/*!\mainpage libwiigui Documentation * * \section Introduction * libwiigui is a GUI library for the Wii, created to help structure the * design of a complicated GUI interface, and to enable an author to create * a sophisticated, feature-rich GUI. It was originally conceived and written * after I started to design a GUI for Snes9x GX, and found libwiisprite and * GRRLIB inadequate for the purpose. It uses GX for drawing, and makes use * of PNGU for displaying images and FreeTypeGX for text. It was designed to * be flexible and is easy to modify - don't be afraid to change the way it * works or expand it to suit your GUI's purposes! If you do, and you think * your changes might benefit others, please share them so they might be * added to the project! * * \section Quickstart * Start from the supplied template example. For more advanced uses, see the * source code for Snes9x GX, FCE Ultra GX, and Visual Boy Advance GX. * \section Contact * If you have any suggestions for the library or documentation, or want to * contribute, please visit the libwiigui website: * http://code.google.com/p/libwiigui/ * \section Credits * This library was wholly designed and written by Tantric. Thanks to the * authors of PNGU and FreeTypeGX, of which this library makes use. Thanks * also to the authors of GRRLIB and libwiisprite for laying the foundations. * */ #ifndef LIBWIIGUI_H #define LIBWIIGUI_H #include #include #include #include #include #include #include #include #include #include #include "vbagx.h" #include "video.h" #include "filelist.h" #include "fileop.h" #include "input.h" #include "../utils/pngu.h" #include "../utils/FreeTypeGX.h" #include "../utils/oggplayer.h" extern FreeTypeGX *fontSystem[]; #define SCROLL_DELAY_INITIAL 200000 #define SCROLL_DELAY_LOOP 30000 #define SCROLL_DELAY_DECREASE 300 #define FILE_PAGESIZE 10 #define PAGESIZE 8 #define SAVELISTSIZE 6 #define MAX_SAVES 100 #define MAX_OPTIONS 150 #define MAX_KEYBOARD_DISPLAY 32 typedef void (*UpdateCallback)(void * e); enum { ALIGN_LEFT, ALIGN_RIGHT, ALIGN_CENTRE, ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE }; enum { STATE_DEFAULT, STATE_SELECTED, STATE_CLICKED, STATE_HELD, STATE_DISABLED }; enum { SOUND_PCM, SOUND_OGG }; enum { IMAGE_TEXTURE, IMAGE_COLOR, IMAGE_DATA }; enum { TRIGGER_SIMPLE, TRIGGER_HELD, TRIGGER_BUTTON_ONLY, TRIGGER_BUTTON_ONLY_IN_FOCUS }; enum { SCROLL_NONE, SCROLL_HORIZONTAL }; typedef struct _paddata { u16 btns_d; u16 btns_u; u16 btns_h; s8 stickX; s8 stickY; s8 substickX; s8 substickY; u8 triggerL; u8 triggerR; } PADData; #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 //!Sound conversion and playback. A wrapper for other sound libraries - ASND, libmad, ltremor, etc class GuiSound { public: //!Constructor //!\param s Pointer to the sound data //!\param l Length of sound data //!\param t Sound format type (SOUND_PCM or SOUND_OGG) GuiSound(const u8 * s, s32 l, int t); //!Destructor ~GuiSound(); //!Start sound playback void Play(); //!Stop sound playback void Stop(); //!Pause sound playback void Pause(); //!Resume sound playback void Resume(); //!Checks if the sound is currently playing //!\return true if sound is playing, false otherwise bool IsPlaying(); //!Set sound volume //!\param v Sound volume (0-100) void SetVolume(int v); //!Set the sound to loop playback (only applies to OGG) //!\param l Loop (true to loop) void SetLoop(bool l); protected: const u8 * sound; //!< Pointer to the sound data int type; //!< Sound format type (SOUND_PCM or SOUND_OGG) s32 length; //!< Length of sound data s32 voice; //!< Currently assigned ASND voice channel s32 volume; //!< Sound volume (0-100) bool loop; //!< Loop sound playback }; //!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 or Y value from Wii Joystick (classic, nunchuk) input //!\param stick Controller stick (left = 0, right = 1) //!\param axis Controller stick axis (x-axis = 0, y-axis = 1) //!\return Stick value s8 WPAD_Stick(u8 stick, int axis); //!Get X value from Wii Joystick (classic, nunchuk) input //!\param stick Controller stick (left = 0, right = 1) //!\return Stick value s8 WPAD_StickX(u8 stick); //!Get Y value from Wii Joystick (classic, nunchuk) input //!\param stick Controller stick (left = 0, right = 1) //!\return Stick value s8 WPAD_StickY(u8 stick); //!Move menu selection left (via pad/joystick). Allows scroll delay and button overriding //!\return true if selection should be moved left, false otherwise bool Left(); //!Move menu selection right (via pad/joystick). Allows scroll delay and button overriding //!\return true if selection should be moved right, false otherwise bool Right(); //!Move menu selection up (via pad/joystick). Allows scroll delay and button overriding //!\return true if selection should be moved up, false otherwise bool Up(); //!Move menu selection down (via pad/joystick). Allows scroll delay and button overriding //!\return true if selection should be moved down, false otherwise bool Down(); WPADData wpaddata; //!< Wii controller trigger data PADData pad; //!< GameCube controller trigger data WPADData * wpad; //!< Wii controller trigger s32 chan; //!< Trigger controller channel (0-3, -1 for all) u8 type; //!