usbloadergx/source/prompts/BannerWindow.cpp
dimok789 070b77548a 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 10:59:58 +00:00

593 lines
18 KiB
C++

/****************************************************************************
* Copyright (C) 2012 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#include <unistd.h>
#include "BannerWindow.hpp"
#include "GUI/GuiBannerGrid.h"
#include "banner/BannerAsync.h"
#include "banner/CustomBanner.h"
#include "banner/OpeningBNR.hpp"
#include "settings/CSettings.h"
#include "settings/CGameStatistics.h"
#include "settings/menus/GameSettingsMenu.hpp"
#include "SystemMenu/SystemMenuResources.h"
#include "prompts/GameWindow.hpp"
#include "themes/CTheme.h"
#include "language/gettext.h"
#include "menu/menus.h"
#include "utils/tools.h"
// Load only once
BannerFrame BannerWindow::bannerFrame;
BannerWindow::BannerWindow(GameBrowseMenu *m, struct discHdr *header)
: GuiWindow(screenwidth, screenheight)
, browserMenu(m)
, MaxAnimSteps(Settings.BannerZoomDuration)
{
ScreenProps.x = screenwidth;
ScreenProps.y = screenheight;
f32 xOffset = Settings.BannerProjectionOffsetX;
f32 yOffset = Settings.BannerProjectionOffsetY;
guMtxIdentity(modelview);
guMtxTransApply (modelview, modelview, xOffset, yOffset, 0.0F);
memcpy(&originalProjection, &FSProjection2D, sizeof(Mtx44));
returnVal = -1;
gameSelected = 0;
gameSound = NULL;
dvdheader = NULL;
reducedVol = false;
if(!bannerFrame.IsLoaded())
bannerFrame.Load(U8Archive(SystemMenuResources::Instance()->GetChanTtlAsh(),
SystemMenuResources::Instance()->GetChanTtlAshSize()));
AnimStep = 0;
AnimPosX = 0.5f * (ScreenProps.x - fIconWidth);
AnimPosY = 0.5f * (ScreenProps.y - fIconHeight);
AnimZoomIn = true;
AnimationRunning = false;
int gameIdx;
//! get the game index to this header
for(gameIdx = 0; gameIdx < gameList.size(); ++gameIdx)
{
if(gameList[gameIdx] == header)
{
gameSelected = gameIdx;
break;
}
}
//! Set dvd header if the header does not match any of the list games
if(gameIdx == gameList.size())
dvdheader = header;
GuiBannerGrid *bannerBrowser = dynamic_cast<GuiBannerGrid *>(browserMenu->GetGameBrowser());
if(bannerBrowser)
bannerBrowser->GetIconCoordinates(gameSelected, &AnimPosX, &AnimPosY);
gameBanner = new Banner;
imgLeft = Resources::GetImageData("startgame_arrow_left.png");
imgRight = Resources::GetImageData("startgame_arrow_right.png");
trigA = new GuiTrigger;
trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigB = new GuiTrigger;
trigB->SetButtonOnlyTrigger(-1, WPAD_BUTTON_B | WPAD_CLASSIC_BUTTON_B, PAD_BUTTON_B);
trigL = new GuiTrigger;
trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
trigR = new GuiTrigger;
trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
trigPlus = new GuiTrigger;
trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, PAD_TRIGGER_R);
trigMinus = new GuiTrigger;
trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, PAD_TRIGGER_L);
playcntTxt = new GuiText((char*) NULL, 18, thColor("r=0 g=0 b=0 a=255 - banner window playcount text color"));
playcntTxt->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
playcntTxt->SetPosition(thInt("0 - banner window play count pos x"),
thInt("215 - banner window play count pos y") - Settings.AdjustOverscanY / 2);
settingsBtn = new GuiButton(215, 75);
