SuperAllStarPhotoStudio/nds/arm9/source/gui.cpp
2020-08-16 01:56:33 -06:00

302 lines
9.0 KiB
C++

/*
* This file is part of Universal-Core
* Copyright (C) 2020 DeadPhoenix8091, Epicpkmn11, Flame, RocketRobz, StackZ, TotallyNotGuy
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
* * Requiring preservation of specified reasonable legal notices or
* author attributions in that material or in the Appropriate Legal
* Notices displayed by works containing it.
* * Prohibiting misrepresentation of the origin of that material,
* or requiring that modified versions of such material be marked in
* reasonable ways as different from the original version.
*/
#include "gui.hpp"
#include "screenCommon.hpp"
#include "fontHandler.h"
#include "arrow_back.h"
#include "cursor.h"
#include "item_button.h"
#include "icon_female.h"
#include "icon_male.h"
#include <nds.h>
#include <gl2d.h>
#include <unistd.h>
std::unique_ptr<Screen> usedScreen, tempScreen; // tempScreen used for "fade" effects.
bool currentScreen = false;
bool fadeout = false;
bool fadein = false;
int fadealpha = 0;
int fadecolor = 0;
int bg3Main;
int bg2Main;
int bg3Sub;
static int backTexID, cursorTexID, itemButtonTexID, genderTexID[2];
glImage backImage[(64 / 64) * (64 / 64)];
glImage cursorImage[(32 / 32) * (32 / 32)];
glImage itemButtonImage[(256 / 32) * (64 / 32)];
glImage genderImage[2][(64 / 64) * (64 / 64)];
// Ported from PAlib (obsolete)
void SetBrightness(u8 screen, s8 bright) {
u16 mode = 1 << 14;
if (bright < 0) {
mode = 2 << 14;
bright = -bright;
}
if (bright > 31)
bright = 31;
*(u16 *)(0x0400006C + (0x1000 * screen)) = bright + mode;
}
// Clear Text.
void Gui::clearTextBufs(void) { }
// Draw a sprite from the sheet.
void Gui::DrawSprite(int imgindex, int x, int y) {
}
// Initialize GUI.
void Gui::init(void) {
videoSetMode(MODE_5_3D | DISPLAY_BG3_ACTIVE);
videoSetModeSub(MODE_3_2D | DISPLAY_BG3_ACTIVE);
// Initialize gl2d
glScreen2D();
// Make gl2d render on transparent stage.
glClearColor(31, 31, 31, 0);
glDisable(GL_CLEAR_BMP);
// Clear the GL texture state
glResetTextures();
// Set up enough texture memory for our textures
// Bank A is just 128kb and we are using 194 kb of
// sprites
vramSetBankA(VRAM_A_TEXTURE);
vramSetBankB(VRAM_B_MAIN_BG_0x06020000);
vramSetBankC(VRAM_C_SUB_BG_0x06200000);
vramSetBankD(VRAM_D_MAIN_BG_0x06000000);
vramSetBankE(VRAM_E_TEX_PALETTE);
vramSetBankF(VRAM_F_TEX_PALETTE_SLOT4);
vramSetBankG(VRAM_G_MAIN_SPRITE);
vramSetBankH(VRAM_H_SUB_BG_EXT_PALETTE);
vramSetBankI(VRAM_I_SUB_SPRITE_EXT_PALETTE);
lcdMainOnBottom();
bg3Main = bgInit(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
bgSetPriority(bg3Main, 3);
bg2Main = bgInit(2, BgType_Bmp8, BgSize_B8_256x256, 6, 0);
//nocashMessage(std::to_string(bg2Main).c_str());
bgSetPriority(bg2Main, 0);
bg3Sub = bgInitSub(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
bgSetPriority(bg3Sub, 3);
bgSetPriority(0, 1); // Set 3D to below text
backTexID = glLoadTileSet(backImage, // pointer to glImage array
64, // sprite width
64, // sprite height
64, // bitmap width
64, // bitmap height
GL_RGB16, // texture type for glTexImage2D() in videoGL.h
TEXTURE_SIZE_64, // sizeX for glTexImage2D() in videoGL.h
TEXTURE_SIZE_64, // sizeY for glTexImage2D() in videoGL.h
TEXGEN_OFF | GL_TEXTURE_COLOR0_TRANSPARENT, // param for glTexImage2D() in videoGL.h
16, // Length of the palette to use (16 colors)
(u16*) arrow_backPal, // Load our 16 color tiles palette
(u8*) arrow_backBitmap // image data generated by GRIT
);
cursorTexID = glLoadTileSet(cursorImage, // pointer to glImage array
32, // sprite width
32, // sprite height
32, // bitmap width
32, // bitmap height
GL_RGB16, // texture type for glTexImage2D() in videoGL.h
TEXTURE_SIZE_32, // sizeX for glTexImage2D() in videoGL.h
TEXTURE_SIZE_32, // sizeY for glTexImage2D() in videoGL.h
TEXGEN_OFF | GL_TEXTURE_COLOR0_TRANSPARENT, // param for glTexImage2D() in videoGL.h
16, // Length of the palette to use (16 colors)
(u16*) cursorPal, // Load our 16 color tiles palette
(u8*) cursorBitmap // image data generated by GRIT
