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/****************************************************************************
* LibWiiGui by Tantric ( C ) 2009
* USB Loader GX Team ( C ) 2009 - 2011
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*
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* The LibWiiGui library was used as the base for the creation of
* the GUI in USB Loader GX .
* Several modifications and additions were made to the library
* It does no longer match the original LibWiiGui implementation .
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*
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* This software is provided ' as - is ' , without any express or implied
* warranty . In no event will the authors be held liable for any
* damages arising from the use of this software .
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*
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* Permission is granted to anyone to use this software for any
* purpose , including commercial applications , and to alter it and
* redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you
* must not claim that you wrote the original software . If you use
* this software in a product , an acknowledgment in the product
* documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and
* must not be misrepresented as being the original software .
*
* 3. This notice may not be removed or altered from any source
* distribution .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# ifndef LIBWIIGUI_H
# define LIBWIIGUI_H
# include <gccore.h>
# include <malloc.h>
# include <stdlib.h>
# include <string.h>
# include <wchar.h>
# include <vector>
# include <math.h>
# include <asndlib.h>
# include <wiiuse/wpad.h>
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# include "gui_imagedata.h"
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# include "FreeTypeGX.h"
# include "video.h"
# include "input.h"
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# include "OptionList.hpp"
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# include "SoundOperations/gui_sound.h"
# include "SoundOperations/gui_bgm.h"
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# include "utils/timer.h"
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# include "sigslot.h"
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//! Frequently used variables
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extern FreeTypeGX * fontSystem ;
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extern GuiSound * btnSoundClick ;
extern GuiSound * btnSoundClick2 ;
extern GuiSound * btnSoundOver ;
extern GuiBGM * bgMusic ;
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# define SCROLL_INITIAL_DELAY 20
# define SCROLL_LOOP_DELAY 3
# define PAGESIZE 9
# define FILEBROWSERSIZE 8
# define MAX_OPTIONS 170
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typedef void ( * UpdateCallback ) ( void * e ) ;
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enum
{
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ALIGN_LEFT , ALIGN_RIGHT , ALIGN_CENTER , ALIGN_TOP , ALIGN_BOTTOM , ALIGN_MIDDLE
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} ;
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enum
{
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STATE_DEFAULT , STATE_SELECTED , STATE_CLICKED , STATE_HELD , STATE_DISABLED
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} ;
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enum
{
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IMAGE_TEXTURE , IMAGE_COLOR , IMAGE_DATA , IMAGE_COPY
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} ;
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enum
{
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TRIGGER_SIMPLE , TRIGGER_HELD , TRIGGER_BUTTON_ONLY
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} ;
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enum
{
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WRAP , DOTTED , SCROLL_HORIZONTAL , SCROLL_NONE
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} ;
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typedef struct _POINT {
s16 x ;
s16 y ;
} POINT ;
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typedef struct _paddata
{
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u16 btns_d ;
u16 btns_u ;
u16 btns_h ;
s8 stickX ;
s8 stickY ;
s8 substickX ;
s8 substickY ;
u8 triggerL ;
u8 triggerR ;
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} 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
# define EFFECT_PULSE 512
# define EFFECT_ROCK_VERTICLE 1024
# define EFFECT_GOROUND 2048
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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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public :
//!Constructor
GuiTrigger ( ) ;
//!Destructor
virtual ~ 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 ) ;
//!Get X/Y value from Wii Joystick (classic, nunchuk) input
//!\param right Controller stick (left = 0, right = 1)
//!\param axis Controller stick axis (x-axis = 0, y-axis = 1)
//!\return Stick value
s8 WPAD_Stick ( u8 right , int axis ) ;
//!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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u8 type ; //!< trigger type (TRIGGER_SIMPLE, TRIGGER_HELD, TRIGGER_BUTTON_ONLY)
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s32 chan ; //!< Trigger controller channel (0-3, -1 for all)
WPADData wpad ; //!< Wii controller trigger data
PADData pad ; //!< GameCube controller trigger data
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} ;
extern GuiTrigger userInput [ 4 ] ;
//!Primary GUI class. Most other classes inherit from this class.
