mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-16 00:15:08 +01:00
991e48c398
* Reverted default titles path to be /usbloader_gx/ Too many users reported issue with sub-folder. * Added favorite icons to Animated banner Game Window. (Thanks to Suloku for the patch!) * Added GUI settings to choose favorite layout on banners. * Updated French language
727 lines
21 KiB
C++
727 lines
21 KiB
C++
/****************************************************************************
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* Copyright (C) 2012 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include <unistd.h>
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#include "BannerWindow.hpp"
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#include "GUI/GuiBannerGrid.h"
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#include "banner/BannerAsync.h"
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#include "banner/CustomBanner.h"
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#include "banner/OpeningBNR.hpp"
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#include "settings/CSettings.h"
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#include "settings/CGameStatistics.h"
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#include "settings/menus/GameSettingsMenu.hpp"
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#include "SystemMenu/SystemMenuResources.h"
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#include "prompts/GameWindow.hpp"
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#include "themes/CTheme.h"
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#include "language/gettext.h"
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#include "menu/menus.h"
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#include "utils/tools.h"
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// Load only once
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BannerFrame BannerWindow::bannerFrame;
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BannerWindow::BannerWindow(GameBrowseMenu *m, struct discHdr *header)
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: GuiWindow(screenwidth, screenheight)
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, browserMenu(m)
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, MaxAnimSteps(Settings.BannerZoomDuration)
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{
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ScreenProps.x = screenwidth;
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ScreenProps.y = screenheight;
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f32 xOffset = Settings.BannerProjectionOffsetX;
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f32 yOffset = Settings.BannerProjectionOffsetY;
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guMtxIdentity(modelview);
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guMtxTransApply (modelview, modelview, xOffset, yOffset, 0.0F);
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memcpy(&originalProjection, &FSProjection2D, sizeof(Mtx44));
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returnVal = -1;
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gameSelected = 0;
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gameSound = NULL;
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dvdheader = NULL;
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reducedVol = false;
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if(!bannerFrame.IsLoaded())
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bannerFrame.Load(U8Archive(SystemMenuResources::Instance()->GetChanTtlAsh(),
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SystemMenuResources::Instance()->GetChanTtlAshSize()));
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AnimStep = 0;
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AnimPosX = 0.5f * (ScreenProps.x - fIconWidth);
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AnimPosY = 0.5f * (ScreenProps.y - fIconHeight);
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AnimZoomIn = true;
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AnimationRunning = false;
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int gameIdx;
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//! get the game index to this header
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for(gameIdx = 0; gameIdx < gameList.size(); ++gameIdx)
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{
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if(gameList[gameIdx] == header)
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{
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gameSelected = gameIdx;
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break;
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}
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}
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//! Set dvd header if the header does not match any of the list games
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if(gameIdx == gameList.size())
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dvdheader = header;
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GuiBannerGrid *bannerBrowser = dynamic_cast<GuiBannerGrid *>(browserMenu->GetGameBrowser());
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if(bannerBrowser)
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bannerBrowser->GetIconCoordinates(gameSelected, &AnimPosX, &AnimPosY);
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gameBanner = new Banner;
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imgFavorite = Resources::GetImageData("favorite.png");
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imgNotFavorite = Resources::GetImageData("not_favorite.png");
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imgLeft = Resources::GetImageData("startgame_arrow_left.png");
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imgRight = Resources::GetImageData("startgame_arrow_right.png");
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trigA = new GuiTrigger;
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trigA->SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
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trigB = new GuiTrigger;
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trigB->SetButtonOnlyTrigger(-1, WPAD_BUTTON_B | WPAD_CLASSIC_BUTTON_B, PAD_BUTTON_B);
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trigL = new GuiTrigger;
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trigL->SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
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trigR = new GuiTrigger;
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trigR->SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
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trigPlus = new GuiTrigger;
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trigPlus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, PAD_TRIGGER_R);
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trigMinus = new GuiTrigger;
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trigMinus->SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, PAD_TRIGGER_L);
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playcntTxt = new GuiText((char*) NULL, 18, thColor("r=0 g=0 b=0 a=255 - banner window playcount text color"));
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playcntTxt->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
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playcntTxt->SetPosition(thInt("0 - banner window play count pos x"),
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thInt("215 - banner window play count pos y") - Settings.AdjustOverscanY / 2);
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settingsBtn = new GuiButton(215, 75);
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settingsBtn->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
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settingsBtn->SetSoundOver(btnSoundOver);
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settingsBtn->SetSoundClick(btnSoundClick2);
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settingsBtn->SetPosition(-120, 175);
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settingsBtn->SetTrigger(trigA);
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startBtn = new GuiButton(215, 75);
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startBtn->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
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startBtn->SetSoundOver(btnSoundOver);
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startBtn->SetSoundClick(btnSoundClick2);
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startBtn->SetPosition(110, 175);
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startBtn->SetTrigger(trigA);
