mirror of
https://github.com/DarkStore-3DS/Universal-Core.git
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567 lines
15 KiB
C++
567 lines
15 KiB
C++
/*
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* This file is part of Universal-Core
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* Copyright (C) 2020-2021 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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#include "gui.hpp"
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#include "screenCommon.hpp"
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#include <3ds.h>
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#include <stack>
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#include <unistd.h>
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#include <vector>
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C3D_RenderTarget *Top, *TopRight, *Bottom;
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C2D_TextBuf TextBuf;
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C2D_Font Font;
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std::unique_ptr<Screen> usedScreen, tempScreen; // tempScreen used for "fade" effects.
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std::stack<std::unique_ptr<Screen>> screens;
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bool currentScreen = false;
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bool fadeout = false, fadein = false, fadeout2 = false, fadein2 = false;
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int fadealpha = 0;
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int fadecolor = 0;
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CFG_Region loadedSystemFont = (CFG_Region)-1;
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float fontScaleFix = 1.0f;
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/*
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Clear the Text Buffer.
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*/
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void Gui::clearTextBufs(void) { C2D_TextBufClear(TextBuf); };
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/*
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Draw a sprite from the sheet.
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C2D_SpriteSheet sheet: The SpriteSheet.
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size_t imgindex: The image index.
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int x: The X-Position where to draw the sprite.
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int y: The Y-Position where to draw the sprite.
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float ScaleX: The X-Scale of the sprite.
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float ScaleY: The Y-Scale of the sprite.
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If the spritesheet is nullptr or image index goes out of scope, this doesn't do anything.
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*/
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void Gui::DrawSprite(C2D_SpriteSheet sheet, size_t imgindex, int x, int y, float ScaleX, float ScaleY) {
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if (sheet) {
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if (C2D_SpriteSheetCount(sheet) >= imgindex) {
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C2D_DrawImageAt(C2D_SpriteSheetGetImage(sheet, imgindex), x, y, 0.5f, nullptr, ScaleX, ScaleY);
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}
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}
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}
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/*
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Initialize the GUI.
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Contains initializing Citro2D, Citro3D and the screen targets.
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Call this when initing the app.
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fontRegion: The region to use for the system font.
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*/
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Result Gui::init(CFG_Region fontRegion) {
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
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C2D_Prepare();
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/* Create Screen Targets. */
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Top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
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TopRight = C2D_CreateScreenTarget(GFX_TOP, GFX_RIGHT);
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Bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
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/* Load Textbuffer. */
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TextBuf = C2D_TextBufNew(4096);
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fontScaleFix = C2D_FontGetInfo(nullptr)->tglp->cellHeight / 30.0f;
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loadSystemFont(fontRegion);
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return 0;
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}
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/*
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Load a system font.
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fontRegion: The region to use for the system font.
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*/
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void Gui::loadSystemFont(CFG_Region fontRegion) {
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if(loadedSystemFont != fontRegion) {
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Font = C2D_FontLoadSystem(fontRegion);
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loadedSystemFont = fontRegion;
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}
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}
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/*
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Load a bcfnt font.
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C2D_Font &fnt: The reference to the C2D_Font variable.
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const char *Path: The path to the file.
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*/
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Result Gui::loadFont(C2D_Font &fnt, const char *Path) {
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if (access(Path, F_OK) == 0) fnt = C2D_FontLoad(Path); // Only load if found.
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return 0;
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}
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/*
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Unload a Font.
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C2D_Font &fnt: The reference to the C2D_Font variable.
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*/
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Result Gui::unloadFont(C2D_Font &fnt) {
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if (fnt) C2D_FontFree(fnt); // Make sure to only unload if not nullptr.
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return 0;
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}
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/*
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Load a t3x SpriteSheet.
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const char *Path: The path to the file.
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C2D_SpriteSheet &sheet: The reference to the C2D_SpriteSheet variable.
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*/
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Result Gui::loadSheet(const char *Path, C2D_SpriteSheet &sheet) {
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if (access(Path, F_OK) == 0) sheet = C2D_SpriteSheetLoad(Path); // Only load if found.
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return 0;
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}
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/*
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Unload a SpriteSheet.
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C2D_SpriteSheet &sheet: The reference to the C2D_SpriteSheet variable.
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*/
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Result Gui::unloadSheet(C2D_SpriteSheet &sheet) {
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if (sheet) C2D_SpriteSheetFree(sheet); // Make sure to only unload if not nullptr.
