mirror of
https://github.com/RocketRobz/SuperAllStarPhotoStudio.git
synced 2025-06-19 01:25:35 -04:00
274 lines
7.6 KiB
C++
274 lines
7.6 KiB
C++
/*
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* This file is part of Universal-Core
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* Copyright (C) 2020 DeadPhoenix8091, Epicpkmn11, Flame, RocketRobz, StackZ, TotallyNotGuy
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
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* * Requiring preservation of specified reasonable legal notices or
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* author attributions in that material or in the Appropriate Legal
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* Notices displayed by works containing it.
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* * Prohibiting misrepresentation of the origin of that material,
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* or requiring that modified versions of such material be marked in
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* reasonable ways as different from the original version.
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*/
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#include "gui.hpp"
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#include "screenCommon.hpp"
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#include "sprites.h"
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#include "arrow_back.h"
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#include "cursor.h"
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#include <nds.h>
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#include <gl2d.h>
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#include <unistd.h>
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std::unique_ptr<Screen> usedScreen, tempScreen; // tempScreen used for "fade" effects.
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bool currentScreen = false;
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bool fadeout = false;
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bool fadein = false;
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int fadealpha = 0;
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int fadecolor = 0;
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int bg3Main;
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int bg2Main;
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int bg3Sub;
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static int backTexID, cursorTexID;
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static glImage backImage[(64 / 64) * (64 / 64)];
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static glImage cursorImage[(32 / 32) * (32 / 32)];
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// Ported from PAlib (obsolete)
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void SetBrightness(u8 screen, s8 bright) {
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u16 mode = 1 << 14;
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if (bright < 0) {
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mode = 2 << 14;
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bright = -bright;
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}
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if (bright > 31)
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bright = 31;
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*(u16 *)(0x0400006C + (0x1000 * screen)) = bright + mode;
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}
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// Clear Text.
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void Gui::clearTextBufs(void) { }
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// Draw a sprite from the sheet.
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void Gui::DrawSprite(int imgindex, int x, int y) {
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switch (imgindex) {
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case sprites_arrow_back_idx:
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glSprite(x, y, GL_FLIP_NONE, backImage);
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break;
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case sprites_cursor_idx:
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glSprite(x, y, GL_FLIP_NONE, cursorImage);
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break;
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}
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}
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// Initialize GUI.
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void Gui::init(void) {
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//////////////////////////////////////////////////////////
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videoSetMode(MODE_5_3D | DISPLAY_BG3_ACTIVE);
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videoSetModeSub(MODE_3_2D | DISPLAY_BG3_ACTIVE);
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// Initialize gl2d
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glScreen2D();
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// Make gl2d render on transparent stage.
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glClearColor(31, 31, 31, 0);
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glDisable(GL_CLEAR_BMP);
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// Clear the GL texture state
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glResetTextures();
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// Set up enough texture memory for our textures
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// Bank A is just 128kb and we are using 194 kb of
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// sprites
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vramSetBankA(VRAM_A_TEXTURE);
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vramSetBankB(VRAM_B_MAIN_BG_0x06020000);
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vramSetBankC(VRAM_C_SUB_BG_0x06200000);
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vramSetBankD(VRAM_D_MAIN_BG_0x06000000);
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vramSetBankE(VRAM_E_TEX_PALETTE);
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vramSetBankF(VRAM_F_TEX_PALETTE_SLOT4);
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vramSetBankG(VRAM_G_MAIN_SPRITE);
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vramSetBankH(VRAM_H_SUB_BG_EXT_PALETTE);
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vramSetBankI(VRAM_I_SUB_SPRITE_EXT_PALETTE);
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lcdMainOnBottom();
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bg3Main = bgInit(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
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bgSetPriority(bg3Main, 3);
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bg2Main = bgInit(2, BgType_Bmp8, BgSize_B8_256x256, 6, 0);
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//nocashMessage(std::to_string(bg2Main).c_str());
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bgSetPriority(bg2Main, 0);
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bg3Sub = bgInitSub(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
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bgSetPriority(bg3Sub, 3);
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bgSetPriority(0, 1); // Set 3D to below text
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backTexID = glLoadTileSet(backImage, // pointer to glImage array
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64, // sprite width
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64, // sprite height
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64, // bitmap width
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64, // bitmap height
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GL_RGB16, // texture type for glTexImage2D() in videoGL.h
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TEXTURE_SIZE_64, // sizeX for glTexImage2D() in videoGL.h
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TEXTURE_SIZE_64, // sizeY for glTexImage2D() in videoGL.h
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TEXGEN_OFF | GL_TEXTURE_COLOR0_TRANSPARENT, // param for glTexImage2D() in videoGL.h
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16, // Length of the palette to use (16 colors)
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(u16*) arrow_backPal, // Load our 16 color tiles palette
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(u8*) arrow_backBitmap // image data generated by GRIT
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);
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cursorTexID = glLoadTileSet(cursorImage, // pointer to glImage array
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32, // sprite width
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32, // sprite height
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32, // bitmap width
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32, // bitmap height
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GL_RGB16, // texture type for glTexImage2D() in videoGL.h
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TEXTURE_SIZE_32, // sizeX for glTexImage2D() in videoGL.h
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TEXTURE_SIZE_32, // sizeY for glTexImage2D() in videoGL.h
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TEXGEN_OFF | GL_TEXTURE_COLOR0_TRANSPARENT, // param for glTexImage2D() in videoGL.h
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16, // Length of the palette to use (16 colors)
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(u16*) cursorPal, // Load our 16 color tiles palette
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(u8*) cursorBitmap // image data generated by GRIT
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);
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irqSet(IRQ_VBLANK, DrawScreen);
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irqEnable(IRQ_VBLANK);
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}
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// Load a Font.
