snes9xgx/source/gui/gui.h

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/*!\mainpage libwiigui Documentation
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*
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* \section Introduction
* libwiigui is a GUI library for the Wii, created to help structure the
* design of a complicated GUI interface, and to enable an author to create
* a sophisticated, feature-rich GUI. It was originally conceived and written
* after I started to design a GUI for Snes9x GX, and found libwiisprite and
* GRRLIB inadequate for the purpose. It uses GX for drawing, and makes use
* of PNGU for displaying images and FreeTypeGX for text. It was designed to
* be flexible and is easy to modify - don't be afraid to change the way it
* works or expand it to suit your GUI's purposes! If you do, and you think
* your changes might benefit others, please share them so they might be
* added to the project!
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*
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* \section Quickstart
* Start from the supplied template example. For more advanced uses, see the
* source code for Snes9x GX, FCE Ultra GX, and Visual Boy Advance GX.
* \section Contact
* If you have any suggestions for the library or documentation, or want to
* contribute, please visit the libwiigui website:
* http://code.google.com/p/libwiigui/
* \section Credits
* This library was wholly designed and written by Tantric. Thanks to the
* authors of PNGU and FreeTypeGX, of which this library makes use. Thanks
* also to the authors of GRRLIB and libwiisprite for laying the foundations.
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*
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*/
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#ifndef LIBWIIGUI_H
#define LIBWIIGUI_H
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#include <gccore.h>
#include <malloc.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
#include <exception>
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#include <wchar.h>
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#include <math.h>
#include <asndlib.h>
#include <wiiuse/wpad.h>
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#include "snes9xgx.h"
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#include "video.h"
#include "filelist.h"
#include "fileop.h"
#include "input.h"
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#include "../utils/pngu.h"
#include "../utils/FreeTypeGX.h"
#include "../utils/oggplayer.h"
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extern FreeTypeGX *fontSystem[];
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#define SCROLL_DELAY_INITIAL 200000
#define SCROLL_DELAY_LOOP 30000
#define SCROLL_DELAY_DECREASE 300
#define FILE_PAGESIZE 10
#define PAGESIZE 8
#define SAVELISTSIZE 6
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#define MAX_SAVES 100
#define MAX_OPTIONS 150
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#define MAX_KEYBOARD_DISPLAY 32
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typedef void (*UpdateCallback)(void * e);
enum
{
ALIGN_LEFT,
ALIGN_RIGHT,
ALIGN_CENTRE,
ALIGN_TOP,
ALIGN_BOTTOM,
ALIGN_MIDDLE
};
enum
{
STATE_DEFAULT,
STATE_SELECTED,
STATE_CLICKED,
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STATE_HELD,
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STATE_DISABLED
};
enum
{
SOUND_PCM,
SOUND_OGG
};
enum
{
IMAGE_TEXTURE,
IMAGE_COLOR,
IMAGE_DATA
};
enum
{
TRIGGER_SIMPLE,
TRIGGER_HELD,
TRIGGER_BUTTON_ONLY,
TRIGGER_BUTTON_ONLY_IN_FOCUS
};
enum
{
SCROLL_NONE,
SCROLL_HORIZONTAL
};
typedef struct _paddata {
u16 btns_d;
u16 btns_u;
u16 btns_h;
s8 stickX;
s8 stickY;
s8 substickX;
s8 substickY;
u8 triggerL;
u8 triggerR;
} PADData;
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#define EFFECT_SLIDE_TOP 1
#define EFFECT_SLIDE_BOTTOM 2
#define EFFECT_SLIDE_RIGHT 4
#define EFFECT_SLIDE_LEFT 8
#define EFFECT_SLIDE_IN 16
#define EFFECT_SLIDE_OUT 32
#define EFFECT_FADE 64
#define EFFECT_SCALE 128
#define EFFECT_COLOR_TRANSITION 256
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//!Sound conversion and playback. A wrapper for other sound libraries - ASND, libmad, ltremor, etc
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class GuiSound
{
public:
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//!Constructor
//!\param s Pointer to the sound data
//!\param l Length of sound data
//!\param t Sound format type (SOUND_PCM or SOUND_OGG)
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GuiSound(const u8 * s, s32 l, int t);
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//!Destructor
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~GuiSound();
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//!Start sound playback
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void Play();
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//!Stop sound playback
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void Stop();
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//!Pause sound playback
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void Pause();
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//!Resume sound playback
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void Resume();
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//!Checks if the sound is currently playing
//!\return true if sound is playing, false otherwise
bool IsPlaying();
//!Set sound volume
//!\param v Sound volume (0-100)
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void SetVolume(int v);
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//!Set the sound to loop playback (only applies to OGG)
//!\param l Loop (true to loop)
void SetLoop(bool l);
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protected:
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const u8 * sound; //!< Pointer to the sound data
int type; //!< Sound format type (SOUND_PCM or SOUND_OGG)
s32 length; //!< Length of sound data
s32 voice; //!< Currently assigned ASND voice channel
s32 volume; //!< Sound volume (0-100)
bool loop; //!< Loop sound playback
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};
//!Menu input trigger management. Determine if action is neccessary based on input data by comparing controller input data to a specific trigger element.