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return 0;
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}
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/*
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Exit the GUI.
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Contains deinitializing Citro2D, Citro3D and clearing the textbuffer.
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Call this when exiting the app.
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*/
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void Gui::exit(void) {
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C2D_TextBufDelete(TextBuf);
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C2D_Fini();
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C3D_Fini();
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if (usedScreen) usedScreen = nullptr;
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}
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/*
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Reinitialize the GUI.
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fontRegion: The region to use for the system font.
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*/
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Result Gui::reinit(CFG_Region fontRegion) {
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C2D_TextBufDelete(TextBuf);
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C2D_Fini();
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C3D_Fini();
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return Gui::init(fontRegion);
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}
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/*
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Draw a Centered String.
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float x: The X-Addition offset for the position from 200 (top) or 160 (bottom).
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float y: The Y-Position where to draw.
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float size: The size for the Font.
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u32 color: The Text Color.
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std::string Text: The Text which should be drawn.
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int maxWidth: (Optional) The max width of the Text.
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int maxHeight: (Optional) The max height of the Text.
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C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
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int flags: (Optional) C2D text flags to use.
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*/
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void Gui::DrawStringCentered(float x, float y, float size, u32 color, const std::string &Text, int maxWidth, int maxHeight, C2D_Font fnt, int flags) {
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Gui::DrawString(x +(currentScreen ? 200 : 160), y, size, color, Text, maxWidth, maxHeight, fnt, flags | C2D_AlignCenter);
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}
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/*
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Draw a String.
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float x: The X-Position where to draw.
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float y: The Y-Position where to draw.
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float size: The size for the Font.
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u32 color: The Text Color.
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std::string Text: The Text which should be drawn.
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int maxWidth: (Optional) The max width of the Text.
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int maxHeight: (Optional) The max height of the Text.
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C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
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int flags: (Optional) C2D text flags to use.
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*/
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void Gui::DrawString(float x, float y, float size, u32 color, const std::string &Text, int maxWidth, int maxHeight, C2D_Font fnt, int flags) {
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C2D_Text c2d_text;
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if (fnt) C2D_TextFontParse(&c2d_text, fnt, TextBuf, Text.c_str());
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else C2D_TextFontParse(&c2d_text, Font, TextBuf, Text.c_str());
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C2D_TextOptimize(&c2d_text);
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// Fix Citro2D messing up font scales on Chinese / Taiwanese / Korean consoles
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size *= fontScaleFix;
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if(!fnt) {
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switch(loadedSystemFont) {
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case CFG_REGION_CHN:
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size *= 1.1f;
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y += 3.0f * size;
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break;
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case CFG_REGION_KOR:
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y += 3.0f * size;
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break;
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case CFG_REGION_TWN:
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size *= 1.4f;
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y += 3.0f * size;
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break;
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default:
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break;
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}
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}
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float heightScale;
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if (maxHeight == 0) {
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heightScale = size;
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} else {
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if (fnt) heightScale = std::min(size, size*(maxHeight/Gui::GetStringHeight(size, Text, fnt)));
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else heightScale = std::min(size, size*(maxHeight/Gui::GetStringHeight(size, Text)));
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}
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if (maxWidth == 0) {
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C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, size, heightScale, color);
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} else if (flags & C2D_WordWrap) {
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C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, size, heightScale, color, (float)maxWidth);
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} else {
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if (fnt) C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, std::min(size, size*(maxWidth/Gui::GetStringWidth(size, Text, fnt))), heightScale, color);
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else C2D_DrawText(&c2d_text, C2D_WithColor | flags, x, y, 0.5f, std::min(size, size*(maxWidth/Gui::GetStringWidth(size, Text))), heightScale, color);
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}
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}
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/*
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Get String or Text Width.
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float size: The Textsize.
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std::string Text: The Text.
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C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
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*/
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float Gui::GetStringWidth(float size, const std::string &Text, C2D_Font fnt) {
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float width = 0;
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if (fnt) GetStringSize(size, &width, NULL, Text, fnt);
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else GetStringSize(size, &width, NULL, Text);
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return width;
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}
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/*
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Get String or Text Size.
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float size: The Textsize.
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float *width: Pointer where to store the width.
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float *height: Pointer where to store the height.
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std::string Text: The Text.
