SavvyManager/source/gfx.cpp
2020-11-20 01:28:05 -07:00

163 lines
4.9 KiB
C++

#include "common.hpp"
#include <unistd.h>
static C2D_SpriteSheet sprites;
static C2D_SpriteSheet gameSelSprites;
static C2D_SpriteSheet gameShotSprites;
static C2D_SpriteSheet gameBgSprites;
static C2D_SpriteSheet chracterSprite;
static bool chracterSpriteLoaded = false;
extern int studioBg;
extern int iFps;
extern bool showCursor;
extern int cursorX;
extern int cursorY;
extern int cursorAlpha;
bool shiftBySubPixel = false;
bool gameSelGraphicsLoaded = false;
Result GFX::loadSheets() {
sprites = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
return 0;
}
Result GFX::unloadSheets() {
C2D_SpriteSheetFree(sprites);
if (gameSelGraphicsLoaded) {
C2D_SpriteSheetFree(gameSelSprites);
C2D_SpriteSheetFree(gameShotSprites);
C2D_SpriteSheetFree(gameBgSprites);
}
if (chracterSpriteLoaded) {
C2D_SpriteSheetFree(chracterSprite);
}
return 0;
}
void GFX::loadGameSelSheets() {
if (gameSelGraphicsLoaded) return;
gameSelSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameSelSprites.t3x");
gameShotSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameShotSprites.t3x");
gameBgSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameBgSprites.t3x");
gameSelGraphicsLoaded = true;
}
void GFX::unloadGameSelSheets() {
if (!gameSelGraphicsLoaded) return;
C2D_SpriteSheetFree(gameSelSprites);
C2D_SpriteSheetFree(gameShotSprites);
C2D_SpriteSheetFree(gameBgSprites);
gameSelGraphicsLoaded = false;
}
bool GFX::loadCharSprite(const char* t3xPathAllSeasons, const char* t3xPathOneSeason) {
if (chracterSpriteLoaded) {
C2D_SpriteSheetFree(chracterSprite);
}
if (access(t3xPathAllSeasons, F_OK) == 0) {
chracterSprite = C2D_SpriteSheetLoad(t3xPathAllSeasons);
chracterSpriteLoaded = true;
return true;
} else {
chracterSpriteLoaded = false;
}
if (access(t3xPathOneSeason, F_OK) == 0) {
chracterSprite = C2D_SpriteSheetLoad(t3xPathOneSeason);
chracterSpriteLoaded = true;
return true;
} else {
chracterSpriteLoaded = false;
}
return false;
}
void GFX::showCharSprite(int zoomIn, int fadeAlpha, bool lightingEffects) {
int yPos = -(240*zoomIn);
C2D_Image image = C2D_SpriteSheetGetImage(chracterSprite, 0);
if (!gfxIsWide()) {
C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
}
C2D_ImageTint tint;
if (fadeAlpha == 255) {
C2D_PlainImageTint(&tint, C2D_Color32(255, 255, 255, 255), 0);
} else {
C2D_PlainImageTint(&tint, C2D_Color32(255, 255, 255, fadeAlpha), 1);
}
C2D_DrawImageAt(image, 0, yPos-(shiftBySubPixel ? 0.5f : 0), 0.5f, &tint, 0.5, 1);
}
void GFX::DrawGameSelSprite(int img, int x, int y, float ScaleX, float ScaleY) {
C2D_DrawImageAt(C2D_SpriteSheetGetImage(gameSelSprites, img), x, y, 0.5f, NULL, ScaleX, ScaleY);
}
void GFX::DrawGameShotSprite(int img, int x, int y) {
C2D_Image image = C2D_SpriteSheetGetImage(gameShotSprites, img);
if (!gfxIsWide()) {
C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
}
C2D_DrawImageAt(image, x, y-(shiftBySubPixel ? 0.5f : 0), 0.5f, NULL, 0.5, 1);
}
void GFX::DrawGameBgSprite(int img, int x, int y, float ScaleX, float ScaleY) {
C2D_DrawImageAt(C2D_SpriteSheetGetImage(gameBgSprites, img), x, y, 0.5f, NULL, ScaleX, ScaleY);
}
void GFX::DrawSprite(int img, int x, int y, float ScaleX, float ScaleY) {
float yPos = y;
if (shiftBySubPixel && img != sprites_logo_savvymanager_idx) {
yPos -= 0.5f;
}
C2D_DrawImageAt(C2D_SpriteSheetGetImage(sprites, img), x, yPos, 0.5f, NULL, ScaleX, ScaleY);
}
void GFX::DrawSpriteLinear(int img, int x, int y, float ScaleX, float ScaleY) {
float yPos = y;
if (shiftBySubPixel && img != sprites_logo_savvymanager_idx) {
yPos -= 0.5f;
}
C2D_Image image = C2D_SpriteSheetGetImage(sprites, img);
C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
C2D_DrawImageAt(image, x, yPos, 0.5f, NULL, ScaleX, ScaleY);
}
void GFX::DrawSpriteBlend(int img, float x, float y, u32 color, float ScaleX, float ScaleY) {
C2D_ImageTint tint;
C2D_SetImageTint(&tint, C2D_TopLeft, color, 1);
C2D_SetImageTint(&tint, C2D_TopRight, color, 1);
C2D_SetImageTint(&tint, C2D_BotLeft, color, 1);
C2D_SetImageTint(&tint, C2D_BotRight, color, 1);
C2D_DrawImageAt( C2D_SpriteSheetGetImage(sprites, img), x, y-(shiftBySubPixel ? 0.5f : 0), 0.5f, &tint, ScaleX, ScaleY);
}
void GFX::DrawSpriteLinearBlend(int img, float x, float y, u32 color, float ScaleX, float ScaleY) {
C2D_Image image = C2D_SpriteSheetGetImage(sprites, img);
C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
C2D_ImageTint tint;
C2D_SetImageTint(&tint, C2D_TopLeft, color, 1);
C2D_SetImageTint(&tint, C2D_TopRight, color, 1);
C2D_SetImageTint(&tint, C2D_BotLeft, color, 1);
C2D_SetImageTint(&tint, C2D_BotRight, color, 1);
C2D_DrawImageAt(image, x, y-(shiftBySubPixel ? 0.5f : 0), 0.5f, &tint, ScaleX, ScaleY);
}
void GFX::drawCursor(int cX, int cY) {
if (cursorAlpha == 255) {
DrawSprite(sprites_cursor_idx, cX, cY);
} else if (cursorAlpha > 0) {
DrawSpriteBlend(sprites_cursor_idx, cX, cY, C2D_Color32(255, 255, 255, cursorAlpha));
}
}