mirror of
https://github.com/DarkStore-3DS/Universal-Core.git
synced 2026-07-02 16:59:05 +00:00
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:
Vendored
+5
@@ -0,0 +1,5 @@
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{
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"files.associations": {
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"string": "cpp"
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}
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}
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@@ -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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@@ -32,10 +32,8 @@
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#include <3ds.h>
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#include <citro2d.h>
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#include <citro3d.h>
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#include <stack>
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namespace Gui
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{
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namespace Gui {
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// Clear the Text Buffer.
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void clearTextBufs(void);
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@@ -134,20 +132,31 @@ namespace Gui
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*/
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bool Draw_Rect(float x, float y, float w, float h, u32 color);
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/* Used for the mainLoop to display the screens. (Optional!)
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// Used for the current Screen's Draw. (Optional!)
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void DrawScreen();
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/* Used for the current Screen's Logic. (Optional!)
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* hDown: the hidKeysDown() variable.
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* hHeld: the HidKeysHeld() variable.
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* touch: The TouchPosition variable.
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*/
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void mainLoop(u32 hDown, u32 hHeld, touchPosition touch);
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void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch);
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/* Set a specific Screen.
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* screen: unique_ptr of the screen. (Optional by using the screen class.)
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/* Used for the current Screen's Constructor call. (Optional!)
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* This is useful if you need to call the screen's constructor.
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*/
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void setScreen(std::unique_ptr<Screen> screen);
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void CallConstructor();
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/* Transfer the Temp Screen to the used one. (Optional!)
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* It will check, if the tempScreen variable is not nullptr, so don't worry.
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*/
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void transferScreen();
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// Go a Screen back. (Optional by using the screen class.)
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void screenBack();
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/* Set a specific Screen with switch function. (Optional!)
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* screen: unique_ptr of the screen. (Optional by using the screen class.)
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* screenSwitch: Wheter to switch to the current screen.
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*/
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void setScreen(std::unique_ptr<Screen> screen, bool screenSwitch = true);
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/* Set on which screen to draw.
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* screen: The render target. (Targets are inside the screenCommon.hpp file.)
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@@ -29,8 +29,7 @@
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#include <cstddef>
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class HID
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{
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class HID {
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public:
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/* The parameters to initialize this class.
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+2
-3
@@ -30,13 +30,12 @@
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#include <3ds.h>
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#include <memory>
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class Screen
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{
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class Screen {
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public:
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virtual ~Screen() {}
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virtual void Logic(u32 hDown, u32 hHeld, touchPosition touch) = 0;
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virtual void Draw() const = 0;
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private:
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virtual void callConstructor() = 0;
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};
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#endif
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+1
-4
@@ -29,8 +29,7 @@
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#include <string>
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class Structs
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{
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class Structs {
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public:
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struct ButtonPos {
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int x;
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@@ -45,8 +44,6 @@ public:
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int y;
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int w;
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};
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private:
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};
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#endif
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