Bring closer to U-C 3DS

This commit is contained in:
Pk11
2021-08-25 16:41:16 -05:00
parent 90c730f35d
commit ad6e5c4d2d
6 changed files with 542 additions and 67 deletions
+205 -24
View File
@@ -34,43 +34,224 @@
#include <nds/ndstypes.h>
#include "UNIVCORE_CONFIG.h"
#ifdef UNIVCORE_3DS_SIZE
#define SCALE_3DS(Pos) Pos = (Pos * 4 / 5)
#else
#define SCALE_3DS(Pos)
#endif
// TODO: Maybe change these, they need to be C2D's flags atm to be compatible with 3DS Universal-Core
enum {
C2D_AtBaseline = BIT(0), ///< Matches the Y coordinate with the baseline of the font.
C2D_WithColor = BIT(1), ///< Draws text with color. Requires a u32 color value.
C2D_AlignLeft = 0 << 2, ///< Draws text aligned to the left. This is the default.
C2D_AlignRight = 1 << 2, ///< Draws text aligned to the right.
C2D_AlignCenter = 2 << 2, ///< Draws text centered.
C2D_AlignJustified = 3 << 2, ///< Draws text justified. When C2D_WordWrap is not specified, right edge is x + scaleX*text->width. Otherwise, right edge is x + the width specified for those values.
C2D_AlignMask = 3 << 2, ///< Bitmask for alignment values.
C2D_WordWrap = BIT(4), ///< Draws text with wrapping of full words before specified width. Requires a float value, passed after color if C2D_WithColor is specified.
};
namespace Gui {
extern int bg3Main, bg2Main, bg3Sub, bg2Sub;
extern bool widescreen;
extern bool top;
/*
Clear the Text Buffer.
*/
void clearTextBufs(void);
/**
* @brief Initializes the screens for drawing
*/
void init(void);
/*
Clear the screen.
*/
void clearScreen(bool top);
/**
* @brief Clears the given screen
* @param top The screen to clear
*/
void clear(bool top);
/*
Load an image (TODO: spritesheets?).
/**
* @brief Changes which screen to draw to
* @param top The screen to draw to
*/
void ScreenDraw(bool top);
Path: Path to the image file. (GFX)
sheet: Reference to the Image declaration.
*/
bool loadSheet(const char *Path, Image &image);
/**
* @brief Draws a rectangle of a given size at a given position
* @param x The X position
* @param y The Y position
* @param w The Width
* @param h The Height
* @param color The index of the color to use
/*
Draw an image.
image: The image which should be used.
imgIndex: For compatibility with 3DS, unused.
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(Image image, size_t imgindex, int x, int y, float ScaleX = 1.0f, float ScaleY = 1.0f);
/*
Initialize the GUI.
Call this when initializing.
FontPath: The font to use.
*/
bool init(const char *FontPath = nullptr);
/*
Load a Font. (NFTR)
fnt: The Font variable which should be initialized.
Path: Path to the NFTR file.
if you're unsure, just call 'Gui::init();' and it will load the default font.
*/
bool loadFont(Font &fnt, const char *Path = nullptr);
/*
Reinit the GUI.
FontPath: The font to use.
*/
bool reinit(const char *FontPath = nullptr);
/*
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.
palette: The palette 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 default font by default. (Optional!)
int flags: C2D text flags to use. (Optional!)
*/
void DrawStringCentered(int x, int y, float size, Palette palette, const std::string &Text, int maxWidth = 0, int maxHeight = 0, Font *fnt = nullptr, int flags = 0);
/*
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.
palette: The palette 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 default font by default. (Optional!)
flags: C2D text flags to use.
*/
void DrawString(int x, int y, float size, Palette palette, const std::string &Text, int maxWidth = 0, int maxHeight = 0, Font *fnt = nullptr, int flags = 0);
/*
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 default font by default. (Optional!)
*/
int GetStringWidth(float size, const std::string &Text, 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 default font by default. (Optional!)
*/
int GetStringHeight(float size, const std::string &Text, 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 default font by default. (Optional!)
*/
void GetStringSize(float size, int *width, int *height, const std::string &Text, 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.
*/
void Draw_Rect(int x, int y, int w, int h, u8 color);
/*
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?
*/
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.
*/
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?
*/
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?
*/
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.
top: Whether to draw on the top. (3DS Universal-Core compatible targets are inside the screenCommon.hpp file.)
*/
void ScreenDraw(bool top);
/*
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(int xPos, int yPos, int Width, int Height, u8 color, u8 bgColor = 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 .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(int xPos, int yPos, int Width, int Height, int speed, u16 SelectorColor, u8 bgColor = 0);
}
#endif