class GuiTrigger
{
public:
//!Constructor
GuiTrigger();
//!Destructor
~GuiTrigger();
//!Sets a simple trigger. Requires: element is selected, and trigger button is pressed
//!\param ch Controller channel number
//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
//!\param gcbtns GameCube controller trigger button(s)
void SetSimpleTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
//!Sets a held trigger. Requires: element is selected, and trigger button is pressed
//!\param ch Controller channel number
//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
//!\param gcbtns GameCube controller trigger button(s)
void SetHeldTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
//!Sets a button-only trigger. Requires: Trigger button is pressed
//!\param ch Controller channel number
//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
//!\param gcbtns GameCube controller trigger button(s)
void SetButtonOnlyTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
//!Sets a button-only trigger. Requires: trigger button is pressed and parent window of element is in focus
//!\param ch Controller channel number
//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
//!\param gcbtns GameCube controller trigger button(s)
void SetButtonOnlyInFocusTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
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//!Get X or Y value from Wii Joystick (classic, nunchuk) input
//!\param stick Controller stick (left = 0, right = 1)
//!\param axis Controller stick axis (x-axis = 0, y-axis = 1)
//!\return Stick value
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s8 WPAD_Stick(u8 stick, int axis);
//!Get X value from Wii Joystick (classic, nunchuk) input
//!\param stick Controller stick (left = 0, right = 1)
//!\return Stick value
s8 WPAD_StickX(u8 stick);
//!Get Y value from Wii Joystick (classic, nunchuk) input
//!\param stick Controller stick (left = 0, right = 1)
//!\return Stick value
s8 WPAD_StickY(u8 stick);
//!Move menu selection left (via pad/joystick). Allows scroll delay and button overriding
//!\return true if selection should be moved left, false otherwise
bool Left();
//!Move menu selection right (via pad/joystick). Allows scroll delay and button overriding
//!\return true if selection should be moved right, false otherwise
bool Right();
//!Move menu selection up (via pad/joystick). Allows scroll delay and button overriding
//!\return true if selection should be moved up, false otherwise
bool Up();
//!Move menu selection down (via pad/joystick). Allows scroll delay and button overriding
//!\return true if selection should be moved down, false otherwise
bool Down();
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WPADData wpaddata; //!< Wii controller trigger data
PADData pad; //!< GameCube controller trigger data
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WPADData * wpad; //!< Wii controller trigger
s32 chan; //!< Trigger controller channel (0-3, -1 for all)
u8 type; //!< trigger type (TRIGGER_SIMPLE, TRIGGER_HELD, TRIGGER_BUTTON_ONLY, TRIGGER_BUTTON_ONLY_IN_FOCUS)
};
extern GuiTrigger userInput[4];
//!Primary GUI class. Most other classes inherit from this class.
