mirror of
https://github.com/dborth/snes9xgx.git
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931 lines
32 KiB
C++
931 lines
32 KiB
C++
/*!\mainpage libwiigui Documentation
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*
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* \section Introduction
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* libwiigui is a GUI library for the Wii, created to help structure the
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* design of a complicated GUI interface, and to enable an author to create
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* a sophisticated, feature-rich GUI. It was originally conceived and written
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* after I started to design a GUI for Snes9x GX, and found libwiisprite and
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* GRRLIB inadequate for the purpose. It uses GX for drawing, and makes use
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* of PNGU for displaying images and FreeTypeGX for text. It was designed to
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* be flexible and is easy to modify - don't be afraid to change the way it
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* works or expand it to suit your GUI's purposes! If you do, and you think
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* your changes might benefit others, please share them so they might be
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* added to the project!
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*
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* \section Quickstart
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* Start from the supplied template example. For more advanced uses, see the
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* source code for Snes9x GX, FCE Ultra GX, and Visual Boy Advance GX.
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* \section Contact
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* If you have any suggestions for the library or documentation, or want to
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* contribute, please visit the libwiigui website:
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* http://code.google.com/p/libwiigui/
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* \section Credits
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* This library was wholly designed and written by Tantric. Thanks to the
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* authors of PNGU and FreeTypeGX, of which this library makes use. Thanks
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* 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
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#define LIBWIIGUI_H
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#include <gccore.h>
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#include <malloc.h>
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#include <stdlib.h>
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#include <string.h>
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#include <vector>
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#include <exception>
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#include <wchar.h>
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#include <math.h>
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#include <asndlib.h>
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#include <wiiuse/wpad.h>
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#include "pngu/pngu.h"
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#include "FreeTypeGX.h"
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#include "snes9xGX.h"
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#include "video.h"
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#include "filelist.h"
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#include "fileop.h"
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#include "input.h"
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#include "oggplayer.h"
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extern FreeTypeGX *fontSystem;
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#define SCROLL_INITIAL_DELAY 20
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#define SCROLL_LOOP_DELAY 3
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#define PAGESIZE 8
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#define SAVELISTSIZE 6
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#define MAX_SAVES 20
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#define MAX_OPTIONS 30
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typedef void (*UpdateCallback)(void * e);
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enum
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{
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ALIGN_LEFT,
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ALIGN_RIGHT,
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ALIGN_CENTRE,
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ALIGN_TOP,
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ALIGN_BOTTOM,
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ALIGN_MIDDLE
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};
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enum
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{
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STATE_DEFAULT,
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STATE_SELECTED,
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STATE_CLICKED,
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STATE_HELD,
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STATE_DISABLED
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};
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enum
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{
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SOUND_PCM,
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SOUND_OGG
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};
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enum
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{
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IMAGE_TEXTURE,
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IMAGE_COLOR,
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IMAGE_DATA
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};
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enum
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{
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TRIGGER_SIMPLE,
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TRIGGER_HELD,
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TRIGGER_BUTTON_ONLY,
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TRIGGER_BUTTON_ONLY_IN_FOCUS
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};
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typedef struct _paddata {
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u16 btns_d;
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u16 btns_u;
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u16 btns_h;
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s8 stickX;
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s8 stickY;
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s8 substickX;
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s8 substickY;
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u8 triggerL;
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u8 triggerR;
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} PADData;
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#define EFFECT_SLIDE_TOP 1
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#define EFFECT_SLIDE_BOTTOM 2
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#define EFFECT_SLIDE_RIGHT 4
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#define EFFECT_SLIDE_LEFT 8
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#define EFFECT_SLIDE_IN 16
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#define EFFECT_SLIDE_OUT 32
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#define EFFECT_FADE 64
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#define EFFECT_SCALE 128
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#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
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{
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public:
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//!Constructor
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//!\param s Pointer to the sound data
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//!\param l Length of sound data
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//!\param t Sound format type (SOUND_PCM or SOUND_OGG)
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GuiSound(const u8 * s, int 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
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//!\return true if sound is playing, false otherwise
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bool IsPlaying();
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//!Set sound volume
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//!\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)
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//!\param l Loop (true to loop)
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void SetLoop(bool l);
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protected:
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const u8 * sound; //!< Pointer to the sound data
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int type; //!< Sound format type (SOUND_PCM or SOUND_OGG)
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s32 length; //!< Length of sound data
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s32 voice; //!< Currently assigned ASND voice channel
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s32 volume; //!< Sound volume (0-100)
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bool loop; //!< Loop sound playback
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};
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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.
