/* * This file is part of Universal-Core * Copyright (C) 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. */ #ifndef _UNIVERSAL_CORE_GUI_HPP #define _UNIVERSAL_CORE_GUI_HPP #include "font.hpp" #include "screen.hpp" #include "sprite.hpp" #include "spritesheet.hpp" #include #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 { /* Clear the Text Buffer. */ void clearTextBufs(void); /* Clear the screen. */ void clearScreen(bool top); /* Load an a spritesheet Path: Path to the spritesheet file. (TDX) sheet: Reference to the Spritesheet declaration. */ bool loadSheet(const char *Path, Spritesheet &image); /* Draw an image. image: The spritesheet which should be used. imgIndex: Index within the spritesheet. 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(Spritesheet &sheet, 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, 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