usbloadergx/source/banner/Animator.cpp

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OK since the Wii System Menu Player is released now as I already mentioned the source for the loader will also be put on SVN again. Now that i am done with merging here is the MOD17 source. Changelog since last revision: - add banner/icon animation support for wii games / channels / gamecube - add custom banner for gamecube which loads the gamecube internal opening.bnr information (it is much better than the generic one of the system menu) (big thanks to diddy from the wiithemeteam for creating the brlyt/brlan for the banner) - add gamecube banner of system menu (not used right now since it sucks) - add banner grid of the system menu (resources loaded from nand) (with button highliter) - add big banner frame window of the system menu (resources loaded from nand). the banner window has buttons "Settings" and "Start" by default. if parental control is enabled the "Settings" button is replaced by "Back" - add play count text to the banner frame window (can be disabled as up until now in the gui settings) - add zoom in/out/scroll animations to banner grid and change into big frame window - add loading gc banners from ISO and DVD - add loading wii banners from DVD discs even if the game is not installed - add favorite level setting to the game settings since it is no longer on the banner frame window - add new settings section for banner settings - add option to choose between disc window and banner window - added back ehci module to support 2 usb drives and re-enabled the option - add option for 2 usb drives for d2x cIOS as well (will be supported in the future, not yet) - exchanged "GC Games" and "EmuNand Channels" on the game selection screen (more space for translators) - add and fixed gui numpad for entering numbers of any kind - add setting for tooltip delay time - fix reload of cover image on game list when only 1 item is left after a change (e.g. sort) - add use of old build in font for credits window because it doesnt look good with the system menu one - fixed effect bug when scrolling buttons in the settings and the wiimote is over button 1 - fixed bug where entering -1 (Use global) for cIOS was not possible in game settings - many source cleanups - add bnr chace setting - add DML configuration from the loader - removed creation of temporary "boot.bin" file - DML custom game paths. Additionally i added support for following forms of paths: 1. configpath/gamepath/game.iso 2. configpath/gamepath/game.gcm 3. configpath/gamepath/GAMEID6.iso 4. configpath/gamepath/GAMEID6.gcm Where gamepath can be anything you want inside the configure path in the custom path settings. I don't know if GCM files are allowed by DML but i just added support for it just in case. Changing path to USB is not blocked currently but games won't run from USB just keep that in mind. The "copy to SD before start" feature is not added yet. Listing the games should work though - DML cheats now work the same way as for wii, gct goes to "Cheatcode Path" as GAMEID.gct (same as on wii) - several DML internal configs are added as per game/global settings - added load of last cheat configuration from GCT files - added init of network into background thread so it is cancelable and has a timeout - added gc games copy from USB to SD on demand with choice menu to delete SD games to make space, SD games path can be chosen seperately from main gc path. all dupicate sd games are prefered then the main path to allow direct boot of games that are already on sd. main path can be on USB or anywhere else. - added gc disc dump functionality with multidisc, compress and align support (thanks to FIX94 and Overjoy for their disc dump source on which this is based) - added selection menu for gc multidisc which game to install - fixed loading game ID when it can't be read from path for GC games and with that loading the titles from GameTDB for them - lots of string handling improvements (thanks to gerbilsoft for his patch) - added gamecube banner cache loading (only loading) if available with GAMEID6.bnr or ID3.bnr in the banner cache path. wii games/channels also accept now ID3.bnr. - added several progress bar cancel buttons on some missing progress windows - improved calculation of progress speed. now it is always the last 15 secs average instead of overall progress speed. - added pulsing new icon on banner grid layout for new games - added resize of widescreen screenshots to 768 width - added mii extract on save game extract if the file does not yet exists - added mii extractor and SYSCONF extractor that always extracts and overwrites old files - changed wifi gecko to UDP socket - support for DML v1.2+ NOTE: Banner animation support requires AHBPROT flag to be enabled. If you use old HBC you should use our forwarder or update the HBC otherwise you wont have that support. I am hoping that now the themers and the translators can catch up with their stuff for the next upcomming official release.
2012-05-06 12:59:58 +02:00
/*
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.
*/
#include <math.h>
#include "Animator.h"
#include "Layout.h"
// load keyframes from a brlan file
u32 Animator::LoadAnimators(const RLAN_Header *header, Layout& layout, u8 key_set)
{
u32 frame_count = 0;
if (!header || header->magic != MAGIC_ANIMATION || header->endian != 0xFEFF || header->version != 0x0008)
return 0; // bad header
// first section
const u8 *position = ((const u8 *) header) + header->offset;
for(u32 i = 0; i < header->section_count; ++i)
{
section_t *section = (section_t *) position;
position += section->size;
if (section->magic == MAGIC_PANE_ANIMATION_INFO)
{
const PAI1_Header *pai = (const PAI1_Header *) section;
u16 animator_count = pai->animator_count;
frame_count += pai->frame_count;
// read animation file names
const u32 *nameOffsets = (const u32 *)(pai + 1);
for(u32 i = 0; i < pai->file_count; i++)
{
const char* name = (((const char *) nameOffsets) + nameOffsets[i]);
layout.AddPalette(name, key_set);
}
const u32 *offsets = (const u32 *) (((const u8 *)section) + pai->entry_offset);
// read each animator
for(u32 n = 0; n < animator_count; n++)
{
const AnimatorHeader *animHdr = (const AnimatorHeader *) (((const u8 *)section) + offsets[n]);
std::string anim_name(animHdr->name, 0, 20);
Animator* animator = animHdr->is_material ?