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class GuiTrigger
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{
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public:
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//!Constructor
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GuiTrigger();
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//!Destructor
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~GuiTrigger();
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//!Sets a simple trigger. Requires: element is selected, and trigger button is pressed
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//!\param ch Controller channel number
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//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
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//!\param gcbtns GameCube controller trigger button(s)
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void SetSimpleTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
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//!Sets a held trigger. Requires: element is selected, and trigger button is pressed
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//!\param ch Controller channel number
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//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
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//!\param gcbtns GameCube controller trigger button(s)
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void SetHeldTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
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//!Sets a button-only trigger. Requires: Trigger button is pressed
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//!\param ch Controller channel number
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//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
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//!\param gcbtns GameCube controller trigger button(s)
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void SetButtonOnlyTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
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//!Sets a button-only trigger. Requires: trigger button is pressed and parent window of element is in focus
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//!\param ch Controller channel number
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//!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately
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//!\param gcbtns GameCube controller trigger button(s)
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void SetButtonOnlyInFocusTrigger(s32 ch, u32 wiibtns, u16 gcbtns);
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//!Get X/Y value from Wii Joystick (classic, nunchuk) input
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//!\param right Controller stick (left = 0, right = 1)
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//!\param axis Controller stick axis (x-axis = 0, y-axis = 1)
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//!\return Stick value
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s8 WPAD_Stick(u8 right, int axis);
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//!Move menu selection left (via pad/joystick). Allows scroll delay and button overriding
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//!\return true if selection should be moved left, false otherwise
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bool Left();
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//!Move menu selection right (via pad/joystick). Allows scroll delay and button overriding
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//!\return true if selection should be moved right, false otherwise
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bool Right();
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//!Move menu selection up (via pad/joystick). Allows scroll delay and button overriding
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//!\return true if selection should be moved up, false otherwise
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bool Up();
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//!Move menu selection down (via pad/joystick). Allows scroll delay and button overriding
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//!\return true if selection should be moved down, false otherwise
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bool Down();
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u8 type; //!< trigger type (TRIGGER_SIMPLE, TRIGGER_HELD, TRIGGER_BUTTON_ONLY, TRIGGER_BUTTON_ONLY_IN_FOCUS)
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s32 chan; //!< Trigger controller channel (0-3, -1 for all)
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WPADData wpad; //!< Wii controller trigger data
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PADData pad; //!< GameCube controller trigger data
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};
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extern GuiTrigger userInput[4];
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//!Primary GUI class. Most other classes inherit from this class.
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class GuiElement
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{
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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
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//!\param e Pointer to parent element
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void SetParent(GuiElement * e);
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//!Gets the element's parent
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//!\return Pointer to parent element
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GuiElement * GetParent();
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//!Gets the current leftmost coordinate of the element
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//!Considers horizontal alignment, x offset, width, and parent element's GetLeft() / GetWidth() values
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//!\return left coordinate
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int GetLeft();
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//!Gets the current topmost coordinate of the element
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//!Considers vertical alignment, y offset, height, and parent element's GetTop() / GetHeight() values