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backBtn = new GuiButton(215, 75);
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backBtn->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
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backBtn->SetSoundOver(btnSoundOver);
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backBtn->SetSoundClick(btnSoundClick2);
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backBtn->SetPosition(-screenwidth, -screenheight); // set out of screen
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backBtn->SetTrigger(0, trigA);
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backBtn->SetTrigger(1, trigB);
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// Set favorite button position
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int xPos = -198-(3*27)-14;
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if(Settings.bannerFavIcon == BANNER_FAVICON_SINGLE_LINEA) // push more to the screen border
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xPos += -14;
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int yPos = 175-27;
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float angle = 3*M_PI/2;
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for(int i = 0; i < FAVORITE_STARS; ++i)
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{
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if(Settings.bannerFavIcon == BANNER_FAVICON_CIRC)
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{
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/*
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Arrangement:
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0
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1
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2
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3
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4
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*/
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if (i==0 || i == 4){
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xPos = (-180-70 - 40*cos(angle)); //litte adjustment, image looks too far
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}
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else{
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xPos = (-180-65 - 40*cos(angle));
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}
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yPos = (169 + 40*sin(angle));
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angle += M_PI/4;
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/*
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if (i == 0){
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xPos += 27+14;
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}else if (i < 3){
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xPos += -14;
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yPos += 27;
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} else if (i >= 3){
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xPos += 14;
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yPos += 27;
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}
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*/
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}
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else if(Settings.bannerFavIcon == BANNER_FAVICON_SIN)
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{
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/*
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Arrangement:
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0 2 4
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1 3
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*/
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xPos += 27;
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xPos += -14;
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if ((i&1)==0)
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{
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yPos += 27;
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}
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else
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{
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yPos -= 27;
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}
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}
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else if(Settings.bannerFavIcon == BANNER_FAVICON_MULTI_LINE)
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{
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/*
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Sequential arrangement, 3 on top, 2 at bottom:
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1 2 3
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4 5
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*/
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xPos += 27;
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if (i==2){
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xPos += -27-27-14;
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yPos += 27;
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}
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}
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else if(Settings.bannerFavIcon == BANNER_FAVICON_SINGLE_LINEA)
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{
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/* Arrangement : inline above the settings */
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xPos += 27;
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yPos = 95;
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}
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else if(Settings.bannerFavIcon == BANNER_FAVICON_SINGLE_LINEB)
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{
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/* Arrangement : inline below the settings */
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xPos += 27;
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yPos = 210;
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}
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FavoriteBtnImg[i] = new GuiImage;
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FavoriteBtnImg[i]->SetWidescreen(Settings.widescreen);
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FavoriteBtn[i] = new GuiButton(imgFavorite->GetWidth(), imgFavorite->GetHeight());
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FavoriteBtn[i]->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
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FavoriteBtn[i]->SetPosition(xPos, yPos);
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FavoriteBtn[i]->SetImage(FavoriteBtnImg[i]);
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FavoriteBtn[i]->SetSoundOver(btnSoundOver);
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FavoriteBtn[i]->SetSoundClick(btnSoundClick2);
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FavoriteBtn[i]->SetTrigger(trigA);
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FavoriteBtn[i]->SetEffectGrow();
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}
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btnLeftImg = new GuiImage(imgLeft);
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if (Settings.wsprompt) btnLeftImg->SetWidescreen(Settings.widescreen);
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btnLeft = new GuiButton(btnLeftImg, btnLeftImg, ALIGN_LEFT, ALIGN_MIDDLE, 20, -50, trigA, btnSoundOver, btnSoundClick2, 1);
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btnLeft->SetTrigger(trigL);
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btnLeft->SetTrigger(trigMinus);
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btnRightImg = new GuiImage(imgRight);
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if (Settings.wsprompt) btnRightImg->SetWidescreen(Settings.widescreen);
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btnRight = new GuiButton(btnRightImg, btnRightImg, ALIGN_RIGHT, ALIGN_MIDDLE, -20, -50, trigA, btnSoundOver, btnSoundClick2, 1);
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btnRight->SetTrigger(trigR);
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btnRight->SetTrigger(trigPlus);
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if (Settings.ShowPlayCount)
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Append(playcntTxt);
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Append(backBtn);
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if (!dvdheader) //stuff we don't show if it is a DVD mounted
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{
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Append(btnLeft);
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Append(btnRight);
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}
