#include "emblemChange.hpp" #include "screenvars.h" #include "whatToDo.hpp" #include "savedata.h" #include "file_browse.h" #include "import_emblemnames.h" #include EmblemChange::EmblemChange() { this->getMaxEmblems(); } void EmblemChange::getMaxEmblems() { if (this->subScreenMode == 2) { if (this->importPage == 1) { this->totalEmblems = numberOfExportedEmblems-1; } else { this->totalEmblems = 10; } } else if (highlightedGame == 3) { this->totalEmblems = 2; readSS4Save(); //readSS4Emblem(cursorPosition); } else { this->totalEmblems = 0; readSS3Save(); //readSS3Emblem(); } if (!this->modeInited) { //renderEmblem(); this->modeInited = true; } } /*static u32 emblemPalette[16] = { C2D_Color32(0, 0, 0, 0), C2D_Color32(16, 16, 16, 255), C2D_Color32(32, 32, 32, 255), C2D_Color32(48, 48, 48, 255), C2D_Color32(64, 64, 64, 255), C2D_Color32(80, 80, 80, 255), C2D_Color32(96, 96, 96, 255), C2D_Color32(112, 112, 112, 255), C2D_Color32(128, 128, 128, 255), C2D_Color32(144, 144, 144, 255), C2D_Color32(160, 160, 160, 255), C2D_Color32(176, 176, 176, 255), C2D_Color32(192, 192, 192, 255), C2D_Color32(208, 208, 208, 255), C2D_Color32(224, 224, 224, 255), C2D_Color32(240, 240, 240, 255) }; int EmblemChange::getPalNumber(u8 byte, bool secondPixel) { if (secondPixel) { if ((byte & 0x0F) == 0x0) { return 0; } else if ((byte & 0x0F) == 0x1) { return 1; } else if ((byte & 0x0F) == 0x2) { return 2; } else if ((byte & 0x0F) == 0x3) { return 3; } else if ((byte & 0x0F) == 0x4) { return 4; } else if ((byte & 0x0F) == 0x5) { return 5; } else if ((byte & 0x0F) == 0x6) { return 6; } else if ((byte & 0x0F) == 0x7) { return 7; } else if ((byte & 0x0F) == 0x8) { return 8; } else if ((byte & 0x0F) == 0x9) { return 9; } else if ((byte & 0x0F) == 0xA) { return 10; } else if ((byte & 0x0F) == 0xB) { return 11; } else if ((byte & 0x0F) == 0xC) { return 12; } else if ((byte & 0x0F) == 0xD) { return 13; } else if ((byte & 0x0F) == 0xE) { return 14; } else if ((byte & 0x0F) == 0xF) { return 15; } } else { if (byte >= 0x00 && byte < 0x10) { return 0; } else if (byte >= 0x10 && byte < 0x20) { return 1; } else if (byte >= 0x20 && byte < 0x30) { return 2; } else if (byte >= 0x30 && byte < 0x40) { return 3; } else if (byte >= 0x40 && byte < 0x50) { return 4; } else if (byte >= 0x50 && byte < 0x60) { return 5; } else if (byte >= 0x60 && byte < 0x70) { return 6; } else if (byte >= 0x70 && byte < 0x80) { return 7; } else if (byte >= 0x80 && byte < 0x90) { return 8; } else if (byte >= 0x90 && byte < 0xA0) { return 9; } else if (byte >= 0xA0 && byte < 0xB0) { return 10; } else if (byte >= 0xB0 && byte < 0xC0) { return 11; } else if (byte >= 0xC0 && byte < 0xD0) { return 12; } else if (byte >= 0xD0 && byte < 0xE0) { return 13; } else if (byte >= 0xE0 && byte < 0xF0) { return 14; } else if (byte >= 0xF0 && byte < 0x100) { return 15; } } return 0; } u32 EmblemChange::emblemPixel(int pixel, bool secondPixel) { pixel = pixel/2; return emblemPalette[getPalNumber(emblemData.sprite[pixel], secondPixel)]; } void EmblemChange::renderEmblem(void) { bool secondPixel = false; for (int i = 0; i < 64*64; i++) { emblemImage[i] = emblemPixel(i, secondPixel); secondPixel = !secondPixel; } } void EmblemChange::drawEmblem(int x, int y, bool big) { for (int h = (emblemHalf ? 32: 0); h < (emblemHalf ? 