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C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
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*/
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void Gui::GetStringSize(float size, float *width, float *height, const std::string &Text, C2D_Font fnt) {
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C2D_Text c2d_text;
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if (fnt) C2D_TextFontParse(&c2d_text, fnt, TextBuf, Text.c_str());
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else C2D_TextFontParse(&c2d_text, Font, TextBuf, Text.c_str());
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C2D_TextGetDimensions(&c2d_text, size, size, width, height);
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}
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/*
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Get String or Text Height.
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float size: The Textsize.
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std::string Text: The Text.
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C2D_Font fnt: (Optional) The wanted C2D_Font. Is nullptr by default.
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*/
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float Gui::GetStringHeight(float size, const std::string &Text, C2D_Font fnt) {
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float height = 0;
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if (fnt) GetStringSize(size, NULL, &height, Text, fnt);
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else GetStringSize(size, NULL, &height, Text);
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return height;
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}
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/*
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Draw a Rectangle.
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float x: The X-Position where to draw.
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float y: The Y-Position where to draw.
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float w: The width of the rectangle.
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float h: The height of the rectangle.
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u32 color: The color.
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*/
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bool Gui::Draw_Rect(float x, float y, float w, float h, u32 color) {
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return C2D_DrawRectSolid(x, y, 0.5f, w, h, color);
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}
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/*
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Draw's the current screen's draw.
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bool stack: If using the stack-screens or not.
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*/
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void Gui::DrawScreen(bool stack) {
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if (!stack) {
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if (usedScreen) usedScreen->Draw();
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} else {
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if (!screens.empty()) screens.top()->Draw();
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}
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}
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/*
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Do the current screen's logic.
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u32 hDown: The hidKeysDown() variable.
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u32 hDownRepeat: the hidKeysDownRepeat() variable.
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u32 hHeld: The hidKeysHeld() variable.
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touchPosition touch: The touchPosition variable.
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bool waitFade: If waiting for the fade until control of the screen or not.
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bool stack: If using the stack-screens.
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*/
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#ifdef UC_KEY_REPEAT
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void Gui::ScreenLogic(u32 hDown, u32 hDownRepeat, u32 hHeld, touchPosition touch, bool waitFade, bool stack) {
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if (waitFade) {
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if (!fadein && !fadeout && !fadein2 && !fadeout2) {
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if (!stack) {
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if (usedScreen) usedScreen->Logic(hDown, hDownRepeat, hHeld, touch);
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} else {
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if (!screens.empty()) screens.top()->Logic(hDown, hDownRepeat, hHeld, touch);
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}
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}
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} else {
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if (!stack) {
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if (usedScreen) usedScreen->Logic(hDown, hDownRepeat, hHeld, touch);
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} else {
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if (!screens.empty()) screens.top()->Logic(hDown, hDownRepeat, hHeld, touch);
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}
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}
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}
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#else
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void Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade, bool stack) {
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if (waitFade) {
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if (!fadein && !fadeout && !fadein2 && !fadeout2) {
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if (!stack) {
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if (usedScreen) usedScreen->Logic(hDown, hHeld, touch);
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} else {
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if (!screens.empty()) screens.top()->Logic(hDown, hHeld, touch);
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}
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}
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} else {
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if (!stack) {
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if (usedScreen) usedScreen->Logic(hDown, hHeld, touch);
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} else {
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if (!screens.empty()) screens.top()->Logic(hDown, hHeld, touch);
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}
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}
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}
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#endif
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/*
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Move's the tempScreen to the used one.
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bool stack: If using the stack-screens or not.
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*/
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void Gui::transferScreen(bool stack) {
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if (!stack) {
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if (tempScreen) usedScreen = std::move(tempScreen);
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} else {
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if (tempScreen) screens.push(std::move(tempScreen));
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}
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}
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/*
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Set the current Screen.
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std::unique_ptr<Screen> screen: The screen class.
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bool fade: If doing a fade effect or not.
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bool stack: If using the stack-screens or not.
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*/
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void Gui::setScreen(std::unique_ptr<Screen> screen, bool fade, bool stack) {
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tempScreen = std::move(screen);
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/* Switch screen without fade. */
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if (!fade) {
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Gui::transferScreen(stack);
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} else {
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/* Fade, then switch. */
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fadeout = true;
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}
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}
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/*
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Fade's the screen in and out and transfer the screen.
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Credits goes to RocketRobz & SavvyManager.
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int fadeoutFrames: The fadeout frames.
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int fadeinFrames: The fadein frames.
