mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-23 19:59:16 +01:00
25a67d6539
- fixed wiiflow language setting. I must've broke it a while back.
167 lines
4.9 KiB
C++
167 lines
4.9 KiB
C++
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// Buttons
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#ifndef __GUI_HPP
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#define __GUI_HPP
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#include <ogc/pad.h>
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#include "wiiuse/wpad.h"
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#include "wupc/wupc.h"
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#include "video.hpp"
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#include "FreeTypeGX.h"
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#include "text.hpp"
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#include "music/gui_sound.h"
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#include "wstringEx/wstringEx.hpp"
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struct SButtonTextureSet
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{
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TexData left;
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TexData right;
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TexData center;
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TexData leftSel;
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TexData rightSel;
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TexData centerSel;
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};
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class CButtonsMgr
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{
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public:
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bool init();
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void setRumble(bool enabled) { m_rumbleEnabled = enabled; }
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void reserve(u32 capacity) { m_elts.reserve(capacity); }
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s16 addButton(SFont font, const wstringEx &text, int x, int y, u32 width, u32 height, const CColor &color,
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const SButtonTextureSet &texSet, GuiSound *clickSound = NULL, GuiSound *hoverSound = NULL);
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s16 addLabel(SFont font, const wstringEx &text, int x, int y, u32 width, u32 height, const CColor &color,
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s16 style, const TexData &bg = _noTexture);
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s16 addPicButton(const u8 *pngNormal, const u8 *pngSelected, int x, int y, u32 width, u32 height,
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GuiSound *clickSound = NULL, GuiSound *hoverSound = NULL);
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s16 addPicButton(TexData &texNormal, TexData &texSelected, int x, int y, u32 width, u32 height,
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GuiSound *clickSound = NULL, GuiSound *hoverSound = NULL);
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s16 addProgressBar(int x, int y, u32 width, u32 height, SButtonTextureSet &texSet);
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void setText(s16 id, const wstringEx &text, bool unwrap = false);
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void setText(s16 id, const wstringEx &text, u32 startline, bool unwrap = false);
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void setBtnTexture(s16 id, TexData &texNormal, TexData &texSelected, bool cleanup = true);
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void freeBtnTexture(s16 id);
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void setTexture(s16 id ,TexData &bg);
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void setTexture(s16 id, TexData &bg, int width, int height);
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void setTexture(s16 id, TexData &bg, int x_pos, int y_pos, int width, int height);
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void setProgress(s16 id, float f, bool instant = false);
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void reset(s16 id, bool instant = false);
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void moveBy(s16 id, int x, int y, bool instant = false);
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void getTotalHeight(s16 id, int &height);
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void getDimensions(s16 id, int &x, int &y, u32 &width, u32 &height);
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void hide(s16 id, int dx, int dy, float scaleX, float scaleY, bool instant = false);
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void hide(s16 id, bool instant = false);
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void show(s16 id, bool instant = false);
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void mouse(int chan, int x, int y);
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void setMouse(bool enable);
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void up(void);
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void down(void);
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void draw(void);
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void tick(void);
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void noClick(bool noclick = false);
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void click(s16 id = -1);
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bool selected(s16 button = -1);
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void setSelected(s16 button);
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void setRumble(int, bool wii = false, bool gc = false, bool wupc = false);
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void deselect(void){ for(int chan = WPAD_MAX_WIIMOTES-1; chan >= 0; chan--) m_selected[chan] = -1; }
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void stopSounds(void);
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void setSoundVolume(int vol);
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private:
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struct SHideParam
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{
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int dx;
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int dy;
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float scaleX;
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float scaleY;
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public:
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SHideParam(void) : dx(0), dy(0), scaleX(1.f), scaleY(1.f) { }
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};
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enum EltType {
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GUIELT_BUTTON,
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GUIELT_LABEL,
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GUIELT_PROGRESS
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};
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struct SElement
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{
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SHideParam hideParam;
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EltType t;
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bool visible;
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int x;// x & y center of element (x + (width/2))
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int y;
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int w;
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int h;
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Vector3D pos;// actual current position (x,y,z) as it moves from hide x,y to targetpos or vice versa
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Vector3D targetPos;// position to move to (x,y,z) usually hide position or x,y of element
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u8 alpha;
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u8 targetAlpha;
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float scaleX;
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float scaleY;
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float targetScaleX;
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float targetScaleY;
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int moveByX;// keeps track of how much element has moved so when reset function is called x and y can be reset.
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int moveByY;
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public:
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virtual ~SElement(void) { }
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virtual void tick(void);
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protected:
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SElement(void) { }
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};
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struct SButton : public SElement
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{
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SFont font;
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SButtonTextureSet tex;
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CText text;
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CColor textColor;
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float click;
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GuiSound *clickSound;
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GuiSound *hoverSound;
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public:
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SButton(void) { t = GUIELT_BUTTON; }
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virtual void tick(void);
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};
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struct SLabel : public SElement
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{
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SFont font;
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CText text;
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CColor textColor;
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u16 textStyle;
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TexData texBg;
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public:
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SLabel(void) { t = GUIELT_LABEL; }
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virtual void tick(void);
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};
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struct SProgressBar : public SElement
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{
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SButtonTextureSet tex;
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float val;
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float targetVal;
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public:
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SProgressBar(void) { t = GUIELT_PROGRESS; }
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virtual void tick(void);
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};
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private:
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vector<SElement*> m_elts;
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s32 m_selected[WPAD_MAX_WIIMOTES];
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bool m_rumbleEnabled;
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u8 m_rumble[WPAD_MAX_WIIMOTES];
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bool wii_rumble[WPAD_MAX_WIIMOTES];
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bool gc_rumble[WPAD_MAX_WIIMOTES];
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bool wupc_rumble[WPAD_MAX_WIIMOTES];
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GuiSound *m_sndHover;
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GuiSound *m_sndClick;
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u8 m_soundVolume;
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bool m_noclick;
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bool m_mouse;
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private:
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void _drawBtn(SButton &b, bool selected, bool click);
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void _drawLbl(SLabel &b);
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void _drawPBar(const SProgressBar &b);
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static TexData _noTexture;
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};
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extern CButtonsMgr m_btnMgr;
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#endif // !defined(__GUI_HPP)
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