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//!\return top coordinate
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int GetTop();
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//!Sets the minimum y offset of the element
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//!\param y Y offset
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void SetMinY(int y);
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//!Gets the minimum y offset of the element
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//!\return Minimum Y offset
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int GetMinY();
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//!Sets the maximum y offset of the element
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//!\param y Y offset
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void SetMaxY(int y);
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//!Gets the maximum y offset of the element
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//!\return Maximum Y offset
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int GetMaxY();
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//!Sets the minimum x offset of the element
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//!\param x X offset
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void SetMinX(int x);
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//!Gets the minimum x offset of the element
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//!\return Minimum X offset
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int GetMinX();
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//!Sets the maximum x offset of the element
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//!\param x X offset
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void SetMaxX(int x);
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//!Gets the maximum x offset of the element
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//!\return Maximum X offset
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int GetMaxX();
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//!Gets the current width of the element. Does not currently consider the scale
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//!\return width
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int GetWidth();
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//!Gets the height of the element. Does not currently consider the scale
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//!\return height
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int GetHeight();
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//!Sets the size (width/height) of the element
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//!\param w Width of element
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//!\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
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//!\return true if visible, false otherwise
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bool IsVisible();
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//!Checks whether or not the element is selectable
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//!\return true if selectable, false otherwise
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bool IsSelectable();
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//!Checks whether or not the element is clickable
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//!\return true if clickable, false otherwise
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bool IsClickable();
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//!Checks whether or not the element is holdable
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//!\return true if holdable, false otherwise
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bool IsHoldable();
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//!Sets whether or not the element is selectable
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//!\param s Selectable
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void SetSelectable(bool s);
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//!Sets whether or not the element is clickable
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//!\param c Clickable
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void SetClickable(bool c);
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//!Sets whether or not the element is holdable
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//!\param c Holdable
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void SetHoldable(bool d);
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//!Gets the element's current state
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//!\return state
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int GetState();
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//!Gets the controller channel that last changed the element's state
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//!\return Channel number (0-3, -1 = no channel)
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int GetStateChan();
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//!Sets the element's alpha value
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//!\param a alpha value
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void SetAlpha(int a);
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//!Gets the element's alpha value
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//!Considers alpha, alphaDyn, and the parent element's GetAlpha() value
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//!\return alpha
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int GetAlpha();
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//!Sets the element's scale
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//!\param s scale (1 is 100%)
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void SetScale(float s);
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//!Gets the element's current scale
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//!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
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//!\param t Pointer to GuiTrigger
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void SetTrigger(GuiTrigger * t);
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//!\overload
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//!\param i Index of trigger array to set
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//!\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
