Files
Universal-Core/gui.hpp
T
StackZ f0dca7c784 Font & Text Changes.
`Gui::loadFont()` now needs a C2D_Font parameter & path. If you're using this, I suggest to update the function to match this. If you're using `Gui::loadFont()` to load the SystemFont, I suggest to remove that, since `Gui::init()` loads it now.

All the Text Functions can now optional use the C2D_Font parameter to use a specific font. (Uses SystemFont if nullptr.)

`Gui::unloadFont()` now needs a C2D_Font parameter to unload it.
2020-05-21 18:17:07 +02:00

178 lines
6.5 KiB
C++

/*
* 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 <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 "screen.hpp"
#include <3ds.h>
#include <citro2d.h>
#include <citro3d.h>
#include <stack>
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 mainLoop to display the screens. (Optional!)
* hDown: the hidKeysDown() variable.
* hHeld: the HidKeysHeld() variable.
* touch: The TouchPosition variable.
*/
void mainLoop(u32 hDown, u32 hHeld, touchPosition touch);
/* Set a specific Screen.
* screen: unique_ptr of the screen. (Optional by using the screen class.)
*/
void setScreen(std::unique_ptr<Screen> screen);
// Go a Screen back. (Optional by using the screen class.)
void screenBack();
/* 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