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class GuiElement
{
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public :
//!Constructor
GuiElement ( ) ;
//!Destructor
virtual ~ GuiElement ( ) ;
//!Set the element's parent
//!\param e Pointer to parent element
void SetParent ( GuiElement * e ) ;
//!Gets the element's parent
//!\return Pointer to parent element
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GuiElement * GetParent ( ) { return parentElement ; }
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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
int GetLeft ( ) ;
//!Gets the current topmost coordinate of the element
//!Considers vertical alignment, y offset, height, and parent element's GetTop() / GetHeight() values
//!\return top coordinate
int GetTop ( ) ;
//!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
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int GetMinY ( ) { return ymin ; }
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//!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
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int GetMaxY ( ) { return ymax ; }
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//!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
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int GetMinX ( ) { return xmin ; }
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//!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
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int GetMaxX ( ) { return xmax ; }
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//!Gets the current width of the element. Does not currently consider the scale
//!\return width
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virtual int GetWidth ( ) { return width ; }
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//!Gets the height of the element. Does not currently consider the scale
//!\return height
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virtual int GetHeight ( ) { return height ; }
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//!Sets the size (width/height) of the element
//!\param w Width of element
//!\param h Height of element
void SetSize ( int w , int h ) ;
//!Checks whether or not the element is visible
//!\return true if visible, false otherwise
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bool IsVisible ( ) { return visible ; }
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//!Checks whether or not the element is selectable
//!\return true if selectable, false otherwise
bool IsSelectable ( ) ;
//!Checks whether or not the element is clickable
//!\return true if clickable, false otherwise
bool IsClickable ( ) ;
//!Checks whether or not the element is holdable
//!\return true if holdable, false otherwise
bool IsHoldable ( ) ;
//!Sets whether or not the element is selectable
//!\param s Selectable
void SetSelectable ( bool s ) ;
//!Sets whether or not the element is clickable
//!\param c Clickable
void SetClickable ( bool c ) ;
//!Sets whether or not the element is holdable
//!\param c Holdable
void SetHoldable ( bool d ) ;
//!Gets the element's current state
//!\return state
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int GetState ( ) { return state ; }
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//!Gets the controller channel that last changed the element's state
//!\return Channel number (0-3, -1 = no channel)
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int GetStateChan ( ) { return stateChan ; }
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//!Sets the element's alpha value
//!\param a alpha value
void SetAlpha ( int a ) ;
//!Gets the element's alpha value
//!Considers alpha, alphaDyn, and the parent element's GetAlpha() value
//!\return alpha
int GetAlpha ( ) ;
//!Gets the element's AngleDyn value
//!\return alpha
float GetAngleDyn ( ) ;
//!Sets the element's scale
//!\param s scale (1 is 100%)
void SetScale ( float s ) ;
//!Gets the element's current scale
//!Considers scale, scaleDyn, and the parent element's GetScale() value
virtual float GetScale ( ) ;
//!Set a new GuiTrigger for the element
//!\param t Pointer to GuiTrigger
void SetTrigger ( GuiTrigger * t ) ;
//!\overload
//!\param i Index of trigger array to set
//!\param t Pointer to GuiTrigger
void SetTrigger ( u8 i , GuiTrigger * t ) ;
//!Remove GuiTrigger for the element
//!\param i Index of trigger array to set
void RemoveTrigger ( u8 i ) ;
//!Checks whether rumble was requested by the element
//!\return true is rumble was requested, false otherwise
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bool Rumble ( ) { return 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
void SetRumble ( bool r ) ;
//!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)
void SetEffect ( int e , int a , int t = 0 ) ;
//!This SetEffect is for EFFECT_GOROUND only
//!\param e Effect to enable
//!\param speed is for Circlespeed
//!\param circles Circleamount in degree ike 180 for 1/2 circle or 720 for 2 circles
//!\param r Circle Radius in pixel
//!\param startdegree Degree where to start circling
//!\param anglespeedset Set the speed of Angle rotating make 1 for same speed as Circlespeed
//! or 0.5 for half the speed of the circlingspeed. Turn Anglecircling off by 0 to this param.
//!\param center_x x co-ordinate of the center of circle.