64: 32); h++) { for (int w = 0; w < 64; w++) { Draw_Rect(x+(w*(big*2)), y+(h*(big*2)), 1+big, 1+big, emblemImage[(h*64)+w]); } } emblemHalf = !emblemHalf; }*/ void EmblemChange::drawMsg(void) const { GFX::DrawSprite(sprites_msg_idx, 0, 8, 1, 1); GFX::DrawSprite(sprites_msg_idx, 160, 8, -1, 1); GFX::DrawSprite(sprites_icon_msg_idx, 132, -2); if (this->messageNo == 3) { Gui::DrawStringCentered(0, 94, 0.60, BLACK, "Failed to import emblem."); } else if (this->messageNo == 2) { Gui::DrawStringCentered(0, 58, 0.60, BLACK, "Emblem exported successfully."); Gui::DrawStringCentered(0, 94, 0.60, BLACK, "You can go to \"Import Emblems\""); Gui::DrawStringCentered(0, 114, 0.60, BLACK, "and restore the exported emblem"); Gui::DrawStringCentered(0, 134, 0.60, BLACK, "at any time."); } else if (this->messageNo == 1) { Gui::DrawStringCentered(0, 94, 0.60, BLACK, emblemImported); } else { Gui::DrawStringCentered(0, 94, 0.60, BLACK, "This feature is not available yet."); //Gui::DrawStringCentered(0, 104, 0.60, BLACK, "yet."); } GFX::DrawSprite(sprites_button_msg_shadow_idx, 114, 197); GFX::DrawSprite(sprites_button_msg_idx, 115, 188); Gui::DrawString(134, 196, 0.70, MSG_BUTTONTEXT, " OK!"); } void EmblemChange::Draw(void) const { Gui::ScreenDraw(Top); Gui::Draw_Rect(0, 0, 400, 240, WHITE); // Fill gaps of BG for(int w = 0; w < 7; w++) { for(int h = 0; h < 3; h++) { GFX::DrawSprite(sprites_phone_bg_idx, -72+bg_xPos+w*72, bg_yPos+h*136); } } GFX::DrawSprite(sprites_emblem_back_idx, 100, 20, 2, 2); //drawEmblem(136, 56, true); if (fadealpha > 0) Gui::Draw_Rect(0, 0, 400, 240, C2D_Color32(fadecolor, fadecolor, fadecolor, fadealpha)); // Fade in/out effect Gui::ScreenDraw(Bottom); Gui::Draw_Rect(0, 0, 320, 240, WHITE); // Fill gaps of BG for(int w = 0; w < 7; w++) { for(int h = 0; h < 3; h++) { GFX::DrawSprite(sprites_phone_bg_idx, -76+bg_xPos+w*72, bg_yPos+h*136); } } char emblemText[32]; this->cursorX = 248; if (this->subScreenMode == 2) { this->cursorY = 64+(48*this->importEmblemList_cursorPositionOnScreen); // Game name switch (this->importPage) { case 1: Gui::DrawStringCentered(0, 8, 0.50, BLACK, "Your emblem files"); break; case 0: Gui::DrawStringCentered(0, 8, 0.50, BLACK, "Savvy Manager"); break; } Gui::DrawString(8, 8, 0.50, BLACK, "<"); Gui::DrawString(304, 8, 0.50, BLACK, ">"); if (!this->displayNothing) { int i2 = 48; for (int i = this->import_emblemShownFirst; i < this->import_emblemShownFirst+3; i++) { if (this->importPage == 1) { if (i >= numberOfExportedEmblems) break; } else { if (i > this->totalEmblems) break; } GFX::DrawSprite(sprites_item_button_idx, 16, i2-20); if (importPage == 1) { Gui::DrawString(32, i2, 0.65, BLACK, getExportedEmblemName(i)); } else { Gui::DrawString(32, i2, 0.65, BLACK, import_emblemNames[i]); } i2 += 48; } } } else if (this->subScreenMode == 1) { if (highlightedGame == 2) { sprintf(emblemText, "Emblem"); } else { sprintf(emblemText, "Emblem %i", this->cursorPosition+1); } this->cursorY = 64+(48*this->emblemChangeMenu_cursorPosition); Gui::DrawString(8, 8, 0.50, BLACK, emblemText); int i2 = 48; GFX::DrawSprite(sprites_item_button_idx, 16, i2-20); Gui::DrawString(32, i2, 0.65, BLACK, "Import emblem"); i2 += 48; GFX::DrawSprite(sprites_item_button_idx, 16, i2-20); Gui::DrawString(32, i2, 0.65, BLACK, "Export