/* * This file is part of Universal-Core * Copyright (C) 2020 DeadPhoenix8091, Epicpkmn11, Flame, RocketRobz, StackZ, TotallyNotGuy * * 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 "screen.hpp" #include <3ds.h> #include #include namespace Gui { // Clear the Text Buffer. void clearTextBufs(void); /* Draw a sprite from a SpriteSheet. * sheet: The SpriteSheet which should be used. * imgIndex: The index of the sprite from the sheet which should be drawn. * 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(C2D_SpriteSheet sheet, size_t imgindex, int x, int y, float ScaleX = 1, float ScaleY = 1); // Initialize the GUI with Citro2D & Citro3D and initialize the Textbuffer. (call this when initializing.) Result init(void); /* Load a Font. (BCFNT) * fnt: The C2D_Font variable which should be initialized. * Path: Path to the BCFNT file. * if you're unsure, just call 'Gui::init();' and it will load the system font. */ Result loadFont(C2D_Font &fnt, const char * Path = ""); /* Unload a Font. (BCFNT) * fnt: The C2D_Font variable which should be unloaded. */ Result unloadFont(C2D_Font &fnt); /* Load a spritesheet. * Path: Path to the SpriteSheet file. (T3X) * sheet: Reference to the C2D_SpriteSheet declaration. */ Result loadSheet(const char* Path, C2D_SpriteSheet &sheet); /* Unload a spritesheet. * sheet: Reference to the C2D_SpriteSheet which should be free'd. */ Result unloadSheet(C2D_SpriteSheet &sheet); // Exit the GUI. (Call this at exit.) void exit(void); /* 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. * color: The Color 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 SystemFont by default. (Optional!) */ void DrawStringCentered(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0, C2D_Font fnt = nullptr); /* 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. * color: The Color 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 SystemFont by default. (Optional!) */ void DrawString(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0, C2D_Font fnt = nullptr); /* 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 SystemFont by default. (Optional!) */ float GetStringWidth(float size, std::string Text, C2D_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 SystemFont by default. (Optional!) */ void GetStringSize(float size, float *width, float *height, std::string Text, C2D_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 SystemFont by default. (Optional!) */ float GetStringHeight(float size, std::string Text, C2D_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. */ bool Draw_Rect(float x, float y, float w, float h, u32 color); // Used for the current Screen's Draw. (Optional!) void DrawScreen(); /* Used for the current Screen's Logic. (Optional!) * hDown: the hidKeysDown() variable. * hHeld: the HidKeysHeld() variable. * touch: The TouchPosition variable. */ void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch); /* Used for the current Screen's Constructor call. (Optional!) * This is useful if you need to call the screen's constructor. */ void CallConstructor(); /* Transfer the Temp Screen to the used one. (Optional!) * It will check, if the tempScreen variable is not nullptr, so don't worry. */ void transferScreen(); /* 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. */ void setScreen(std::unique_ptr screen, bool screenSwitch = true); /* Set on which screen to draw. * screen: The render target. (Targets are inside the screenCommon.hpp file.) */ void ScreenDraw(C3D_RenderTarget * screen); /* 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. */ void drawGrid(float xPos, float yPos, float Width, float Height, u32 color); /* 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 .030 or something by default.) * SelectorColor: The Color of the Selector. * bgColor: The Color from the middle of the Selector. (Optional! It's transparent by default.) */ void drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor = C2D_Color32(0, 0, 0, 0)); } #endif