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Add backgrounds for game title text
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parent
30e1503583
commit
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2
Makefile
2
Makefile
@ -54,7 +54,7 @@ UNIVCORE := Universal-Core
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SOURCES := $(UNIVCORE) source source/screens source/utils
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DATA := data
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INCLUDES := $(UNIVCORE) include include/screens include/utils
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GRAPHICS := assets/gfx assets/gfx_chars assets/gfx_charprevbg assets/gfx_gamesel assets/gfx_gameshots
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GRAPHICS := assets/gfx assets/gfx_chars assets/gfx_charprevbg assets/gfx_gamesel assets/gfx_gameshots assets/gfx_gamebg
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ROMFS := romfs
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GFXBUILD := $(ROMFS)/gfx
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APP_AUTHOR := RocketRobz
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7
assets/gfx_gamebg/gameBgSprites.t3s
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7
assets/gfx_gamebg/gameBgSprites.t3s
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@ -0,0 +1,7 @@
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--atlas -f rgba -z auto
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title1_bg.png
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title1_bgE.png
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title2_bg.png
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title3_bg.png
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title4_bg.png
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title4_bgE.png
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BIN
assets/gfx_gamebg/title1_bg.png
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BIN
assets/gfx_gamebg/title1_bg.png
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Binary file not shown.
After Width: | Height: | Size: 668 B |
BIN
assets/gfx_gamebg/title1_bgE.png
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BIN
assets/gfx_gamebg/title1_bgE.png
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After Width: | Height: | Size: 614 B |
BIN
assets/gfx_gamebg/title2_bg.png
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BIN
assets/gfx_gamebg/title2_bg.png
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After Width: | Height: | Size: 95 KiB |
BIN
assets/gfx_gamebg/title3_bg.png
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BIN
assets/gfx_gamebg/title3_bg.png
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After Width: | Height: | Size: 90 KiB |
BIN
assets/gfx_gamebg/title4_bg.png
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BIN
assets/gfx_gamebg/title4_bg.png
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After Width: | Height: | Size: 19 KiB |
BIN
assets/gfx_gamebg/title4_bgE.png
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BIN
assets/gfx_gamebg/title4_bgE.png
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After Width: | Height: | Size: 19 KiB |
@ -4,6 +4,7 @@
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#include "sprites.h"
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#include "gameSelSprites.h"
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#include "gameShotSprites.h"
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#include "gameBgSprites.h"
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#include <3ds.h>
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#include <citro2d.h>
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@ -34,6 +35,7 @@ namespace GFX {
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void showCharSprite(int zoomIn, int fadeAlpha);
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void DrawGameSelSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1);
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void DrawGameShotSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1);
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void DrawGameBgSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1);
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void DrawSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1, GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST);
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void DrawSpriteBlend(int img, float x, float y, u32 color, float ScaleX = 1, float ScaleY = 1, GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST);
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@ -5,6 +5,7 @@
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static C2D_SpriteSheet sprites;
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static C2D_SpriteSheet gameSelSprites;
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static C2D_SpriteSheet gameShotSprites;
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static C2D_SpriteSheet gameBgSprites;
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static C2D_SpriteSheet bgSprite;
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static C2D_SpriteSheet chracterSprite;
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static bool doChracterSpriteFree = false;
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@ -22,6 +23,7 @@ Result GFX::loadSheets() {
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sprites = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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gameSelSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameSelSprites.t3x");
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gameShotSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameShotSprites.t3x");
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gameBgSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameBgSprites.t3x");
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GFX::loadBgSprite();
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return 0;
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}
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@ -30,6 +32,7 @@ Result GFX::unloadSheets() {
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C2D_SpriteSheetFree(sprites);
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C2D_SpriteSheetFree(gameSelSprites);
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C2D_SpriteSheetFree(gameShotSprites);
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C2D_SpriteSheetFree(gameBgSprites);
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if (doBgSpriteFree) {
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C2D_SpriteSheetFree(bgSprite);
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}
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@ -115,6 +118,10 @@ void GFX::DrawGameShotSprite(int img, int x, int y, float ScaleX, float ScaleY)
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C2D_DrawImageAt(C2D_SpriteSheetGetImage(gameShotSprites, img), x, y, 0.5f, NULL, ScaleX, ScaleY);
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}
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void GFX::DrawGameBgSprite(int img, int x, int y, float ScaleX, float ScaleY) {
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C2D_DrawImageAt(C2D_SpriteSheetGetImage(gameBgSprites, img), x, y, 0.5f, NULL, ScaleX, ScaleY);
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}
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void GFX::DrawSprite(int img, int x, int y, float ScaleX, float ScaleY, GPU_TEXTURE_FILTER_PARAM filter) {
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C2D_Image image = C2D_SpriteSheetGetImage(sprites, img);
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C3D_TexSetFilter(image.tex, filter, filter);
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@ -90,29 +90,33 @@ void GameSelect::Draw(void) const {
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}
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Gui::ScreenDraw(Bottom);
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Gui::Draw_Rect(0, 0, 320, 240, WHITE); // Fill gaps of BG
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switch(highlightedGame) {
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case 0:
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default:
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/*Gui::Draw_Rect(0, 0, 320, 240, WHITE); // Fill gaps of BG
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for(int w = 0; w < 7; w++) {
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for(int h = 0; h < 3; h++) {
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GFX::DrawSprite(sprites_phone_bg_idx, -76+bg_xPos+w*72, bg_yPos+h*136);
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}
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}
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Gui::DrawString(8, 8, 0.50, BLACK, "Select a game to manage its save data.");
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switch(highlightedGame) {
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case 0:
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default:
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}*/
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GFX::DrawGameBgSprite((sysRegion==CFG_REGION_EUR || sysRegion==CFG_REGION_AUS) ? gameBgSprites_title1_bgE_idx : gameBgSprites_title1_bg_idx, 0, 0, 2, 2);
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GFX::DrawGameSelSprite(ss1Logo, ss1LogoXpos, 56);
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break;
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case 1:
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GFX::DrawGameBgSprite(gameBgSprites_title2_bg_idx, 0, 0);
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GFX::DrawGameSelSprite(ss2Logo, ssLogoXpos, 56);
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break;
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case 2:
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GFX::DrawGameBgSprite(gameBgSprites_title3_bg_idx, 0, 0);
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GFX::DrawGameSelSprite(ss3Logo, 0, 56);
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break;
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case 3:
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GFX::DrawGameBgSprite((sysRegion==CFG_REGION_EUR || sysRegion==CFG_REGION_AUS) ? gameBgSprites_title4_bgE_idx : gameBgSprites_title4_bg_idx, 0, 0);
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GFX::DrawGameSelSprite(ss4Logo, ssLogoXpos, 56);
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break;
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}
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Gui::DrawString(8, 8, 0.50, BLACK, "Select a game to manage its save data.");
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Gui::DrawString(8, 112, 0.55, BLACK, "<");
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Gui::DrawString(304, 112, 0.55, BLACK, ">");
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Gui::DrawString(8, 202, 0.50, BLACK, "START: Exit");
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