/*
* This file is part of Universal-Core
* Copyright (C) 2020-2021 Universal-Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
* * Requiring preservation of specified reasonable legal notices or
* author attributions in that material or in the Appropriate Legal
* Notices displayed by works containing it.
* * Prohibiting misrepresentation of the origin of that material,
* or requiring that modified versions of such material be marked in
* reasonable ways as different from the original version.
*/
#include "gui.hpp"
#include "screenCommon.hpp"
#include <3ds.h>
#include
#include
#include
C3D_RenderTarget *Top, *TopRight, *Bottom;
C2D_TextBuf TextBuf;
C2D_Font Font;
std::unique_ptr usedScreen, tempScreen; // tempScreen used for "fade" effects.
std::stack> screens;
bool currentScreen = false;
bool fadeout = false, fadein = false, fadeout2 = false, fadein2 = false;
int fadealpha = 0;
int fadecolor = 0;
CFG_Region loadedSystemFont = (CFG_Region)-1;
/*
Clear the Text Buffer.
*/
void Gui::clearTextBufs(void) { C2D_TextBufClear(TextBuf); };
/*
Draw a sprite from the sheet.
C2D_SpriteSheet sheet: The SpriteSheet.
size_t imgindex: The image index.
int x: The X-Position where to draw the sprite.
int y: The Y-Position where to draw the sprite.
float ScaleX: The X-Scale of the sprite.
float ScaleY: The Y-Scale of the sprite.
If the spritesheet is nullptr or image index goes out of scope, this doesn't do anything.
*/
void Gui::DrawSprite(C2D_SpriteSheet sheet, size_t imgindex, int x, int y, float ScaleX, float ScaleY) {
if (sheet) {
if (C2D_SpriteSheetCount(sheet) >= imgindex) {
C2D_DrawImageAt(C2D_SpriteSheetGetImage(sheet, imgindex), x, y, 0.5f, nullptr, ScaleX, ScaleY);
}
}
}
/*
Initialize the GUI.
Contains initializing Citro2D, Citro3D and the screen targets.
Call this when initing the app.
fontRegion: The region to use for the system font.
*/
Result Gui::init(CFG_Region fontRegion) {
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
/* Create Screen Targets. */
Top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
TopRight = C2D_CreateScreenTarget(GFX_TOP, GFX_RIGHT);
Bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
/* Load Textbuffer. */
TextBuf = C2D_TextBufNew(4096);
loadSystemFont(fontRegion);
return 0;
}
/*
Load a system font.
fontRegion: The region to use for the system font.
*/
void Gui::loadSystemFont(CFG_Region fontRegion) {
if(loadedSystemFont != fontRegion) {
Font = C2D_FontLoadSystem(fontRegion);
loadedSystemFont = fontRegion;
}
}
/*
Load a bcfnt font.
C2D_Font &fnt: The reference to the C2D_Font variable.
const char *Path: The path to the file.
*/
Result Gui::loadFont(C2D_Font &fnt, const char *Path) {
if (access(Path, F_OK) == 0) fnt = C2D_FontLoad(Path); // Only load if found.
return 0;
}
/*
Unload a Font.
C2D_Font &fnt: The reference to the C2D_Font variable.
*/
Result Gui::unloadFont(C2D_Font &fnt) {
if (fnt) C2D_FontFree(fnt); // Make sure to only unload if not nullptr.
return 0;
}
/*
Load a t3x SpriteSheet.
const char *Path: The path to the file.
C2D_SpriteSheet &sheet: The reference to the C2D_SpriteSheet variable.
*/
Result Gui::loadSheet(const char *Path, C2D_SpriteSheet &sheet) {
if (access(Path, F_OK) == 0) sheet = C2D_SpriteSheetLoad(Path); // Only load if found.
return 0;
}
/*
Unload a SpriteSheet.
C2D_SpriteSheet &sheet: The reference to the C2D_SpriteSheet variable.