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void Gui::loadFont(const char* Path) {
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}
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// Unload a Font.
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void Gui::unloadFont() {
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}
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// Load a Sheet.
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void Gui::loadSheet(const char* Path) {
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}
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// Unload a Sheet.
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void Gui::unloadSheet() {
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}
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// Exit the GUI.
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void Gui::exit(void) {
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if (usedScreen != nullptr) usedScreen = nullptr;
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}
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// Draw a Centered String.
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void Gui::DrawStringCentered(float x, float y, float size, u32 color, std::string Text, int maxWidth, int maxHeight) {
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}
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// Draw String or Text.
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void Gui::DrawString(float x, float y, float size, u32 color, std::string Text, int maxWidth, int maxHeight) {
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}
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// Get String or Text Width.
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float Gui::GetStringWidth(float size, std::string Text) {
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}
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// Get String or Text Size.
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void Gui::GetStringSize(float size, float *width, float *height, std::string Text) {
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}
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// Get String or Text Height.
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float Gui::GetStringHeight(float size, std::string Text) {
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}
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// Draw a Rectangle.
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bool Gui::Draw_Rect(int x, int y, int w, int h, int color) {
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glBoxFilled(x, y, x+w, y+h, color);
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}
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// Draw's the current screen's draw.
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void Gui::DrawScreen() {
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SetBrightness(0, (fadecolor==255 ? fadealpha : -fadealpha)/8);
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SetBrightness(1, (fadecolor==255 ? fadealpha : -fadealpha)/8);
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glBegin2D();
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if (usedScreen != nullptr) usedScreen->Draw();
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glEnd2D();
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GFX_FLUSH = 0;
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}
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// Do the current screen's logic.
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void Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade) {
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if (waitFade) {
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if (!fadein && !fadeout) {
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if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
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}
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} else {
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if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
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}
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}
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// Move's the tempScreen to the used one.
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void Gui::transferScreen() {
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if (tempScreen != nullptr) usedScreen = std::move(tempScreen);
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}
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// Set the current Screen.
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void Gui::setScreen(std::unique_ptr<Screen> screen, bool fade) {
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tempScreen = std::move(screen);
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// Switch screen without fade.
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if (!fade) {
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Gui::transferScreen();
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} else {
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// Fade, then switch.
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fadeout = true;
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}
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}
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// Fade's the screen in and out and transfer the screen.
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// Credits goes to RocketRobz & SavvyManager.
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void Gui::fadeEffects(int fadeoutFrames, int fadeinFrames) {
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if (fadein) {
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fadealpha -= fadeinFrames;
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if (fadealpha < 0) {
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fadealpha = 0;
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fadecolor = 255;
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fadein = false;
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}
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}
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if (fadeout) {
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fadealpha += fadeoutFrames;
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if (fadealpha > 255) {
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fadealpha = 255;
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Gui::transferScreen(); // Transfer Temp screen to the used one.
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fadein = true;
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fadeout = false;
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}
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}
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}
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// Select, on which Screen should be drawn.
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void Gui::ScreenDraw() {
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}
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void Gui::drawGrid(float xPos, float yPos, float Width, float Height, u32 color) {
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}
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void Gui::drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor) {
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} |