SuperAllStarPhotoStudio/include/gfx.hpp
2020-07-17 01:48:14 -06:00

54 lines
1.6 KiB
C++

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