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Optimize boxart image load (#130)
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<!--- Provide a general summary of your changes in the Title above -->

## Description
<!--- Describe your changes in detail -->
Improves boxart image loading by using directory file paths.
It also adds matching by full game ID's (for compatibility), but notes
in the readme that it is slow.

## Motivation and Context
<!--- What does this sample do? What problem does it solve? -->
<!--- If it fixes/closes/resolves an open issue, please link to the
issue here -->
Loading boxart was slow in certain circumstances.

## How Has This Been Tested?
<!-- (if applicable) -->
<!--- Please describe in detail how you tested your sample/changes. -->
<!--- Include details of your testing environment, and the tests you ran
to -->
<!--- see how your change affects other areas of the code, etc. -->
Locally on an SC64.

## Screenshots
<!-- (if appropriate): -->

## Types of changes
<!--- What types of changes does your code introduce? Put an `x` in all
the boxes that apply: -->
- [x] Improvement (non-breaking change that adds a new feature)
- [ ] Bug fix (fixes an issue)
- [ ] Breaking change (breaking change)
- [ ] Documentation Improvement
- [ ] Config and build (change in the configuration and build system,
has no impact on code or features)

## Checklist:
<!--- Go over all the following points, and put an `x` in all the boxes
that apply. -->
<!--- If you're unsure about any of these, don't hesitate to ask. We're
here to help! -->
- [ ] My code follows the code style of this project.
- [ ] My change requires a change to the documentation.
- [ ] I have updated the documentation accordingly.
- [ ] I have added tests to cover my changes.
- [ ] All new and existing tests passed.

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Signed-off-by: GITHUB_USER <GITHUB_USER_EMAIL>


<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit


- **New Features**
- Introduced a new image type enumeration for boxart components,
enhancing image management.
- Updated boxart initialization to allow for specific image views,
improving flexibility in image retrieval.
- Enhanced instructions for setting up boxart images with clearer
directory structures and simplified naming conventions.

- **Bug Fixes**
- Improved the logic for loading boxart images, enabling better fallback
options in case of missing files.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->
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networkfusion authored Sep 28, 2024
1 parent d87dfb4 commit 269a8ae
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54 changes: 38 additions & 16 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -49,22 +49,44 @@ An open source menu for N64 flashcarts.
## Experimental features
These features are subject to change:

### ROM Boxart
To use boxart, place PNG files in the `/menu/boxart` folder on the SD card with the following dimensions:
* Standard covers: 158x112
* 64DD covers: 129x112
* Japanese covers: 112x158

Each file must be named according to the 2 letter ROM ID, or 3 letter ROM ID including media type.
i.e. for GoldenEye 2 letters, this would be `GE.png`.
i.e. for GoldenEye 3 letters, this would be `NGE.png`.
You can download these boxart packs:

[American Boxart](https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w)

[European Boxart](https://mega.nz/file/O7AjDbRJ#VnVU10dq8HQvBUQptppI6PAcQMb8-Zembqav8WtAQ_M)

[64DD Boxart](https://mega.nz/file/O3JzwD7B#BYl1aV-pbrJ-MxWUbM_K0yGVIRbmSoxJJZqQInRzZyM)

### GamePak sprites
To use N64 `GamePak` sprites, place `PNG` files within the `sd:/menu/boxart/` folder.


#### Supported sprites
These must be `PNG` files that use the following dimensions:
* Standard N64 GamePak boxart sprites: 158x112
* Japanese N64 GamePak boxart sprites: 112x158
* 64DD boxart sprites: 129x112

They will be loaded by directories using each character of the full 4 character Game Code (as identified in the menus ROM information).
i.e. for GoldenEye NTSC USA (NGEE), this would be `sd:/menu/boxart/N/G/E/E/boxart_front.png`.
i.e. for GoldenEye PAL (NGEP), this would be `sd:/menu/boxart/N/G/E/P/boxart_front.png`.

To improve compatibility between regions (as a fallback), you may exclude the region ID (last matched directory) for GamePaks to match with 3 letter IDs instead:
i.e. for GoldenEye, this would be `sd:/menu/boxart/N/G/E/boxart_front.png`.

**Note1:** Excluding the region ID may show the wrong boxart.
**Note2:** For future support, boxart sprites should also include: `boxart_back.png`, `boxart_top.png`, `boxart_bottom.png`, `boxart_left.png`, `boxart_right.png`.


#### Compatibilty mode
If you cannot yet satisfy the correct boxart layout, The menu still has **deprecated** support for filenames containing the Game ID.

**Note:** This will add a noticeable delay for displaying parts of the menu.

Each file must be named according to the 2,3 or 4 letter GamePak ID (matched in this order).
i.e.
* for GoldenEye 4 letters, this would be `sd:/menu/boxart/NGEE.png` and/or `sd:/menu/boxart/NGEP.png`.
* for GoldenEye 3 letters, this would be `sd:/menu/boxart/NGE.png`.
* for GoldenEye 2 letters, this would be `sd:/menu/boxart/GE.png`.