//!\param center_y y co-ordinate of the center of circle.
void SetEffect ( int e , int speed , f32 circles , int r , f32 startdegree , f32 anglespeedset , int center_x ,
int center_y ) ;
//!Gets the frequency from the above effect
//!\return element frequency
float GetFrequency ( ) ;
//!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)
void SetEffectOnOver ( int e , int a , int t = 0 ) ;
//!Shortcut to SetEffectOnOver(EFFECT_SCALE, 4, 110)
void SetEffectGrow ( ) ;
//!Stops the current element effect
void StopEffect ( ) ;
//!Gets the current element effects
//!\return element effects
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int GetEffect ( ) { return effects ; }
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//!Gets the current element on over effects
//!\return element on over effects
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int GetEffectOnOver ( ) { return effectsOver ; }
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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
bool IsInside ( int x , int y ) ;
//!Sets the element's position
//!\param x X coordinate
//!\param y Y coordinate
void SetPosition ( int x , int y , int z = 0 ) ;
//!Sets the element's relative position
int GetRelLeft ( ) ;
int GetRelTop ( ) ;
//!Sets the element's setup position
int GetLeftPos ( ) const { return xoffset ; }
int GetTopPos ( ) const { return yoffset ; }
//!Updates the element's effects (dynamic values)
//!Called by Draw(), used for animation purposes
void UpdateEffects ( ) ;
//!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
void SetUpdateCallback ( UpdateCallback u ) ;
//!Sets the element's visibility
//!\param v Visibility (true = visible)
virtual void SetVisible ( bool v ) ;
//!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 ) ;
//!Resets the element's state to STATE_DEFAULT
virtual void ResetState ( ) ;
//!Gets whether or not the element is in STATE_SELECTED
//!\return true if selected, false otherwise
virtual int GetSelected ( ) ;
//!Sets the element's alignment respective to its parent element
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//!\param hor Horizontal alignment (ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTER)
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//!\param vert Vertical alignment (ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE)
virtual void SetAlignment ( int hor , int vert ) ;
//!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
virtual void Update ( GuiTrigger * t ) ;
//!Called constantly to redraw the element
virtual void Draw ( ) ;
virtual void DrawTooltip ( ) ;
protected :
void LockElement ( ) ;
void UnlockElement ( ) ;
// static mutex_t mutex;
static mutex_t _lock_mutex ;
lwp_t _lock_thread ;
u16 _lock_count ;
lwpq_t _lock_queue ;
friend class SimpleLock ;
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//int position2; //! B Scrollbariable
bool visible ; //!< Visibility of the element. If false, Draw() is skipped
int width ; //!< Element width
int height ; //!< Element height
int xoffset ; //!< Element X offset
int yoffset ; //!< Element Y offset
int zoffset ; //!< Element Z offset
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
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 temp_xoffset ; //!< Element Temp X offset
int temp_yoffset ; //!< Element Temp Y offset
f32 degree ; //!< Degree where to start for EFFECT_GOROUND enter it in ° like 60°
f32 frequency ; //!< Speed for EFFECT_GOROUND || can also be negative for other direction
int Radius ; //!< The radius in which the Element goes round for EFFECT_GOROUND
f32 circleamount ; //!< Circleamount for the EFFECT_GOROUND effect
f32 xoffsetDynFloat ; //!< Integer sucks float is need by some parts
f32 yoffsetDynFloat ; //!< Integer sucks float is need by some parts
int changervar ; //!< Changervariable for some stuff
int alpha ; //!< Element alpha value (0-255)
f32 scale ; //!< Element scale (1 = 100%)
f32 angleDyn ; //!< AngleDyn for EFFECT_GOROUND
f32 anglespeed ; //!<Anglespeedvariable for EFFECT_GOROUND
int alphaDyn ; //!< Element alpha, dynamic (multiplied by alpha value for blending/fading effects)
f32 scaleDyn ; //!< Element scale, dynamic (multiplied by alpha value for blending/fading effects)
bool rumble ; //!< Wiimote rumble (on/off) - set to on when this element requests a rumble event
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)
int stateChan ; //!< Which controller channel is responsible for the last change in state
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)
GuiTrigger * trigger [ 6 ] ; //!< GuiTriggers (input actions) that this element responds to
GuiElement * parentElement ; //!< Parent element