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class GuiElement
{
public:
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//!Constructor
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GuiElement();
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//!Destructor
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~GuiElement();
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//!Set the element's parent
//!\param e Pointer to parent element
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void SetParent(GuiElement * e);
//!Gets the element's parent
//!\return Pointer to parent element
GuiElement * GetParent();
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//!Gets the current leftmost coordinate of the element
//!Considers horizontal alignment, x offset, width, and parent element's GetLeft() / GetWidth() values
//!\return left coordinate
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int GetLeft();
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//!Gets the current topmost coordinate of the element
//!Considers vertical alignment, y offset, height, and parent element's GetTop() / GetHeight() values
//!\return top coordinate
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int GetTop();
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//!Sets the minimum y offset of the element
//!\param y Y offset
void SetMinY(int y);
//!Gets the minimum y offset of the element
//!\return Minimum Y offset
int GetMinY();
//!Sets the maximum y offset of the element
//!\param y Y offset
void SetMaxY(int y);
//!Gets the maximum y offset of the element
//!\return Maximum Y offset
int GetMaxY();
//!Sets the minimum x offset of the element
//!\param x X offset
void SetMinX(int x);
//!Gets the minimum x offset of the element
//!\return Minimum X offset
int GetMinX();
//!Sets the maximum x offset of the element
//!\param x X offset
void SetMaxX(int x);
//!Gets the maximum x offset of the element
//!\return Maximum X offset
int GetMaxX();
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//!Gets the current width of the element. Does not currently consider the scale
//!\return width
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int GetWidth();
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//!Gets the height of the element. Does not currently consider the scale
//!\return height
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int GetHeight();
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//!Sets the size (width/height) of the element
//!\param w Width of element
//!\param h Height of element
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void SetSize(int w, int h);
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//!Checks whether or not the element is visible
//!\return true if visible, false otherwise
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bool IsVisible();
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//!Checks whether or not the element is selectable
//!\return true if selectable, false otherwise
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bool IsSelectable();
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//!Checks whether or not the element is clickable
//!\return true if clickable, false otherwise
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bool IsClickable();
//!Checks whether or not the element is holdable
//!\return true if holdable, false otherwise
bool IsHoldable();
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//!Sets whether or not the element is selectable
//!\param s Selectable
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void SetSelectable(bool s);
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//!Sets whether or not the element is clickable
//!\param c Clickable
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void SetClickable(bool c);
//!Sets whether or not the element is holdable
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//!\param h Holdable
void SetHoldable(bool h);
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//!Gets the element's current state
//!\return state
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int GetState();
//!Gets the controller channel that last changed the element's state
//!\return Channel number (0-3, -1 = no channel)
int GetStateChan();
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//!Sets the element's alpha value
//!\param a alpha value
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void SetAlpha(int a);
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//!Gets the element's alpha value
//!Considers alpha, alphaDyn, and the parent element's GetAlpha() value
//!\return alpha
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int GetAlpha();
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//!Sets the element's scale
//!\param s scale (1 is 100%)
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void SetScale(float s);
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//!Gets the element's current scale
//!Considers scale, scaleDyn, and the parent element's GetScale() value
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float GetScale();
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//!Set a new GuiTrigger for the element
//!\param t Pointer to GuiTrigger
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void SetTrigger(GuiTrigger * t);
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//!\overload
//!\param i Index of trigger array to set
//!\param t Pointer to GuiTrigger
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void SetTrigger(u8 i, GuiTrigger * t);
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//!Checks whether rumble was requested by the element
//!\return true is rumble was requested, false otherwise
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bool Rumble();
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//!Sets whether or not the element is requesting a rumble event
//!\param r true if requesting rumble, false if not
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void SetRumble(bool r);
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//!Set an effect for the element
//!\param e Effect to enable
//!\param a Amount of the effect (usage varies on effect)
//!\param t Target amount of the effect (usage varies on effect)
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void SetEffect(int e, int a, int t=0);
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//!Sets an effect to be enabled on wiimote cursor over
//!\param e Effect to enable
//!\param a Amount of the effect (usage varies on effect)
//!\param t Target amount of the effect (usage varies on effect)
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void SetEffectOnOver(int e, int a, int t=0);
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//!Shortcut to SetEffectOnOver(EFFECT_SCALE, 4, 110)