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//!\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
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//!\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
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//!\param e Effect to enable
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//!\param a Amount of the effect (usage varies on effect)
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//!\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
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//!\param e Effect to enable
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//!\param a Amount of the effect (usage varies on effect)
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//!\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
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//!\return element effects
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int GetEffect();
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//!Checks whether the specified coordinates are within the element's boundaries
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//!\param x X coordinate
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//!\param y Y coordinate
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//!\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
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//!\param x X coordinate
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//!\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)
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//!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()
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//!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
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//!\return true if element is in focus, false otherwise
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int IsFocused();
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//!Sets the element's visibility
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//!\param v Visibility (true = visible)
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virtual void SetVisible(bool v);
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//!Sets the element's focus
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//!\param f Focus (true = in focus)
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virtual void SetFocus(int f);
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//!Sets the element's state
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//!\param s State (STATE_DEFAULT, STATE_SELECTED, STATE_CLICKED, STATE_DISABLED)
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//!\param c Controller channel (0-3, -1 = none)
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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
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//!\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
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//!\param hor Horizontal alignment (ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTRE)
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//!\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 constantly to allow the element to respond to the current input data
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//!\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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protected:
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bool visible; //!< Visibility of the element. If false, Draw() is skipped
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int focus; //!< Element focus (-1 = focus disabled, 0 = not focused, 1 = focused)
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int width; //!< Element width
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int height; //!< Element height
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int xoffset; //!< Element X offset
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int yoffset; //!< Element Y offset
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int ymin; //!< Element's min Y offset allowed
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int ymax; //!< Element's max Y offset allowed
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int xmin; //!< Element's min X offset allowed
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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)
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int yoffsetDyn; //!< Element Y offset, dynamic (added to yoffset value for animation effects)
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int alpha; //!< Element alpha value (0-255)
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f32 scale; //!< Element scale (1 = 100%)
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int alphaDyn; //!< Element alpha, dynamic (multiplied by alpha value for blending/fading effects)
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f32 scaleDyn; //!< Element scale, dynamic (multiplied by alpha value for blending/fading effects)
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bool rumble; //!< Wiimote rumble (on/off) - set to on when this element requests a rumble event
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int effects; //!< Currently enabled effect(s). 0 when no effects are enabled
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int effectAmount; //!< Effect amount. Used by different effects for different purposes
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int effectTarget; //!< Effect target amount. Used by different effects for different purposes
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int effectsOver; //!< Effects to enable when wiimote cursor is over this element. Copied to effects variable on over event
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int effectAmountOver; //!< EffectAmount to set when wiimote cursor is over this element
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int effectTargetOver; //!< EffectTarget to set when wiimote cursor is over this element
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int alignmentHor; //!< Horizontal element alignment, respective to parent element (LEFT, RIGHT, CENTRE)
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int alignmentVert; //!< Horizontal element alignment, respective to parent element (TOP, BOTTOM, MIDDLE)
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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)