UpdateCallback updateCB ; //!< Callback function to call when this element is updated
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} ;
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class SimpleLock
{
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public :
SimpleLock ( GuiElement * e ) ;
~ SimpleLock ( ) ;
private :
GuiElement * element ;
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} ;
# define LOCK(e) SimpleLock LOCK(e)
//!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 :
//!Constructor
GuiWindow ( ) ;
//!\overload
//!\param w Width of window
//!\param h Height of window
GuiWindow ( int w , int h ) ;
//!Destructor
virtual ~ GuiWindow ( ) ;
//!Appends a GuiElement to the GuiWindow
//!\param e The GuiElement to append. If it is already in the GuiWindow, it is removed first
void Append ( GuiElement * e ) ;
//!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
void Remove ( GuiElement * e ) ;
//!Removes all GuiElements
void RemoveAll ( ) ;
//!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)
GuiElement * GetGuiElementAt ( u32 index ) const ;
//!Returns the size of the list of elements
//!\return The size of the current element list
u32 GetSize ( ) ;
//!Sets the visibility of the window
//!\param v visibility (true = visible)
void SetVisible ( bool v ) ;
//!Resets the window's state to STATE_DEFAULT
void ResetState ( ) ;
//!Sets the window's state
//!\param s State
void SetState ( int s ) ;
//!Gets the index of the GuiElement inside the window that is currently selected
//!\return index of selected GuiElement
int GetSelected ( ) ;
//!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 ) ;
//!Allow dim of screen on disable or not
void SetAllowDim ( bool d ) { allowDim = d ; }
void SetDimScreen ( bool d ) { forceDim = d ; }
//!Draws all the elements in this GuiWindow
void Draw ( ) ;
void DrawTooltip ( ) ;
//!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 :
bool forceDim ;
bool allowDim ;
std : : vector < GuiElement * > _elements ; //!< Contains all elements within the GuiWindow
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} ;
//!Display, manage, and manipulate images in the GUI
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class GuiImage : public GuiElement
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{
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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 ) ;
//! Copy Constructor
GuiImage ( GuiImage & srcimage ) ;
GuiImage ( GuiImage * srcimage ) ;
//! = operator for copying images
GuiImage & operator = ( GuiImage & srcimage ) ;
//!Destructor
virtual ~ GuiImage ( ) ;
//!Sets the image rotation angle for drawing
//!\param a Angle (in degrees)
void SetAngle ( float a ) ;
//!Gets the image rotation angle for drawing
float GetAngle ( ) ;
//!Sets the number of times to draw the image horizontally
//!\param t Number of times to draw the image
void SetTileHorizontal ( int t ) ;
void SetTileVertical ( int t ) ;
// true set horizontal scale to 0.8 //added
void SetWidescreen ( bool w ) ;
//!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 ) ;
//!Sets the image to grayscale
void SetGrayscale ( void ) ;
//!Set/disable the use of parentelement angle (default true)
void SetParentAngle ( bool a ) ;
//!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 ) ;
s32 z ;
void SetSkew ( int XX1 , int YY1 , int XX2 , int YY2 , int XX3 , int YY3 , int XX4 , int YY4 ) ;
void SetSkew ( int * skew /* int skew[8] */ ) ;
int xx1 ;
int yy1 ;
int xx2 ;
int yy2 ;
int xx3 ;
int yy3 ;
int xx4 ;
int yy4 ;
int rxx1 ;
int ryy1 ;
int rxx2 ;
int ryy2 ;
int rxx3 ;
int ryy3 ;
int rxx4 ;
int ryy4 ;
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 tileHorizontal ; //!< Number of times to draw (tile) the image horizontally
int tileVertical ; //!< Number of times to draw (tile) the image vertically
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u8 stripe ; //!< Alpha value (0-255) to apply a stripe effect to the texture
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short widescreen ; //added
bool parentangle ;
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} ;
//!Display, manage, and manipulate text in the GUI
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class GuiText : public GuiElement
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{
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public :
//!Constructor
//!\param t Text
//!\param s Font size
//!\param c Font color
GuiText ( const char * t , int s , GXColor c ) ;
//!\overload
//!\param t Text
//!\param s Font size
//!\param c Font color
GuiText ( const wchar_t * t , int s , GXColor c ) ;