);
itemButtonTexID = glLoadTileSet(itemButtonImage, // pointer to glImage array
256, // sprite width
64, // sprite height
256, // bitmap width
64, // bitmap height
GL_RGB16, // texture type for glTexImage2D() in videoGL.h
TEXTURE_SIZE_256, // sizeX for glTexImage2D() in videoGL.h
TEXTURE_SIZE_64, // sizeY for glTexImage2D() in videoGL.h
TEXGEN_OFF | GL_TEXTURE_COLOR0_TRANSPARENT, // param for glTexImage2D() in videoGL.h
16, // Length of the palette to use (16 colors)
(u16*) item_buttonPal, // Load our 16 color tiles palette
(u8*) item_buttonBitmap // image data generated by GRIT
);
for (int i = 0; i < 2; i++) {
genderTexID[i] = glLoadTileSet(genderImage[i], // pointer to glImage array
64, // sprite width
64, // sprite height
64, // bitmap width
64, // bitmap height
GL_RGB16, // texture type for glTexImage2D() in videoGL.h
TEXTURE_SIZE_64, // sizeX for glTexImage2D() in videoGL.h
TEXTURE_SIZE_64, // sizeY for glTexImage2D() in videoGL.h
TEXGEN_OFF | GL_TEXTURE_COLOR0_TRANSPARENT, // param for glTexImage2D() in videoGL.h
16, // Length of the palette to use (16 colors)
(u16*)(i==1 ? icon_malePal : icon_femalePal), // Load our 16 color tiles palette
(u8*)(i==1 ? icon_maleBitmap : icon_femaleBitmap) // image data generated by GRIT
);
}
irqSet(IRQ_VBLANK, DrawScreen);
irqEnable(IRQ_VBLANK);
fontInit();
}
// Load a Font.
void Gui::loadFont(const char* Path) {
}
// Unload a Font.
void Gui::unloadFont() {
}
// Load a Sheet.
void Gui::loadSheet(const char* Path) {
}
// Unload a Sheet.
void Gui::unloadSheet() {
}
// Exit the GUI.
void Gui::exit(void) {
if (usedScreen != nullptr) usedScreen = nullptr;
}
// Draw a Centered String.
void Gui::DrawStringCentered(float x, float y, float size, u32 color, std::string Text, int maxWidth, int maxHeight) {
}
// Draw String or Text.
void Gui::DrawString(float x, float y, float size, u32 color, std::string Text, int maxWidth, int maxHeight) {
}
// Get String or Text Width.
float Gui::GetStringWidth(float size, std::string Text) {
}
// Get String or Text Size.
void Gui::GetStringSize(float size, float *width, float *height, std::string Text) {
}
// Get String or Text Height.
float Gui::GetStringHeight(float size, std::string Text) {
}
// Draw a Rectangle.
bool Gui::Draw_Rect(int x, int y, int w, int h, int color) {
glBoxFilled(x, y, x+w, y+h, color);
}
// Draw's the current screen's draw.
void Gui::DrawScreen() {
SetBrightness(0, (fadecolor==255 ? fadealpha : -fadealpha)/8);
SetBrightness(1, (fadecolor==255 ? fadealpha : -fadealpha)/8);
glBegin2D();
if (usedScreen != nullptr) usedScreen->Draw();
updateText(false);
glEnd2D();
GFX_FLUSH = 0;
}
// Do the current screen's logic.
void Gui::ScreenLogic(u32 hDown, u32 hHeld, touchPosition touch, bool waitFade) {
if (waitFade) {
if (!fadein && !fadeout) {
if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
}
} else {
if (usedScreen != nullptr) usedScreen->Logic(hDown, hHeld, touch);
}
}
// Move's the tempScreen to the used one.
void Gui::transferScreen() {
if (tempScreen != nullptr) usedScreen = std::move(tempScreen);
}
// Set the current Screen.
void Gui::setScreen(std::unique_ptr<Screen> screen, bool fade) {
tempScreen = std::move(screen);
// Switch screen without fade.
if (!fade) {
Gui::transferScreen();
} else {
// Fade, then switch.
fadeout = true;
}
}
// Fade's the screen in and out and transfer the screen.
// Credits goes to RocketRobz & SavvyManager.
void Gui::fadeEffects(int fadeoutFrames, int fadeinFrames) {
if (fadein) {
fadealpha -= fadeinFrames;
if (fadealpha < 0) {
fadealpha = 0;
fadecolor = 255;
fadein = false;
}
}
if (fadeout) {
fadealpha += fadeoutFrames;
if (fadealpha > 255) {
fadealpha = 255;
Gui::transferScreen(); // Transfer Temp screen to the used one.
fadein = true;
fadeout = false;
}
}
}
// Select, on which Screen should be drawn.
void Gui::ScreenDraw() {
}
void Gui::drawGrid(float xPos, float yPos, float Width, float Height, u32 color) {
}
void Gui::drawAnimatedSelector(float xPos, float yPos, float Width, float Height, float speed, u32 SelectorColor, u32 bgColor) {
}