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void SetEffectGrow();
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//!Gets the current element effects
//!\return element effects
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int GetEffect();
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//!Checks whether the specified coordinates are within the element's boundaries
//!\param x X coordinate
//!\param y Y coordinate
//!\return true if contained within, false otherwise
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bool IsInside(int x, int y);
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//!Sets the element's position
//!\param x X coordinate
//!\param y Y coordinate
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void SetPosition(int x, int y);
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//!Updates the element's effects (dynamic values)
//!Called by Draw(), used for animation purposes
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void UpdateEffects();
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//!Sets a function to called after after Update()
//!Callback function can be used to response to changes in the state of the element, and/or update the element's attributes
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void SetUpdateCallback(UpdateCallback u);
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//!Checks whether the element is in focus
//!\return true if element is in focus, false otherwise
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int IsFocused();
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//!Sets the element's visibility
//!\param v Visibility (true = visible)
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virtual void SetVisible(bool v);
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//!Sets the element's focus
//!\param f Focus (true = in focus)
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virtual void SetFocus(int f);
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//!Sets the element's state
//!\param s State (STATE_DEFAULT, STATE_SELECTED, STATE_CLICKED, STATE_DISABLED)
//!\param c Controller channel (0-3, -1 = none)
virtual void SetState(int s, int c = -1);
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//!Resets the element's state to STATE_DEFAULT
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virtual void ResetState();
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//!Gets whether or not the element is in STATE_SELECTED
//!\return true if selected, false otherwise
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virtual int GetSelected();
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//!Sets the element's alignment respective to its parent element
//!\param hor Horizontal alignment (ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTRE)
//!\param vert Vertical alignment (ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE)
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virtual void SetAlignment(int hor, int vert);
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//!Called when the language has changed, to obtain new text values for all text elements
virtual void ResetText();
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//!Called constantly to allow the element to respond to the current input data
//!\param t Pointer to a GuiTrigger, containing the current input data from PAD/WPAD
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virtual void Update(GuiTrigger * t);
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//!Called constantly to redraw the element
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virtual void Draw();
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//!Called constantly to redraw the element's tooltip
virtual void DrawTooltip();
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protected:
GuiTrigger * trigger[3]; //!< GuiTriggers (input actions) that this element responds to
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UpdateCallback updateCB; //!< Callback function to call when this element is updated
GuiElement * parentElement; //!< Parent element
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int focus; //!< Element focus (-1 = focus disabled, 0 = not focused, 1 = focused)
int width; //!< Element width
int height; //!< Element height
int xoffset; //!< Element X offset
int yoffset; //!< Element Y offset
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int ymin; //!< Element's min Y offset allowed
int ymax; //!< Element's max Y offset allowed
int xmin; //!< Element's min X offset allowed
int xmax; //!< Element's max X offset allowed
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int xoffsetDyn; //!< Element X offset, dynamic (added to xoffset value for animation effects)
int yoffsetDyn; //!< Element Y offset, dynamic (added to yoffset value for animation effects)
int alpha; //!< Element alpha value (0-255)
int alphaDyn; //!< Element alpha, dynamic (multiplied by alpha value for blending/fading effects)
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f32 scale; //!< Element scale (1 = 100%)
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f32 scaleDyn; //!< Element scale, dynamic (multiplied by alpha value for blending/fading effects)
int effects; //!< Currently enabled effect(s). 0 when no effects are enabled
int effectAmount; //!< Effect amount. Used by different effects for different purposes
int effectTarget; //!< Effect target amount. Used by different effects for different purposes
int effectsOver; //!< Effects to enable when wiimote cursor is over this element. Copied to effects variable on over event
int effectAmountOver; //!< EffectAmount to set when wiimote cursor is over this element
int effectTargetOver; //!< EffectTarget to set when wiimote cursor is over this element
int alignmentHor; //!< Horizontal element alignment, respective to parent element (LEFT, RIGHT, CENTRE)
int alignmentVert; //!< Horizontal element alignment, respective to parent element (TOP, BOTTOM, MIDDLE)
int state; //!< Element state (DEFAULT, SELECTED, CLICKED, DISABLED)
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int stateChan; //!< Which controller channel is responsible for the last change in state
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bool selectable; //!< Whether or not this element selectable (can change to SELECTED state)
bool clickable; //!< Whether or not this element is clickable (can change to CLICKED state)
bool holdable; //!< Whether or not this element is holdable (can change to HELD state)
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bool visible; //!< Visibility of the element. If false, Draw() is skipped
bool rumble; //!< Wiimote rumble (on/off) - set to on when this element requests a rumble event
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};
