mirror of
https://github.com/DarkStore-3DS/Universal-Core.git
synced 2026-07-04 08:49:05 +00:00
Bring closer to U-C 3DS
This commit is contained in:
+205
-24
@@ -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
|
||||
Reference in New Issue
Block a user