settingsBtn->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
settingsBtn->SetSoundOver(btnSoundOver);
settingsBtn->SetSoundClick(btnSoundClick2);
settingsBtn->SetPosition(-120, 175);
settingsBtn->SetTrigger(trigA);
startBtn = new GuiButton(215, 75);
startBtn->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
startBtn->SetSoundOver(btnSoundOver);
startBtn->SetSoundClick(btnSoundClick2);
startBtn->SetPosition(110, 175);
startBtn->SetTrigger(trigA);
backBtn = new GuiButton(215, 75);
backBtn->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
backBtn->SetSoundOver(btnSoundOver);
backBtn->SetSoundClick(btnSoundClick2);
backBtn->SetPosition(-screenwidth, -screenheight); // set out of screen
backBtn->SetTrigger(0, trigA);
backBtn->SetTrigger(1, trigB);
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt) btnLeftImg->SetWidescreen(Settings.widescreen);
btnLeft = new GuiButton(btnLeftImg, btnLeftImg, ALIGN_LEFT, ALIGN_MIDDLE, 20, -50, trigA, btnSoundOver, btnSoundClick2, 1);
btnLeft->SetTrigger(trigL);
btnLeft->SetTrigger(trigMinus);
btnRightImg = new GuiImage(imgRight);
if (Settings.wsprompt) btnRightImg->SetWidescreen(Settings.widescreen);
btnRight = new GuiButton(btnRightImg, btnRightImg, ALIGN_RIGHT, ALIGN_MIDDLE, -20, -50, trigA, btnSoundOver, btnSoundClick2, 1);
btnRight->SetTrigger(trigR);
btnRight->SetTrigger(trigPlus);
if (Settings.ShowPlayCount)
Append(playcntTxt);
Append(backBtn);
if (!dvdheader) //stuff we don't show if it is a DVD mounted
{
Append(btnLeft);
Append(btnRight);
}
bannerFrame.SetButtonBText(tr("Start"));
//check if unlocked
if (Settings.godmode || !(Settings.ParentalBlocks & BLOCK_GAME_SETTINGS))
{
bannerFrame.SetButtonAText(tr("Settings"));
Append(settingsBtn);
}
else
{
bannerFrame.SetButtonAText(tr("Back"));
backBtn->SetPosition(-120, 175);
}
Append(startBtn); //! Appending the disc on top of all
ChangeGame(false);
}
BannerWindow::~BannerWindow()
{
if(parentElement)
((GuiWindow * ) parentElement)->Remove(this);
RemoveAll();
delete trigA;
delete trigB;
delete trigL;
delete trigR;
delete trigPlus;
delete trigMinus;
delete imgLeft;
delete imgRight;
delete btnLeftImg;
delete btnRightImg;
delete playcntTxt;
delete startBtn;
delete backBtn;
delete settingsBtn;
delete btnLeft;
delete btnRight;
if(gameSound) gameSound->Stop();
delete gameSound;
bgMusic->SetVolume(Settings.volume);
delete gameBanner;
memcpy(&FSProjection2D, &originalProjection, sizeof(Mtx44));
ResumeGui();
}
void BannerWindow::ChangeGame(bool playsound)
{
struct discHdr * header = (dvdheader ? dvdheader : gameList[gameSelected]);
//! Stop thread because all the extract functions are not thread safe
//! Let it finish the current loading though
BannerAsync::HaltThread();
Banner *newBanner = NULL;
// continue playing sound during loading process
if((header->type == TYPE_GAME_GC_IMG) || (header->type == TYPE_GAME_GC_DISC) || (header->type == TYPE_GAME_GC_EXTRACTED))
{
//! try cache file first and if that fails create the default one
if(BNRInstance::Instance()->Load(header) && BNRInstance::Instance()->Get() != NULL)
newBanner = new Banner;
else
newBanner = BNRInstance::Instance()->CreateGCBanner(header);
}
else {
BNRInstance::Instance()->Load(header);
newBanner = new Banner;
}
//! remove game sound
if (gameSound)
{
gameSound->Stop();
delete gameSound;
gameSound = NULL;
