor shadowColorBeg;
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CColor shadowColorOff;
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Vector3D topSpacer;
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Vector3D bottomSpacer;
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Vector3D topAngle;
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Vector3D bottomAngle;
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Vector3D topDeltaAngle;
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Vector3D bottomDeltaAngle;
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};
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enum TexState { STATE_Loading, STATE_Ready, STATE_NoCover };
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struct CItem
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{
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dir_discHdr *hdr;
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string picPath;
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string boxPicPath;
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int playcount;
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unsigned int lastPlayed;
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STexture texture;
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volatile bool boxTexture;
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volatile enum TexState state;
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//
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CItem(dir_discHdr *itemHdr, const char *itemPic, const char *itemBoxPic, int playcount, unsigned int lastPlayed);
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};
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struct CCover
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{
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u32 index;
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Vector3D scale;
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Vector3D targetScale;
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Vector3D angle;
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Vector3D targetAngle;
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Vector3D pos;
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Vector3D targetPos;
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CColor color;
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CColor targetColor;
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float txtAngle;
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float txtTargetAngle;
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Vector3D txtPos;
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Vector3D txtTargetPos;
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u8 txtColor;
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u8 txtTargetColor;
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CText title;
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CColor shadowColor;
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CColor targetShadowColor;
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//
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CCover(void);
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};
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enum CLRet { CL_OK, CL_ERROR, CL_NOMEM };
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private:
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Mtx m_projMtx;
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Mtx m_viewMtx;
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Vector3D m_cameraPos;
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Vector3D m_cameraAim;
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Vector3D m_targetCameraPos;
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Vector3D m_targetCameraAim;
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vector<CItem> m_items;
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vector<CCover> m_covers;
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int m_delay;
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int m_minDelay;
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int m_jump;
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mutex_t m_mutex;
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volatile bool m_loadingCovers;
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volatile bool m_moved;
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volatile int m_hqCover;
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bool m_selected;
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int m_tickCount;
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STexture m_loadingTexture;
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STexture m_noCoverTexture;
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STexture m_dvdSkin;
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STexture m_dvdSkin_Red;
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STexture m_dvdSkin_Black;
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STexture m_dvdSkin_Yellow;
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STexture m_dvdSkin_GreenOne;
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STexture m_dvdSkin_GreenTwo;
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// Settings
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string m_pngLoadCover;
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string m_pngLoadCoverFlat;
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string m_pngNoCover;
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string m_pngNoCoverFlat;
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u32 m_numBufCovers;
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SFont m_font;
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CColor m_fontColor;
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CColor m_fanartFontColor;
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bool m_fanartPlaying;
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bool m_box;
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bool m_useHQcover;
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bool m_dvdskin_loaded;
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u32 m_range;
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u32 m_rows;
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u32 m_columns;
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SLayout m_loNormal;
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SLayout m_loSelected;
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int m_mouse[WPAD_MAX_WIIMOTES];
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bool m_hideCover;
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bool m_compressTextures;
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bool m_compressCache;
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string m_cachePath;
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bool m_deletePicsAfterCaching;
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bool m_mirrorBlur;
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float m_mirrorAlpha;
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float m_txtMirrorAlpha;
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float m_shadowScale;
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float m_shadowX;
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float m_shadowY;
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STexture m_effectTex;
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u32 m_blurRadius;
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float m_blurFactor;
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Vector3D m_flipCoverPos;
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Vector3D m_flipCoverAngle;
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Vector3D m_flipCoverScale;
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u8 sndCopyNum;
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SmartGuiSound m_sound[4];
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SmartGuiSound m_hoverSound;
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SmartGuiSound m_selectSound;
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SmartGuiSound m_cancelSound;
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u8 m_soundVolume;
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float m_lodBias;
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u8 m_aniso;
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bool m_edgeLOD;
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Sorting m_sorting;
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private:
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void _draw(DrawMode dm = CFDR_NORMAL, bool mirror = false, bool blend = true);
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u32 _currentPos(void) const;
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void _effectBg(const STexture &tex);
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void _effectBlur(CVideo &vid, bool vertical);
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bool _effectVisible(void);
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void _drawMirrorZ(void);
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void _drawTitle(int i, bool mirror, bool rectangle);
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void _drawCover(int i, bool mirror, CCoverFlow::DrawMode dm);
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void _drawCoverFlat(int i, bool mirror, CCoverFlow::DrawMode dm);
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void _drawCoverBox(int i, bool mirror, CCoverFlow::DrawMode dm);
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bool _checkCoverColor(char* gameID, const char* checkID[], int len);
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void _updateTarget(int i, bool instant = false);
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void _updateAllTargets(bool instant = false);
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void _loadCover(int i, int item);
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void _loadCoverTexture(int i);
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void _coverTick(int i);
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void _unselect(void);
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Vector3D _cameraMoves(void);
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Vector3D _coverMovesA(void);
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Vector3D _coverMovesP(void);
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STexture &_coverTexture(int i);
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void _left(int repeatDelay, u32 step);
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void _right(int repeatDelay, u32 step);
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void _jump(void);
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void _completeJump(void);
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void _setJump(int j);
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void _loadAllCovers(int i);
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static bool _calcTexLQLOD(STexture &tex);
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void _dropHQLOD(int i);
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bool _loadCoverTexPNG(u32 i, bool box, bool hq);
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CLRet _loadCoverTex(u32 i, bool box, bool hq);
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bool _invisibleCover(u32 x, u32 y);
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void _instantTarget(int i);
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void _transposeCover(vector<CCover> &dst, u32 rows, u32 columns, int pos);
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void _playSound(void);
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void _stopSound(SmartGuiSound snd);
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void _playSound(SmartGuiSound snd);
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static bool _sortByPlayCount(CItem item1, CItem item2);
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static bool _sortByLastPlayed(CItem item1, CItem item2);
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static bool _sortByGameID(CItem item1, CItem item2);
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static bool _sortByAlpha(CItem item1, CItem item2);
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static bool _sortByPlayers(CItem item1, CItem item2);
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static bool _sortByWifiPlayers(CItem item1, CItem item2);
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private:
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static int _coverLoader(CCoverFlow *cf);
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static float _step(float cur, float tgt, float spd);
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private:
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CCoverFlow(const CCoverFlow &);
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CCoverFlow &operator=(const CCoverFlow &);
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};
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#endif // !defined(__COVERFLOW_HPP)
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