SavvyManager/source/gfx.cpp
RocketRobz 9409ada2dc Enable 800px mode for non-O2DS consoles
Improves clarity in CinemaWide mode.

ALSO: Fix top text not being shown when importing contacts
2020-06-18 03:28:37 -06:00

152 lines
4.6 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 bgSprite;
static C2D_SpriteSheet chracterSprite;
static bool doChracterSpriteFree = false;
static bool doBgSpriteFree = false;
extern int studioBg;
extern int cinemaWide;
extern bool showCursor;
extern int cursorX;
extern int cursorY;
extern int cursorAlpha;
Result GFX::loadSheets() {
sprites = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
gameSelSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameSelSprites.t3x");
gameShotSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameShotSprites.t3x");
gameBgSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameBgSprites.t3x");
GFX::loadBgSprite();
return 0;
}
Result GFX::unloadSheets() {
C2D_SpriteSheetFree(sprites);
C2D_SpriteSheetFree(gameSelSprites);
C2D_SpriteSheetFree(gameShotSprites);
C2D_SpriteSheetFree(gameBgSprites);
if (doBgSpriteFree) {
C2D_SpriteSheetFree(bgSprite);
}
if (doChracterSpriteFree) {
C2D_SpriteSheetFree(chracterSprite);
}
return 0;
}
void GFX::loadBgSprite(void) {
if (doBgSpriteFree) {
C2D_SpriteSheetFree(bgSprite);
}
const char* bgPath;
switch (studioBg) {
case 0:
default:
bgPath = "romfs:/gfx/bg_blue.t3x";
break;
case 1:
bgPath = "romfs:/gfx/bgNight_loversBell.t3x";
break;
case 2:
bgPath = "romfs:/gfx/bgNight_bougainville.t3x";
break;
}
bgSprite = C2D_SpriteSheetLoad(bgPath);
doBgSpriteFree = true;
}
bool GFX::loadCharSprite(const char* t3xPathAllSeasons, const char* t3xPathOneSeason) {
if (doChracterSpriteFree) {
C2D_SpriteSheetFree(chracterSprite);
}
if (access(t3xPathAllSeasons, F_OK) == 0) {
chracterSprite = C2D_SpriteSheetLoad(t3xPathAllSeasons);
doChracterSpriteFree = true;
return true;
} else {
doChracterSpriteFree = false;
}
if (access(t3xPathOneSeason, F_OK) == 0) {
chracterSprite = C2D_SpriteSheetLoad(t3xPathOneSeason);
doChracterSpriteFree = true;
return true;
} else {
doChracterSpriteFree = false;
}
return false;
}
void GFX::showBgSprite(int zoomIn) {
int yPos = -(240*zoomIn);
if (cinemaWide) yPos -= 16;
Gui::DrawSprite(bgSprite, 0, 0, yPos);
}
void GFX::showCharSprite(int zoomIn, int fadeAlpha) {
int yPos = -((cinemaWide ? 168 : 240)*zoomIn);
if (cinemaWide) yPos += 36;
C2D_Image image = C2D_SpriteSheetGetImage(chracterSprite, 0);
if (cinemaWide) {
C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
}
if (fadeAlpha == 255) {
C2D_DrawImageAt(image, (cinemaWide ? 60 : 0), yPos, 0.5f, NULL, (cinemaWide ? 0.7f : 1), (cinemaWide ? 0.7f : 1));
} else {
C2D_ImageTint tint;
C2D_SetImageTint(&tint, C2D_TopLeft, C2D_Color32(255, 255, 255, fadeAlpha), 1);
C2D_SetImageTint(&tint, C2D_TopRight, C2D_Color32(255, 255, 255, fadeAlpha), 1);
C2D_SetImageTint(&tint, C2D_BotLeft, C2D_Color32(255, 255, 255, fadeAlpha), 1);
C2D_SetImageTint(&tint, C2D_BotRight, C2D_Color32(255, 255, 255, fadeAlpha), 1);
C2D_DrawImageAt(image, (cinemaWide ? 60 : 0), yPos, 0.5f, &tint, (cinemaWide ? 0.7f : 1), (cinemaWide ? 0.7f : 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, float ScaleX, float ScaleY) {
C2D_DrawImageAt(C2D_SpriteSheetGetImage(gameShotSprites, img), x, y, 0.5f, NULL, ScaleX, ScaleY);
}
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, GPU_TEXTURE_FILTER_PARAM filter) {
C2D_Image image = C2D_SpriteSheetGetImage(sprites, img);
C3D_TexSetFilter(image.tex, filter, filter);
C2D_DrawImageAt(image, x, y, 0.5f, NULL, ScaleX, ScaleY);
}
void GFX::DrawSpriteBlend(int img, float x, float y, u32 color, float ScaleX, float ScaleY, GPU_TEXTURE_FILTER_PARAM filter) {
C2D_Image image = C2D_SpriteSheetGetImage(sprites, img);
C3D_TexSetFilter(image.tex, filter, filter);
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, 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));
}
}