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//!Allows GuiElements to be grouped together into a "window"
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class GuiWindow : public GuiElement
{
public:
//!Constructor
GuiWindow();
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//!\overload
//!\param w Width of window
//!\param h Height of window
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GuiWindow(int w, int h);
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//!Destructor
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~GuiWindow();
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//!Appends a GuiElement to the GuiWindow
//!\param e The GuiElement to append. If it is already in the GuiWindow, it is removed first
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void Append(GuiElement* e);
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//!Inserts a GuiElement into the GuiWindow at the specified index
//!\param e The GuiElement to insert. If it is already in the GuiWindow, it is removed first
//!\param i Index in which to insert the element
void Insert(GuiElement* e, u32 i);
//!Removes the specified GuiElement from the GuiWindow
//!\param e GuiElement to be removed
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void Remove(GuiElement* e);
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//!Removes all GuiElements
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void RemoveAll();
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//!Returns the GuiElement at the specified index
//!\param index The index of the element
//!\return A pointer to the element at the index, NULL on error (eg: out of bounds)
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GuiElement* GetGuiElementAt(u32 index) const;
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//!Returns the size of the list of elements
//!\return The size of the current element list
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u32 GetSize();
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//!Sets the visibility of the window
//!\param v visibility (true = visible)
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void SetVisible(bool v);
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//!Resets the window's state to STATE_DEFAULT
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void ResetState();
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//!Sets the window's state
//!\param s State
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void SetState(int s);
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//!Gets the index of the GuiElement inside the window that is currently selected
//!\return index of selected GuiElement
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int GetSelected();
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//!Sets the window focus
//!\param f Focus
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void SetFocus(int f);
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//!Change the focus to the specified element
//!This is intended for the primary GuiWindow only
//!\param e GuiElement that should have focus
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void ChangeFocus(GuiElement * e);
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//!Changes window focus to the next focusable window or element
//!If no element is in focus, changes focus to the first available element
//!If B or 1 button is pressed, changes focus to the next available element
//!This is intended for the primary GuiWindow only
//!\param t Pointer to a GuiTrigger, containing the current input data from PAD/WPAD
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void ToggleFocus(GuiTrigger * t);
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//!Moves the selected element to the element to the left or right
//!\param d Direction to move (-1 = left, 1 = right)
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void MoveSelectionHor(int d);
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//!Moves the selected element to the element above or below
//!\param d Direction to move (-1 = up, 1 = down)
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void MoveSelectionVert(int d);
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//!Resets the text for all contained elements
void ResetText();
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//!Draws all the elements in this GuiWindow
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void Draw();
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//!Draws all of the tooltips in this GuiWindow
void DrawTooltip();
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//!Updates the window and all elements contains within
//!Allows the GuiWindow and all elements to respond to the input data specified
//!\param t Pointer to a GuiTrigger, containing the current input data from PAD/WPAD
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void Update(GuiTrigger * t);
protected:
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std::vector<GuiElement*> _elements; //!< Contains all elements within the GuiWindow
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};
//!Converts image data into GX-useable RGBA8. Currently designed for use only with PNG files
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class GuiImageData
{
public:
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//!Constructor
//!Converts the image data to RGBA8 - expects PNG format
//!\param i Image data
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GuiImageData(const u8 * i);
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//!Destructor
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~GuiImageData();
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//!Gets a pointer to the image data
//!\return pointer to image data
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u8 * GetImage();
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//!Gets the image width
//!\return image width
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int GetWidth();
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//!Gets the image height
//!\return image height
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int GetHeight();
protected:
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u8 * data; //!< Image data
int height; //!< Height of image
int width; //!< Width of image
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};
//!Display, manage, and manipulate images in the GUI
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class GuiImage : public GuiElement
{
public:
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//!Constructor
GuiImage();
//!\overload
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//!\param img Pointer to GuiImageData element
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GuiImage(GuiImageData * img);
