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https://github.com/DarkStore-3DS/Universal-Core.git
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Add Fade Effects for the Screens.
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@@ -38,6 +38,10 @@ 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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bool currentScreen = false;
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bool fadeout = false;
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bool fadein = false;
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int fadealpha = 0;
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int fadecolor = 0;
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// Clear Text.
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void Gui::clearTextBufs(void) { C2D_TextBufClear(TextBuf); }
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@@ -245,8 +249,14 @@ void Gui::DrawScreen() {
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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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void Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade) {
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if (waitFade) {
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if (!fadein && !fadeout) {
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if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
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}
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} else {
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if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
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}
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}
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// Calls the current screen's constructor.
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@@ -260,10 +270,38 @@ void Gui::transferScreen() {
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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 screenSwitch) {
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void Gui::setScreen(std::unique_ptr<Screen> screen, bool fade) {
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tempScreen = std::move(screen);
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if (screenSwitch) {
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// Switch screen without fade.
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if (!fade) {
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Gui::transferScreen();
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} else {
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// Fade, then switch.
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fadeout = true;
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}
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}
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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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if (fadein) {
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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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fadein = false;
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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::CallConstructor(); // Here we call the constructor for the current screen.
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fadein = true;
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fadeout = false;
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}
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}
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}
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@@ -139,8 +139,9 @@ namespace Gui {
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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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*/
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void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch);
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void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade = true);
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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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@@ -156,7 +157,13 @@ namespace Gui {
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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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void setScreen(std::unique_ptr<Screen> screen, bool fade = 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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*/
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void fadeEffects(int fadeoutFrames = 6, int fadeinFrames = 6);
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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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@@ -33,5 +33,9 @@
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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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#endif
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