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bool clickable; //!< Whether or not this element is clickable (can change to CLICKED state)
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bool holdable; //!< Whether or not this element is holdable (can change to HELD state)
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GuiTrigger * trigger[2]; //!< GuiTriggers (input actions) that this element responds to
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GuiElement * parentElement; //!< Parent element
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UpdateCallback updateCB; //!< Callback function to call when this element is updated
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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
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{
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public:
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//!Constructor
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GuiWindow();
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//!\overload
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//!\param w Width of window
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//!\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
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//!\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
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//!\param e The GuiElement to insert. If it is already in the GuiWindow, it is removed first
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//!\param i Index in which to insert the element
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void Insert(GuiElement* e, u32 i);
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//!Removes the specified GuiElement from the GuiWindow
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//!\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
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//!\param index The index of the element
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//!\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
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//!\return The size of the current element list
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u32 GetSize();
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//!Sets the visibility of the window
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//!\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
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//!\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
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//!\return index of selected GuiElement
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int GetSelected();
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//!Sets the window focus
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//!\param f Focus
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void SetFocus(int f);
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//!Change the focus to the specified element
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//!This is intended for the primary GuiWindow only
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//!\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
|
|
void ToggleFocus(GuiTrigger * t);
|
|
//!Moves the selected element to the element to the left or right
|
|
//!\param d Direction to move (-1 = left, 1 = right)
|
|
void MoveSelectionHor(int d);
|
|
//!Moves the selected element to the element above or below
|
|
//!\param d Direction to move (-1 = up, 1 = down)
|
|
void MoveSelectionVert(int d);
|
|
//!Draws all the elements in this GuiWindow
|
|
void Draw();
|
|
//!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
|
|
void Update(GuiTrigger * t);
|
|
protected:
|
|
std::vector<GuiElement*> _elements; //!< Contains all elements within the GuiWindow
|
|
};
|
|
|
|
//!Converts image data into GX-useable RGBA8. Currently designed for use only with PNG files
|
|
class GuiImageData
|
|
{
|
|
public:
|
|
//!Constructor
|
|
//!Converts the image data to RGBA8 - expects PNG format
|
|
//!\param i Image data
|
|
GuiImageData(const u8 * i);
|
|
//!Destructor
|
|
~GuiImageData();
|
|
//!Gets a pointer to the image data
|
|
//!\return pointer to image data
|
|
u8 * GetImage();
|
|
//!Gets the image width
|
|
//!\return image width
|
|
int GetWidth();
|
|
//!Gets the image height
|
|
//!\return image height
|
|
int GetHeight();
|
|
protected:
|
|
u8 * data; //!< Image data
|
|
int height; //!< Height of image
|
|
int width; //!< Width of image
|
|
};
|
|
|
|
//!Display, manage, and manipulate images in the GUI
|
|
class GuiImage : public GuiElement
|
|
{
|
|
public:
|
|
//!Constructor
|
|
GuiImage();
|
|
//!\overload
|
|
//!\param img Pointer to GuiImageData element
|
|
GuiImage(GuiImageData * img);
|
|
//!\overload
|
|
//!Sets up a new image from the image data specified
|
|
//!\param img
|
|
//!\param w Image width
|
|
//!\param h Image height
|
|
GuiImage(u8 * img, int w, int h);
|
|
//!\overload
|
|
//!Creates an image filled with the specified color
|
|
//!\param w Image width
|
|
//!\param h Image height
|
|
//!\param c Image color
|
|
GuiImage(int w, int h, GXColor c);
|
|
//!Destructor
|
|
~GuiImage();
|
|
//!Sets the image rotation angle for drawing
|
|
//!\param a Angle (in degrees)
|
|
void SetAngle(float a);
|
|
//!Sets the number of times to draw the image horizontally
|
|
//!\param t Number of times to draw the image
|
|
void SetTile(int t);
|
|
//!Constantly called to draw the image
|
|
void Draw();
|
|
//!Gets the image data
|
|
//!\return pointer to image data
|
|
u8 * GetImage();
|
|
//!Sets up a new image using the GuiImageData object specified
|
|
//!\param img Pointer to GuiImageData object
|
|
void SetImage(GuiImageData * img);
|
|
//!\overload
|
|
//!\param img Pointer to image data
|
|
//!\param w Width
|
|
//!\param h Height
|
|
void SetImage(u8 * img, int w, int h);
|
|
//!Gets the pixel color at the specified coordinates of the image
|
|
//!\param x X coordinate
|
|
//!\param y Y coordinate
|
|
GXColor GetPixel(int x, int y);
|
|
//!Sets the pixel color at the specified coordinates of the image
|
|
//!\param x X coordinate
|
|
//!\param y Y coordinate
|
|
//!\param color Pixel color
|
|
void SetPixel(int x, int y, GXColor color);
|
|
//!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
|
|
void ColorStripe(int s);
|
|
//!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
|
|
void SetStripe(int s);
|
|
protected:
|
|
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
|
|
};
|