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//!\overload
//!Sets up a new image from the image data specified
//!\param img
//!\param w Image width
//!\param h Image height
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GuiImage(u8 * img, int w, int h);
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//!\overload
//!Creates an image filled with the specified color
//!\param w Image width
//!\param h Image height
//!\param c Image color
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GuiImage(int w, int h, GXColor c);
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//!Destructor
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~GuiImage();
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//!Sets the image rotation angle for drawing
//!\param a Angle (in degrees)
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void SetAngle(float a);
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//!Sets the number of times to draw the image horizontally
//!\param t Number of times to draw the image
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void SetTile(int t);
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//!Constantly called to draw the image
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void Draw();
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//!Gets the image data
//!\return pointer to image data
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u8 * GetImage();
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//!Sets up a new image using the GuiImageData object specified
//!\param img Pointer to GuiImageData object
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void SetImage(GuiImageData * img);
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//!\overload
//!\param img Pointer to image data
//!\param w Width
//!\param h Height
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void SetImage(u8 * img, int w, int h);
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//!Gets the pixel color at the specified coordinates of the image
//!\param x X coordinate
//!\param y Y coordinate
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GXColor GetPixel(int x, int y);
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//!Sets the pixel color at the specified coordinates of the image
//!\param x X coordinate
//!\param y Y coordinate
//!\param color Pixel color
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void SetPixel(int x, int y, GXColor color);
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//!Directly modifies the image data to create a color-striped effect
//!Alters the RGB values by the specified amount
//!\param s Amount to increment/decrement the RGB values in the image
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void ColorStripe(int s);
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//!Sets a stripe effect on the image, overlaying alpha blended rectangles
//!Does not alter the image data
//!\param s Alpha amount to draw over the image
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void SetStripe(int s);
protected:
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int imgType; //!< Type of image data (IMAGE_TEXTURE, IMAGE_COLOR, IMAGE_DATA)
u8 * image; //!< Poiner to image data. May be shared with GuiImageData data
f32 imageangle; //!< Angle to draw the image
int tile; //!< Number of times to draw (tile) the image horizontally
int stripe; //!< Alpha value (0-255) to apply a stripe effect to the texture
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};
//!Display, manage, and manipulate text in the GUI
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class GuiText : public GuiElement
{
public:
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//!Constructor
//!\param t Text
//!\param s Font size
//!\param c Font color
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GuiText(const char * t, int s, GXColor c);
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//!\overload
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//!Assumes SetPresets() has been called to setup preferred text attributes
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//!\param t Text
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GuiText(const char * t);
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//!Destructor
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~GuiText();
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//!Sets the text of the GuiText element
//!\param t Text
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void SetText(const char * t);
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//!Sets up preset values to be used by GuiText(t)
//!Useful when printing multiple text elements, all with the same attributes set
//!\param sz Font size
//!\param c Font color
//!\param w Maximum width of texture image (for text wrapping)
//!\param s Font size
//!\param h Text alignment (horizontal)
//!\param v Text alignment (vertical)
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void SetPresets(int sz, GXColor c, int w, u16 s, int h, int v);
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//!Sets the font size
//!\param s Font size
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void SetFontSize(int s);
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//!Sets the maximum width of the drawn texture image
//!\param w Maximum width
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void SetMaxWidth(int w);
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//!Enables/disables text scrolling
//!\param s Scrolling on/off
void SetScroll(int s);
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//!Enables/disables text wrapping
//!\param w Wrapping on/off
//!\param width Maximum width (0 to disable)
void SetWrap(bool w, int width = 0);
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//!Sets the font color
//!\param c Font color
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void SetColor(GXColor c);
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//!Sets the FreeTypeGX style attributes
//!\param s Style attributes
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void SetStyle(u16 s);
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//!Sets the text alignment
//!\param hor Horizontal alignment (ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTRE)
//!\param vert Vertical alignment (ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE)
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void SetAlignment(int hor, int vert);
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//!Updates the text to the selected language
void ResetText();
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//!Constantly called to draw the text
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void Draw();
protected:
