/* * 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; }