Some changes, see description for more.

- [GUI]: Add `std::string Gui::WrapText(...);`

- [GUI]: Some cleanup i guess.

- Remove HID part, cause it wasn't used anyways.
This commit is contained in:
StackZ
2020-10-19 11:12:20 +02:00
parent d47ce8842b
commit 30b04fa488
5 changed files with 508 additions and 391 deletions
+159 -104
View File
@@ -34,167 +34,222 @@
#include <citro3d.h>
namespace Gui {
// Clear the Text Buffer.
/*
Clear the Text Buffer.
*/
void clearTextBufs(void);
/* Draw a sprite from a SpriteSheet.
* sheet: The SpriteSheet which should be used.
* imgIndex: The index of the sprite from the sheet which should be drawn.
* x: The X Position where the sprite should be drawn.
* y: The Y Position where the sprite should be drawn.
* ScaleX: The X-Scale for the sprite. (Optional!)
* ScaleY: The Y-Scale for the sprite. (Optional!)
/*
Draw a sprite from a SpriteSheet.
sheet: The SpriteSheet which should be used.
imgIndex: The index of the sprite from the sheet which should be drawn.
x: The X Position where the sprite should be drawn.
y: The Y Position where the sprite should be drawn.
ScaleX: The X-Scale for the sprite. (Optional!)
ScaleY: The Y-Scale for the sprite. (Optional!)
*/
void DrawSprite(C2D_SpriteSheet sheet, size_t imgindex, int x, int y, float ScaleX = 1, float ScaleY = 1);
// Initialize the GUI with Citro2D & Citro3D and initialize the Textbuffer. (call this when initializing.)
/*
Initialize the GUI with Citro2D & Citro3D and initialize the Textbuffer.
call this when initializing.
*/
Result init(void);
/* Load a Font. (BCFNT)
* fnt: The C2D_Font variable which should be initialized.
* Path: Path to the BCFNT file.
* if you're unsure, just call 'Gui::init();' and it will load the system font.
*/
Result loadFont(C2D_Font &fnt, const char * Path = "");
/*
Load a Font. (BCFNT)
/* Unload a Font. (BCFNT)
* fnt: The C2D_Font variable which should be unloaded.
fnt: The C2D_Font variable which should be initialized.
Path: Path to the BCFNT file.
if you're unsure, just call 'Gui::init();' and it will load the system font.
*/
Result loadFont(C2D_Font &fnt, const char *Path = "");
/*
Unload a Font. (BCFNT)
fnt: The C2D_Font variable which should be unloaded.
*/
Result unloadFont(C2D_Font &fnt);
/* Load a spritesheet.
* Path: Path to the SpriteSheet file. (T3X)
* sheet: Reference to the C2D_SpriteSheet declaration.
*/
Result loadSheet(const char* Path, C2D_SpriteSheet &sheet);
/*
Load a spritesheet.
/* Unload a spritesheet.
* sheet: Reference to the C2D_SpriteSheet which should be free'd.
Path: Path to the SpriteSheet file. (T3X)
sheet: Reference to the C2D_SpriteSheet declaration.
*/
Result loadSheet(const char *Path, C2D_SpriteSheet &sheet);
/*
Unload a spritesheet.
sheet: Reference to the C2D_SpriteSheet which should be free'd.
*/
Result unloadSheet(C2D_SpriteSheet &sheet);
// Exit the GUI. (Call this at exit.)
/*
Exit the GUI.
Call this at exit.
*/
void exit(void);
// Reinit the GUI.
/*
Reinit the GUI.
*/
Result reinit(void);
/* Draws a centered String.
* x: The X Offset from center. (Center: 200 px on top, 160 px on Bottom.)
* y: The Y Position of the Text.
* size: The size of the Text.
* color: The Color of the Text.
* Text: The Text which should be displayed.
* maxWidth: The maxWidth for the Text. (Optional!)
* maxHeight: The maxHeight of the Text. (Optional!)
* fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
/*
Draws a centered String.
x: The X Offset from center. (Center: 200 px on top, 160 px on Bottom.)
y: The Y Position of the Text.
size: The size of the Text.
color: The Color of the Text.
Text: The Text which should be displayed.
maxWidth: The maxWidth for the Text. (Optional!)
maxHeight: The maxHeight of the Text. (Optional!)
fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
*/
void DrawStringCentered(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0, C2D_Font fnt = nullptr);
/* Draws a String.
* x: The X Position where the Text should be drawn.
* y: The Y Position where the Text should be drawn.
* size: The size of the Text.
* color: The Color of the Text.
* Text: The Text which should be displayed.
* maxWidth: The maxWidth for the Text. (Optional!)
* maxHeight: The maxHeight of the Text. (Optional!)
* fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
/*
Draws a String.
x: The X Position where the Text should be drawn.
y: The Y Position where the Text should be drawn.
size: The size of the Text.
color: The Color of the Text.
Text: The Text which should be displayed.
maxWidth: The maxWidth for the Text. (Optional!)
maxHeight: The maxHeight of the Text. (Optional!)
fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
*/
void DrawString(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0, C2D_Font fnt = nullptr);
/* Get the width of a String.
* size: The size of the Text.
* Text: The Text where the width should be getted from.
* fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
/*
Get the width of a String.
size: The size of the Text.
Text: The Text where the width should be getted from.
fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
*/
float GetStringWidth(float size, std::string Text, C2D_Font fnt = nullptr);
/* Get the size of a String.
* size: The size of the Text.
* width: The width of the Text.
* height: The height of the Text.
* Text: The Text where the size should be getted from.
* fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
/*
Get the size of a String.
size: The size of the Text.
width: The width of the Text.