emblem"); } else { this->cursorY = 64+(48*this->cursorPosition); Gui::DrawString(8, 8, 0.50, BLACK, "Select the emblem to change."); int i2 = 48; for (int i = 0; i <= this->totalEmblems; i++) { GFX::DrawSprite(sprites_item_button_idx, 16, i2-20); if (highlightedGame == 2) { sprintf(emblemText, "Emblem"); } else { sprintf(emblemText, "Emblem %i", i+1); } Gui::DrawString(32, i2, 0.65, BLACK, emblemText); i2 += 48; } } GFX::DrawSprite(sprites_button_shadow_idx, 5, 199); GFX::DrawSprite(sprites_button_red_idx, 5, 195); GFX::DrawSprite(sprites_arrow_back_idx, 19, 195); GFX::DrawSprite(sprites_button_b_idx, 44, 218); GFX::drawCursor(this->cursorX, this->cursorY); if (showMessage) { drawMsg(); } if (fadealpha > 0) Gui::Draw_Rect(0, 0, 400, 240, C2D_Color32(fadecolor, fadecolor, fadecolor, fadealpha)); // Fade in/out effect } void EmblemChange::Logic(u32 hDown, u32 hHeld, touchPosition touch) { if (this->showMessage) { if ((hDown & KEY_A) || ((hDown & KEY_TOUCH) && touch.px >= 115 && touch.px < 115+90 && touch.py >= 188 && touch.py < 188+47)) { sndSelect(); this->showMessage = false; } } else { if (this->subScreenMode == 2) { if (showCursor) { if (hDown & KEY_UP) { sndHighlight(); this->importEmblemList_cursorPosition--; this->importEmblemList_cursorPositionOnScreen--; if (this->importEmblemList_cursorPosition < 0) { this->importEmblemList_cursorPosition = 0; this->import_emblemShownFirst = 0; } else if (this->importEmblemList_cursorPosition < this->import_emblemShownFirst) { this->import_emblemShownFirst--; } if (this->importEmblemList_cursorPositionOnScreen < 0) { this->importEmblemList_cursorPositionOnScreen = 0; } } if (hDown & KEY_DOWN) { sndHighlight(); this->importEmblemList_cursorPosition++; this->importEmblemList_cursorPositionOnScreen++; if (this->importEmblemList_cursorPosition > this->totalEmblems) { this->importEmblemList_cursorPosition = this->totalEmblems; this->import_emblemShownFirst = this->totalEmblems-2; if (this->import_emblemShownFirst < 0) this->import_emblemShownFirst = 0; if (this->importEmblemList_cursorPositionOnScreen > this->totalEmblems) { this->importEmblemList_cursorPositionOnScreen = this->totalEmblems; } } else if (this->importEmblemList_cursorPosition > this->import_emblemShownFirst+2) { this->import_emblemShownFirst++; } if (this->importEmblemList_cursorPositionOnScreen > 2) { this->importEmblemList_cursorPositionOnScreen = 2; } } } if (hDown & KEY_A) { bool exportFound = false; if (this->importPage == 1 && this->totalEmblems > 0) { switch (highlightedGame) { case 3: sprintf(this->embFilePath, "sdmc:/3ds/SavvyManager/emblems/%s.emb", getExportedEmblemName(this->importEmblemList_cursorPosition)); if (access(this->embFilePath, F_OK) == 0) { sndSelect(); readSS4EmblemFile(this->cursorPosition, this->embFilePath); writeSS4Save(); exportFound = true; } break; case 2: sprintf(this->embFilePath, "sdmc:/3ds/SavvyManager/emblems/%s.emb", getExportedEmblemName(this->importEmblemList_cursorPosition)); if (access(this->embFilePath, F_OK) == 0) { sndSelect(); readSS3EmblemFile(this->embFilePath); writeSS3Save(); exportFound = true; } break; } if (exportFound) { sprintf(this->emblemImported, "Imported %s successfully.", getExportedEmblemName(this->importEmblemList_cursorPosition)); this->messageNo = 1; this->subScreenMode = 