mirror of
https://github.com/DarkStore-3DS/Universal-Core.git
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257 lines
8.5 KiB
C++
257 lines
8.5 KiB
C++
/*
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* This file is part of Universal-Core
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* Copyright (C) 2021 Universal-Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
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* * Requiring preservation of specified reasonable legal notices or
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* author attributions in that material or in the Appropriate Legal
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* Notices displayed by works containing it.
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* * Prohibiting misrepresentation of the origin of that material,
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* or requiring that modified versions of such material be marked in
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* reasonable ways as different from the original version.
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*/
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#ifndef _UNIVERSAL_CORE_GUI_HPP
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#define _UNIVERSAL_CORE_GUI_HPP
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#include "font.hpp"
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#include "screen.hpp"
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#include "sprite.hpp"
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#include "spritesheet.hpp"
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#include <nds/ndstypes.h>
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#include "UNIVCORE_CONFIG.h"
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#ifdef UNIVCORE_3DS_SIZE
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#define SCALE_3DS(Pos) Pos = (Pos * 4 / 5)
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#else
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#define SCALE_3DS(Pos)
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#endif
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// TODO: Maybe change these, they need to be C2D's flags atm to be compatible with 3DS Universal-Core
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enum {
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C2D_AtBaseline = BIT(0), ///< Matches the Y coordinate with the baseline of the font.
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C2D_WithColor = BIT(1), ///< Draws text with color. Requires a u32 color value.
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C2D_AlignLeft = 0 << 2, ///< Draws text aligned to the left. This is the default.
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C2D_AlignRight = 1 << 2, ///< Draws text aligned to the right.
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C2D_AlignCenter = 2 << 2, ///< Draws text centered.
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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.
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C2D_AlignMask = 3 << 2, ///< Bitmask for alignment values.
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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.
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};
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namespace Gui {
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/*
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Clear the Text Buffer.
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*/
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void clearTextBufs(void);
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/*
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Clear the screen.
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*/
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void clearScreen(bool top);
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/*
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Load an a spritesheet
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Path: Path to the spritesheet file. (TDX)
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sheet: Reference to the Spritesheet declaration.
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*/
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bool loadSheet(const char *Path, Spritesheet &image);
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/*
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Draw an image.
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image: The spritesheet which should be used.
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imgIndex: Index within the spritesheet.
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x: The X Position where the sprite should be drawn.
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y: The Y Position where the sprite should be drawn.
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ScaleX: The X-Scale for the sprite. (Optional!)
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ScaleY: The Y-Scale for the sprite. (Optional!)
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*/
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void DrawSprite(Spritesheet &sheet, size_t imgindex, int x, int y, float ScaleX = 1.0f, float ScaleY = 1.0f);
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/*
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Initialize the GUI.
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Call this when initializing.
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FontPath: The font to use.
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*/
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bool init(const char *FontPath = nullptr);
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/*
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Load a Font. (NFTR)
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fnt: The Font variable which should be initialized.
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Path: Path to the NFTR file.
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if you're unsure, just call 'Gui::init();' and it will load the default font.
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*/
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bool loadFont(Font &fnt, const char *Path = nullptr);
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/*
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Reinit the GUI.
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FontPath: The font to use.
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*/
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bool reinit(const char *FontPath = nullptr);
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/*
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Draws a centered String.
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x: The X Offset from center. (Center: 200 px on top, 160 px on Bottom.)
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y: The Y Position of the Text.
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size: The size of the Text.
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palette: The palette of the Text.
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Text: The Text which should be displayed.
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maxWidth: The maxWidth for the Text. (Optional!)
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maxHeight: The maxHeight of the Text. (Optional!)
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fnt: The Font which should be used. Uses default font by default. (Optional!)
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int flags: C2D text flags to use. (Optional!)
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*/
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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);
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/*
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Draws a String.
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x: The X Position where the Text should be drawn.
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y: The Y Position where the Text should be drawn.
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size: The size of the Text.
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palette: The palette of the Text.
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Text: The Text which should be displayed.
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maxWidth: The maxWidth for the Text. (Optional!)
