/**************************************************************************** * LibWiiGui by Tantric (C) 2009 * USB Loader GX Team (C) 2009-2011 * * 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. * * 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. * * 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. ***************************************************************************/ #ifndef LIBWIIGUI_H #define LIBWIIGUI_H #include #include #include #include #include #include #include #include #include #include "gui_imagedata.h" #include "FreeTypeGX.h" #include "video.h" #include "input.h" #include "OptionList.hpp" #include "SoundOperations/gui_sound.h" #include "SoundOperations/gui_bgm.h" #include "sigslot.h" //! Frequently used variables extern FreeTypeGX *fontSystem; extern GuiSound *btnSoundClick; extern GuiSound *btnSoundClick2; extern GuiSound *btnSoundOver; extern GuiBGM *bgMusic; #define SCROLL_INITIAL_DELAY 20 #define SCROLL_LOOP_DELAY 3 #define PAGESIZE 9 #define FILEBROWSERSIZE 8 #define MAX_OPTIONS 170 typedef void (*UpdateCallback)(void * e); enum { ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTRE, ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE }; #define ALIGN_CENTER ALIGN_CENTRE enum { STATE_DEFAULT, STATE_SELECTED, STATE_CLICKED, STATE_HELD, STATE_DISABLED }; enum { IMAGE_TEXTURE, IMAGE_COLOR, IMAGE_DATA, IMAGE_COPY }; enum { TRIGGER_SIMPLE, TRIGGER_HELD, TRIGGER_BUTTON_ONLY, TRIGGER_BUTTON_ONLY_IN_FOCUS }; enum { WRAP, DOTTED, SCROLL_HORIZONTAL, SCROLL_NONE }; typedef struct _POINT { s16 x; s16 y; } POINT; typedef struct _paddata { u16 btns_d; u16 btns_u; u16 btns_h; s8 stickX; s8 stickY; s8 substickX; s8 substickY; u8 triggerL; u8 triggerR; } PADData; #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 //!Menu input trigger management. Determine if action is neccessary based on input data by comparing controller input data to a specific trigger element. class GuiTrigger { public: //!Constructor GuiTrigger(); //!Destructor ~GuiTrigger(); //!Sets a simple trigger. Requires: element is selected, and trigger button is pressed //!\param ch Controller channel number //!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately //!\param gcbtns GameCube controller trigger button(s) void SetSimpleTrigger(s32 ch, u32 wiibtns, u16 gcbtns); //!Sets a held trigger. Requires: element is selected, and trigger button is pressed //!\param ch Controller channel number //!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately //!\param gcbtns GameCube controller trigger button(s) void SetHeldTrigger(s32 ch, u32 wiibtns, u16 gcbtns); //!Sets a button-only trigger. Requires: Trigger button is pressed //!\param ch Controller channel number //!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately //!\param gcbtns GameCube controller trigger button(s) void SetButtonOnlyTrigger(s32 ch, u32 wiibtns, u16 gcbtns); //!Sets a button-only trigger. Requires: trigger button is pressed and parent window of element is in focus //!\param ch Controller channel number //!\param wiibtns Wii controller trigger button(s) - classic controller buttons are considered separately //!\param gcbtns GameCube controller trigger button(s) void SetButtonOnlyInFocusTrigger(s32 ch, u32 wiibtns, u16 gcbtns); //!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(); u8 type; //!< trigger type (TRIGGER_SIMPLE, TRIGGER_HELD, TRIGGER_BUTTON_ONLY, TRIGGER_BUTTON_ONLY_IN_FOCUS) s32 chan; //!< Trigger controller channel (0-3, -1 for all) WPADData wpad; //!< Wii controller trigger data PADData pad; //!< GameCube controller trigger data }; extern GuiTrigger userInput[4]; //!Primary GUI class. Most other classes inherit from this class. class GuiElement { public: //!Constructor GuiElement(); //!Destructor ~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 GuiElement * GetParent(); //!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 int GetMinY(); //!Sets the maximum y offset of the element //!\param y Y offset void SetMaxY(int y); //!Gets the maximum y offset of the element //!\return Maximum Y offset int GetMaxY(); //!Sets the minimum x offset of the element //!\param x X offset void SetMinX(int x); //!Gets the minimum x offset of the element //!