Files
Universal-Core/gui.cpp
T
StackZ 30b04fa488 Some changes, see description for more.
- [GUI]: Add `std::string Gui::WrapText(...);`

- [GUI]: Some cleanup i guess.

- Remove HID part, cause it wasn't used anyways.
2020-10-19 11:12:20 +02:00

598 lines
17 KiB
C++

/*
* This file is part of Universal-Core
* Copyright (C) 2020 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 <http://www.gnu.org/licenses/>.
*
* 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 <stack>
#include <unistd.h>
#include <vector>
C3D_RenderTarget *Top, *TopRight, *Bottom;
C2D_TextBuf TextBuf;
C2D_Font Font;
std::unique_ptr<Screen> usedScreen, tempScreen; // tempScreen used for "fade" effects.
std::stack<std::unique_ptr<Screen>> screens;
bool currentScreen = false;
bool fadeout = false, fadein = false, fadeout2 = false, fadein2 = false;
int fadealpha = 0;
int fadecolor = 0;
/*
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.
*/
Result Gui::init(void) {
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);
Font = C2D_FontLoadSystem(CFG_REGION_USA); // Load System font.
return 0;
}
/*
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.
*/
Result Gui::reinit(void) {
C2D_TextBufDelete(TextBuf);
C2D_Fini();
C3D_Fini();
return Gui::init();
}
/*
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.
*/
void Gui::DrawStringCentered(float x, float y, float size, u32 color, std::string Text, int maxWidth, int maxHeight, C2D_Font fnt) {
float lineHeight, widthScale;
/* Check for the lineHeight. */
if (fnt) lineHeight = Gui::GetStringHeight(size, " ", fnt);
else lineHeight = Gui::GetStringHeight(size, " ");
int line = 0;
while(Text.find('\n') != Text.npos) {
if (maxWidth == 0) {
/* Do the widthScale. */
if (fnt) widthScale = Gui::GetStringWidth(size, Text.substr(0, Text.find('\n')), fnt);
else widthScale = Gui::GetStringWidth(size, Text.substr(0, Text.find('\n')));
} else {
/* Do the widthScale 2. */
if (fnt) widthScale = std::min((float)maxWidth, Gui::GetStringWidth(size, Text.substr(0, Text.find('\n')), fnt));
else widthScale = std::min((float)maxWidth, Gui::GetStringWidth(size, Text.substr(0, Text.find('\n'))));
}
if (fnt) Gui::DrawString((currentScreen ? 200 : 160)+x-(widthScale/2), y+(lineHeight*line), size, color, Text.substr(0, Text.find('\n')), maxWidth, maxHeight, fnt);
else Gui::DrawString((currentScreen ? 200 : 160)+x-(widthScale/2), y+(lineHeight*line), size, color, Text.substr(0, Text.find('\n')), maxWidth, maxHeight);
Text = Text.substr(Text.find('\n')+1);
line++;
}
if (maxWidth == 0) {
/* Do the next WidthScale. */
if (fnt) widthScale = Gui::GetStringWidth(size, Text.substr(0, Text.find('\n')), fnt);
else widthScale = Gui::GetStringWidth(size, Text.substr(0, Text.find('\n')));
} else {
/* And again. */
if (fnt) widthScale = std::min((float)maxWidth, Gui::GetStringWidth(size, Text.substr(0, Text.find('\n')), fnt));
else widthScale = std::min((float)maxWidth, Gui::GetStringWidth(size, Text.substr(0, Text.find('\n'))));
}
if (fnt) Gui::DrawString((currentScreen ? 200 : 160)+x-(widthScale/2), y+(lineHeight*line), size, color, Text.substr(0, Text.find('\n')), maxWidth, maxHeight, fnt);
else Gui::DrawString((currentScreen ? 200 : 160)+x-(widthScale/2), y+(lineHeight*line), size, color, Text.substr(0, Text.find('\n')), maxWidth, maxHeight);
}
/*
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.
*/
void Gui::DrawString(float x, float y, float size, u32 color, std::string Text, int maxWidth, int maxHeight, 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_TextOptimize(&c2d_text);
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, x, y, 0.5f, size, heightScale, color);
} else {
if (fnt) C2D_DrawText(&c2d_text, C2D_WithColor, x, y, 0.5f, std::min(size, size*(maxWidth/Gui::GetStringWidth(size, Text, fnt))), heightScale, color);
else C2D_DrawText(&c2d_text, C2D_WithColor, 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, 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, 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, std::string Text, C2D_Font fnt) {
float height = 0;
if (fnt) GetStringSize(size, NULL, &height, Text.c_str(), fnt);
else GetStringSize(size, NULL, &height, Text.c_str());
return height;
}
/*
Wrap long Text into a string. This code is based of:
https://github.com/DS-Homebrew/TWiLightMenu/blob/master/settings/arm9/source/settingsgui.cpp#L151.
const std::string &text: The Text which should be wrapped.
float TextSize: The Textsize.
int maxWidth: The max width for wrapping.
NOTE: Only call this once! This does do a lot of calls with while, for loops etc.
*/
std::string Gui::WrapText(const std::string &text, float Textsize, int maxWidth) {
std::string result, temp, _resultStr = text;
std::vector<std::string> words;
std::size_t pos;
/* Process comment to stay within the maxWidth. */
while((pos = _resultStr.find(' ')) != std::string::npos) {
words.push_back(_resultStr.substr(0, pos));
_resultStr = _resultStr.substr(pos + 1);
}
if (_resultStr.size()) words.push_back(_resultStr);
for(auto word : words) {
/* Split word if the word is too long for a line. */
const int width = Gui::GetStringWidth(Textsize, word);
if (width > maxWidth) {
if (temp.length()) {
result += temp + "\n";
temp = "";
}
for(int i = 0; i < width / maxWidth; i++) {
word.insert((float)((i + 1) * word.length()) / ((width / maxWidth) + 1), "\n");
}
result += word + "\n";
continue;
}
const int width2 = Gui::GetStringWidth(Textsize, temp + " " + word);
if (width2 > 240) {
result += temp + "\n";
temp = word;
} else {
temp += " " + word;
}
}
if (temp.size()) result += temp;
/* Ensure there are no newlines at the beginning or end. */
while(result[0] == '\n') result = result.substr(1);
while(result[result.length() - 1] == '\n') result = result.substr(0, result.length() - 2);
return result;
}
/*
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 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.
*/
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);
}
}
}
/*
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> 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> 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;
}