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bannerFrame.SetButtonBText(tr("Start"));
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//check if unlocked
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if (Settings.godmode || !(Settings.ParentalBlocks & BLOCK_GAME_SETTINGS))
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{
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bannerFrame.SetButtonAText(tr("Settings"));
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Append(settingsBtn);
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if(Settings.bannerFavIcon != BANNER_FAVICON_OFF)
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for(int i = 0; i < FAVORITE_STARS; ++i)
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Append(FavoriteBtn[i]);
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}
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else
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{
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bannerFrame.SetButtonAText(tr("Back"));
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backBtn->SetPosition(-120, 175);
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}
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Append(startBtn); //! Appending the disc on top of all
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ChangeGame(false);
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}
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BannerWindow::~BannerWindow()
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{
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if(parentElement)
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((GuiWindow * ) parentElement)->Remove(this);
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RemoveAll();
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delete trigA;
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delete trigB;
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delete trigL;
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delete trigR;
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delete trigPlus;
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delete trigMinus;
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delete imgFavorite;
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delete imgNotFavorite;
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delete imgLeft;
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delete imgRight;
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delete btnLeftImg;
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delete btnRightImg;
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delete playcntTxt;
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delete startBtn;
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delete backBtn;
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delete settingsBtn;
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delete btnLeft;
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delete btnRight;
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for(int i = 0; i < FAVORITE_STARS; ++i)
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{
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delete FavoriteBtnImg[i];
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delete FavoriteBtn[i];
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}
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if(gameSound) gameSound->Stop();
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delete gameSound;
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bgMusic->SetVolume(Settings.volume);
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delete gameBanner;
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memcpy(&FSProjection2D, &originalProjection, sizeof(Mtx44));
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ResumeGui();
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}
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void BannerWindow::ChangeGame(bool playsound)
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{
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struct discHdr * header = (dvdheader ? dvdheader : gameList[gameSelected]);
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//! Stop thread because all the extract functions are not thread safe
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//! Let it finish the current loading though
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BannerAsync::HaltThread();
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Banner *newBanner = NULL;
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// continue playing sound during loading process
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if((header->type == TYPE_GAME_GC_IMG) || (header->type == TYPE_GAME_GC_DISC) || (header->type == TYPE_GAME_GC_EXTRACTED))
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{
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//! try cache file first and if that fails create the default one
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if(BNRInstance::Instance()->Load(header) && BNRInstance::Instance()->Get() != NULL)
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newBanner = new Banner;
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else
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newBanner = BNRInstance::Instance()->CreateGCBanner(header);
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}
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else {
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BNRInstance::Instance()->Load(header);
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newBanner = new Banner;
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}
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//! remove game sound
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if (gameSound)
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{
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gameSound->Stop();
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delete gameSound;
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gameSound = NULL;
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}
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playcntTxt->SetTextf("%s: %i", tr( "Play Count" ), GameStatistics.GetPlayCount(header));
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HaltGui();
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// set the new banner
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delete gameBanner;
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gameBanner = newBanner;
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// Do not load stuff on game cube games
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if(BNRInstance::Instance()->Get() != NULL)
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gameBanner->LoadBanner(BNRInstance::Instance()->Get(), BNRInstance::Instance()->GetSize());
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if (Settings.gamesoundvolume != 0)
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{
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if( (BNRInstance::Instance()->Get() != NULL)
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&& gameBanner->LoadSound(BNRInstance::Instance()->Get(), BNRInstance::Instance()->GetSize())
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&& gameBanner->getSound())
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{
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gameSound = new GuiSound(gameBanner->getSound(), gameBanner->getSoundSize(), Settings.gamesoundvolume);
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}
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else if((header->type == TYPE_GAME_GC_IMG) || (header->type == TYPE_GAME_GC_DISC) || (header->type == TYPE_GAME_GC_EXTRACTED))
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{
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//! on game cube load the default sound
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gameSound = new GuiSound(Resources::GetFile("gc_banner.ogg"), Resources::GetFileSize("gc_banner.ogg"), Settings.gamesoundvolume);
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}
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if(gameSound)
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{
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bgMusic->SetVolume(0);
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if (Settings.gamesound == 2)
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gameSound->SetLoop(1);
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// If the game is changed within window play sound here directly
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if(playsound)
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gameSound->Play();