(Animator*) layout.FindMaterial(anim_name) :
(Animator*) layout.FindPane(anim_name);
if (animator)
animator->LoadKeyFrames((const u8 *) animHdr, animHdr->tag_count, sizeof(AnimatorHeader), key_set);
}
}
else
{
gprintf("Unknown: %c%c%c%c\n", position[0], position[1], position[2], position[3]);
}
}
return frame_count;
}
void Animator::LoadKeyFrames(const u8 *file, u8 tag_count, u32 offset, u8 key_set)
{
const u32 *tag_offsets = (const u32 *) (file + offset);
for(u32 tag = 0; tag < tag_count; tag++)
{
const Anim_Header *animHdr = (const Anim_Header *) (file + tag_offsets[tag]);
u32 animation_type = animHdr->animation_type;
u8 frame_count = animHdr->frame_count;
const u32 *frame_offsets = (const u32 *) (animHdr + 1);
for(u32 frame = 0; frame < frame_count; frame++)
{
const KeyFrame_Header *keyFrame = (const KeyFrame_Header *)(((const u8 *) animHdr) + frame_offsets[frame]);
const KeyType frame_type(static_cast<AnimationType>(animation_type), keyFrame->index, keyFrame->target);
switch (keyFrame->data_type)
{
// step key frame
case 0x01:
keys[key_set].step_keys[frame_type].Load((const u8 *) (keyFrame+1), keyFrame->key_count);
break;
// hermite key frame
case 0x02:
keys[key_set].hermite_keys[frame_type].Load((const u8 *) (keyFrame+1), keyFrame->key_count);
break;
default:
break;
}
}
}
}
void Animator::SetFrame(FrameNumber frame_number, u8 key_set)
{
std::map<KeyType, HermiteKeyHandler>::iterator itr;
for(itr = keys[key_set].hermite_keys.begin(); itr != keys[key_set].hermite_keys.end(); itr++)
{
const KeyType& frame_type = itr->first;
const float frame_value = itr->second.GetFrame(frame_number);
ProcessHermiteKey(frame_type, frame_value);
}
std::map<KeyType, StepKeyHandler>::iterator itr2;
for(itr2 = keys[key_set].step_keys.begin(); itr2 != keys[key_set].step_keys.end(); itr2++)
{
const KeyType& frame_type = itr2->first;
StepKeyHandler::KeyData const frame_data = itr2->second.GetFrame(frame_number);
ProcessStepKey(frame_type, frame_data);
}
}
void StepKeyHandler::Load(const u8 *file, u16 count)
{
while (count--)
{
FrameNumber frame;
frame = *((FrameNumber *) file);
file += 4;
KeyData& data = keys[frame];
data.data1 = *file;
file++;
data.data2 = *file;
file++;
file += 2;
}
}
void HermiteKeyHandler::Load(const u8 *file, u16 count)
{
while (count--)
{
std::pair<FrameNumber, KeyData> pair;
// read the frame number, value and slope
pair.first = *((FrameNumber *) file);
file += 4;
pair.second.value = *((float *) file);
file += 4;
pair.second.slope = *((float *) file);
file += 4;
keys.insert(pair);
//std::cout << "\t\t\t" "frame: " << frame << ' ' << keys[frame] << '\n';
}
}
StepKeyHandler::KeyData StepKeyHandler::GetFrame(FrameNumber frame_number) const
{
// assuming not empty, a safe assumption currently
// find the current frame, or the one after it
std::map<FrameNumber, KeyData>::const_iterator frame_it = keys.lower_bound(frame_number);
// current frame is higher than any keyframe, use the last keyframe
if (keys.end() == frame_it)
--frame_it;
// if this is after the current frame and not the first keyframe, use the previous one
if (frame_number < frame_it->first && keys.begin() != frame_it)
--frame_it;
return frame_it->second;
}
float HermiteKeyHandler::GetFrame(FrameNumber frame_number) const
{
// assuming not empty, a safe assumption currently
// find the current keyframe, or the one after it
std::multimap<FrameNumber, KeyData>::const_iterator next = keys.lower_bound(frame_number);
// current frame is higher than any keyframe, use the last keyframe
if (keys.end() == next)
--next;
std::multimap<FrameNumber, KeyData>::const_iterator prev = next;
// if this is after the current frame and not the first keyframe, use the previous one
if (frame_number < prev->first && keys.begin() != prev)
--prev;
const float nf = next->first - prev->first;
if (fabs(nf) < 0.01)
{
// same frame numbers, just return the first's value
return prev->second.value;
}
else
{
// different frames, blend them together
// this is a "Cubic Hermite spline" apparently
frame_number = (frame_number < prev->first) ? prev->first :
((frame_number > next->first) ? next->first : frame_number);
const float t = (frame_number - prev->first) / nf;
// old curve-less code
//return prev->second.value + (next->second.value - prev->second.value) * t;
// curvy code from marcan, :p
return
prev->second.slope * nf * (t + powf(t, 3) - 2 * powf(t, 2)) +
next->second.slope * nf * (powf(t, 3) - powf(t, 2)) +
prev->second.value * (1 + (2 * powf(t, 3) - 3 * powf(t, 2))) +
next->second.value * (-2 * powf(t, 3) + 3 * powf(t, 2));
}
}
void Animator::ProcessHermiteKey(const KeyType& type, float value)
{
// std::cout << "unhandled key (" << GetName() << "): type: " << FourCC(type.type)
// << " index: " << (int)type.index
// << " target: " << (int)type.target
// << " value: " << value
// << '\n';
gprintf("Animator::ProcessHermiteKey\n");
}
void Animator::ProcessStepKey(const KeyType& type, StepKeyHandler::KeyData data)
{
// std::cout << "unhandled key (" << GetName() << "): type: " << FourCC(type.type)
// << " index: " << (int)type.index
// << " target: " << (int)type.target
// << " data:" << (int)data.data1 << " " << (int)data.data2
// << '\n';
gprintf("Animator::ProcessStepKey\n");
}