//!\overload
//!\Assumes SetPresets() has been called to setup preferred text attributes
//!\param t Text
GuiText ( const char * t ) ;
//!Destructor
virtual ~ GuiText ( ) ;
//!Sets the text of the GuiText element
//!\param t Text
virtual void SetText ( const char * t ) ;
virtual void SetText ( const wchar_t * t ) ;
virtual void SetTextf ( const char * format , . . . ) __attribute__ ( ( format ( printf , 2 , 3 ) ) ) ;
//!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 wrap Wrapmode when w>0
//!\param s Font style
//!\param h Text alignment (horizontal)
//!\param v Text alignment (vertical)
static 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
//!\param m WrapMode
void SetMaxWidth ( int w = 0 , int m = WRAP ) ;
//!Sets the font color
//!\param c Font color
void SetColor ( GXColor c ) ;
//!Sets the FreeTypeGX style attributes
//!\param s Style attributes
//!\param m Style-Mask attributes
void SetStyle ( u16 s ) ;
//!Sets the text alignment
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//!\param hor Horizontal alignment (ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTER)
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//!\param vert Vertical alignment (ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE)
void SetAlignment ( int hor , int vert ) ;
//!Set PassChar
void SetPassChar ( wchar_t p ) ;
//!Sets the font
//!\param f Font
void SetFont ( FreeTypeGX * f ) ;
//!Get the original text as char
virtual const wchar_t * GetText ( ) ;
//!Overload for GetWidth()
int GetWidth ( ) { return GetTextWidth ( ) ; }
//!Get the Horizontal Size of Text
int GetTextWidth ( ) ;
int GetTextWidth ( int ind ) ;
//!Get the max textwidth
int GetTextMaxWidth ( ) ;
//!Gets the total line number
virtual int GetLinesCount ( ) { return 1 ; }
//!Get fontsize
int GetFontSize ( ) { return size ; }
//!Set max lines to draw
void SetLinesToDraw ( int l ) ;
void SetWidescreen ( bool b ) { widescreen = b ; }
//!Get current Textline (for position calculation)
const wchar_t * GetDynText ( int ind = 0 ) ;
virtual const wchar_t * GetTextLine ( int ind ) { return GetDynText ( ind ) ; }
//!Change the font
//!\param font bufferblock
//!\param font filesize
bool SetFont ( const u8 * font , const u32 filesize ) ;
//!Constantly called to draw the text
void Draw ( ) ;
protected :
//!Clear the dynamic text
void ClearDynamicText ( ) ;
//!Create a dynamic dotted text if the text is too long
void MakeDottedText ( ) ;
//!Scroll the text once
void ScrollText ( ) ;
//!Wrap the text to several lines
void WrapText ( ) ;
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wchar_t * text ;
std : : vector < wchar_t * > textDyn ;
int wrapMode ; //!< Wrapping toggle
int textScrollPos ; //!< Current starting index of text string for scrolling
int textScrollInitialDelay ; //!< Delay to wait before starting to scroll
int textScrollDelay ; //!< Scrolling speed
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
FreeTypeGX * font ;
int textWidth ;
int currentSize ;
int linestodraw ;
wchar_t passChar ;
bool widescreen ;
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} ;
//!Display, manage, and manipulate tooltips in the GUI.
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class GuiTooltip : public GuiElement
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{
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public :
//!Constructor
//!\param t Text
GuiTooltip ( const char * t , int Alpha = 255 ) ;
//!Destructor
virtual ~ GuiTooltip ( ) ;
//!Gets the element's current scale
//!Considers scale, scaleDyn, and the parent element's GetScale() value
float GetScale ( ) ;
//!Sets the text of the GuiTooltip element
//!\param t Text
void SetText ( const char * t ) ;
void SetWidescreen ( bool w ) ; // timely a dummy
//!Constantly called to draw the GuiButton
void Draw ( ) ;
protected :
GuiImageData * tooltipLeft ;
GuiImageData * tooltipTile ;
GuiImageData * tooltipRight ;
GuiImage * leftImage ; //!< Tooltip left-image
GuiImage * tileImage ; //!< Tooltip tile-image
GuiImage * rightImage ; //!< Tooltip right-image
GuiText * text ;
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} ;
//!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
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{
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public :
//!Constructor
//!\param w Width
//!\param h Height
GuiButton ( int w , int h ) ;
//!\param img is the button GuiImage. it uses the height & width of this image for the button
//!\param imgOver is the button's over GuiImage
//!\param hor is horizontal alingment of the button
//!\param vert is verticle alignment of the button
//!\param x is xposition of the button
