#ifndef GFX_HPP #define GFX_HPP #include "sprites.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 LIGHTRED C2D_Color32(222, 110, 110, 255) #define MSG_BUTTONTEXT C2D_Color32(181, 48, 0, 255) #define TIME C2D_Color32(16, 0, 0, 223) typedef u32 Color; extern bool animateBg; extern bool bgCanAnimate; extern bool shiftBySubPixel; namespace GFX { // Load & Unload default sheets. void resetCharStatus(int num = -1); Result loadSheets(); Result unloadSheets(); void loadGameSelSheets(); void unloadGameSelSheets(); // Sprite Functions. bool loadCharSprite(int num, const char* t3xPathAllSeasons, const char* t3xPathOneSeason); void loadCharSpriteMem(int num); void loadBgSprite(void); void unloadBgSprite(void); void reloadBgSprite(void); void showBgSprite(int zoomIn); void animateBgSprite(void); void showCharSprite(int num, bool flipH, int zoomIn, int fadeAlpha, bool lightingEffects = false); void DrawSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1, GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST); void DrawSpriteBlend(int img, float x, float y, u32 color, float ScaleX = 1, float ScaleY = 1, GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST); // Draw Cursor. void drawCursor(int cX, int cY); } #endif