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bool stack: If using the stack-screens or not. (Used to properly transfer screens).
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*/
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void Gui::fadeEffects(int fadeoutFrames, int fadeinFrames, bool stack) {
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if (fadein) {
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fadealpha -= fadeinFrames;
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if (fadealpha < 0) {
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fadealpha = 0;
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fadecolor = 255;
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fadein = false;
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}
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}
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if (stack) {
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if (fadein2) {
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fadealpha -= fadeinFrames;
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if (fadealpha < 0) {
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fadealpha = 0;
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fadecolor = 255;
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fadein2 = false;
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}
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}
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}
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if (fadeout) {
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fadealpha += fadeoutFrames;
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if (fadealpha > 255) {
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fadealpha = 255;
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Gui::transferScreen(stack); // Transfer Temp screen to the stack / used one.
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fadein = true;
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fadeout = false;
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}
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}
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if (stack) {
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if (fadeout2) {
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fadealpha += fadeoutFrames;
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if (fadealpha > 255) {
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fadealpha = 255;
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Gui::screenBack2(); // Go screen back.
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fadein2 = true;
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fadeout2 = false;
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}
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}
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}
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}
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/*
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Go a screen back. (Stack only!)
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bool fade: If doing a fade or not.
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*/
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void Gui::screenBack(bool fade) {
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if (!fade) {
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if (screens.size() > 0) screens.pop();
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} else {
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if (screens.size() > 0) fadeout2 = true;
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}
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}
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void Gui::screenBack2() { if (screens.size() > 0) screens.pop(); };
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/*
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Select, on which Screen should be drawn.
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C3D_RenderTarget *screen: The render target.
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*/
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void Gui::ScreenDraw(C3D_RenderTarget *screen) {
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C2D_SceneBegin(screen);
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currentScreen = (screen == Top || screen == TopRight) ? 1 : 0;
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}
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/*
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Draw a grid.
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float xPos: The X-Position of the grid.
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float yPos: The Y-Position of the grid.
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float Width: The width of the grid.
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float Height: The height of the grid.
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u32 color: The color of the grid.
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u32 bgColor: The BG Color of the grid.
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*/
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void Gui::drawGrid(float xPos, float yPos, float Width, float Height, u32 color, u32 bgColor) {
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static constexpr int w = 1;
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/* BG Color for the Grid. (Transparent by default.) */
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Gui::Draw_Rect(xPos, yPos, Width, Height, bgColor);
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/* Grid part, Top. */
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Gui::Draw_Rect(xPos, yPos, Width, w, color);
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/* Left. */
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Gui::Draw_Rect(xPos, yPos + w, w, Height - 2 * w, color);
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/* Right. */
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Gui::Draw_Rect(xPos + Width - w, yPos + w, w, Height - 2 * w, color);
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/* Bottom. */
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Gui::Draw_Rect(xPos, yPos + Height - w, Width, w, color);
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}
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/*
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Draw an animated selector.
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float xPos: The X-Position of the selector.
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float yPos: The Y-Position of the selector.
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float Width: The width of the selector.
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float Height: The height of the selector.
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float speed: The selector animation speed. Use .030f or so.
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u32 SelectorColor: The selector fade color.
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u32 bgColor: The selector BG color.
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*/
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void Gui::drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor) {
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static constexpr int w = 2;
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static float timer = 0.0f;
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float highlight_multiplier = fmax(0.0, fabs(fmod(timer, 1.0) - 0.5) / 0.5);
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u8 r = SelectorColor & 0xFF;
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u8 g = (SelectorColor >> 8) & 0xFF;
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u8 b = (SelectorColor >> 16) & 0xFF;
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u32 color = C2D_Color32(r + (255 - r) * highlight_multiplier, g + (255 - g) * highlight_multiplier, b + (255 - b) * highlight_multiplier, 255);
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/* BG Color for the Selector. */
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Gui::Draw_Rect(xPos, yPos, Width, Height, bgColor);
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/* Selector part, Top. */
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Gui::Draw_Rect(xPos, yPos, Width, w, color);
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/* Left. */
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Gui::Draw_Rect(xPos, yPos + w, w, Height - 2 * w, color);
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/* Right. */
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Gui::Draw_Rect(xPos + Width - w, yPos + w, w, Height - 2 * w, color);
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/* Bottom. */
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Gui::Draw_Rect(xPos, yPos + Height - w, Width, w, color);
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timer += speed;
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} |