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}
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}
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int favoritevar = GameStatistics.GetFavoriteRank(header->id);
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for(int i = 0; i < FAVORITE_STARS; ++i)
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FavoriteBtnImg[i]->SetImage(favoritevar >= i+1 ? imgFavorite : imgNotFavorite);
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//! Resume all threads
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BannerAsync::ResumeThread();
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ResumeGui();
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}
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int BannerWindow::Run()
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{
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int choice = -1;
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while(choice == -1)
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{
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usleep(50000);
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if (shutdown) //for power button
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Sys_Shutdown();
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else if (reset) //for reset button
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Sys_Reboot();
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choice = MainLoop();
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}
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return choice;
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}
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int BannerWindow::MainLoop()
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{
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if (startBtn->GetState() == STATE_CLICKED)
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{
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// If this function was left then the game start was canceled
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GameWindow::BootGame(dvdheader ? dvdheader : gameList[gameSelected]);
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// If it returns from that function reload the list
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gameList.FilterList();
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startBtn->ResetState();
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}
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else if (backBtn->GetState() == STATE_CLICKED) //back
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{
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GuiBannerGrid *bannerBrowser = dynamic_cast<GuiBannerGrid *>(browserMenu->GetGameBrowser());
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if(bannerBrowser)
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{
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bannerBrowser->GetIconCoordinates(gameSelected, &AnimPosX, &AnimPosY);
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bannerBrowser->SetPage(gameSelected / 12);
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}
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// activate rendering again
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browserMenu->GetGameBrowser()->SetVisible(true);
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// finish on going animations first
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while(AnimStep < MaxAnimSteps)
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usleep(1000);
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// set new animation for zoom out
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AnimZoomIn = false;
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AnimStep = 0;
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// finish animation
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while(AnimStep < MaxAnimSteps)
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usleep(1000);
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mainWindow->SetState(STATE_DEFAULT);
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returnVal = 0;
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}
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else if(settingsBtn->GetState() == STATE_CLICKED) //settings
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{
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this->SetState(STATE_DISABLED);
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wiilight(0);
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int settret = GameSettingsMenu::Execute(browserMenu, dvdheader ? dvdheader : gameList[gameSelected]);
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this->SetState(STATE_DEFAULT);
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settingsBtn->ResetState();
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// Show the window again or return to browser on uninstall
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if (settret == MENU_DISCLIST)
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returnVal = 1;
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}
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else if (btnRight->GetState() == STATE_CLICKED) //next game
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{
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if(Settings.xflip == XFLIP_YES)
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{
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gameSelected = (gameSelected - 1 + gameList.size()) % gameList.size();
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ChangeGame(true);
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}
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else if(Settings.xflip == XFLIP_SYSMENU)
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{
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gameSelected = (gameSelected + 1) % gameList.size();
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ChangeGame(true);
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}
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else if(Settings.xflip == XFLIP_WTF)
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{
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gameSelected = (gameSelected - 1 + gameList.size()) % gameList.size();
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ChangeGame(true);
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}
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else
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{
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gameSelected = (gameSelected + 1) % gameList.size();
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ChangeGame(true);
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}
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btnRight->ResetState();
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}
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else if (btnLeft->GetState() == STATE_CLICKED) //previous game
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{
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if(Settings.xflip == XFLIP_YES)
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{
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gameSelected = (gameSelected + 1) % gameList.size();
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ChangeGame(true);
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}
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else if(Settings.xflip == XFLIP_SYSMENU)
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{
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gameSelected = (gameSelected - 1 + gameList.size()) % gameList.size();
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ChangeGame(true);
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}
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else if(Settings.xflip == XFLIP_WTF)
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{
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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;
|
|
}
|
|
}
|
|
|
|
for(int i = 0; i < FAVORITE_STARS; ++i)
|
|
{
|
|
if(FavoriteBtn[i]->GetState() == STATE_CLICKED)
|
|
{
|
|
// This button can only be clicked when this is not a dvd header
|
|
struct discHdr * header = gameList[gameSelected];
|
|
int FavoriteRank = (i+1 == GameStatistics.GetFavoriteRank(header->id)) ? 0 : i+1; // Press the current rank to reset the rank
|
|
|
|
GameStatistics.SetFavoriteRank(header->id, FavoriteRank);
|
|
GameStatistics.Save();
|
|
for(int j = 0; j < FAVORITE_STARS; ++j)
|
|
FavoriteBtnImg[j]->SetImage(FavoriteRank >= j+1 ? imgFavorite : imgNotFavorite);
|
|
|
|
FavoriteBtn[i]->ResetState();
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|