mirror of
https://github.com/RocketRobz/SuperAllStarPhotoStudio.git
synced 2025-06-19 09:35:35 -04:00
183 lines
5.3 KiB
C++
183 lines
5.3 KiB
C++
#include "common.hpp"
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#include <unistd.h>
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static C2D_SpriteSheet sprites;
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static C2D_SpriteSheet gameSelSprites;
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static C2D_SpriteSheet gameShotSprites;
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static C2D_SpriteSheet gameBgSprites;
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static C2D_SpriteSheet bgSprite;
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static C2D_SpriteSheet chracterSprite;
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static bool doChracterSpriteFree = false;
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static bool doBgSpriteFree = false;
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extern int studioBg;
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extern int cinemaWide;
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extern bool showCursor;
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extern int cursorX;
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extern int cursorY;
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extern int cursorAlpha;
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Result GFX::loadSheets() {
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sprites = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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gameSelSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameSelSprites.t3x");
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gameShotSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameShotSprites.t3x");
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gameBgSprites = C2D_SpriteSheetLoad("romfs:/gfx/gameBgSprites.t3x");
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GFX::loadBgSprite();
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return 0;
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}
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Result GFX::unloadSheets() {
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C2D_SpriteSheetFree(sprites);
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C2D_SpriteSheetFree(gameSelSprites);
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C2D_SpriteSheetFree(gameShotSprites);
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C2D_SpriteSheetFree(gameBgSprites);
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if (doBgSpriteFree) {
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C2D_SpriteSheetFree(bgSprite);
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}
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if (doChracterSpriteFree) {
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C2D_SpriteSheetFree(chracterSprite);
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}
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return 0;
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}
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void GFX::loadBgSprite(void) {
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if (doBgSpriteFree) {
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C2D_SpriteSheetFree(bgSprite);
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}
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const char* bgPath;
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switch (studioBg) {
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case 0:
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default:
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bgPath = "romfs:/gfx/bg_blue.t3x";
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break;
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case 1:
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bgPath = "romfs:/gfx/bgNight_loversBell.t3x";
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break;
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case 2:
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bgPath = "romfs:/gfx/bgNight_bougainville.t3x";
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break;
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case 3:
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bgPath = "romfs:/gfx/bg_nin10Pro.t3x";
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break;
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case 4:
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bgPath = "romfs:/gfx/bg_celestialHotel.t3x";
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break;
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case 5:
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bgPath = "romfs:/gfx/bg_liveMusicClub4.t3x";
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break;
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case 6:
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bgPath = "romfs:/gfx/bg_menswearShop.t3x";
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break;
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case 7:
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bgPath = "romfs:/gfx/bg_VIP.t3x";
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break;
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case 8:
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bgPath = "romfs:/gfx/bg_restauraunt4.t3x";
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break;
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case 9:
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bgPath = "romfs:/gfx/bg_cinema.t3x";
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break;
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}
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bgSprite = C2D_SpriteSheetLoad(bgPath);
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doBgSpriteFree = true;
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}
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bool GFX::loadCharSprite(const char* t3xPathAllSeasons, const char* t3xPathOneSeason) {
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if (doChracterSpriteFree) {
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C2D_SpriteSheetFree(chracterSprite);
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}
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if (access(t3xPathAllSeasons, F_OK) == 0) {
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chracterSprite = C2D_SpriteSheetLoad(t3xPathAllSeasons);
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doChracterSpriteFree = true;
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return true;
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} else {
