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https://github.com/RocketRobz/SuperAllStarPhotoStudio.git
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89 lines
2.3 KiB
C++
89 lines
2.3 KiB
C++
#ifndef GFX_HPP
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#define GFX_HPP
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#ifdef NDS
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#include <nds.h>
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// Colors.
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#define TRANSPARENT RGB15(0, 0, 0, 0)
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#define BLACK RGB15(0, 0, 0)
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#define WHITE RGB15(255/8, 255/8, 255/8)
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#define GRAY RGB15(127/8, 127/8, 127/8)
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#define BLUE RGB15(0, 0, 255/8)
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#define GREEN RGB15(0, 255/8, 0)
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#define RED RGB15(255/8, 0, 0)
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#define LIGHTRED RGB15(222/8, 110/8, 110/8)
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#define MSG_BUTTONTEXT RGB15(181/8, 48/8, 0)
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#define TIME RGB15(16/8, 0, 0)
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#else
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#include "sprites.h"
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#include <3ds.h>
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#include <citro2d.h>
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// Colors.
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#define TRANSPARENT C2D_Color32(0, 0, 0, 0)
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#define BLACK C2D_Color32(0, 0, 0, 255)
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#define WHITE C2D_Color32(255, 255, 255, 255)
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#define GRAY C2D_Color32(127, 127, 127, 255)
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#define BLUE C2D_Color32(0, 0, 255, 255)
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#define GREEN C2D_Color32(0, 255, 0, 255)
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#define RED C2D_Color32(255, 0, 0, 255)
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#define LIGHTRED C2D_Color32(222, 110, 110, 255)
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#define MSG_BUTTONTEXT C2D_Color32(181, 48, 0, 255)
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#define TIME C2D_Color32(16, 0, 0, 223)
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#endif
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typedef u32 Color;
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extern bool animateBg;
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extern bool bgCanAnimate;
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extern bool shiftBySubPixel;
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namespace GFX {
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// Load & Unload default sheets.
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void resetCharStatus(int num = -1);
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#ifdef __3DS__
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Result loadSheets();
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Result unloadSheets();
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#else
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void loadSheets();
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void unloadSheets();
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#endif
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void loadGameSelSheets();
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void unloadGameSelSheets();
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// Sprite Functions.
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bool loadCharSprite(int num, const char* t3xPathPose, const char* t3xPathAllSeasons, const char* t3xPathOneSeason);
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#ifdef __3DS__
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void loadCharSpriteMem(int num);
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#else
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void loadCharSpriteMem(const int zoomIn, const bool* flipH);
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#endif
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void loadBgSprite(void);
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void unloadBgSprite(void);
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void reloadBgSprite(void);
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void showBgSprite(int zoomIn);
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#ifdef __3DS__
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void animateBgSprite(void);
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#else
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void animateBgSprite(const int zoomIn, const bool* flipH);
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#endif
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void showCharSprite(int num, bool flipH, int zoomIn, int fadeAlpha, bool lightingEffects = false);
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void DrawSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1);
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void DrawSpriteLinear(int img, int x, int y, float ScaleX = 1, float ScaleY = 1);
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void DrawSpriteBlend(int img, float x, float y, u32 color, float ScaleX = 1, float ScaleY = 1);
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void DrawSpriteLinearBlend(int img, float x, float y, u32 color, float ScaleX = 1, float ScaleY = 1);
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// Draw Cursor.
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void drawCursor(int cX, int cY);
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}
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#endif |