As a starting point, here are some links to boxart packs:
* [American GamePak Boxart](https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w)
* [European GamePak Boxart](https://mega.nz/file/O7AjDbRJ#VnVU10dq8HQvBUQptppI6PAcQMb8-Zembqav8WtAQ_M)
* [64DD Boxart](https://mega.nz/file/O3JzwD7B#BYl1aV-pbrJ-MxWUbM_K0yGVIRbmSoxJJZqQInRzZyM)


### Menu Settings
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37 changes: 36 additions & 1 deletion src/menu/components.h
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,41 @@
#include <libdragon.h>
#include "menu_state.h"

/** @brief File image Enumeration. */
typedef enum {

/** @brief Boxart image from the front */
IMAGE_BOXART_FRONT,

/** @brief Boxart image from the back */
IMAGE_BOXART_BACK,

/** @brief Boxart image from the top */
IMAGE_BOXART_TOP,

/** @brief Boxart image from the bottom */
IMAGE_BOXART_BOTTOM,

/** @brief Boxart image from the left side */
IMAGE_BOXART_LEFT,

/** @brief Boxart image from the right side */
IMAGE_BOXART_RIGHT,

/** @brief GamePak image from the front */
IMAGE_GAMEPAK_FRONT,

/** @brief GamePak image from the back */
IMAGE_GAMEPAK_BACK,

/** @brief File image thumbnail */
IMAGE_THUMBNAIL,

/** @brief List end marker */
IMAGE_TYPE_END

} file_image_type_t;


/**
* @addtogroup
Expand Down Expand Up @@ -64,7 +99,7 @@ typedef struct {
surface_t *image;
} component_boxart_t;

component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code);
component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code, file_image_type_t current_image_view);
void component_boxart_free (component_boxart_t *b);
void component_boxart_draw (component_boxart_t *b);

Expand Down
94 changes: 78 additions & 16 deletions src/menu/components/boxart.c
Original file line number Diff line number Diff line change
Expand Up @@ -17,9 +17,9 @@ static void png_decoder_callback (png_err_t err, surface_t *decoded_image, void
}


component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code) {
component_boxart_t *component_boxart_init (const char *storage_prefix, char *game_code, file_image_type_t current_image_view) {
component_boxart_t *b;
char file_name[8];
char boxart_id_path[8];

if ((b = calloc(1, sizeof(component_boxart_t))) == NULL) {
return NULL;
Expand All @@ -29,21 +29,83 @@ component_boxart_t *component_boxart_init (const char *storage_prefix, char *gam

path_t *path = path_init(storage_prefix, BOXART_DIRECTORY);

sprintf(file_name, "%.3s.png", game_code);
path_push(path, file_name);
if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
path_free(path);
return b;
sprintf(boxart_id_path, "%c/%c/%c/%c", game_code[0], game_code[1], game_code[2], game_code[3]);
path_push(path, boxart_id_path);

if (!directory_exists(path_get(path))) { // Allow boxart to not specify the region code.
path_pop(path);
}

if (directory_exists(path_get(path))) {
switch (current_image_view) {
case IMAGE_GAMEPAK_FRONT:
path_push(path, "gamepak_front.png");
case IMAGE_GAMEPAK_BACK:
path_push(path, "gamepak_back.png");
case IMAGE_BOXART_BACK:
path_push(path, "boxart_back.png");
case IMAGE_BOXART_LEFT:
path_push(path, "boxart_left.png");
case IMAGE_BOXART_RIGHT:
path_push(path, "boxart_right.png");
case IMAGE_BOXART_BOTTOM:
path_push(path, "boxart_bottom.png");
case IMAGE_BOXART_TOP:
path_push(path, "boxart_top.png");
default:
path_push(path, "boxart_front.png");
}

if (file_exists(path_get(path))) {
if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
path_free(path);
return b;
}
}
}
path_pop(path);

// TODO: This is bad, we should only check for 3 letter codes
sprintf(file_name, "%.2s.png", game_code + 1);
path_push(path, file_name);
if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
path_free(path);
return b;
else { // compatibility mode

char file_name[8];

// reset the directory path used for boxart.
path = path_init(storage_prefix, BOXART_DIRECTORY);

sprintf(file_name, "%c%c%c%c.png", game_code[0], game_code[1], game_code[2], game_code[3]);
path_push(path, file_name);

if (file_exists(path_get(path))) {
if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
path_free(path);
return b;
}
}

path_pop(path);
sprintf(file_name, "%c%c%c.png", game_code[0], game_code[1], game_code[2]);
path_push(path, file_name);

if (file_exists(path_get(path))) {
if (file_exists(path_get(path))) {
if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
path_free(path);
return b;
}
}
}
else {
path_pop(path);

sprintf(file_name, "%c%c.png", game_code[1], game_code[2]);
path_push(path, file_name);
if (file_exists(path_get(path))) {
if (png_decoder_start(path_get(path), BOXART_WIDTH_MAX, BOXART_HEIGHT_MAX, png_decoder_callback, b) == PNG_OK) {
path_free(path);
return b;
}
}
}
}
// TODO: return default image.

path_free(path);
free(b);
Expand Down Expand Up @@ -89,4 +151,4 @@ void component_boxart_draw (component_boxart_t *b) {
BOXART_LOADING_COLOR
);
}
}
}
2 changes: 1 addition & 1 deletion src/menu/views/load_disk.c
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,7 @@ void view_load_disk_init (menu_t *menu) {
menu_show_error(menu, convert_error_message(err));
}

boxart = component_boxart_init(menu->storage_prefix, menu->load.disk_info.id);
boxart = component_boxart_init(menu->storage_prefix, menu->load.disk_info.id, IMAGE_BOXART_FRONT);
}

void view_load_disk_display (menu_t *menu, surface_t *display) {
Expand Down
2 changes: 1 addition & 1 deletion src/menu/views/load_rom.c
Original file line number Diff line number Diff line change
Expand Up @@ -355,7 +355,7 @@ void view_load_rom_init (menu_t *menu) {
return;
}

boxart = component_boxart_init(menu->storage_prefix, menu->load.rom_info.game_code);
boxart = component_boxart_init(menu->storage_prefix, menu->load.rom_info.game_code, IMAGE_BOXART_FRONT);

component_context_menu_init(&options_context_menu);
}
Expand Down

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