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Universal-Core/include/gui.hpp
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2021-09-05 18:25:59 -05:00

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/*
* 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 <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.
*/
#ifndef _UNIVERSAL_CORE_GUI_HPP
#define _UNIVERSAL_CORE_GUI_HPP
#include "font.hpp"
#include "screen.hpp"
#include "sprite.hpp"
#include "spritesheet.hpp"
#include <nds/ndstypes.h>
#include "UNIVCORE_CONFIG.h"
#ifdef UNIVCORE_3DS_SIZE
#define SCALE_3DS(Pos) Pos = (Pos * 4 / 5)
#else
#define SCALE_3DS(Pos)
#endif
#ifndef UNIVCORE_FONT_COUNT
#define UNIVCORE_FONT_COUNT 3
#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);
/*
Updates the Text Buffer to the screen.
*/
void updateTextBufs(bool top);
/*
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.
FontPaths: The locations to check for the fonts.
*/
bool init(const std::array<std::vector<std::string>, UNIVCORE_FONT_COUNT> &FontPaths);
/*
Load a Font. (NFTR)
fnt: The Font variable which should be initialized.
Paths: The locations to check for the NFTR file.
if you're unsure, just call 'Gui::init();' and it will load the default font.
*/
bool loadFont(Font &fnt, const std::vector<std::string> &Paths);
/*
Reinit the GUI.
FontPaths: The locations to check for the fonts.
*/
bool reinit(const std::array<std::vector<std::string>, UNIVCORE_FONT_COUNT> &FontPaths);
/*
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, unused when custom font used.
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 default font by default. (Optional!)
int flags: C2D text flags to use. (Optional!)
*/
void DrawStringCentered(int x, int y, u8 size, u8 color, const std::string &Text, float maxWidth = 0.0f, float maxHeight = 0.0f, 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.
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 default font by default. (Optional!)
flags: C2D text flags to use.
*/
void DrawString(int x, int y, u8 size, u8 color, const std::string &Text, float maxWidth = 0.0f, float maxHeight = 0.0f, 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(u8 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(u8 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(u8 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> 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