Some more checks to avoid possible crashes.

This commit is contained in:
StackZ
2020-05-21 05:49:21 +02:00
parent a2c87824ad
commit 4dc2426fa5
7 changed files with 186 additions and 113 deletions
+96 -23
View File
@@ -24,8 +24,8 @@
* reasonable ways as different from the original version.
*/
#ifndef GUI_HPP
#define GUI_HPP
#ifndef _UNIVERSAL_CORE_GUI_HPP
#define _UNIVERSAL_CORE_GUI_HPP
#include "screen.hpp"
@@ -36,65 +36,138 @@
namespace Gui
{
// Clear Text Buffer.
// Clear the Text Buffer.
void clearTextBufs(void);
// Draw a sprite from a sheet.
/* 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.
// Initialize the GUI with Citro2D & Citro3D and initialize the Textbuffer. (call this when initializing.)
Result init(void);
// Load a Font. (bcfnt)
/* Load a Font. (BCFNT)
* sysFont: Whether the system font should be loaded instead of custom Font.
* Path: Path to the BCFNT file.
* if you're unsure, just call 'Gui::loadFont();' and it will load the system font.
*/
Result loadFont(bool sysFont = true, const char * Path = "");
// Unload a Font. (bcfnt)
/* Unload a Font. (BCFNT)
* Only use this if a custom Font has been loaded.
*/
Result unloadFont();
// Load a spritesheet.
/* 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);
// Unload a spritesheet.
/* Unload a spritesheet.
* sheet: Reference to the C2D_SpriteSheet which should be free'd.
*/
Result unloadSheet(C2D_SpriteSheet &sheet);
// Exit the GUI.
// Exit the GUI. (Call this at exit.)
void exit(void);
// Draw a centered String.
/* 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!)
*/
void DrawStringCentered(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0);
// Draw a String.
/* 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!)
*/
void DrawString(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0);
// Get the width of a String.
/* Get the width of a String.
* size: The size of the Text.
* Text: The Text where the width should be getted from.
*/
float GetStringWidth(float size, std::string Text);
// Get the size of a String.
/* 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.
*/
void GetStringSize(float size, float *width, float *height, std::string Text);
// Get the height of a String.
/* Get the height of a String.
* size: The size of the Text.
* Text: The Text where the height should be getted from.
*/
float GetStringHeight(float size, std::string Text);
// Draw a Rectangle.
/* 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);
// Mainloop the GUI / Screen part.
/* Used for the mainLoop to display the screens. (Optional!)
* hDown: the hidKeysDown() variable.
* hHeld: the HidKeysHeld() variable.
* touch: The TouchPosition variable.
*/
void mainLoop(u32 hDown, u32 hHeld, touchPosition touch);
// Set a specific Screen.
/* Set a specific Screen.
* screen: unique_ptr of the screen. (Optional by using the screen class.)
*/
void setScreen(std::unique_ptr<Screen> screen);
// Go a Screen back.
// Go a Screen back. (Optional by using the screen class.)
void screenBack();
// Set on which screen to draw.
/* Set on which screen to draw.
* screen: The render target. (Targets are inside the screenCommon.hpp file.)
*/
void ScreenDraw(C3D_RenderTarget * screen);
// Draw a 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.
*/
void drawGrid(float xPos, float yPos, float Width, float Height, u32 color);
// Draw an animated selector.
void drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 colour);
/* 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.)
*/
void drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor = C2D_Color32(0, 0, 0, 0));
}
#endif