usbloadergx/source/BoxCover/BoxCover.cpp
dimok321 e11901bc09 *Changed FreeTypeGX to use IA4 textures for font glyphs (saves a bit memory)
*Fixed cutoff of box cover when it is too near and increased zoom range of the box cover. Reworked the move/zoom of the cover.
*Change wiimote icon when grabbing and dragging the box cover to grab icon
*Fixed bug in homebrew browser (crash)
*Changed a few default GX view configurations
*Use proper size of wiimote pointer image instead of hard coded values
*Reworked scroll/B hold movement stuff from the game list layout
*Removed buildtype.sh and added the define directly in makefile. No need to make an extra header for that.
*Changed makefile a to allow different IOS build modes. The build IOS is used at the start of the loader to load the settings under. If the build IOS is the same as the settings boot IOS the startup is a lot faster since no IOS reload is required. 
To build yourself a special IOS build version type:"make IOS=XXX" where XXX is the number of the IOS (CSettings.cp has to be recompiled for that at least). If nothing is defined IOS222 is taken. There will now be always two versions supplied (IOS222 and IOS249 version). If another build is required build it yourself. You can see the revisions until now as the "IOS249 build version" since they behaved like that.
2011-02-21 19:41:48 +00:00

389 lines
11 KiB
C++

/****************************************************************************
* Copyright (C) 2011
* by 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 "BoxCover.hpp"
#include "BoxMesh.hpp"
#include "themes/CTheme.h"
extern GuiImageData * pointer[4];
BoxCover::BoxCover(GuiImageData * img, bool flat)
: GuiImage(img),
boxBorder(Resources::GetFile("boxBorder.png"), Resources::GetFileSize("boxBorder.png")),
defaultBox(NULL)
{
flatCover = flat;
Zoomable = false;
moveChan = -1;
moveStartPosX = 0;
moveStartPosY = 0;
movePosX = 0.0f;
movePosY = 0.0f;
RotX = 0.0f;
RotY = 0.0f;
RotZ = 0.0f;
PosX = 0.0f;
PosY = 0.0f;
PosZ = -27.f;
AnimRotate = 0.0f;
last_manual_move_frame = 0;
camera = (guVector) {0.0F, 0.0F, 0.0F};
up = (guVector) {0.0F, 1.0F, 0.0F};
look = (guVector) {0.0F, 0.0F, -1.0F};
boxColor = (GXColor) {233, 233, 233, 255};
guLookAt(view, &camera, &up, &look);
//! Remove me later
for(int i = 0; i < 4; ++i)
{
char name[50];
snprintf(name, sizeof(name), "player%i_grab.png", i+1);
GrabPointers[i] = Resources::GetImageData(name);
NormalPointers[i] = pointer[i];
}
if(flatCover || !image)
{
defaultBox = Resources::GetImageData("nocoverFull.png");
GX_InitTexObj(&defaultBoxTex, defaultBox->GetImage(), defaultBox->GetWidth(), defaultBox->GetHeight(), defaultBox->GetTextureFormat(),GX_CLAMP, GX_CLAMP,GX_FALSE);
}
if(!image)
{
GX_InitTexObj(&coverTex, defaultBox->GetImage(), defaultBox->GetWidth(), defaultBox->GetHeight(), defaultBox->GetTextureFormat(),GX_CLAMP, GX_CLAMP,GX_FALSE);
flatCover = false;
}
else
GX_InitTexObj(&coverTex, image, width,height, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
GX_InitTexObj(&boxBorderTex, boxBorder.GetImage(), boxBorder.GetWidth(), boxBorder.GetHeight(), boxBorder.GetTextureFormat(),GX_CLAMP, GX_CLAMP,GX_FALSE);
}
BoxCover::~BoxCover()
{
delete defaultBox;
for(int i = 0; i < 4; ++i)
{
pointer[i] = NormalPointers[i];
delete GrabPointers[i];
}
}
//! Remove me later
void BoxCover::WiiPADControl(GuiTrigger *t)
{