\return Minimum X offset int GetMinX(); //!Sets the maximum x offset of the element //!\param x X offset void SetMaxX(int x); //!Gets the maximum x offset of the element //!\return Maximum X offset int GetMaxX(); //!Gets the current width of the element. Does not currently consider the scale //!\return width virtual int GetWidth(); //!Gets the height of the element. Does not currently consider the scale //!\return height virtual int GetHeight(); //!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 bool IsVisible(); //!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 int GetState(); //!Gets the controller channel that last changed the element's state //!\return Channel number (0-3, -1 = no channel) int GetStateChan(); //!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 bool Rumble(); //!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 int GetEffect(); //!Gets the current element on over effects //!\return element on over effects int GetEffectOnOver(); //!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); //!Checks whether the element is in focus //!\return true if element is in focus, false otherwise int IsFocused(); //!Sets the element's visibility //!\param v Visibility (true = visible) virtual void SetVisible(bool v); //!Sets the element's focus //!\param f Focus (true = in focus) virtual void SetFocus(int f); //!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 //!\param hor Horizontal alignment (ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTRE) //!\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; //int position2; //! B Scrollbariable bool visible; //!< Visibility of the element. If false, Draw() is skipped int focus; //!< Element focus (-1 = focus disabled, 0 = not focused, 1 = focused) int dontsetfocus; //! _elements; //!< Contains all elements within the GuiWindow }; //!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); //! Copy Constructor GuiImage(GuiImage &srcimage); GuiImage(GuiImage *srcimage); //! = operator for copying images GuiImage &operator=(GuiImage &srcimage); //!Destructor ~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 int stripe; //!< Alpha value (0-255) to apply a stripe effect to the texture short widescreen; //added bool parentangle; }; //!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 //!\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 ~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 //!\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); //!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(); wchar_t *text; std::vector 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; }; //!Display, manage, and manipulate tooltips in the GUI. class GuiTooltip: public GuiElement { public: //!Constructor //!\param t Text GuiTooltip(const char *t, int Alpha = 255); //!Destructor ~ 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; }; //!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); //!\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 ~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); 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); sigslot::signal3 Clicked; sigslot::signal3 Held; 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; time_t time1, time2;//!< Tooltip timeconstants 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, chalt, chalt2; } Key; //!On-screen keyboard class GuiKeyboard: public GuiWindow { public: GuiKeyboard(char * t, u32 m, int min, int lang); ~GuiKeyboard(); void Update(GuiTrigger * t); char kbtextstr[256]; protected: u32 kbtextmaxlen; Key keys[4][11]; int shift; int caps; int alt; int alt2; 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; }; //!On-screen keyboard class GuiNumpad: public GuiWindow { public: GuiNumpad(char * t, u32 max); ~GuiNumpad(); void Update(GuiTrigger * t); char kbtextstr[256]; protected: u32 kbtextmaxlen; char keys[11]; GuiText * kbText; GuiImage * keyTextboxImg; GuiText * keyBackText; GuiImage * keyBackImg; GuiImage * keyBackOverImg; GuiButton * keyBack; GuiText * keyClearText; GuiImage * keyClearImg; GuiImage * keyClearOverImg; GuiButton * keyClear; GuiButton * keyBtn[11]; GuiImage * keyImg[11]; GuiImage * keyImgOver[11]; GuiText * keyTxt[11]; GuiImageData * keyTextbox; GuiImageData * keyMedium; GuiTrigger * trigA; GuiTrigger * trigB; }; #endif