Checkpoint/3ds/source/gui.cpp
Bernardo Giordano d5c5949f65
Load DS icons (#251)
* Start loading DS icon

* Cart is never cached

* Handle positioning and fix log

* Center icon on the bottom screen as well

* allocate dsIcon in main thread

* fix ds icons
2019-10-07 22:09:21 +02:00

82 lines
No EOL
3 KiB
C++

/*
* This file is part of Checkpoint
* Copyright (C) 2017-2019 Bernardo Giordano, FlagBrew
*
* 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"
C2D_Image Gui::noIcon(void)
{
return C2D_SpriteSheetGetImage(spritesheet, sprites_noicon_idx);
}
void Gui::init(void)
{
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
g_top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
g_bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
spritesheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
flag = C2D_SpriteSheetGetImage(spritesheet, sprites_checkpoint_idx);
C2D_SpriteFromSheet(&checkbox, spritesheet, sprites_checkbox_idx);
C2D_SpriteSetDepth(&checkbox, 0.5f);
C2D_SpriteFromSheet(&star, spritesheet, sprites_star_idx);
C2D_SpriteSetDepth(&star, 0.5f);
}
void Gui::exit(void)
{
C2D_SpriteSheetFree(spritesheet);
C2D_Fini();
C3D_Fini();
gfxExit();
}
void Gui::frameEnd(void)
{
C3D_FrameEnd(0);
g_timer += 0.025f;
}
void Gui::drawPulsingOutline(u32 x, u32 y, u16 w, u16 h, u8 size, u32 color)
{
u8 r = color & 0xFF;
u8 g = (color >> 8) & 0xFF;
u8 b = (color >> 16) & 0xFF;
float highlight_multiplier = fmax(0.0, fabs(fmod(g_timer, 1.0) - 0.5) / 0.5);
color = C2D_Color32(r + (255 - r) * highlight_multiplier, g + (255 - g) * highlight_multiplier, b + (255 - b) * highlight_multiplier, 255);
drawOutline(x, y, w, h, size, color);
}
void Gui::drawOutline(u32 x, u32 y, u16 w, u16 h, u8 size, u32 color)
{
C2D_DrawRectSolid(x - size, y - size, 0.5f, w + 2 * size, size, color); // top
C2D_DrawRectSolid(x - size, y, 0.5f, size, h, color); // left
C2D_DrawRectSolid(x + w, y, 0.5f, size, h, color); // right
C2D_DrawRectSolid(x - size, y + h, 0.5f, w + 2 * size, size, color); // bottom
}