if(t->wpad.btns_d & WPAD_BUTTON_A)
{
if(t->wpad.ir.valid)
{
moveChan = t->chan;
moveStartPosX = t->wpad.ir.x;
moveStartPosY = t->wpad.ir.y;
PosX += movePosX;
PosY += movePosY;
movePosX = 0.0f;
movePosY = 0.0f;
for(int i = 0; i < 4; ++i)
pointer[i] = GrabPointers[i];
}
else
moveChan = -1;
}
else if((t->wpad.btns_h & WPAD_BUTTON_A) && moveChan == t->chan && t->wpad.ir.valid)
{
movePosX = (t->wpad.ir.x-moveStartPosX) * fabs(PosZ)/3400.f;
movePosY = (moveStartPosY-t->wpad.ir.y) * fabs(PosZ)/3400.f;
last_manual_move_frame = frameCount;
}
else if(!(t->wpad.btns_h & WPAD_BUTTON_A) && moveChan == t->chan)
{
for(int i = 0; i < 4; ++i)
pointer[i] = NormalPointers[i];
}
if(t->wpad.btns_h & WPAD_BUTTON_UP)
{
RotX -= 2.0f;
last_manual_move_frame = frameCount;
}
if(t->wpad.btns_h & WPAD_BUTTON_DOWN)
{
RotX += 2.0f;
last_manual_move_frame = frameCount;
}
if(t->wpad.btns_h & WPAD_BUTTON_LEFT)
{
RotY -= 2.0f;
last_manual_move_frame = frameCount;
}
if(t->wpad.btns_h & WPAD_BUTTON_RIGHT)
{
RotY += 2.0f;
last_manual_move_frame = frameCount;
}
if(t->wpad.btns_d & WPAD_BUTTON_2)
{
if(RotY < 180.0f)
SetEffect(EFFECT_BOX_ROTATE_X, 10, 180);
else
SetEffect(EFFECT_BOX_ROTATE_X, -10, -180);
last_manual_move_frame = frameCount;
}
if(t->wpad.btns_h & WPAD_BUTTON_PLUS)
{
if(PosZ < -2.8f)
PosZ += 0.4f*fabs(PosZ)/19.f;
}
if(t->wpad.btns_h & WPAD_BUTTON_MINUS)
{
if(PosZ > -43.0f)
PosZ -= 0.4f*fabs(PosZ)/19.f;
}
}
void BoxCover::Update(GuiTrigger * t)
{
s8 movY = t->WPAD_Stick(0, 0) ;
s8 movX = t->WPAD_Stick(0, 1);
//! Drop nunchuck moves of less than 5 because of sensitivity
if(fabs(movY) < 5.0f) movY = 0;
if(fabs(movX) < 5.0f) movX = 0;
if(movY != 0 || movX != 0)
last_manual_move_frame = frameCount;
RotY += (f32) movY / 50.0f;
RotX -= (f32) movX / 50.0f;
if(Zoomable)
WiiPADControl(t);
//! Stop movement for about 5 sec after manual move
if(frameCount-last_manual_move_frame < 250)
return;
Animation = sin(DegToRad(AnimRotate))*2.0f;
Animation2 = cos(DegToRad(AnimRotate))*5.0f;
AnimRotate += 0.1f;
if(AnimRotate > 360.0f)
AnimRotate = 0.0f;
}
void BoxCover::Draw()
{
u8 BoxAlpha = (int) (alpha+angleDyn) & 0xFF;
Mtx44 projection;
guPerspective(projection, 8, (f32)screenwidth/(f32)screenheight, 1.0f, 300.0F);
GX_LoadProjectionMtx(projection, GX_PERSPECTIVE);
GX_SetVtxDesc(GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX8);
Mtx modelView;
Mtx modelView2;
Mtx modelView3;
guVector cubeAxis = {0,0,1};
guVector cubeAxis2 = {0,1,0};
guVector cubeAxis3 = {1,0,0};
guMtxIdentity(modelView);
guMtxRotAxisDeg(modelView3, &cubeAxis3, RotX-Animation2);
guMtxRotAxisDeg(modelView2, &cubeAxis2, RotY+Animation2+xoffsetDyn/2.0f);
guMtxRotAxisDeg(modelView, &cubeAxis, RotZ-Animation);
guMtxConcat(modelView3, modelView2, modelView2);
guMtxConcat(modelView2, modelView, modelView);
//guMtxScaleApply(modelView, modelView, BoxScale, BoxScale, BoxScale);
guMtxTransApply(modelView, modelView, PosX+xoffsetDyn/680.0f+movePosX, PosY+yoffsetDyn/680.0f+movePosY, PosZ);
guMtxConcat(view,modelView,modelView);
GX_LoadPosMtxImm(modelView, GX_PNMTX0);
//! Border quads
GX_LoadTexObj(&boxBorderTex, GX_TEXMAP0);
GX_InvalidateTexAll();
GX_SetArray(GX_VA_POS, (void *) &g_boxMeshQ[0].pos, sizeof(g_boxMeshQ[0]));
GX_SetArray(GX_VA_TEX0, (void *) &g_boxMeshQ[0].texCoord, sizeof(g_boxMeshQ[0]));
GX_Begin(GX_QUADS, GX_VTXFMT0, g_boxMeshQSize);
for (u32 j = 0; j < g_boxMeshQSize; ++j)
{