1; } else { sndBack(); this->messageNo = 3; } this->showMessage = true; } else if (importPage == 0) { sndSelect(); switch (highlightedGame) { case 3: sprintf(this->embFilePath, "romfs:/emblems/%s.emb", import_emblemNames[this->importEmblemList_cursorPosition]); if (access(this->embFilePath, F_OK) == 0) { readSS4EmblemFile(this->cursorPosition, this->embFilePath); writeSS4Save(); exportFound = true; } break; case 2: sprintf(this->embFilePath, "romfs:/emblems/%s.emb", import_emblemNames[this->importEmblemList_cursorPosition]); if (access(this->embFilePath, F_OK) == 0) { readSS3EmblemFile(this->embFilePath); writeSS3Save(); exportFound = true; } break; } if (exportFound) { sprintf(emblemImported, "Imported %s successfully.", import_emblemNames[this->importEmblemList_cursorPosition]); this->messageNo = 1; this->subScreenMode = 1; } else { sndBack(); this->messageNo = 3; } this->showMessage = true; } } if (hDown & KEY_LEFT) { sndHighlight(); this->importPage--; if (this->importPage < 0) this->importPage = 1; this->importEmblemList_cursorPosition = 0; this->importEmblemList_cursorPositionOnScreen = 0; this->import_emblemShownFirst = 0; this->getMaxEmblems(); } if (hDown & KEY_RIGHT) { sndHighlight(); this->importPage++; if (this->importPage > 1) this->importPage = 0; this->importEmblemList_cursorPosition = 0; this->importEmblemList_cursorPositionOnScreen = 0; this->import_emblemShownFirst = 0; this->getMaxEmblems(); } if ((hDown & KEY_B) || ((hDown & KEY_TOUCH) && touchingBackButton())) { sndBack(); this->subScreenMode = 1; } } else if (this->subScreenMode == 1) { if (showCursor) { if (hDown & KEY_UP) { sndHighlight(); this->emblemChangeMenu_cursorPosition--; if (this->emblemChangeMenu_cursorPosition < 0) { this->emblemChangeMenu_cursorPosition = 0; } } if (hDown & KEY_DOWN) { sndHighlight(); this->emblemChangeMenu_cursorPosition++; if (this->emblemChangeMenu_cursorPosition > 1) { this->emblemChangeMenu_cursorPosition = 1; } } } if (hDown & KEY_A) { if (this->emblemChangeMenu_cursorPosition == 1) { sndSelect(); switch (highlightedGame) { case 3: sprintf(this->embFilePath, "sdmc:/3ds/SavvyManager/emblems/Emblem %i.chr", this->cursorPosition); writeSS4EmblemFile(this->cursorPosition, this->embFilePath); break; case 2: sprintf(this->embFilePath, "sdmc:/3ds/SavvyManager/emblems/Emblem.chr"); writeSS3EmblemFile(this->embFilePath); break; } this->messageNo = 2; this->showMessage = true; } else { sndSelect(); this->subScreenMode = 2; this->displayNothing = true; gspWaitForVBlank(); getExportedEmblemContents(); this->getMaxEmblems(); this->displayNothing = false; } } if ((hDown & KEY_B) || ((hDown & KEY_TOUCH) && touchingBackButton())) { sndBack(); this->subScreenMode = 0; this->getMaxEmblems(); } } else { if (showCursor) { if (hDown & KEY_UP) { sndHighlight(); this->cursorPosition--; if (this->cursorPosition < 0) { this->cursorPosition = 0; } this->modeInited = false; } if (hDown & KEY_DOWN) { sndHighlight(); this->cursorPosition++; if (this->cursorPosition > this->totalEmblems) { this->cursorPosition = this->totalEmblems; } this->modeInited = false; } if (hDown & KEY_A) { sndSelect(); this->subScreenMode = 1; } if ((hDown & KEY_B) || ((hDown & KEY_TOUCH) && touchingBackButton())) { sndBack(); Gui::setScreen(std::make_unique(), true); } } } } }