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https://github.com/DarkStore-3DS/Universal-Core.git
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f0dca7c784
`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.
178 lines
6.5 KiB
C++
178 lines
6.5 KiB
C++
/*
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* This file is part of Universal-Core
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* Copyright (C) 2020 DeadPhoenix8091, Epicpkmn11, Flame, RocketRobz, StackZ, TotallyNotGuy
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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 "screen.hpp"
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#include <3ds.h>
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#include <citro2d.h>
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#include <citro3d.h>
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#include <stack>
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namespace Gui
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{
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// Clear the Text Buffer.
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void clearTextBufs(void);
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/* Draw a sprite from a SpriteSheet.
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* sheet: The SpriteSheet which should be used.
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* imgIndex: The index of the sprite from the sheet which should be drawn.
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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(C2D_SpriteSheet sheet, size_t imgindex, int x, int y, float ScaleX = 1, float ScaleY = 1);
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// Initialize the GUI with Citro2D & Citro3D and initialize the Textbuffer. (call this when initializing.)
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Result init(void);
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/* Load a Font. (BCFNT)
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* fnt: The C2D_Font variable which should be initialized.
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* Path: Path to the BCFNT file.
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* if you're unsure, just call 'Gui::init();' and it will load the system font.
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*/
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Result loadFont(C2D_Font &fnt, const char * Path = "");
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/* Unload a Font. (BCFNT)
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* fnt: The C2D_Font variable which should be unloaded.
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*/
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Result unloadFont(C2D_Font &fnt);
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/* Load a spritesheet.
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* Path: Path to the SpriteSheet file. (T3X)
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* sheet: Reference to the C2D_SpriteSheet declaration.
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*/
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Result loadSheet(const char* Path, C2D_SpriteSheet &sheet);
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/* Unload a spritesheet.
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* sheet: Reference to the C2D_SpriteSheet which should be free'd.
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*/
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Result unloadSheet(C2D_SpriteSheet &sheet);
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// Exit the GUI. (Call this at exit.)
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void exit(void);
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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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* color: The Color 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 SystemFont by default. (Optional!)
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*/
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void DrawStringCentered(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0, C2D_Font fnt = nullptr);
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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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* color: The Color 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 SystemFont by default. (Optional!)
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*/
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void DrawString(float x, float y, float size, u32 color, std::string Text, int maxWidth = 0, int maxHeight = 0, C2D_Font fnt = nullptr);
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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 SystemFont by default. (Optional!)
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*/
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float GetStringWidth(float size, std::string Text, C2D_Font fnt = nullptr);
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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 SystemFont by default. (Optional!)
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*/
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void GetStringSize(float size, float *width, float *height, std::string Text, C2D_Font fnt = nullptr);
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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 SystemFont by default. (Optional!)
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*/
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float GetStringHeight(float size, std::string Text, C2D_Font fnt = nullptr);
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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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bool Draw_Rect(float x, float y, float w, float h, u32 color);
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/* Used for the mainLoop to display the screens. (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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*/
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void mainLoop(u32 hDown, u32 hHeld, touchPosition touch);
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/* Set a specific Screen.
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* screen: unique_ptr of the screen. (Optional by using the screen class.)
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*/
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void setScreen(std::unique_ptr<Screen> screen);
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// Go a Screen back. (Optional by using the screen class.)
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void screenBack();
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/* Set on which screen to draw.
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* screen: The render target. (Targets are inside the screenCommon.hpp file.)
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*/
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void ScreenDraw(C3D_RenderTarget * screen);
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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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*/
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void drawGrid(float xPos, float yPos, float Width, float Height, u32 color);
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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 .030 or something by default.)
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* SelectorColor: The Color of the Selector.
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* bgColor: The Color from the middle of the Selector. (Optional! It's transparent by default.)
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*/
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void drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor = C2D_Color32(0, 0, 0, 0));
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}
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#endif |