GX_Position1x8(j);
GX_Color4u8(boxColor.r, boxColor.g, boxColor.b, BoxAlpha);
GX_TexCoord1x8(j);
}
GX_End();
//! Border triangles
GX_SetArray(GX_VA_POS, (void *) &g_boxMeshT[0].pos, sizeof(g_boxMeshT[0]));
GX_SetArray(GX_VA_TEX0, (void *) &g_boxMeshT[0].texCoord, sizeof(g_boxMeshT[0]));
GX_Begin(GX_TRIANGLES, GX_VTXFMT0, g_boxMeshTSize);
for (u32 j = 0; j < g_boxMeshTSize; ++j)
{
GX_Position1x8(j);
GX_Color4u8(boxColor.r, boxColor.g, boxColor.b, BoxAlpha);
GX_TexCoord1x8(j);
}
GX_End();
//! Back Cover (Might be flat)
GX_LoadTexObj(flatCover ? &defaultBoxTex : &coverTex, GX_TEXMAP0);
GX_InvalidateTexAll();
GX_SetArray(GX_VA_POS, (void *) &g_boxBackCoverMesh[0].pos, sizeof(g_boxBackCoverMesh[0]));
GX_SetArray(GX_VA_TEX0, (void *) &g_boxBackCoverMesh[0].texCoord, sizeof(g_boxBackCoverMesh[0]));
GX_Begin(GX_QUADS, GX_VTXFMT0, g_boxBackCoverMeshSize);
for (u32 j = 0; j < g_boxBackCoverMeshSize; ++j)
{
GX_Position1x8(j);
if(flatCover)
GX_Color4u8(boxColor.r, boxColor.g, boxColor.b, BoxAlpha);
else
GX_Color4u8(0xff, 0xff, 0xff, BoxAlpha);
GX_TexCoord1x8(j);
}
GX_End();
if(flatCover)
{
//! Front Flat Cover
GX_LoadTexObj(&coverTex, GX_TEXMAP0);
GX_InvalidateTexAll();
GX_SetArray(GX_VA_POS, (void *) &g_flatCoverMesh[0].pos, sizeof(g_flatCoverMesh[0]));
GX_SetArray(GX_VA_TEX0, (void *) &g_flatCoverMesh[0].texCoord, sizeof(g_flatCoverMesh[0]));
GX_Begin(GX_QUADS, GX_VTXFMT0, g_flatCoverMeshSize);
for (u32 j = 0; j < g_flatCoverMeshSize; ++j)
{
GX_Position1x8(j);
GX_Color4u8(0xff, 0xff, 0xff, 0xff);
GX_TexCoord1x8(j);
}
GX_End();
}
else
{
//! Front Cover
GX_SetArray(GX_VA_POS, (void *) &g_boxCoverMesh[0].pos, sizeof(g_boxCoverMesh[0]));
GX_SetArray(GX_VA_TEX0, (void *) &g_boxCoverMesh[0].texCoord, sizeof(g_boxCoverMesh[0]));
GX_Begin(GX_QUADS, GX_VTXFMT0, g_boxCoverMeshSize);
for (u32 j = 0; j < g_boxCoverMeshSize; ++j)
{
GX_Position1x8(j);
GX_Color4u8(0xff, 0xff, 0xff, BoxAlpha);
GX_TexCoord1x8(j);
}
GX_End();
}
UpdateEffects();
}
void BoxCover::SetEffect(int eff, int amount, int target)
{
GuiImage::SetEffect(eff, amount, target);
}
void BoxCover::UpdateEffects()
{
GuiImage::UpdateEffects();
if(effects & EFFECT_BOX_FLY_CENTRE)
{
if(PosX > 0.01f)
PosX -= effectAmount/1200.0f;
if(PosY > 0.01f)
PosY -= effectAmount/1200.0f;
if(PosX < -0.01f)
PosX += effectAmount/1200.0f;
if(PosY < -0.01f)
PosY += effectAmount/1200.0f;
movePosX = 0.0f;
movePosY = 0.0f;
PosZ += 0.4f;
RotY += effectAmount/4.9f;
if(fabs(PosX) < 0.1f && fabs(PosY) < 0.1f)
{
PosX = 0.0f;
PosY = 0.0f;
effects = 0;
effectAmount = 0;
}
}
else if(effects & EFFECT_BOX_FLY_BACK)
{
if(PosX > PosXOrig+0.1f)
PosX -= effectAmount/1200.0f;
if(PosY > PosYOrig+0.1f)
PosY -= effectAmount/1200.0f;
if(PosX < PosXOrig-0.1f)
PosX += effectAmount/1200.0f;
if(PosY < PosYOrig-0.1f)
PosY += effectAmount/1200.0f;
PosZ -= 0.4f;
RotY -= effectAmount/4.9f;
if(movePosX > 0.1f)
movePosX -= 0.1f;
else if(movePosX < 0.1f)
movePosX += 0.1f;
if(movePosY > 0.1f)
movePosY -= 0.1f;
else if(movePosY < 0.1f)
movePosY += 0.1f;
if(fabs(PosXOrig-PosX) < 0.1f && fabs(PosYOrig-PosY) < 0.1f)
{
movePosX = 0.0f;
movePosY = 0.0f;
PosX = PosXOrig;
PosY = PosYOrig;
PosZ = PosZOrig;
effects = 0;
effectAmount = 0;
}
}
else if(effects & EFFECT_BOX_ROTATE_X)
{
RotY += effectAmount;
effectTarget -= effectAmount;
if(fabs(effectTarget) < fabs(effectAmount))
{
effects = 0;
effectAmount = 0;
effectTarget = 0;
}
}
}