mirror of
https://github.com/dborth/fceugx.git
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1fcad359e0
better handling of multiple wiimote cursors on-screen code refactor - move trigger class definition to gui.h better filebrowser scrollbar allow all controllers to use Home button to exit in-game
231 lines
4.2 KiB
C++
231 lines
4.2 KiB
C++
/****************************************************************************
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* libwiigui
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*
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* Tantric 2009
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*
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* gui_image.cpp
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*
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* GUI class definitions
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***************************************************************************/
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#include "gui.h"
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/**
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* Constructor for the GuiImage class.
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*/
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GuiImage::GuiImage()
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{
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image = NULL;
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width = 0;
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height = 0;
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imageangle = 0;
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tile = -1;
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stripe = 0;
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imgType = IMAGE_DATA;
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}
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GuiImage::GuiImage(GuiImageData * img)
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{
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image = img->GetImage();
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width = img->GetWidth();
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height = img->GetHeight();
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imageangle = 0;
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tile = -1;
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stripe = 0;
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imgType = IMAGE_DATA;
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}
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GuiImage::GuiImage(u8 * img, int w, int h)
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{
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image = img;
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width = w;
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height = h;
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imageangle = 0;
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tile = -1;
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stripe = 0;
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imgType = IMAGE_TEXTURE;
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}
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GuiImage::GuiImage(int w, int h, GXColor c)
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{
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image = (u8 *)memalign (32, w * h * 4);
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width = w;
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height = h;
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imageangle = 0;
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tile = -1;
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stripe = 0;
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imgType = IMAGE_COLOR;
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if(!image)
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return;
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int x, y;
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for(y=0; y < h; y++)
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{
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for(x=0; x < w; x++)
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{
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this->SetPixel(x, y, c);
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}
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}
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int len = w*h*4;
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if(len%32) len += (32-len%32);
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DCFlushRange(image, len);
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}
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/**
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* Destructor for the GuiImage class.
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*/
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GuiImage::~GuiImage()
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{
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if(imgType == IMAGE_COLOR && image)
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free(image);
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}
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u8 * GuiImage::GetImage()
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{
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return image;
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}
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void GuiImage::SetImage(GuiImageData * img)
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{
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image = img->GetImage();
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width = img->GetWidth();
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height = img->GetHeight();
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imgType = IMAGE_DATA;
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}
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void GuiImage::SetImage(u8 * img, int w, int h)
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{
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image = img;
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width = w;
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height = h;
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imgType = IMAGE_TEXTURE;
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}
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void GuiImage::SetAngle(float a)
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{
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imageangle = a;
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}
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void GuiImage::SetTile(int t)
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{
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tile = t;
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}
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GXColor GuiImage::GetPixel(int x, int y)
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{
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if(!image || this->GetWidth() <= 0 || x < 0 || y < 0)
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return (GXColor){0, 0, 0, 0};
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u32 offset = (((y >> 2)<<4)*this->GetWidth()) + ((x >> 2)<<6) + (((y%4 << 2) + x%4 ) << 1);
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GXColor color;
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color.a = *(image+offset);
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color.r = *(image+offset+1);
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color.g = *(image+offset+32);
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color.b = *(image+offset+33);
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return color;
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}
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void GuiImage::SetPixel(int x, int y, GXColor color)
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{
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if(!image || this->GetWidth() <= 0 || x < 0 || y < 0)
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return;
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u32 offset = (((y >> 2)<<4)*this->GetWidth()) + ((x >> 2)<<6) + (((y%4 << 2) + x%4 ) << 1);
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*(image+offset) = color.a;
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*(image+offset+1) = color.r;
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*(image+offset+32) = color.g;
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*(image+offset+33) = color.b;
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}
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void GuiImage::SetStripe(int s)
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{
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stripe = s;
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}
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void GuiImage::ColorStripe(int shift)
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{
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int x, y;
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GXColor color;
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int alt = 0;
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for(y=0; y < this->GetHeight(); y++)
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{
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if(y % 3 == 0)
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alt ^= 1;
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for(x=0; x < this->GetWidth(); x++)
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{
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color = GetPixel(x, y);
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if(alt)
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{
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if(color.r < 255-shift)
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color.r += shift;
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else
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color.r = 255;
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if(color.g < 255-shift)
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color.g += shift;
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else
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color.g = 255;
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if(color.b < 255-shift)
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color.b += shift;
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else
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color.b = 255;
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color.a = 255;
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}
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else
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{
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if(color.r > shift)
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color.r -= shift;
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else
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color.r = 0;
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if(color.g > shift)
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color.g -= shift;
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else
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color.g = 0;
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if(color.b > shift)
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color.b -= shift;
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else
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color.b = 0;
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color.a = 255;
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}
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SetPixel(x, y, color);
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}
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}
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}
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/**
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* Draw the button on screen
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*/
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void GuiImage::Draw()
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{
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if(!image || !this->IsVisible() || tile == 0)
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return;
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float currScale = this->GetScale();
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int currLeft = this->GetLeft();
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if(tile > 0)
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{
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for(int i=0; i<tile; i++)
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Menu_DrawImg(currLeft+width*i, this->GetTop(), width, height, image, imageangle, currScale, currScale, this->GetAlpha());
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}
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else
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{
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// temporary (maybe), used to correct offset for scaled images
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if(scale != 1)
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currLeft = currLeft - width/2 + (width*scale)/2;
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Menu_DrawImg(currLeft, this->GetTop(), width, height, image, imageangle, currScale, currScale, this->GetAlpha());
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}
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if(stripe > 0)
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for(int y=0; y < this->GetHeight(); y+=6)
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Menu_DrawRectangle(currLeft,this->GetTop()+y,this->GetWidth(),3,(GXColor){0, 0, 0, stripe},1);
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this->UpdateEffects();
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}
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