}
playcntTxt->SetTextf("%s: %i", tr( "Play Count" ), GameStatistics.GetPlayCount(header));
HaltGui();
// set the new banner
delete gameBanner;
gameBanner = newBanner;
// Do not load stuff on game cube games
if(BNRInstance::Instance()->Get() != NULL)
gameBanner->LoadBanner(BNRInstance::Instance()->Get(), BNRInstance::Instance()->GetSize());
if (Settings.gamesoundvolume != 0)
{
if( (BNRInstance::Instance()->Get() != NULL)
&& gameBanner->LoadSound(BNRInstance::Instance()->Get(), BNRInstance::Instance()->GetSize())
&& gameBanner->getSound())
{
gameSound = new GuiSound(gameBanner->getSound(), gameBanner->getSoundSize(), Settings.gamesoundvolume);
}
else if((header->type == TYPE_GAME_GC_IMG) || (header->type == TYPE_GAME_GC_DISC) || (header->type == TYPE_GAME_GC_EXTRACTED))
{
//! on game cube load the default sound
gameSound = new GuiSound(Resources::GetFile("gc_banner.ogg"), Resources::GetFileSize("gc_banner.ogg"), Settings.gamesoundvolume);
}
if(gameSound)
{
bgMusic->SetVolume(0);
if (Settings.gamesound == 2)
gameSound->SetLoop(1);
// If the game is changed within window play sound here directly
if(playsound)
gameSound->Play();
}
}
//! Resume all threads
BannerAsync::ResumeThread();
ResumeGui();
}
int BannerWindow::Run()
{
int choice = -1;
while(choice == -1)
{
usleep(50000);
if (shutdown) //for power button
Sys_Shutdown();
else if (reset) //for reset button
Sys_Reboot();
choice = MainLoop();
}
return choice;
}
int BannerWindow::MainLoop()
{
if (startBtn->GetState() == STATE_CLICKED)
{
// If this function was left then the game start was canceled
GameWindow::BootGame(dvdheader ? dvdheader : gameList[gameSelected]);
// If it returns from that function reload the list
gameList.FilterList();
startBtn->ResetState();
}
else if (backBtn->GetState() == STATE_CLICKED) //back
{
GuiBannerGrid *bannerBrowser = dynamic_cast<GuiBannerGrid *>(browserMenu->GetGameBrowser());
if(bannerBrowser)
{
bannerBrowser->GetIconCoordinates(gameSelected, &AnimPosX, &AnimPosY);
bannerBrowser->SetPage(gameSelected / 12);
}
// activate rendering again
browserMenu->GetGameBrowser()->SetVisible(true);
// finish on going animations first
while(AnimStep < MaxAnimSteps)
usleep(1000);
// set new animation for zoom out
AnimZoomIn = false;
AnimStep = 0;
// finish animation
while(AnimStep < MaxAnimSteps)
usleep(1000);
mainWindow->SetState(STATE_DEFAULT);
returnVal = 0;
}
else if(settingsBtn->GetState() == STATE_CLICKED) //settings
{
this->SetState(STATE_DISABLED);
wiilight(0);
int settret = GameSettingsMenu::Execute(browserMenu, dvdheader ? dvdheader : gameList[gameSelected]);
this->SetState(STATE_DEFAULT);
settingsBtn->ResetState();
// Show the window again or return to browser on uninstall
if (settret == MENU_DISCLIST)
returnVal = 1;
}
else if (btnRight->GetState() == STATE_CLICKED) //next game
{
if(Settings.xflip == XFLIP_YES)
{
gameSelected = (gameSelected - 1 + gameList.size()) % gameList.size();
ChangeGame(true);
}
else if(Settings.xflip == XFLIP_SYSMENU)
{
gameSelected = (gameSelected + 1) % gameList.size();
ChangeGame(true);
}
else if(Settings.xflip == XFLIP_WTF)
{
gameSelected = (gameSelected - 1 + gameList.size()) % gameList.size();
ChangeGame(true);
}
else
{
gameSelected = (gameSelected + 1) % gameList.size();
ChangeGame(true);
}
btnRight->ResetState();
}