*/
Result Gui::unloadSheet(C2D_SpriteSheet &sheet) {
if (sheet) C2D_SpriteSheetFree(sheet); // Make sure to only unload if not nullptr.
return 0;
}
/*
Exit the GUI.
Contains deinitializing Citro2D, Citro3D and clearing the textbuffer.
Call this when exiting the app.
*/
void Gui::exit(void) {
C2D_TextBufDelete(TextBuf);
C2D_Fini();
C3D_Fini();
if (usedScreen) usedScreen = nullptr;
}
/*
Reinitialize the GUI.
fontRegion: The region to use for the system font.
*/
Result Gui::reinit(CFG_Region fontRegion) {
C2D_TextBufDelete(TextBuf);
C2D_Fini();
C3D_Fini();
return Gui::init(fontRegion);
}
/*
Draw a Centered String.
float x: The X-Addition offset for the position from 200 (top) or 160 (bottom).
float y: The Y-Position where to draw.
float size: The size for the Font.
u32 color: The Text Color.
std::string Text: The Text which should be drawn.
int maxWidth: (Optional) The max width of the Text.
int maxHeight: (Optional) The max height of the Text.
C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
int flags: (Optional) C2D text flags to use.
*/
void Gui::DrawStringCentered(float x, float y, float size, u32 color, const std::string &Text, int maxWidth, int maxHeight, C2D_Font fnt, int flags) {
Gui::DrawString(x +(currentScreen ? 200 : 160), y, size, color, Text, maxWidth, maxHeight, fnt, flags | C2D_AlignCenter);
}
/*
Draw a String.
float x: The X-Position where to draw.
float y: The Y-Position where to draw.
float size: The size for the Font.
u32 color: The Text Color.
std::string Text: The Text which should be drawn.
int maxWidth: (Optional) The max width of the Text.
int maxHeight: (Optional) The max height of the Text.
C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
int flags: (Optional) C2D text flags to use.
*/
void Gui::DrawString(float x, float y, float size, u32 color, const std::string &Text, int maxWidth, int maxHeight, C2D_Font fnt, int flags) {
C2D_Text c2d_text;
if (fnt) C2D_TextFontParse(&c2d_text, fnt, TextBuf, Text.c_str());
else C2D_TextFontParse(&c2d_text, Font, TextBuf, Text.c_str());
C2D_TextOptimize(&c2d_text);
if(!fnt) {
switch(loadedSystemFont) {
case CFG_REGION_CHN:
case CFG_REGION_KOR:
case CFG_REGION_TWN:
y += 3.0f * size;
break;
default:
break;
}
}
float heightScale;
if (maxHeight == 0) {
heightScale = size;
} else {
if (fnt) heightScale = std::min(size, size*(maxHeight/Gui::GetStringHeight(size, Text, fnt)));
else heightScale = std::min(size, size*(maxHeight/Gui::GetStringHeight(size, Text)));
}
if (maxWidth == 0) {
C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, size, heightScale, color);
} else if (flags & C2D_WordWrap) {
C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, size, heightScale, color, (float)maxWidth);
} else {
if (fnt) C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, std::min(size, size*(maxWidth/Gui::GetStringWidth(size, Text, fnt))), heightScale, color);
else C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, std::min(size, size*(maxWidth/Gui::GetStringWidth(size, Text))), heightScale, color);
}
}
/*
Get String or Text Width.
float size: The Textsize.
std::string Text: The Text.
C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
*/
float Gui::GetStringWidth(float size, const std::string &Text, C2D_Font fnt) {
float width = 0;
if (fnt) GetStringSize(size, &width, NULL, Text, fnt);
else GetStringSize(size, &width, NULL, Text);
return width;
}
/*
Get String or Text Size.
float size: The Textsize.
float *width: Pointer where to store the width.
float *height: Pointer where to store the height.
std::string Text: The Text.
