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https://github.com/DarkStore-3DS/Universal-Core.git
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Major Screen changes. (If using the screen class, read the description!!)
Changes which are needed when using the screen class:
- Add `void callConstructor() override { }` to your screen's public header.
- Call `Gui::DrawScreen();` to draw the screen.
- Call `Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch);` to call the Logic.
- Call `Gui::CallConstructor();` to call the used screen's constructor.
- call `Gui::setScreen(std::make_unique<ScreenName>(), <true/ false, depends if you like to transfer the screen to the usedScreen directly.>);` to set the screen.
- Call `Gui::transferScreen();` in case you like to set the tempScreen to the used one.
- Get rid of the `Gui::screenBack();` calls and use `Gui::setScreen(...)` directly for it.
This commit is contained in:
@@ -36,7 +36,7 @@ C3D_RenderTarget* Bottom;
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C2D_TextBuf TextBuf;
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C2D_Font Font;
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std::stack<std::unique_ptr<Screen>> screens;
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std::unique_ptr<Screen> usedScreen, tempScreen; // tempScreen used for "fade" effects.
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bool currentScreen = false;
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// Clear Text.
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@@ -97,6 +97,7 @@ void Gui::exit(void) {
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C2D_TextBufDelete(TextBuf);
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C2D_Fini();
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C3D_Fini();
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usedScreen = nullptr;
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}
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// Draw a Centered String.
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@@ -238,24 +239,38 @@ bool Gui::Draw_Rect(float x, float y, float w, float h, u32 color) {
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return C2D_DrawRectSolid(x, y, 0.5f, w, h, color);
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}
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// Mainloop the GUI.
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void Gui::mainLoop(u32 hDown, u32 hHeld, touchPosition touch) {
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if (!screens.empty()) {
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screens.top()->Draw();
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screens.top()->Logic(hDown, hHeld, touch);
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}
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// Draw's the current screen's draw.
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void Gui::DrawScreen() {
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if (usedScreen != nullptr) usedScreen->Draw();
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}
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// Do the current screen's logic.
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void Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch) {
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if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
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}
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// Calls the current screen's constructor.
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void Gui::CallConstructor() {
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if (usedScreen != nullptr) usedScreen->callConstructor();
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}
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// Move's the tempScreen to the used one.
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void Gui::transferScreen() {
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if (tempScreen != nullptr) usedScreen = std::move(tempScreen);
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}
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// Set the current Screen.
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void Gui::setScreen(std::unique_ptr<Screen> screen) { screens.push(std::move(screen)); }
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// Go a Screen back.
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void Gui::screenBack() { if (screens.size() > 0) screens.pop(); }
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void Gui::setScreen(std::unique_ptr<Screen> screen, bool screenSwitch) {
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tempScreen = std::move(screen);
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if (screenSwitch) {
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Gui::transferScreen();
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}
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}
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// Select, on which Screen should be drawn.
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void Gui::ScreenDraw(C3D_RenderTarget * screen) {
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C2D_SceneBegin(screen);
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currentScreen = (screen==Top || screen==TopRight) ? 1 : 0;
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currentScreen = (screen == Top || screen == TopRight) ? 1 : 0;
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}
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void Gui::drawGrid(float xPos, float yPos, float Width, float Height, u32 color) {
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