mirror of
https://github.com/RocketRobz/SuperAllStarPhotoStudio.git
synced 2025-06-18 17:15:35 -04:00
200 lines
5.9 KiB
C++
200 lines
5.9 KiB
C++
#include "characterChange.hpp"
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#include "emblemChange.hpp"
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#include "gameSelect.hpp"
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#include "musicChange.hpp"
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#include "screenvars.h"
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#include "whatToDo.hpp"
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extern int ss1Logo;
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extern int ss2Screenshot;
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extern int ss2Logo;
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extern int ss1LogoXpos;
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extern int ssLogoXpos;
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extern int ss3Logo;
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extern int ss4Logo;
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extern bool ss2SaveFound;
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extern bool ss3SaveFound;
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extern bool ss4SaveFound;
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WhatToDo::WhatToDo() {
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this->initialize();
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}
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void WhatToDo::initialize() {
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if ((highlightedGame == 0)
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|| (highlightedGame > 1 && this->whatToChange_cursorPosition == 1)
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|| (highlightedGame < 2 && this->whatToChange_cursorPosition == 2)) {
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this->whatToChange_cursorPosition = 0;
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}
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this->cursorChange();
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}
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void WhatToDo::Draw(void) const {
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Gui::ScreenDraw(Top);
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Gui::Draw_Rect(0, 0, 400, 240, WHITE); // Fill gaps of BG
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for(int w = 0; w < 7; w++) {
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for(int h = 0; h < 3; h++) {
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GFX::DrawSprite(sprites_phone_bg_idx, -72+bg_xPos+w*72, bg_yPos+h*136);
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}
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}
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switch(highlightedGame) {
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case 0:
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default:
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GFX::DrawGameSelSprite(ss1Logo, 40+ss1LogoXpos, 56);
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break;
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case 1:
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GFX::DrawGameSelSprite(ss2Logo, 40+ssLogoXpos, 56);
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break;
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case 2:
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GFX::DrawGameSelSprite(ss3Logo, 40, 56);
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break;
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case 3:
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GFX::DrawGameSelSprite(ss4Logo, 40+ssLogoXpos, 56);
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break;
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}
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if (fadealpha > 0) Gui::Draw_Rect(0, 0, 400, 240, C2D_Color32(fadecolor, fadecolor, fadecolor, fadealpha)); // Fade in/out effect
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Gui::ScreenDraw(Bottom);
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Gui::Draw_Rect(0, 0, 320, 240, WHITE); // Fill gaps of BG
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for(int w = 0; w < 7; w++) {
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for(int h = 0; h < 3; h++) {
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GFX::DrawSprite(sprites_phone_bg_idx, -76+bg_xPos+w*72, bg_yPos+h*136);
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}
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}
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Gui::DrawString(8, 8, 0.50, BLACK, "What do you want to change?");
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int iconXpos = 64;
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GFX::DrawSpriteBlend(sprites_icon_shadow_idx, iconXpos, 86, C2D_Color32(0, 0, 0, 63));
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GFX::DrawSprite(sprites_icon_profile_idx, iconXpos, 80);
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Gui::DrawString(iconXpos-2, 140, 0.50, RED, "Characters");
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iconXpos += 64;
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if (highlightedGame == 1) {
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// Show music pack option for Trendsetters
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GFX::DrawSpriteBlend(sprites_icon_shadow_idx, iconXpos, 86, C2D_Color32(0, 0, 0, 63));
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GFX::DrawSprite(sprites_icon_music_idx, iconXpos, 80);
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Gui::DrawString(iconXpos+14, 140, 0.50, RED, "Music");
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}
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iconXpos += 64;
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if (highlightedGame > 1) {
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// Show emblem option for Fashion Forward and Styling Star
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GFX::DrawSpriteBlend(sprites_icon_shadow_idx, iconXpos, 86, C2D_Color32(0, 0, 0, 63));
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GFX::DrawSprite(sprites_icon_emblem_idx, iconXpos, 80);
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Gui::DrawString(iconXpos+8, 140, 0.50, RED, "Emblem");
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}
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GFX::DrawSprite(sprites_button_shadow_idx, 5, 199);
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GFX::DrawSprite(sprites_button_red_idx, 5, 195);
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GFX::DrawSprite(sprites_arrow_back_idx, 19, 195);
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GFX::DrawSprite(sprites_button_b_idx, 44, 218);
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/*GFX::DrawSprite(sprites_button_shadow_idx, 251, 199);
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GFX::DrawSprite(sprites_button_blue_idx, 251, 195);*/
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GFX::drawCursor(this->cursorX, this->cursorY);
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if (fadealpha > 0) Gui::Draw_Rect(0, 0, 400, 240, C2D_Color32(fadecolor, fadecolor, fadecolor, fadealpha)); // Fade in/out effect
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}
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void WhatToDo::cursorChange() {
