void BannerWindow::Draw(void)
{
	if(!ShowBanner)
		return;

	// draw a black background image first
	if(AnimStep >= MaxAnimSteps)
		DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, 0xFF});

	if(changing)
		return;

	// Run window animation
	Animate();

	// 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 + 104.f, 0.f);
	guMtxConcat(mv1, mv2, mv2);
	guMtxConcat(mv1, mv3, mv3);

	f32 viewportv[6];
	f32 projectionv[7];

	GX_GetViewportv(viewportv, m_vid.vid_mode());
	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, m_vid.wide(), 255.f);
		gameBanner.getBanner()->AdvanceFrame();
	}

	// Setup GX
	ReSetup_GX();
	GX_SetScissor(0, 0, m_vid.width(), m_vid.height());

	// Clear and back to previous projection
	m_vid.setup2DProjection();

	// If wanted
	if(Brightness == 200)
		DrawRectangle(0.0f, 0.0f, m_vid.width(), m_vid.height(), (GXColor) {0, 0, 0, Brightness});
}
void Pane::Render(const Resources& resources, u8 parent_alpha, Mtx &modelview,
				  bool widescreen, bool modify_alpha) const
{
	if (!GetVisible() || GetHide())
		return;

	u8 render_alpha = header->alpha;

    if(RootPane && parent_alpha != 0xFF)
    {
        render_alpha = MultiplyAlpha(header->alpha, parent_alpha);
        modify_alpha = true;
    }
	else if(!RootPane && modify_alpha)
	{
		render_alpha = MultiplyAlpha(header->alpha, parent_alpha);
	}
	else if(GetInfluencedAlpha() && header->alpha != 0xff)
	{
		modify_alpha = true;
		parent_alpha = MultiplyAlpha(header->alpha, parent_alpha);
	}

	float ws_scale = 1.0f;

	if( widescreen && GetWidescren() )
	{
		ws_scale *= 0.82f; // should actually be 0.75?
		widescreen = false;
	}

	Mtx m1,m2,m3,m4;
	guMtxIdentity (m1);

	// Scale
	guMtxScaleApply(m1,m1, header->scale.x * ws_scale, header->scale.y, 1.f);

	// Rotate
	guMtxRotDeg ( m2, 'x', header->rotate.x );
	guMtxRotDeg ( m3, 'y', header->rotate.y );
	guMtxRotDeg ( m4, 'z', header->rotate.z );
	guMtxConcat(m2, m3, m2);
	guMtxConcat(m2, m4, m2);
	guMtxConcat(m1, m2, m1);

	// Translate
	guMtxTransApply(m1,m1, header->translate.x, header->translate.y, header->translate.z);

	guMtxConcat (modelview, m1, pane_view);

	bool scissor = gxScissorForBindedLayouts;
	u32 scissorX = 0;
	u32 scissorY = 0;
	u32 scissorW = 0;
	u32 scissorH = 0;

	// calculate scissors if they will be used
	if( scissor )
	{
		Mtx mv2, mv3;
		guMtxIdentity (mv2);
		guMtxIdentity (mv3);
		guMtxTransApply(mv2,mv2, -0.5f * GetOriginX() * GetWidth(), -0.5f * GetOriginY() * GetHeight(), 0.f);
		guMtxTransApply(mv3,mv3, 0.5f * GetOriginX() * GetWidth(), 0.5f * GetOriginY() * GetHeight(), 0.f);
		guMtxScaleApply(mv2, mv2, 1.0f, -1.0f, 1.0f);
		guMtxScaleApply(mv3, mv3, 1.0f, -1.0f, 1.0f);
		guMtxConcat (pane_view, mv2, mv2);
		guMtxConcat (pane_view, mv3, mv3);

		f32 viewport[6];
		f32 projection[7];

		GX_GetViewportv(viewport);
        GX_GetProjectionv(MainProjection, projection, GX_ORTHOGRAPHIC);

		guVector vecTL;
		guVector vecBR;
		GX_Project(0.0f, 0.0f, 0.0f, mv2, projection, viewport, &vecTL.x, &vecTL.y, &vecTL.z);
		GX_Project(0.0f, 0.0f, 0.0f, mv3, projection, viewport, &vecBR.x, &vecBR.y, &vecBR.z);

        // round up scissor box offset and round down the size
        scissorX = (u32)(0.5f + std::max(vecTL.x, 0.0f));
        scissorY = (u32)(0.5f + std::max(vecTL.y, 0.0f));
        scissorW = (u32)std::max(vecBR.x - vecTL.x, 0.0f);
        scissorH = (u32)std::max(vecBR.y - vecTL.y, 0.0f);

		GX_SetScissor( scissorX, scissorY, scissorW, scissorH );
	}

	// binded layouts dont inheiret the modified widescreen setting
	bool realWS = ( _CONF_GetAspectRatio() == CONF_ASPECT_16_9 );

	// draw binded layouts that appear under this one
	foreach( Layout *l, bindedLayoutsUnder )
	{
		l->RenderWithCurrentMtx( pane_view, realWS );
	}
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 stuff
	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();
}