SuperAllStarPhotoStudio/include/gfx.hpp
StackZ 24b818c2b1 Add Screen classes for SavvyManager. (#6)
* Add Screen classes for SavvyManager.

* This should fix the character change.
2020-05-27 03:06:52 -06:00

44 lines
1.3 KiB
C++

#ifndef GFX_HPP
#define GFX_HPP
#include "sprites.h"
#include "gameSelSprites.h"
#include "gameShotSprites.h"
#include <3ds.h>
#include <citro2d.h>
// 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