#ifndef GFX_HPP #define GFX_HPP #include "sprites.h" #include "gameSelSprites.h" #include "gameShotSprites.h" #include <3ds.h> #include // Colors. #define TRANSPARENT C2D_Color32(0, 0, 0, 0) #define BLACK C2D_Color32(0, 0, 0, 255) #define WHITE C2D_Color32(255, 255, 255, 255) #define GRAY C2D_Color32(127, 127, 127, 255) #define BLUE C2D_Color32(0, 0, 255, 255) #define GREEN C2D_Color32(0, 255, 0, 255) #define RED C2D_Color32(255, 0, 0, 255) #define MSG_BUTTONTEXT C2D_Color32(181, 48, 0, 255) #define TIME C2D_Color32(16, 0, 0, 223) typedef u32 Color; namespace GFX { // Load & Unload default sheets. Result loadSheets(); Result unloadSheets(); // Sprite Functions. bool loadCharSprite(const char* t3xPathAllSeasons, const char* t3xPathOneSeason); void loadBgSprite(void); void showBgSprite(int zoomIn); void showCharSprite(int zoomIn, int fadeAlpha); void DrawGameSelSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1); void DrawGameShotSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1); void DrawSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1); void DrawSpriteBlend(int key, float x, float y, u32 color, float ScaleX = 1, float ScaleY = 1); // Draw Cursor. void drawCursor(int cX, int cY); } #endif