* Do not build here until it is merged. * WIP: Queue System. Right now crashes randomly for whatever reason.. * Animate queue spinner more slowly * Use LightLocks to prevent crashing in the queue (I hope it's fixed at least) * Build nightlies in queue-system * Use version.h for version and specify 7 digits * Remove unneeded $(CURDIR) I put that these for testing, but it's not needed * Multiple Changes, see desc for more. 1.) Theme Implementation. 2.) Show Battery + Time. 3.) Some more work on Queue-System (might still be broke). 4.) Update Copyright to 2021. 5.) Add `%FIRM%` to regex. 6.) Mass Add to Queue. 7.) Search with AND / OR filter. * Gaaah, not again... * Remove DoNothing, some LightLock changes, etc aka Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience. * See desc for more. - Current Queue Entry can now be canceled. - Fix installed list. - Display Download Speed. - BYE BYE Queue LightLock! * Various adjustments to the queue menu - Make cancel button slightly smaller - Right align "Steps: ..." text - Remove "Current Operation:" text - Change KB/MB/GB to KiB/MiB/GiB - Lots of little positioning tweaks - Fix bug where you could get stuck in the prompt - Make spinny thing have a ! when action is needed - Make extracting file increment at the start instead of the end - Delete dumb VS Code file and gitignore it * Change to hollow full charge plugged in icon * Fix the settings positions a bit * Fix custom font download not having prompt Also tweak the text positions, I forgot to change them Co-authored-by: StackZ <47382115+SuperSaiyajinStackZ@users.noreply.github.com>
91 lines
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3.6 KiB
C++
91 lines
No EOL
3.6 KiB
C++
/*
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* This file is part of Universal-Updater
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* Copyright (C) 2019-2021 Universal-Team
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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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* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
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* * Requiring preservation of specified reasonable legal notices or
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* author attributions in that material or in the Appropriate Legal
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* Notices displayed by works containing it.
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* * Prohibiting misrepresentation of the origin of that material,
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* or requiring that modified versions of such material be marked in
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* reasonable ways as different from the original version.
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*/
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#include "lodepng.h"
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#include "msg.hpp"
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#include "screenshot.hpp"
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C2D_Image Screenshot::Convert(const std::string &filename) {
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std::vector<u8> ImageBuffer;
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unsigned width, height;
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C2D_Image img;
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lodepng::decode(ImageBuffer, width, height, filename.c_str());
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img.tex = new C3D_Tex;
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img.subtex = new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f, width / 512.0f, 1.0f - (height / 512.0f)});
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C3D_TexInit(img.tex, 512, 512, GPU_RGBA8);
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C3D_TexSetFilter(img.tex, GPU_LINEAR, GPU_LINEAR);
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img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 512; x++) {
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for (u32 y = 0; y < height && y < 512; y++) {
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const u32 dstPos = ((((y >> 3) * (512 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) | ((y & 2) << 2) |
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((x & 4) << 2) | ((y & 4) << 3))) * 4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)img.tex->data)[dstPos + 0] = ImageBuffer.data()[srcPos + 3];
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((uint8_t *)img.tex->data)[dstPos + 1] = ImageBuffer.data()[srcPos + 2];
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((uint8_t *)img.tex->data)[dstPos + 2] = ImageBuffer.data()[srcPos + 1];
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((uint8_t *)img.tex->data)[dstPos + 3] = ImageBuffer.data()[srcPos + 0];
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}
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}
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return img;
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}
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C2D_Image Screenshot::ConvertFromBuffer(const std::vector<u8> &buffer) {
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std::vector<u8> ImageBuffer;
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unsigned width, height;
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C2D_Image img;
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lodepng::decode(ImageBuffer, width, height, buffer);
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img.tex = new C3D_Tex;
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img.subtex = new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f, width / 512.0f, 1.0f - (height / 512.0f)});
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C3D_TexInit(img.tex, 512, 512, GPU_RGBA8);
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C3D_TexSetFilter(img.tex, GPU_LINEAR, GPU_LINEAR);
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img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 512; x++) {
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for (u32 y = 0; y < height && y < 512; y++) {
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const u32 dstPos = ((((y >> 3) * (512 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) | ((y & 2) << 2) |
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((x & 4) << 2) | ((y & 4) << 3))) * 4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)img.tex->data)[dstPos + 0] = ImageBuffer.data()[srcPos + 3];
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((uint8_t *)img.tex->data)[dstPos + 1] = ImageBuffer.data()[srcPos + 2];
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((uint8_t *)img.tex->data)[dstPos + 2] = ImageBuffer.data()[srcPos + 1];
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((uint8_t *)img.tex->data)[dstPos + 3] = ImageBuffer.data()[srcPos + 0];
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}
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}
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return img;
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} |