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maxHeight: The maxHeight of the Text. (Optional!)
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fnt: The Font which should be used. Uses default font by default. (Optional!)
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flags: C2D text flags to use.
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*/
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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);
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/*
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Get the width of a String.
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size: The size of the Text.
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Text: The Text where the width should be getted from.
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fnt: The Font which should be used. Uses default font by default. (Optional!)
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*/
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int GetStringWidth(float size, const std::string &Text, Font *fnt = nullptr);
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/*
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Get the height of a String.
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size: The size of the Text.
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Text: The Text where the height should be getted from.
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fnt: The Font which should be used. Uses default font by default. (Optional!)
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*/
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int GetStringHeight(float size, const std::string &Text, Font *fnt = nullptr);
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/*
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Get the size of a String.
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size: The size of the Text.
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width: The width of the Text.
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height: The height of the Text.
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Text: The Text where the size should be getted from.
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fnt: The Font which should be used. Uses default font by default. (Optional!)
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*/
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void GetStringSize(float size, int *width, int *height, const std::string &Text, Font *fnt = nullptr);
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/*
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Draw a Rectangle.
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x: X Position of the Rectangle.
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y: Y Position of the Rectangle.
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w: The width of the rectangle.
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h: The height of the rectangle.
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color: The color of the rectangle.
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*/
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void Draw_Rect(int x, int y, int w, int h, u8 color);
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/*
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Used for the current Screen's Draw. (Optional!)
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stack: Is it the stack variant?
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*/
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void DrawScreen(bool stack = false);
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/*
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Used for the current Screen's Logic. (Optional!)
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hDown: the hidKeysDown() variable.
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hHeld: the HidKeysHeld() variable.
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touch: The TouchPosition variable.
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waitFade: Wheter to wait until the fade ends.
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stack: Is it the stack variant?
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*/
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void ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade = true, bool stack = false);
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/*
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Transfer the Temp Screen to the used one. (Optional!)
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stack: Is it the stack variant?
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It will check, if the tempScreen variable is not nullptr, so don't worry.
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*/
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void transferScreen(bool stack = false);
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/*
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Set a specific Screen with switch function. (Optional!)
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screen: unique_ptr of the screen. (Optional by using the screen class.)
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screenSwitch: Wheter to switch to the current screen.
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stack: Is it the stack variant?
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*/
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void setScreen(std::unique_ptr<Screen> screen, bool fade = false, bool stack = false);
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/*
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Fades into screens and calls the constructor after it. (Optional!)
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fadeoutFrames: Amount of frames for fadeout.
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fadeinFrames: Amount of frames for fadein.
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stack: Is it the stack variant?
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*/
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void fadeEffects(int fadeoutFrames = 6, int fadeinFrames = 6, bool stack = false);
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void screenBack(bool fade = false); // Goes a screen back. (Set!) (Stack only!)
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void screenBack2(); // Goes a screen back.(Action!) (Stack only!)
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/*
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Set on which screen to draw.
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top: Whether to draw on the top. (3DS Universal-Core compatible targets are inside the screenCommon.hpp file.)
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*/
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void ScreenDraw(bool top);
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/*
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Draws a grid.
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xPos: X Position of the grid.
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yPos: Y Position of the grid.
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Width: Width of the grid.
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Height: Height of the grid.
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color: Color of the grid.
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bgColor: The BG Color from the grid. (Optional! It's transparent by default.)
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*/
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void drawGrid(int xPos, int yPos, int Width, int Height, u8 color, u8 bgColor = 0);
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/*
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Draws an animated selector.
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xPos: X Position of the selector.
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yPos: Y Position of the Selector.
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Width: Width of the Selector.
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Height: Height of the Selector.
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speed: The speed of the animation. (Use .030f or something by default.)
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SelectorColor: The Color of the Selector outline.
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bgColor: The BG Color from the selector. (Optional! It's transparent by default.)
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*/
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void drawAnimatedSelector(int xPos, int yPos, int Width, int Height, int speed, u16 SelectorColor, u8 bgColor = 0);
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}
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#endif |