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doChracterSpriteFree = false;
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}
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if (access(t3xPathOneSeason, F_OK) == 0) {
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chracterSprite = C2D_SpriteSheetLoad(t3xPathOneSeason);
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doChracterSpriteFree = true;
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return true;
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} else {
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doChracterSpriteFree = false;
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}
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return false;
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}
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void GFX::showBgSprite(int zoomIn) {
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int yPos = -(240*zoomIn);
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if (cinemaWide) yPos -= 16;
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C2D_Image image = C2D_SpriteSheetGetImage(bgSprite, 0);
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if (!gfxIsWide()) {
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C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
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}
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C2D_DrawImageAt(image, 0, yPos, 0.5f, NULL, 0.5, 1);
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}
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void GFX::showCharSprite(int zoomIn, int fadeAlpha) {
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int yPos = -((cinemaWide ? 168 : 240)*zoomIn);
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if (cinemaWide) yPos += 36;
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C2D_Image image = C2D_SpriteSheetGetImage(chracterSprite, 0);
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if (!gfxIsWide() || cinemaWide) {
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C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
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}
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if (fadeAlpha == 255) {
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C2D_DrawImageAt(image, (cinemaWide ? 60 : 0), yPos, 0.5f, NULL, (cinemaWide ? 0.35f : 0.5), (cinemaWide ? 0.7f : 1));
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} else {
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C2D_ImageTint tint;
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C2D_SetImageTint(&tint, C2D_TopLeft, C2D_Color32(255, 255, 255, fadeAlpha), 1);
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C2D_SetImageTint(&tint, C2D_TopRight, C2D_Color32(255, 255, 255, fadeAlpha), 1);
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C2D_SetImageTint(&tint, C2D_BotLeft, C2D_Color32(255, 255, 255, fadeAlpha), 1);
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C2D_SetImageTint(&tint, C2D_BotRight, C2D_Color32(255, 255, 255, fadeAlpha), 1);
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C2D_DrawImageAt(image, (cinemaWide ? 60 : 0), yPos, 0.5f, &tint, (cinemaWide ? 0.35f : 0.5), (cinemaWide ? 0.7f : 1));
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}
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}
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void GFX::DrawGameSelSprite(int img, int x, int y, float ScaleX, float ScaleY) {
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C2D_DrawImageAt(C2D_SpriteSheetGetImage(gameSelSprites, img), x, y, 0.5f, NULL, ScaleX, ScaleY);
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}
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void GFX::DrawGameShotSprite(int img, int x, int y) {
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C2D_Image image = C2D_SpriteSheetGetImage(gameShotSprites, img);
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if (!gfxIsWide()) {
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C3D_TexSetFilter(image.tex, GPU_LINEAR, GPU_LINEAR);
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}
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C2D_DrawImageAt(image, x, y, 0.5f, NULL, 0.5, 1);
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}
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void GFX::DrawGameBgSprite(int img, int x, int y, float ScaleX, float ScaleY) {
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C2D_DrawImageAt(C2D_SpriteSheetGetImage(gameBgSprites, img), x, y, 0.5f, NULL, ScaleX, ScaleY);
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}
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void GFX::DrawSprite(int img, int x, int y, float ScaleX, float ScaleY, GPU_TEXTURE_FILTER_PARAM filter) {
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C2D_Image image = C2D_SpriteSheetGetImage(sprites, img);
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C3D_TexSetFilter(image.tex, filter, filter);
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C2D_DrawImageAt(image, x, y, 0.5f, NULL, ScaleX, ScaleY);
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}
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void GFX::DrawSpriteBlend(int img, float x, float y, u32 color, float ScaleX, float ScaleY, GPU_TEXTURE_FILTER_PARAM filter) {
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C2D_Image image = C2D_SpriteSheetGetImage(sprites, img);
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C3D_TexSetFilter(image.tex, filter, filter);
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C2D_ImageTint tint;
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C2D_SetImageTint(&tint, C2D_TopLeft, color, 1);
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C2D_SetImageTint(&tint, C2D_TopRight, color, 1);
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C2D_SetImageTint(&tint, C2D_BotLeft, color, 1);
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C2D_SetImageTint(&tint, C2D_BotRight, color, 1);
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C2D_DrawImageAt(image, x, y, 0.5f, &tint, ScaleX, ScaleY);
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}
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void GFX::drawCursor(int cX, int cY) {
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if (cursorAlpha == 255) {
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DrawSprite(sprites_cursor_idx, cX, cY);
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} else if (cursorAlpha > 0) {
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DrawSpriteBlend(sprites_cursor_idx, cX, cY, C2D_Color32(255, 255, 255, cursorAlpha));
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}
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} |