C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
*/
void Gui::GetStringSize(float size, float *width, float *height, const std::string &Text, C2D_Font fnt) {
C2D_Text c2d_text;
if (fnt) C2D_TextFontParse(&c2d_text, fnt, TextBuf, Text.c_str());
else C2D_TextFontParse(&c2d_text, Font, TextBuf, Text.c_str());
C2D_TextGetDimensions(&c2d_text, size, size, width, height);
}
/*
Get String or Text Height.
float size: The Textsize.
std::string Text: The Text.
C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
*/
float Gui::GetStringHeight(float size, const std::string &Text, C2D_Font fnt) {
float height = 0;
if (fnt) GetStringSize(size, NULL, &height, Text, fnt);
else GetStringSize(size, NULL, &height, Text);
return height;
}
/*
Draw a Rectangle.
float x: The X-Position where to draw.
float y: The Y-Position where to draw.
float w: The width of the rectangle.
float h: The height of the rectangle.
u32 color: The color.
*/
bool Gui::Draw_Rect(float x, float y, float w, float h, u32 color) {
return C2D_DrawRectSolid(x, y, 0.5f, w, h, color);
}
/*
Draw's the current screen's draw.
bool stack: If using the stack-screens or not.
*/
void Gui::DrawScreen(bool stack) {
if (!stack) {
if (usedScreen) usedScreen->Draw();
} else {
if (!screens.empty()) screens.top()->Draw();
}
}
/*
Do the current screen's logic.
u32 hDown: The hidKeysDown() variable.
u32 hDownRepeat: the hidKeysDownRepeat() variable.
u32 hHeld: The hidKeysHeld() variable.
touchPosition touch: The touchPosition variable.
bool waitFade: If waiting for the fade until control of the screen or not.
bool stack: If using the stack-screens.
*/
#ifdef UC_KEY_REPEAT
void Gui::ScreenLogic(u32 hDown, u32 hDownRepeat, u32 hHeld, touchPosition touch, bool waitFade, bool stack) {
if (waitFade) {
if (!fadein && !fadeout && !fadein2 && !fadeout2) {
if (!stack) {
if (usedScreen) usedScreen->Logic(hDown, hDownRepeat, hHeld, touch);
} else {
if (!screens.empty()) screens.top()->Logic(hDown, hDownRepeat, hHeld, touch);
}
}
} else {
if (!stack) {
if (usedScreen) usedScreen->Logic(hDown, hDownRepeat, hHeld, touch);
} else {
if (!screens.empty()) screens.top()->Logic(hDown, hDownRepeat, hHeld, touch);
}
}
}
#else
void Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade, bool stack) {
if (waitFade) {
if (!fadein && !fadeout && !fadein2 && !fadeout2) {
if (!stack) {
if (usedScreen) usedScreen->Logic(hDown, hHeld, touch);
} else {
if (!screens.empty()) screens.top()->Logic(hDown, hHeld, touch);
}
}
} else {
if (!stack) {
if (usedScreen) usedScreen->Logic(hDown, hHeld, touch);
} else {
if (!screens.empty()) screens.top()->Logic(hDown, hHeld, touch);
}
}
}
#endif
/*
Move's the tempScreen to the used one.
bool stack: If using the stack-screens or not.
*/
void Gui::transferScreen(bool stack) {
if (!stack) {
if (tempScreen) usedScreen = std::move(tempScreen);
} else {
if (tempScreen) screens.push(std::move(tempScreen));
}
}
/*
Set the current Screen.
std::unique_ptr screen: The screen class.
bool fade: If doing a fade effect or not.
bool stack: If using the stack-screens or not.
*/
void Gui::setScreen(std::unique_ptr screen, bool fade, bool stack) {
tempScreen = std::move(screen);
/* Switch screen without fade. */
if (!fade) {
Gui::transferScreen(stack);
} else {
/* Fade, then switch. */
fadeout = true;
}
}
/*
Fade's the screen in and out and transfer the screen.
Credits goes to RocketRobz & SavvyManager.
int fadeoutFrames: The fadeout frames.
int fadeinFrames: The fadein frames.
bool stack: If using the stack-screens or not. (Used to properly transfer screens).