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switch (this->whatToChange_cursorPosition) {
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case 0:
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default:
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this->cursorX = 80;
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this->cursorY = 104;
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break;
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case 1:
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this->cursorX = 148;
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this->cursorY = 104;
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break;
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case 2:
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this->cursorX = 212;
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this->cursorY = 104;
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break;
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}
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}
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void WhatToDo::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
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if (this->showMessage) {
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if ((hDown & KEY_A) || ((hDown & KEY_TOUCH) && touch.px >= 115 && touch.px < 115+90 && touch.py >= 188 && touch.py < 188+47)) {
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sndSelect();
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this->showMessage = false;
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}
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} else {
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if (highlightedGame > 0 && showCursor) {
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if (hDown & KEY_LEFT) {
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sndHighlight();
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if (highlightedGame > 1) {
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if (this->whatToChange_cursorPosition == 2) this->whatToChange_cursorPosition = 0;
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else if (this->whatToChange_cursorPosition == 0) this->whatToChange_cursorPosition = 2;
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this->cursorChange();
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} else {
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this->whatToChange_cursorPosition--;
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if (this->whatToChange_cursorPosition < 0) this->whatToChange_cursorPosition = 1;
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this->cursorChange();
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}
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} else if (hDown & KEY_RIGHT) {
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sndHighlight();
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if (highlightedGame > 1) {
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if (this->whatToChange_cursorPosition == 0) this->whatToChange_cursorPosition = 2;
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else if (this->whatToChange_cursorPosition == 2) this->whatToChange_cursorPosition = 0;
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this->cursorChange();
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} else {
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whatToChange_cursorPosition++;
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if (this->whatToChange_cursorPosition > 1) this->whatToChange_cursorPosition = 0;
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this->cursorChange();
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}
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}
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}
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if (hDown & KEY_A) {
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this->runSelection = true;
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}
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if ((hDown & KEY_TOUCH) && touch.px >= 71 && touch.px <= 248 && touch.py >= 91 && touch.py <= 136) {
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if (touch.px < 120) {
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this->whatToChange_cursorPosition = 0;
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this->cursorChange();
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this->runSelection = true;
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}
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if ((touch.px > 134) && (touch.px < 185) && highlightedGame==1) {
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this->whatToChange_cursorPosition = 1;
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this->cursorChange();
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this->runSelection = true;
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}
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if ((touch.px > 198) && highlightedGame > 1) {
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this->whatToChange_cursorPosition = 2;
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this->cursorChange();
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this->runSelection = true;
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}
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}
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if (this->runSelection) {
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sndSelect();
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switch (this->whatToChange_cursorPosition) {
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case 0:
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if ((highlightedGame==1 && ss2SaveFound)
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|| (highlightedGame==2 && ss3SaveFound)
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|| (highlightedGame==3 && ss4SaveFound))
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{
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Gui::setScreen(std::make_unique<CharacterChange>(), true);
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} else {
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sndBack();
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this->messageNo = 1;
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this->showMessage = true;
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}
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break;
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case 1:
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Gui::setScreen(std::make_unique<MusicChange>(), true);
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break;
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case 2:
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Gui::setScreen(std::make_unique<EmblemChange>(), true);
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break;
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}
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}
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if ((hDown & KEY_B) || ((hDown & KEY_TOUCH) && touchingBackButton())) {
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sndBack();
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Gui::setScreen(std::make_unique<GameSelect>(), true);
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}
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}
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} |