//!\param y is yposition of the button
//!\param trig is a GuiTrigger to assign to this button
//!\param sndOver is a GuiSound used for soundOnOver for this button
//!\param sndClick is a GuiSound used for clickSound of this button
//!\param grow sets effect grow for this button. 1 for yes ;0 for no
GuiButton ( GuiImage * img , GuiImage * imgOver , int hor , int vert , int x , int y , GuiTrigger * trig ,
GuiSound * sndOver , GuiSound * sndClick , u8 grow ) ;
//!\param same as all the parameters for the above button plus the following
//!\param tt is a GuiTooltip assigned to this button
//!\param ttx and tty are the xPOS and yPOS for this tooltip in relationship to the button
//!\param h_align and v_align are horizontal and verticle alignment for the tooltip in relationship to the button
GuiButton ( GuiImage * img , GuiImage * imgOver , int hor , int vert , int x , int y , GuiTrigger * trig ,
GuiSound * sndOver , GuiSound * sndClick , u8 grow , GuiTooltip * tt , int ttx , int tty , int h_align ,
int v_align ) ;
//!Destructor
virtual ~ 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 SetAngle ( float a ) ;
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 ) ;
//!\param reset the soundover to NULL
void RemoveSoundOver ( ) ;
//!\param reset the soundclick to NULL
void RemoveSoundClick ( ) ;
//!Constantly called to draw the GuiButtons ToolTip
//!Sets the button's Tooltip on over
//!\param tt Pointer to GuiElement object, x & y Positioning, h & v Align
void SetToolTip ( GuiTooltip * tt , int x , int y , int h = ALIGN_RIGHT , int v = ALIGN_TOP ) ;
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void RemoveToolTip ( ) ;
//!Constantly called to draw the GuiButton
void Draw ( ) ;
void DrawTooltip ( ) ;
//!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 ) ;
//!Deactivate/Activate pointing on Games while B scrolling
void ScrollIsOn ( int f ) ;
void SetSkew ( int XX1 , int YY1 , int XX2 , int YY2 , int XX3 , int YY3 , int XX4 , int YY4 ) ;
void SetSkew ( int * skew /* int skew[8] */ ) ;
virtual void SetState ( int s , int c = - 1 ) ;
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sigslot : : signal3 < GuiButton * , int , const POINT & > Clicked ;
sigslot : : signal3 < GuiButton * , int , const POINT & > Held ;
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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
GuiTooltip * toolTip ;
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Timer ToolTipDelay ;
bool bOldTooltipVisible ;
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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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} ;
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typedef struct _keytype
{
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char ch , chShift , chalt , chalt2 ;
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} Key ;
//!On-screen keyboard
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class GuiKeyboard : public GuiWindow
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{
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public :
GuiKeyboard ( char * t , u32 m , int min , int lang ) ;
virtual ~ GuiKeyboard ( ) ;
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void SetVisibleText ( bool v ) { textVisible = v ; }
const char * GetText ( ) { return kbtextstr ; }
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void Update ( GuiTrigger * t ) ;
protected :
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void SetDisplayText ( const char * text ) ;
bool textVisible ;
char kbtextstr [ 256 ] ;
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u32 kbtextmaxlen ;
Key keys [ 4 ] [ 11 ] ;
int shift ;
int caps ;
int alt ;
int alt2 ;
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u16 min ;
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GuiText * kbText ;
GuiImage * keyTextboxImg ;
GuiText * keyCapsText ;
GuiImage * keyCapsImg ;
GuiImage * keyCapsOverImg ;
GuiButton * keyCaps ;
GuiText * keyAltText ;
GuiImage * keyAltImg ;
GuiImage * keyAltOverImg ;
GuiButton * keyAlt ;
GuiText * keyAlt2Text ;
GuiImage * keyAlt2Img ;
GuiImage * keyAlt2OverImg ;
GuiButton * keyAlt2 ;
GuiText * keyShiftText ;
GuiImage * keyShiftImg ;
GuiImage * keyShiftOverImg ;
GuiButton * keyShift ;
GuiText * keyBackText ;
GuiImage * keyBackImg ;
GuiImage * keyBackOverImg ;
GuiButton * keyBack ;
GuiText * keyClearText ;
GuiImage * keyClearImg ;
GuiImage * keyClearOverImg ;
GuiButton * keyClear ;
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 * keyLarge ;
GuiTrigger * trigA ;
GuiTrigger * trigB ;
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} ;
# endif