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GXColor color; //!< Font color
wchar_t* text; //!< Translated Unicode text value
wchar_t *textDyn[20]; //!< Text value, if max width, scrolling, or wrapping enabled
int textDynNum; //!< Number of text lines
char * origText; //!< Original text data (English)
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int size; //!< Font size
int maxWidth; //!< Maximum width of the generated text object (for text wrapping)
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int textScroll; //!< Scrolling toggle
int textScrollPos; //!< Current starting index of text string for scrolling
int textScrollInitialDelay; //!< Delay to wait before starting to scroll
int textScrollDelay; //!< Scrolling speed
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u16 style; //!< FreeTypeGX style attributes
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bool wrap; //!< Wrapping toggle
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};
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//!Display, manage, and manipulate tooltips in the GUI
class GuiTooltip : public GuiElement
{
public:
//!Constructor
//!\param t Text
GuiTooltip(const char *t);
//!Destructor
~GuiTooltip();
//!Gets the element's current scale
float GetScale();
//!Sets the text of the GuiTooltip element
//!\param t Text
void SetText(const char * t);
//!Constantly called to draw the GuiTooltip
void DrawTooltip();
time_t time1, time2; //!< Tooltip times
protected:
GuiImage leftImage; //!< Tooltip left image
GuiImage tileImage; //!< Tooltip tile image
GuiImage rightImage; //!< Tooltip right image
GuiText *text; //!< Tooltip text
};
//!Display, manage, and manipulate buttons in the GUI. Buttons can have images, icons, text, and sound set (all of which are optional)
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class GuiButton : public GuiElement
{
public:
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//!Constructor
//!\param w Width
//!\param h Height
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GuiButton(int w = 0, int h = 0);
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//!Destructor
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~GuiButton();
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//!Sets the button's image
//!\param i Pointer to GuiImage object
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void SetImage(GuiImage* i);
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//!Sets the button's image on over
//!\param i Pointer to GuiImage object
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void SetImageOver(GuiImage* i);
//!Sets the button's image on hold
//!\param i Pointer to GuiImage object
void SetImageHold(GuiImage* i);
//!Sets the button's image on click
//!\param i Pointer to GuiImage object
void SetImageClick(GuiImage* i);
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//!Sets the button's icon
//!\param i Pointer to GuiImage object
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void SetIcon(GuiImage* i);
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//!Sets the button's icon on over
//!\param i Pointer to GuiImage object
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void SetIconOver(GuiImage* i);
//!Sets the button's icon on hold
//!\param i Pointer to GuiImage object
void SetIconHold(GuiImage* i);
//!Sets the button's icon on click
//!\param i Pointer to GuiImage object
void SetIconClick(GuiImage* i);
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//!Sets the button's label
//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void SetLabel(GuiText* t, int n = 0);
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//!Sets the button's label on over (eg: different colored text)
//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void SetLabelOver(GuiText* t, int n = 0);
//!Sets the button's label on hold
//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void SetLabelHold(GuiText* t, int n = 0);
//!Sets the button's label on click
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//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void SetLabelClick(GuiText* t, int n = 0);
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//!Sets the sound to play on over
//!\param s Pointer to GuiSound object
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void SetSoundOver(GuiSound * s);
//!Sets the sound to play on hold
//!\param s Pointer to GuiSound object
void SetSoundHold(GuiSound * s);
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//!Sets the sound to play on click
//!\param s Pointer to GuiSound object
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void SetSoundClick(GuiSound * s);
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//!Sets the tooltip for the button
//!\param t Tooltip
void SetTooltip(GuiTooltip * t);
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//!Constantly called to draw the GuiButton
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void Draw();
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//!Constantly called to draw the GuiButton's tooltip
void DrawTooltip();
//!Resets the text for all contained elements
void ResetText();
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//!Constantly called to allow the GuiButton to respond to updated input data
//!\param t Pointer to a GuiTrigger, containing the current input data from PAD/WPAD
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void Update(GuiTrigger * t);
protected:
GuiImage * image; //!< Button image (default)
GuiImage * imageOver; //!< Button image for STATE_SELECTED
GuiImage * imageHold; //!< Button image for STATE_HELD
GuiImage * imageClick; //!< Button image for STATE_CLICKED
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GuiImage * icon; //!< Button icon (drawn after button image)
GuiImage * iconOver; //!< Button icon for STATE_SELECTED
GuiImage * iconHold; //!< Button icon for STATE_HELD
GuiImage * iconClick; //!< Button icon for STATE_CLICKED
GuiText * label[3]; //!< Label(s) to display (default)
GuiText * labelOver[3]; //!< Label(s) to display for STATE_SELECTED
GuiText * labelHold[3]; //!< Label(s) to display for STATE_HELD
GuiText * labelClick[3]; //!< Label(s) to display for STATE_CLICKED
GuiSound * soundOver; //!< Sound to play for STATE_SELECTED
GuiSound * soundHold; //!< Sound to play for STATE_HELD
GuiSound * soundClick; //!< Sound to play for STATE_CLICKED
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GuiTooltip * tooltip; //!< Tooltip to display on over
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};
typedef struct _keytype {
char ch, chShift;
} Key;
//!On-screen keyboard
class GuiKeyboard : public GuiWindow
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{
public:
GuiKeyboard(char * t, u32 m);
~GuiKeyboard();
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void Update(GuiTrigger * t);