height: The height of the Text.
Text: The Text where the size should be getted from.
fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
*/
void GetStringSize(float size, float *width, float *height, std::string Text, C2D_Font fnt = nullptr);
/* Get the height of a String.
* size: The size of the Text.
* Text: The Text where the height should be getted from.
* fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
/*
Get the height of a String.
size: The size of the Text.
Text: The Text where the height should be getted from.
fnt: The Font which should be used. Uses SystemFont by default. (Optional!)
*/
float GetStringHeight(float size, std::string Text, C2D_Font fnt = nullptr);
/* Draw a Rectangle.
* x: X Position of the Rectangle.
* y: Y Position of the Rectangle.
* w: The width of the rectangle.
* h: The height of the rectangle.
* color: The color of the rectangle.
/*
Wrap a long string into a wrapped string.
const std::string &text: The Text which should be wrapped.
float TextSize: The Textsize.
int maxWidth: The max width for wrapping.
NOTE: Only call this once! This does do a lot of calls with while, for loops etc.
*/
std::string WrapText(const std::string &text, float Textsize, int maxWidth);
/*
Draw a Rectangle.
x: X Position of the Rectangle.
y: Y Position of the Rectangle.
w: The width of the rectangle.
h: The height of the rectangle.
color: The color of the rectangle.
*/
bool Draw_Rect(float x, float y, float w, float h, u32 color);
// Used for the current Screen's Draw. (Optional!)
// stack: Is it the stack variant?
/*
Used for the current Screen's Draw. (Optional!)
stack: Is it the stack variant?
*/
void DrawScreen(bool stack = false);
/* Used for the current Screen's Logic. (Optional!)
* hDown: the hidKeysDown() variable.
* hHeld: the HidKeysHeld() variable.
* touch: The TouchPosition variable.
* waitFade: Wheter to wait until the fade ends.
* stack: Is it the stack variant?
/*
Used for the current Screen's Logic. (Optional!)
hDown: the hidKeysDown() variable.
hHeld: the HidKeysHeld() variable.
touch: The TouchPosition variable.
waitFade: Wheter to wait until the fade ends.
stack: Is it the stack variant?
*/
void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade = true, bool stack = false);
/* Transfer the Temp Screen to the used one. (Optional!)
* stack: Is it the stack variant?
* It will check, if the tempScreen variable is not nullptr, so don't worry.
/*
Transfer the Temp Screen to the used one. (Optional!)
stack: Is it the stack variant?
It will check, if the tempScreen variable is not nullptr, so don't worry.
*/
void transferScreen(bool stack = false);
/* Set a specific Screen with switch function. (Optional!)
* screen: unique_ptr of the screen. (Optional by using the screen class.)
* screenSwitch: Wheter to switch to the current screen.
* stack: Is it the stack variant?
/*
Set a specific Screen with switch function. (Optional!)
screen: unique_ptr of the screen. (Optional by using the screen class.)
screenSwitch: Wheter to switch to the current screen.
stack: Is it the stack variant?
*/
void setScreen(std::unique_ptr<Screen> screen, bool fade = false, bool stack = false);
/* Fades into screens and calls the constructor after it. (Optional!)
* fadeoutFrames: Amount of frames for fadeout.
* fadeinFrames: Amount of frames for fadein.
* stack: Is it the stack variant?
/*
Fades into screens and calls the constructor after it. (Optional!)
fadeoutFrames: Amount of frames for fadeout.
fadeinFrames: Amount of frames for fadein.
stack: Is it the stack variant?
*/
void fadeEffects(int fadeoutFrames = 6, int fadeinFrames = 6, bool stack = false);
void screenBack(bool fade = false); // Goes a screen back. (Set!) (Stack only!)
void screenBack2(); // Goes a screen back.(Action!) (Stack only!)
/* Set on which screen to draw.
* screen: The render target. (Targets are inside the screenCommon.hpp file.)
/*
Set on which screen to draw.
screen: The render target. (Targets are inside the screenCommon.hpp file.)
*/
void ScreenDraw(C3D_RenderTarget * screen);
/* Draws a grid.
* xPos: X Position of the grid.
* yPos: Y Position of the grid.
* Width: Width of the grid.
* Height: Height of the grid.
* color: Color of the grid.
/*
Draws a grid.
xPos: X Position of the grid.
yPos: Y Position of the grid.
Width: Width of the grid.
Height: Height of the grid.
color: Color of the grid.
bgColor: The BG Color from the grid. (Optional! It's transparent by default.)
*/
void drawGrid(float xPos, float yPos, float Width, float Height, u32 color);
void drawGrid(float xPos, float yPos, float Width, float Height, u32 color, u32 bgColor = C2D_Color32(0, 0, 0, 0));
/* Draws an animated selector.
* xPos: X Position of the selector.
* yPos: Y Position of the Selector.
* Width: Width of the Selector.
* Height: Height of the Selector.
* speed: The speed of the animation. (Use .030 or something by default.)
* SelectorColor: The Color of the Selector.
* bgColor: The Color from the middle of the Selector. (Optional! It's transparent by default.)
/*
Draws an animated selector.
xPos: X Position of the selector.
yPos: Y Position of the Selector.
Width: Width of the Selector.
Height: Height of the Selector.
speed: The speed of the animation. (Use .030f or something by default.)
SelectorColor: The Color of the Selector outline.
bgColor: The BG Color from the selector. (Optional! It's transparent by default.)
*/
void drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor = C2D_Color32(0, 0, 0, 0));
}
};
#endif