|
|
|
//!Display, manage, and manipulate text in the GUI
|
|
class GuiText : public GuiElement
|
|
{
|
|
public:
|
|
//!Constructor
|
|
//!\param t Text
|
|
//!\param s Font size
|
|
//!\param c Font color
|
|
GuiText(const char * t, int s, GXColor c);
|
|
//!\overload
|
|
//!\Assumes SetPresets() has been called to setup preferred text attributes
|
|
//!\param t Text
|
|
GuiText(const char * t);
|
|
//!Destructor
|
|
~GuiText();
|
|
//!Sets the text of the GuiText element
|
|
//!\param t Text
|
|
void SetText(const char * t);
|
|
//!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)
|
|
void SetPresets(int sz, GXColor c, int w, u16 s, int h, int v);
|
|
//!Sets the font size
|
|
//!\param s Font size
|
|
void SetFontSize(int s);
|
|
//!Sets the maximum width of the drawn texture image
|
|
//!If the text exceeds this, it is wrapped to the next line
|
|
//!\param w Maximum width
|
|
void SetMaxWidth(int w);
|
|
//!Sets the font color
|
|
//!\param c Font color
|
|
void SetColor(GXColor c);
|
|
//!Sets the FreeTypeGX style attributes
|
|
//!\param s Style attributes
|
|
void SetStyle(u16 s);
|
|
//!Sets the text alignment
|
|
//!\param hor Horizontal alignment (ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTRE)
|
|
//!\param vert Vertical alignment (ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE)
|
|
void SetAlignment(int hor, int vert);
|
|
//!Constantly called to draw the text
|
|
void Draw();
|
|
protected:
|
|
wchar_t* text; //!< Unicode text value
|
|
int size; //!< Font size
|
|
int maxWidth; //!< Maximum width of the generated text object (for text wrapping)
|
|
u16 style; //!< FreeTypeGX style attributes
|
|
GXColor color; //!< Font color
|
|
};
|
|
|
|
//!Display, manage, and manipulate buttons in the GUI. Buttons can have images, icons, text, and sound set (all of which are optional)
|
|
class GuiButton : public GuiElement
|
|
{
|
|
public:
|
|
//!Constructor
|
|
//!\param w Width
|
|
//!\param h Height
|
|
GuiButton(int w, int h);
|
|
//!Destructor
|
|
~GuiButton();
|
|
//!Sets the button's image
|
|
//!\param i Pointer to GuiImage object
|
|
void SetImage(GuiImage* i);
|
|
//!Sets the button's image on over
|
|
//!\param i Pointer to GuiImage object
|
|
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);
|
|
//!Sets the button's icon
|
|
//!\param i Pointer to GuiImage object
|
|
void SetIcon(GuiImage* i);
|
|
//!Sets the button's icon on over
|
|
//!\param i Pointer to GuiImage object
|
|
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);
|
|
//!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);
|
|
//!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
|
|
//!\param t Pointer to GuiText object
|
|
//!\param n Index of label to set (optional, default is 0)
|
|
void SetLabelClick(GuiText* t, int n = 0);
|
|
//!Sets the sound to play on over
|
|
//!\param s Pointer to GuiSound object
|
|
void SetSoundOver(GuiSound * s);
|
|
//!Sets the sound to play on hold
|
|
//!\param s Pointer to GuiSound object
|
|
void SetSoundHold(GuiSound * s);
|
|
//!Sets the sound to play on click
|
|
//!\param s Pointer to GuiSound object
|
|
void SetSoundClick(GuiSound * s);
|
|
//!Constantly called to draw the GuiButton
|
|
void Draw();
|
|
//!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
|
|
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
|
|
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
|
|
};
|
|
|
|
typedef struct _keytype {
|
|
char ch, chShift;
|
|
} Key;
|
|
|
|
//!On-screen keyboard
|
|
class GuiKeyboard : public GuiWindow
|
|
{
|
|
public:
|
|
GuiKeyboard(char * t, u32 m);
|
|
~GuiKeyboard();
|
|
void Update(GuiTrigger * t);
|
|
char kbtextstr[256];
|
|
protected:
|
|
u32 kbtextmaxlen;
|
|
Key keys[4][11];
|
|
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;
|
|
GuiTrigger * trigA;
|
|
};
|
|
|
|
typedef struct _optionlist {
|
|
int length;
|
|
char name[MAX_OPTIONS][150];
|
|
char value[MAX_OPTIONS][150];
|
|
} OptionList;
|
|
|
|
//!Display a list of menu options
|
|
class GuiOptionBrowser : public GuiElement
|
|
{
|
|
public:
|
|
GuiOptionBrowser(int w, int h, OptionList * l);
|
|
~GuiOptionBrowser();
|
|
void SetCol2Position(int x);
|
|
int FindMenuItem(int c, int d);
|
|
int GetClickedOption();
|
|
void ResetState();
|
|
void SetFocus(int f);
|
|
void Draw();
|
|
void Update(GuiTrigger * t);
|
|
GuiText * optionVal[PAGESIZE];
|
|
protected:
|
|
int selectedItem;
|
|
int listOffset;
|
|
|
|
OptionList * options;
|
|
int optionIndex[PAGESIZE];
|
|
GuiButton * optionBtn[PAGESIZE];
|
|
GuiText * optionTxt[PAGESIZE];
|
|
GuiImage * optionBg[PAGESIZE];
|
|
|
|
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;
|
|
|
|
GuiSound * btnSoundOver;
|
|
GuiSound * btnSoundClick;
|
|
GuiTrigger * trigA;
|
|
};
|
|
|
|
typedef struct _savelist {
|
|
int length;
|
|
char filename[MAX_SAVES][256];
|
|
GuiImageData * previewImg[MAX_SAVES];
|
|
char date[MAX_SAVES][20];
|
|
char time[MAX_SAVES][10];
|
|
int type[MAX_SAVES];
|
|
int files[2][100];
|
|
} SaveList;
|
|
|
|
//!Display a list of game save files, with screenshots and file information
|
|
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 listOffset;
|
|
int action;
|
|
|
|
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;
|
|
|
|
GuiSound * btnSoundOver;
|
|
GuiSound * btnSoundClick;
|
|
GuiTrigger * trigA;
|
|
};
|
|
|
|
//!Display a list of files
|
|
class GuiFileBrowser : public GuiElement
|
|
{
|
|
public:
|
|
GuiFileBrowser(int w, int h);
|
|
~GuiFileBrowser();
|
|
void ResetState();
|
|
void SetFocus(int f);
|
|
void Draw();
|
|
void TriggerUpdate();
|
|
void Update(GuiTrigger * t);
|
|
GuiButton * fileList[PAGESIZE];
|
|
protected:
|
|
int selectedItem;
|
|
bool listChanged;
|
|
|
|
GuiText * fileListText[PAGESIZE];
|
|
GuiImage * fileListBg[PAGESIZE];
|
|
GuiImage * fileListFolder[PAGESIZE];
|
|
|
|
GuiButton * arrowUpBtn;
|
|
GuiButton * arrowDownBtn;
|
|
GuiButton * scrollbarBoxBtn;
|
|
|
|
GuiImage * bgGameSelectionImg;
|
|
GuiImage * scrollbarImg;
|
|
GuiImage * arrowDownImg;
|
|
GuiImage * arrowDownOverImg;
|
|
GuiImage * arrowUpImg;
|
|
GuiImage * arrowUpOverImg;
|
|
GuiImage * scrollbarBoxImg;
|
|
GuiImage * scrollbarBoxOverImg;
|
|
|
|
GuiImageData * bgGameSelection;
|
|
GuiImageData * bgGameSelectionEntry;
|
|
GuiImageData * gameFolder;
|
|
GuiImageData * scrollbar;
|
|
GuiImageData * arrowDown;
|
|
GuiImageData * arrowDownOver;
|
|
GuiImageData * arrowUp;
|
|
GuiImageData * arrowUpOver;
|
|
GuiImageData * scrollbarBox;
|
|
GuiImageData * scrollbarBoxOver;
|
|
|
|
GuiSound * btnSoundOver;
|
|
GuiSound * btnSoundClick;
|
|
GuiTrigger * trigA;
|
|
GuiTrigger * trigHeldA;
|
|
};
|
|
|
|
#endif
|