< trigger type (TRIGGER_SIMPLE, TRIGGER_HELD, TRIGGER_BUTTON_ONLY, TRIGGER_BUTTON_ONLY_IN_FOCUS) }; extern GuiTrigger userInput[4]; //!Primary GUI class. Most other classes inherit from this class. class GuiElement { 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 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 int GetWidth(); //!Gets the height of the element. Does not currently consider the scale //!\return height 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 h Holdable void SetHoldable(bool h); //!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(); //!Sets the element's x and y scale //!\param s scale (1 is 100%) void SetScale(float s); //!Sets the element's x scale //!\param s scale (1 is 100%) void SetScaleX(float s); //!Sets the element's y scale //!\param s scale (1 is 100%) void SetScaleY(float s); //!Sets the element's x and y scale, using the provided max width/height //!\param w Maximum width //!\param h Maximum height void SetScale(int w, int h); //!Gets the element's current scale //!Considers scale, scaleDyn, and the parent element's GetScale() value float GetScale(); //!Gets the element's current x scale //!Considers scale, scaleDyn, and the parent element's GetScale() value float GetScaleX(); //!Gets the element's current y scale //!Considers scale, scaleDyn, and the parent element's GetScale() value float GetScaleY(); //!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); //!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); //!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(); //!Gets the current element effects //!\return element effects int GetEffect(); //!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); //!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 when the language has changed, to obtain new text values for all text elements virtual void ResetText(); //!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(); //!Called constantly to redraw the element's tooltip virtual void DrawTooltip(); protected: GuiTrigger * trigger[3]; //!< GuiTriggers (input actions) that this element responds to UpdateCallback updateCB; //!< Callback function to call when this element is updated GuiElement * parentElement; //!< Parent element int focus; //!< Element focus (-1 = focus disabled, 0 = not focused, 1 = focused) int width; //!< Element width int height; //!< Element height int xoffset; //!< Element X offset int yoffset; //!< Element Y offset 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 alpha; //!< Element alpha value (0-255) int alphaDyn; //!< Element alpha, dynamic (multiplied by alpha value for blending/fading effects) f32 xscale; //!< Element X scale (1 = 100%) f32 yscale; //!< Element Y scale (1 = 100%) f32 scaleDyn; //!< Element scale, dynamic (multiplied by alpha value for blending/fading effects) int effects; //!< Currently enabled effect(s). 0 when no effects are enabled int effectAmount; //!< Effect amount. Used by different effects for different purposes int effectTarget; //!< Effect target amount. Used by different effects for different purposes int effectsOver; //!< Effects to enable when wiimote cursor is over this element. Copied to effects variable on over event int effectAmountOver; //!< EffectAmount to set when wiimote cursor is over this element int effectTargetOver; //!< EffectTarget to set when wiimote cursor is over this element int alignmentHor; //!< Horizontal element alignment, respective to parent element (LEFT, RIGHT, CENTRE) int alignmentVert; //!< Horizontal element alignment, respective to parent element (TOP, BOTTOM, MIDDLE) int state; //!< Element state (DEFAULT, SELECTED, CLICKED, DISABLED) 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) bool visible; //!< Visibility of the element. If false, Draw() is skipped bool rumble; //!< Wiimote rumble (on/off) - set to on when this element requests a rumble event }; //!Allows GuiElements to be grouped together into a "window" class GuiWindow : public GuiElement { public: //!Constructor GuiWindow(); //!\overload //!\param w Width of window //!\param h Height of window GuiWindow(int w, int h); //!Destructor ~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(); //!Looks for the specified GuiElement //!\param e The GuiElement to find //!\return true if found, false otherwise bool Find(GuiElement* e); //!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(); //!Sets the window focus //!\param f Focus void SetFocus(int f); //!Change the focus to the specified element //!This is intended for the primary GuiWindow only //!\param e GuiElement that should have focus void ChangeFocus(GuiElement * e); //!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); //!Resets the text for all contained elements void ResetText(); //!Draws all the elements in this GuiWindow void Draw(); //!Draws all of the tooltips in this GuiWindow 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: std::vector _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 //!\param w Max image width (0 = not set) //!\param h Max image height (0 = not set) GuiImageData(const u8 * i, int w=0, int h=0); //!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 the text of the GuiText element //!\param t UTF-8 Text void SetWText(wchar_t * t); //!Gets the translated text length of the GuiText element int GetLength(); //!