mirror of
https://github.com/DarkStore-3DS/Universal-Core.git
synced 2026-07-02 16:59:05 +00:00
Optional: Add stack of screens.
Use this if you're relying on the screens from before.
This commit is contained in:
@@ -28,6 +28,7 @@
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#include "screenCommon.hpp"
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#include <3ds.h>
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#include <stack>
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#include <unistd.h>
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C3D_RenderTarget* Top;
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@@ -37,9 +38,9 @@ C3D_RenderTarget* Bottom;
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C2D_TextBuf TextBuf;
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C2D_Font Font;
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std::unique_ptr<Screen> usedScreen, tempScreen; // tempScreen used for "fade" effects.
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std::stack<std::unique_ptr<Screen>> screens;
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bool currentScreen = false;
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bool fadeout = false;
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bool fadein = false;
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bool fadeout = false, fadein = false, fadeout2 = false, fadein2 = false;
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int fadealpha = 0;
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int fadecolor = 0;
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@@ -244,32 +245,48 @@ bool Gui::Draw_Rect(float x, float y, float w, float h, u32 color) {
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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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void Gui::DrawScreen(bool stack) {
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if (!stack) {
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if (usedScreen != nullptr) usedScreen->Draw();
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} else {
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if (!screens.empty()) screens.top()->Draw();
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}
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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, bool waitFade) {
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void Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade, bool stack) {
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if (waitFade) {
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if (!fadein && !fadeout) {
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if (!fadein && !fadeout && !fadein2 && !fadeout2) {
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if (!stack) {
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if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
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} else {
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if (!screens.empty()) screens.top()->Logic(hDown, hHeld, touch);
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}
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}
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} else {
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if (!stack) {
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if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
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} else {
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if (!screens.empty()) screens.top()->Logic(hDown, hHeld, touch);
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}
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}
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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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void Gui::transferScreen(bool stack) {
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if (!stack) {
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if (tempScreen != nullptr) usedScreen = std::move(tempScreen);
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} else {
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if (tempScreen != nullptr) screens.push(std::move(tempScreen));
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}
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}
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// Set the current Screen.
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void Gui::setScreen(std::unique_ptr<Screen> screen, bool fade) {
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void Gui::setScreen(std::unique_ptr<Screen> screen, bool fade, bool stack) {
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tempScreen = std::move(screen);
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// Switch screen without fade.
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if (!fade) {
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Gui::transferScreen();
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Gui::transferScreen(stack);
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} else {
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// Fade, then switch.
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fadeout = true;
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@@ -278,7 +295,7 @@ void Gui::setScreen(std::unique_ptr<Screen> screen, bool fade) {
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// Fade's the screen in and out and transfer the screen.
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// Credits goes to RocketRobz & SavvyManager.
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void Gui::fadeEffects(int fadeoutFrames, int fadeinFrames) {
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void Gui::fadeEffects(int fadeoutFrames, int fadeinFrames, bool stack) {
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if (fadein) {
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fadealpha -= fadeinFrames;
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if (fadealpha < 0) {
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@@ -288,16 +305,49 @@ void Gui::fadeEffects(int fadeoutFrames, int fadeinFrames) {
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}
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}
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if (stack) {
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if (fadein2) {
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fadealpha -= fadeinFrames;
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if (fadealpha < 0) {
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fadealpha = 0;
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fadecolor = 255;
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fadein2 = false;
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}
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}
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}
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if (fadeout) {
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fadealpha += fadeoutFrames;
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if (fadealpha > 255) {
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fadealpha = 255;
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Gui::transferScreen(); // Transfer Temp screen to the used one.
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Gui::transferScreen(stack); // Transfer Temp screen to the stack / used one.
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fadein = true;
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fadeout = false;
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}
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}
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if (stack) {
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if (fadeout2) {
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fadealpha += fadeoutFrames;
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if (fadealpha > 255) {
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fadealpha = 255;
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Gui::screenBack2(); // Go screen back.
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fadein2 = true;
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fadeout2 = false;
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}
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}
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}
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}
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// Go a screen back. (Stack only!)
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void Gui::screenBack(bool fade) {
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if (!fade) {
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if (screens.size() > 0) screens.pop();
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} else {
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if (screens.size() > 0) fadeout2 = true;
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}
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}
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void Gui::screenBack2() { if (screens.size() > 0) screens.pop(); }
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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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@@ -133,32 +133,40 @@ namespace Gui {
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bool Draw_Rect(float x, float y, float w, float h, u32 color);
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// Used for the current Screen's Draw. (Optional!)
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void DrawScreen();
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// stack: Is it the stack variant?
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void DrawScreen(bool stack = false);
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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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* waitFade: Wheter to wait until the fade ends.
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* stack: Is it the stack variant?
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*/
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void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade = true);
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void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade = true, bool stack = false);
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/* Transfer the Temp Screen to the used one. (Optional!)
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* stack: Is it the stack variant?
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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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void transferScreen(bool stack = false);
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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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* stack: Is it the stack variant?
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*/
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void setScreen(std::unique_ptr<Screen> screen, bool fade = false);
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void setScreen(std::unique_ptr<Screen> screen, bool fade = false, bool stack = false);
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/* Fades into screens and calls the constructor after it. (Optional!)
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* fadeoutFrames: Amount of frames for fadeout.
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* fadeinFrames: Amount of frames for fadein.
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* stack: Is it the stack variant?
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*/
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void fadeEffects(int fadeoutFrames = 6, int fadeinFrames = 6);
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void fadeEffects(int fadeoutFrames = 6, int fadeinFrames = 6, bool stack = false);
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void screenBack(bool fade = false); // Goes a screen back. (Set!) (Stack only!)
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void screenBack2(); // Goes a screen back.(Action!) (Stack only!)
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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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+2
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@@ -33,9 +33,7 @@
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extern C3D_RenderTarget* Top;
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extern C3D_RenderTarget* TopRight;
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extern C3D_RenderTarget* Bottom;
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extern bool fadeout;
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extern bool fadein;
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extern int fadealpha;
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extern int fadecolor;
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extern bool fadeout, fadein, fadeout2, fadein2;
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extern int fadealpha, fadecolor;
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#endif
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