else if (btnLeft->GetState() == STATE_CLICKED) //previous game
{
if(Settings.xflip == XFLIP_YES)
{
gameSelected = (gameSelected + 1) % gameList.size();
ChangeGame(true);
}
else if(Settings.xflip == XFLIP_SYSMENU)
{
gameSelected = (gameSelected - 1 + gameList.size()) % gameList.size();
ChangeGame(true);
}
else if(Settings.xflip == XFLIP_WTF)
{
gameSelected = (gameSelected + 1) % gameList.size();
ChangeGame(true);
}
else
{
gameSelected = (gameSelected - 1 + gameList.size()) % gameList.size();
ChangeGame(true);
}
btnLeft->ResetState();
}
if (reducedVol)
{
if (gameSound)
{
if (Settings.gamesound == 1 && !gameSound->IsPlaying())
{
bgMusic->SetVolume(Settings.volume);
reducedVol = false;
}
}
else
{
bgMusic->SetVolume(Settings.volume);
reducedVol = false;
}
}
return returnVal;
}
void BannerWindow::Animate(void)
{
// animation is on going
if(AnimStep < MaxAnimSteps)
{
AnimationRunning = true;
AnimStep++;
// zoom in animation
if(AnimZoomIn) {
BGAlpha = std::min(255.f * AnimStep * 2.f / MaxAnimSteps, 255.f);
if(AnimStep < 0.4f * MaxAnimSteps)
BannerAlpha = 0;
else
BannerAlpha = std::min(255.f * (AnimStep - 0.4f * MaxAnimSteps) / (0.6f * MaxAnimSteps), 255.f);
}
// zoom out animation
else {
BGAlpha = std::min(255.f * (MaxAnimSteps-AnimStep) * 2.f / MaxAnimSteps, 255.f);
if((MaxAnimSteps - AnimStep) < 0.4f * MaxAnimSteps)
BannerAlpha = 0;
else
BannerAlpha = std::min(255.f * ((MaxAnimSteps - AnimStep) - 0.4f * MaxAnimSteps) / (0.6f * MaxAnimSteps), 255.f);
}
float curAnimStep = AnimZoomIn ? ((float)(MaxAnimSteps - AnimStep)/(float)MaxAnimSteps) : ((float)AnimStep/(float)MaxAnimSteps);
float stepx1 = Settings.AdjustOverscanX - AnimPosX;
float stepy1 = Settings.AdjustOverscanY - AnimPosY;
float stepx2 = (screenwidth - 1 - Settings.AdjustOverscanX) - (AnimPosX + fIconWidth);
float stepy2 = (screenheight - 1 - Settings.AdjustOverscanY) - (AnimPosY + fIconHeight);
float top = AnimPosY + stepy1 * curAnimStep;
float bottom = AnimPosY + fIconHeight + stepy2 * curAnimStep;
float left = AnimPosX + stepx1 * curAnimStep;
float right = AnimPosX + fIconWidth + stepx2 * curAnimStep;
// set main projection of all GUI stuff if we are using the banner browser
if(dynamic_cast<GuiBannerGrid *>(browserMenu->GetGameBrowser()) != NULL)
guOrtho(FSProjection2D, top, bottom, left, right, 0, 10000);
float xDiff = 0.5f * Settings.BannerProjectionWidth;
float yDiff = 0.5f * Settings.BannerProjectionHeight;
// this just looks better for banner/icon ratio
float iconWidth = fIconWidth - 20;
float iconHeight = fIconHeight - 20;
f32 ratioX = xDiff * 2.f / iconWidth;
f32 ratioY = yDiff * 2.f / iconHeight;
stepx1 = ((ScreenProps.x * 0.5f - xDiff) - (AnimPosX + 0.5f * fIconWidth - 0.5f * iconWidth)) * ratioX;
stepx2 = ((ScreenProps.x * 0.5f + xDiff) - (AnimPosX + 0.5f * fIconWidth + 0.5f * iconWidth)) * ratioX;
stepy1 = ((ScreenProps.y * 0.5f - yDiff) - (AnimPosY + 0.5f * fIconHeight - 0.5f * iconHeight)) * ratioY;
stepy2 = ((ScreenProps.y * 0.5f + yDiff) - (AnimPosY + 0.5f * fIconHeight + 0.5f * iconHeight)) * ratioY;
//! This works good for banners
top = (ScreenProps.y * 0.5f - yDiff) + stepy1 * curAnimStep;
bottom = (ScreenProps.y * 0.5f + yDiff) + stepy2 * curAnimStep;
left = (ScreenProps.x * 0.5f - xDiff) + stepx1 * curAnimStep;
right = (ScreenProps.x * 0.5f + xDiff) + stepx2 * curAnimStep;
