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https://github.com/DarkStore-3DS/Universal-Core.git
synced 2026-07-03 00:39:23 +00:00
Very WIP: Make more like 3DS Universal-Core
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+8
-16
@@ -42,18 +42,18 @@ private:
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public:
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/**
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* Image drawing class
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* @param path The path to load the image from
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* @param paths The paths to try load the image from, from highest to lowest priority
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*/
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Image(const std::vector<std::string> &paths);
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/**
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* @brief Text printing class
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* @param paths The paths to try load the image from, from highest to lowest priority
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* @param path The path to load the image from
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*/
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Image(const std::string &path) : Image(std::vector<std::string>({path})) {};
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/**
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* @brief Text printing class
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* @param file The file to load the image from, seeked to the image magic
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* @brief Image drawing class
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* @param file The file to load the image from, seeked to the '.GFX' magic
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*/
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Image(FILE *file);
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@@ -70,24 +70,20 @@ public:
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* @brief Draws the image to a background layer, faster but without alpha, scaling, or palette offsetting
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* @param x The X position to draw at
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* @param y The Y position to draw at
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* @param top Whether to draw on teh top or bottom screen, not used for sprites
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* @param layer (Optional) The layer to draw on, not used for sprites
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void draw(int x, int y, bool top, int layer = 3, bool copyPal = true);
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void draw(int x, int y, bool copyPal = true);
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/**
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* @brief Draws the image to a background layer, slower but can skip alpha, scale, and offset the palette
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* @param x The X position to draw at
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* @param y The Y position to draw at
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* @param top Whether to draw on the top or bottom screen
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* @param layer (Optional) Which background layer to draw on
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* @param scaleX (Optional) The scale for the X axis
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* @param scaleY (Optional) The scale for the Y axis
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* @param paletteOffset (Optional) How much to offset the palette by
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void drawSpecial(int x, int y, bool top, int layer = 3, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
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void drawSpecial(int x, int y, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
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/**
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* @brief Draws a segment of an image to a background layer, faster but overwrites alpha and no scaling or palette offsetting
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@@ -97,11 +93,9 @@ public:
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* @param imageY The Y position in the image to draw from
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* @param w The width to draw
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* @param h The height to draw
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* @param top Whether to draw on the top or bottom screen
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* @param layer (Optional) Which background layer to draw on
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void drawSegment(int x, int y, int imageX, int imageY, int w, int h, bool top, int layer = 3, bool copyPal = true);
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void drawSegment(int x, int y, int imageX, int imageY, int w, int h, bool copyPal = true);
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/**
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* @brief Draws a segment of an image to a background layer, slower but can skip alpha, scale, and offset the palette
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@@ -111,14 +105,12 @@ public:
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* @param imageY The Y position in the image to draw from
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* @param w The width to draw
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* @param h The height to draw
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* @param top Whether to draw on the top or bottom screen
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* @param layer (Optional) Which background layer to draw on
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* @param scaleX (Optional) The scale for the X axis
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* @param scaleY (Optional) The scale for the Y axis
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* @param paletteOffset (Optional) How much to offset the palette by
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void drawSegmentSpecial(int x, int y, int imageX, int imageY, int w, int h, bool top, int layer = 3, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
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void drawSegmentSpecial(int x, int y, int imageX, int imageY, int w, int h, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
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};
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