*/
void Gui::fadeEffects(int fadeoutFrames, int fadeinFrames, bool stack) {
if (fadein) {
fadealpha -= fadeinFrames;
if (fadealpha < 0) {
fadealpha = 0;
fadecolor = 255;
fadein = false;
}
}
if (stack) {
if (fadein2) {
fadealpha -= fadeinFrames;
if (fadealpha < 0) {
fadealpha = 0;
fadecolor = 255;
fadein2 = false;
}
}
}
if (fadeout) {
fadealpha += fadeoutFrames;
if (fadealpha > 255) {
fadealpha = 255;
Gui::transferScreen(stack); // Transfer Temp screen to the stack / used one.
fadein = true;
fadeout = false;
}
}
if (stack) {
if (fadeout2) {
fadealpha += fadeoutFrames;
if (fadealpha > 255) {
fadealpha = 255;
Gui::screenBack2(); // Go screen back.
fadein2 = true;
fadeout2 = false;
}
}
}
}
/*
Go a screen back. (Stack only!)
bool fade: If doing a fade or not.
*/
void Gui::screenBack(bool fade) {
if (!fade) {
if (screens.size() > 0) screens.pop();
} else {
if (screens.size() > 0) fadeout2 = true;
}
}
void Gui::screenBack2() { if (screens.size() > 0) screens.pop(); };
/*
Select, on which Screen should be drawn.
C3D_RenderTarget *screen: The render target.
*/
void Gui::ScreenDraw(C3D_RenderTarget *screen) {
C2D_SceneBegin(screen);
currentScreen = (screen == Top || screen == TopRight) ? 1 : 0;
}
/*
Draw a grid.
float xPos: The X-Position of the grid.
float yPos: The Y-Position of the grid.
float Width: The width of the grid.
float Height: The height of the grid.
u32 color: The color of the grid.
u32 bgColor: The BG Color of the grid.
*/
void Gui::drawGrid(float xPos, float yPos, float Width, float Height, u32 color, u32 bgColor) {
static constexpr int w = 1;
/* BG Color for the Grid. (Transparent by default.) */
Gui::Draw_Rect(xPos, yPos, Width, Height, bgColor);
/* Grid part, Top. */
Gui::Draw_Rect(xPos, yPos, Width, w, color);
/* Left. */
Gui::Draw_Rect(xPos, yPos + w, w, Height - 2 * w, color);
/* Right. */
Gui::Draw_Rect(xPos + Width - w, yPos + w, w, Height - 2 * w, color);
/* Bottom. */
Gui::Draw_Rect(xPos, yPos + Height - w, Width, w, color);
}
/*
Draw an animated selector.
float xPos: The X-Position of the selector.
float yPos: The Y-Position of the selector.
float Width: The width of the selector.
float Height: The height of the selector.
float speed: The selector animation speed. Use .030f or so.
u32 SelectorColor: The selector fade color.
u32 bgColor: The selector BG color.
*/
void Gui::drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor) {
static constexpr int w = 2;
static float timer = 0.0f;
float highlight_multiplier = fmax(0.0, fabs(fmod(timer, 1.0) - 0.5) / 0.5);
u8 r = SelectorColor & 0xFF;
u8 g = (SelectorColor >> 8) & 0xFF;
u8 b = (SelectorColor >> 16) & 0xFF;
u32 color = C2D_Color32(r + (255 - r) * highlight_multiplier, g + (255 - g) * highlight_multiplier, b + (255 - b) * highlight_multiplier, 255);
/* BG Color for the Selector. */
Gui::Draw_Rect(xPos, yPos, Width, Height, bgColor);
/* Selector part, Top. */
Gui::Draw_Rect(xPos, yPos, Width, w, color);
/* Left. */
Gui::Draw_Rect(xPos, yPos + w, w, Height - 2 * w, color);
/* Right. */
Gui::Draw_Rect(xPos + Width - w, yPos + w, w, Height - 2 * w, color);
/* Bottom. */
Gui::Draw_Rect(xPos, yPos + Height - w, Width, w, color);
timer += speed;
}