// set banner projection
guOrtho(projection,top, bottom, left, right,-100,10000);
}
// last animation step
else if(AnimationRunning)
{
// set back original projection and stop animation/render of the browser (save some CPU ;P)
memcpy(&FSProjection2D, &originalProjection, sizeof(Mtx44));
browserMenu->GetGameBrowser()->SetVisible(false);
AnimationRunning = false;
}
}
void BannerWindow::Draw(void)
{
bool btnAGrow = (settingsBtn->GetState() == STATE_SELECTED || backBtn->GetState() == STATE_SELECTED);
bannerFrame.SetButtonAGrow(btnAGrow);
bannerFrame.SetButtonBGrow(startBtn->GetState() == STATE_SELECTED);
//! Start playing banner sound after last animation frame if animation after zoom is enabled
//! or on first frame if during zoom is enable
if( AnimZoomIn && gameSound && (((Settings.BannerAnimStart == BANNER_START_ON_ZOOM) && AnimStep == 0)
|| ((Settings.BannerAnimStart == BANNER_START_AFTER_ZOOM) && ((AnimStep + 1) == MaxAnimSteps))))
{
reducedVol = true;
gameSound->Play();
}
// Run window animation
Animate();
// draw a black background image first
Menu_DrawRectangle(0.0f, 0.0f, ScreenProps.x, ScreenProps.y, (GXColor) {0, 0, 0, BGAlpha}, true);
// no banner alpha means its the start of the animation
if(BannerAlpha == 0)
return;
// cut the unneeded crap
Mtx mv1, mv2, mv3;
guMtxIdentity (mv2);
guMtxIdentity (mv3);
guMtxScaleApply(modelview,mv1, 1.f, -1.f, 1.f);
guMtxTransApply(mv1,mv1, 0.5f * ScreenProps.x, 0.5f * ScreenProps.y, 0.f);
guMtxTransApply(mv2,mv2, -0.5f * fBannerWidth, 0.5f * fBannerHeight, 0.f);
guMtxTransApply(mv3,mv3, 0.5f * fBannerWidth, -0.5f * fBannerHeight, 0.f);
guMtxConcat (mv1, mv2, mv2);
guMtxConcat (mv1, mv3, mv3);
f32 viewportv[6];
f32 projectionv[7];
GX_GetViewportv(viewportv, vmode);
GX_GetProjectionv(projectionv, projection, GX_ORTHOGRAPHIC);
guVector vecTL;
guVector vecBR;
GX_Project(0.0f, 0.0f, 0.0f, mv2, projectionv, viewportv, &vecTL.x, &vecTL.y, &vecTL.z);
GX_Project(0.0f, 0.0f, 0.0f, mv3, projectionv, viewportv, &vecBR.x, &vecBR.y, &vecBR.z);
// round up scissor box offset and round down the size
u32 scissorX = (u32)(0.5f + std::max(vecTL.x, 0.0f));
u32 scissorY = (u32)(0.5f + std::max(vecTL.y, 0.0f));
u32 scissorW = (u32)std::max(vecBR.x - vecTL.x, 0.0f);
u32 scissorH = (u32)std::max(vecBR.y - vecTL.y, 0.0f);
GX_SetScissor( scissorX, scissorY, scissorW, scissorH );
// load projection matrix
GX_LoadProjectionMtx(projection, GX_ORTHOGRAPHIC);
if(gameBanner->getBanner())
{
gameBanner->getBanner()->Render(modelview, ScreenProps, Settings.widescreen, BannerAlpha);
// advance only when animation isnt running on certain options
if(Settings.BannerAnimStart != BANNER_START_AFTER_ZOOM || !AnimationRunning)
{
gameBanner->getBanner()->AdvanceFrame();
// skip every 6th frame on PAL50 since all banners are 60 Hz
if(Settings.PAL50 && (frameCount % 6 == 0)) {
gameBanner->getBanner()->AdvanceFrame();
}
}
}
// render big frame and animate button over effects
bannerFrame.Render(modelview, ScreenProps, Settings.widescreen, BannerAlpha);
bannerFrame.AdvanceFrame();
// Setup GX
ReSetup_GX();
if(AnimationRunning) {
// remove scissors again as we draw the background layout too
GX_SetScissor(0, 0, vmode->fbWidth, vmode->efbHeight);
// only render gui stuff when animation is done
return;
}
GuiWindow::Draw();
}