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) 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 //!\param w Maximum width void SetMaxWidth(int w); //!Gets the width of the text when rendered int GetTextWidth(); //!Enables/disables text scrolling //!\param s Scrolling on/off void SetScroll(int s); //!Enables/disables text wrapping //!\param w Wrapping on/off //!\param width Maximum width (0 to disable) void SetWrap(bool w, int width = 0); //!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); //!Updates the text to the selected language void ResetText(); //!Constantly called to draw the text void Draw(); protected: GXColor color; //!< Font color wchar_t* text; //!< Translated Unicode text value wchar_t *textDyn[20]; //!< Text value, if max width, scrolling, or wrapping enabled int textDynNum; //!< Number of text lines char * origText; //!< Original text data (English) int size; //!< Font size int maxWidth; //!< Maximum width of the generated text object (for text wrapping) int textScroll; //!< Scrolling toggle int textScrollPos; //!< Current starting index of text string for scrolling int textScrollInitialDelay; //!< Delay to wait before starting to scroll int textScrollDelay; //!< Scrolling speed u16 style; //!< FreeTypeGX style attributes bool wrap; //!< Wrapping toggle }; //!Display, manage, and manipulate tooltips in the GUI class GuiTooltip : public GuiElement { public: //!Constructor //!\param t Text GuiTooltip(const char *t); //!Destructor ~GuiTooltip(); //!Gets the element's current scale float GetScale(); //!Sets the text of the GuiTooltip element //!\param t Text void SetText(const char * t); //!Constantly called to draw the GuiTooltip void DrawTooltip(); time_t time1, time2; //!< Tooltip times protected: GuiImage leftImage; //!< Tooltip left image GuiImage tileImage; //!< Tooltip tile image GuiImage rightImage; //!< Tooltip right image GuiText *text; //!< Tooltip text }; //!Display, manage, and manipulate buttons in the GUI. Buttons can have images, icons, text, and sound set (all of which are optional) class GuiButton : public GuiElement { public: //!Constructor //!\param w Width //!\param h Height GuiButton(int w = 0, int h = 0); //!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); //!Sets the tooltip for the button //!\param t Tooltip void SetTooltip(GuiTooltip * t); //!Constantly called to draw the GuiButton void Draw(); //!Constantly called to draw the GuiButton's tooltip void DrawTooltip(); //!Resets the text for all contained elements void ResetText(); //!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 GuiTooltip * tooltip; //!< Tooltip to display on over }; 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; 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; GuiTrigger * trig2; Key keys[4][11]; // two chars = less space than one pointer }; typedef struct _optionlist { int length; char name[MAX_OPTIONS][50]; char value[MAX_OPTIONS][50]; } OptionList; //!Display a list of menu options class GuiOptionBrowser : public GuiElement { public: GuiOptionBrowser(int w, int h, OptionList * l); ~GuiOptionBrowser(); void SetCol1Position(int x); void SetCol2Position(int x); int FindMenuItem(int c, int d); int GetClickedOption(); void ResetState(); void SetFocus(int f); void Draw(); void TriggerUpdate(); void ResetText(); void Update(GuiTrigger * t); GuiText * optionVal[PAGESIZE]; protected: int optionIndex[PAGESIZE]; GuiButton * optionBtn[PAGESIZE]; GuiText * optionTxt[PAGESIZE]; GuiImage * optionBg[PAGESIZE]; int selectedItem; int listOffset; OptionList * options; 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; GuiTrigger * trig2; bool listChanged; }; typedef struct _savelist { int length; char filename[MAX_SAVES+1][256]; GuiImageData * previewImg[MAX_SAVES+1]; char date[MAX_SAVES+1][20]; char time[MAX_SAVES+1][10]; int type[MAX_SAVES+1]; int files[2][MAX_SAVES+1]; } 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 action; int listOffset; 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; GuiTrigger * trig2; bool saveBtnLastOver[SAVELISTSIZE]; }; //!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 DrawTooltip(); void TriggerUpdate(); void Update(GuiTrigger * t); GuiButton * fileList[FILE_PAGESIZE]; protected: GuiText * fileListText[FILE_PAGESIZE]; GuiImage * fileListBg[FILE_PAGESIZE]; GuiImage * fileListIcon[FILE_PAGESIZE]; GuiButton * arrowUpBtn; GuiButton * arrowDownBtn; GuiButton * scrollbarBoxBtn; GuiImage * bgFileSelectionImg; GuiImage * scrollbarImg; GuiImage * arrowDownImg; GuiImage * arrowDownOverImg; GuiImage * arrowUpImg; GuiImage * arrowUpOverImg; GuiImage * scrollbarBoxImg; GuiImage * scrollbarBoxOverImg; GuiImageData * bgFileSelection; GuiImageData * bgFileSelectionEntry; GuiImageData * iconFolder; GuiImageData * iconSD; GuiImageData * iconUSB; GuiImageData * iconDVD; GuiImageData * iconSMB; GuiImageData * scrollbar; GuiImageData * arrowDown; GuiImageData * arrowDownOver; GuiImageData * arrowUp; GuiImageData * arrowUpOver; GuiImageData * scrollbarBox; GuiImageData * scrollbarBoxOver; GuiSound * btnSoundOver; GuiSound * btnSoundClick; GuiTrigger * trigA; GuiTrigger * trig2; GuiTrigger * trigHeldA; int selectedItem; int numEntries; bool listChanged; }; #endif