WiiFlow_Lite/source/gui/gui.hpp
Fledge68 1384e475b0 - snapshots are now centered to fit inside the mini banner frame if theme available. plugin snapshot changes:
[GAME/SNAP] is the snapshot. width and height are just random numbers. wiiflow sets those. and the texture is of course set by wiiflow. the x and y are the upper left and the only thing to worry about.

[GAME/OVERLAY] is the snapshot overlay for handhelds. same info as [GAME/SNAP]

[GAME/SNAP_BG] is used for 2 things.
1. the dimensions of the window inside the frame. (x,y,width,height) used so wiiflow can center the snapshot.
2. the texture of the window inside the frame. wiiflow has it set to a transparent image. but you can make and use a solid colored image if you like.

the frame is still [GAME/USER4]
2019-10-07 12:15:41 -05:00

168 lines
4.6 KiB
C++

// Buttons
#ifndef __GUI_HPP
#define __GUI_HPP
#include <ogc/pad.h>
#include "wiiuse/wpad.h"
#include "wupc/wupc.h"
#include "video.hpp"
#include "FreeTypeGX.h"
#include "text.hpp"
#include "music/gui_sound.h"
#include "wstringEx/wstringEx.hpp"
struct SButtonTextureSet
{
TexData left;
TexData right;
TexData center;
TexData leftSel;
TexData rightSel;
TexData centerSel;
};
class CButtonsMgr
{
public:
bool init();
void setRumble(bool enabled) { m_rumbleEnabled = enabled; }
void reserve(u32 capacity) { m_elts.reserve(capacity); }
s16 addButton(SFont font, const wstringEx &text, int x, int y, u32 width, u32 height, const CColor &color,
const SButtonTextureSet &texSet, GuiSound *clickSound = NULL, GuiSound *hoverSound = NULL);
s16 addLabel(SFont font, const wstringEx &text, int x, int y, u32 width, u32 height, const CColor &color,
s16 style, const TexData &bg = _noTexture);
s16 addPicButton(const u8 *pngNormal, const u8 *pngSelected, int x, int y, u32 width, u32 height,
GuiSound *clickSound = NULL, GuiSound *hoverSound = NULL);
s16 addPicButton(TexData &texNormal, TexData &texSelected, int x, int y, u32 width, u32 height,
GuiSound *clickSound = NULL, GuiSound *hoverSound = NULL);
s16 addProgressBar(int x, int y, u32 width, u32 height, SButtonTextureSet &texSet);
void setText(s16 id, const wstringEx &text, bool unwrap = false);
void setText(s16 id, const wstringEx &text, u32 startline, bool unwrap = false);
void setBtnTexture(s16 id, TexData &texNormal, TexData &texSelected);
void freeBtnTexture(s16 id);
void setTexture(s16 id ,TexData &bg);
void setTexture(s16 id, TexData &bg, int width, int height);
void setTexture(s16 id, TexData &bg, int x_pos, int y_pos, int width, int height);
void setProgress(s16 id, float f, bool instant = false);
void reset(s16 id, bool instant = false);
void moveBy(s16 id, int x, int y, bool instant = false);
void getTotalHeight(s16 id, int &height);
void getDimensions(s16 id, int &x, int &y, u32 &width, u32 &height);
void hide(s16 id, int dx, int dy, float scaleX, float scaleY, bool instant = false);
void hide(s16 id, bool instant = false);
void show(s16 id, bool instant = false);
void mouse(int chan, int x, int y);
void setMouse(bool enable);
void up(void);
void down(void);
void draw(void);
void tick(void);
void noClick(bool noclick = false);
void noHover(bool nohover = false);
void click(s16 id = -1);
bool selected(s16 button = -1);
void setRumble(int, bool wii = false, bool gc = false, bool wupc = false);
void deselect(void){ for(int chan = WPAD_MAX_WIIMOTES-1; chan >= 0; chan--) m_selected[chan] = -1; }
void stopSounds(void);
void setSoundVolume(int vol);
private:
struct SHideParam
{
int dx;
int dy;
float scaleX;
float scaleY;
public:
SHideParam(void) : dx(0), dy(0), scaleX(1.f), scaleY(1.f) { }
};
enum EltType {
GUIELT_BUTTON,
GUIELT_LABEL,
GUIELT_PROGRESS
};
struct SElement
{
SHideParam hideParam;
EltType t;
bool visible;
int x;
int y;
int w;
int h;
Vector3D pos;
Vector3D targetPos;
u8 alpha;
u8 targetAlpha;
float scaleX;
float scaleY;
float targetScaleX;
float targetScaleY;
int moveByX;
int moveByY;
public:
virtual ~SElement(void) { }
virtual void tick(void);
protected:
SElement(void) { }
};
struct SButton : public SElement
{
SFont font;
SButtonTextureSet tex;
CText text;
CColor textColor;
float click;
GuiSound *clickSound;
GuiSound *hoverSound;
public:
SButton(void) { t = GUIELT_BUTTON; }
virtual void tick(void);
};
struct SLabel : public SElement
{
SFont font;
CText text;
CColor textColor;
u16 textStyle;
TexData texBg;
public:
SLabel(void) { t = GUIELT_LABEL; }
virtual void tick(void);
};
struct SProgressBar : public SElement
{
SButtonTextureSet tex;
float val;
float targetVal;
public:
SProgressBar(void) { t = GUIELT_PROGRESS; }
virtual void tick(void);
};
private:
vector<SElement*> m_elts;
s32 m_selected[WPAD_MAX_WIIMOTES];
bool m_rumbleEnabled;
u8 m_rumble[WPAD_MAX_WIIMOTES];
bool wii_rumble[WPAD_MAX_WIIMOTES];
bool gc_rumble[WPAD_MAX_WIIMOTES];
bool wupc_rumble[WPAD_MAX_WIIMOTES];
GuiSound *m_sndHover;
GuiSound *m_sndClick;
u8 m_soundVolume;
bool m_noclick;
bool m_nohover;
bool m_mouse;
private:
void _drawBtn(SButton &b, bool selected, bool click);
void _drawLbl(SLabel &b);
void _drawPBar(const SProgressBar &b);
static TexData _noTexture;
};
extern CButtonsMgr m_btnMgr;
#endif // !defined(__GUI_HPP)