char kbtextstr[256];
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protected:
u32 kbtextmaxlen;
int shift;
int caps;
GuiText * kbText;
GuiImage * keyTextboxImg;
GuiText * keyCapsText;
GuiImage * keyCapsImg;
GuiImage * keyCapsOverImg;
GuiButton * keyCaps;
GuiText * keyShiftText;
GuiImage * keyShiftImg;
GuiImage * keyShiftOverImg;
GuiButton * keyShift;
GuiText * keyBackText;
GuiImage * keyBackImg;
GuiImage * keyBackOverImg;
GuiButton * keyBack;
GuiImage * keySpaceImg;
GuiImage * keySpaceOverImg;
GuiButton * keySpace;
GuiButton * keyBtn[4][11];
GuiImage * keyImg[4][11];
GuiImage * keyImgOver[4][11];
GuiText * keyTxt[4][11];
GuiImageData * keyTextbox;
GuiImageData * key;
GuiImageData * keyOver;
GuiImageData * keyMedium;
GuiImageData * keyMediumOver;
GuiImageData * keyLarge;
GuiImageData * keyLargeOver;
GuiSound * keySoundOver;
GuiSound * keySoundClick;
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GuiTrigger * trigA;
GuiTrigger * trig2;
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Key keys[4][11]; // two chars = less space than one pointer
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};
typedef struct _optionlist {
int length;
char name[MAX_OPTIONS][50];
char value[MAX_OPTIONS][50];
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} OptionList;
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//!Display a list of menu options
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class GuiOptionBrowser : public GuiElement
{
public:
GuiOptionBrowser(int w, int h, OptionList * l);
~GuiOptionBrowser();
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void SetCol1Position(int x);
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void SetCol2Position(int x);
int FindMenuItem(int c, int d);
int GetClickedOption();
void ResetState();
void SetFocus(int f);
void Draw();
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void TriggerUpdate();
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void ResetText();
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void Update(GuiTrigger * t);
GuiText * optionVal[PAGESIZE];
protected:
int optionIndex[PAGESIZE];
GuiButton * optionBtn[PAGESIZE];
GuiText * optionTxt[PAGESIZE];
GuiImage * optionBg[PAGESIZE];
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int selectedItem;
int listOffset;
OptionList * options;
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GuiButton * arrowUpBtn;
GuiButton * arrowDownBtn;
GuiImage * bgOptionsImg;
GuiImage * scrollbarImg;
GuiImage * arrowDownImg;
GuiImage * arrowDownOverImg;
GuiImage * arrowUpImg;
GuiImage * arrowUpOverImg;
GuiImageData * bgOptions;
GuiImageData * bgOptionsEntry;
GuiImageData * scrollbar;
GuiImageData * arrowDown;
GuiImageData * arrowDownOver;
GuiImageData * arrowUp;
GuiImageData * arrowUpOver;
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GuiSound * btnSoundOver;
GuiSound * btnSoundClick;
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GuiTrigger * trigA;
GuiTrigger * trig2;
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bool listChanged;
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};
typedef struct _savelist {
int length;
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char filename[MAX_SAVES+1][256];
GuiImageData * previewImg[MAX_SAVES+1];
char date[MAX_SAVES+1][20];
char time[MAX_SAVES+1][10];
int type[MAX_SAVES+1];
int files[2][MAX_SAVES+1];
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} SaveList;
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//!Display a list of game save files, with screenshots and file information
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class GuiSaveBrowser : public GuiElement
{
public:
GuiSaveBrowser(int w, int h, SaveList * l, int a);
~GuiSaveBrowser();
int GetClickedSave();
void ResetState();
void SetFocus(int f);
void Draw();
void Update(GuiTrigger * t);
protected:
int selectedItem;
int action;
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int listOffset;
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SaveList * saves;
GuiButton * saveBtn[SAVELISTSIZE];
GuiText * saveDate[SAVELISTSIZE];
GuiText * saveTime[SAVELISTSIZE];
GuiText * saveType[SAVELISTSIZE];
GuiImage * saveBgImg[SAVELISTSIZE];
GuiImage * saveBgOverImg[SAVELISTSIZE];
GuiImage * savePreviewImg[SAVELISTSIZE];
GuiButton * arrowUpBtn;
GuiButton * arrowDownBtn;
GuiImage * scrollbarImg;
GuiImage * arrowDownImg;
GuiImage * arrowDownOverImg;
GuiImage * arrowUpImg;
GuiImage * arrowUpOverImg;
GuiImageData * gameSave;
GuiImageData * gameSaveOver;
GuiImageData * gameSaveBlank;
GuiImageData * scrollbar;
GuiImageData * arrowDown;
GuiImageData * arrowDownOver;
GuiImageData * arrowUp;
GuiImageData * arrowUpOver;
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GuiSound * btnSoundOver;
GuiSound * btnSoundClick;
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GuiTrigger * trigA;
GuiTrigger * trig2;
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bool saveBtnLastOver[SAVELISTSIZE];
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};
//!Display a list of files
class GuiFileBrowser : public GuiElement
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{
public:
GuiFileBrowser(int w, int h);
~GuiFileBrowser();
void ResetState();
void SetFocus(int f);
void Draw();
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void DrawTooltip();
void TriggerUpdate();
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void Update(GuiTrigger * t);
GuiButton * fileList[FILE_PAGESIZE];
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protected:
GuiText * fileListText[FILE_PAGESIZE];
GuiImage * fileListBg[FILE_PAGESIZE];
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GuiImage * fileListIcon[FILE_PAGESIZE];
GuiButton * arrowUpBtn;
GuiButton * arrowDownBtn;
GuiButton * scrollbarBoxBtn;
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GuiImage * bgFileSelectionImg;
GuiImage * scrollbarImg;
GuiImage * arrowDownImg;
GuiImage * arrowDownOverImg;
GuiImage * arrowUpImg;
GuiImage * arrowUpOverImg;
GuiImage * scrollbarBoxImg;
GuiImage * scrollbarBoxOverImg;
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GuiImageData * bgFileSelection;
GuiImageData * bgFileSelectionEntry;
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GuiImageData * iconFolder;
GuiImageData * iconSD;
GuiImageData * iconUSB;
GuiImageData * iconDVD;
GuiImageData * iconSMB;
GuiImageData * scrollbar;
GuiImageData * arrowDown;
GuiImageData * arrowDownOver;
GuiImageData * arrowUp;
GuiImageData * arrowUpOver;
GuiImageData * scrollbarBox;
GuiImageData * scrollbarBoxOver;
GuiSound * btnSoundOver;
GuiSound * btnSoundClick;
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GuiTrigger * trigA;
GuiTrigger * trig2;
GuiTrigger * trigHeldA;
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int selectedItem;
int numEntries;
bool listChanged;
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};
#endif