0.9.5 preview1
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@ -1,27 +1,58 @@
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#include <rd7.hpp>
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int main() {
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rd7_do_splash = true;
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RenderD7::Ftrace::Beg("app", "app_init");
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RenderD7::Init::Main("rd7tf");
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RenderD7::Init::NdspFirm();
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RenderD7::Ftrace::Beg("app", f2s(RenderD7::LoadSettings));
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RenderD7::LoadSettings();
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RenderD7::Ftrace::End("app", f2s(RenderD7::LoadSettings));
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sound snd("romfs:/thesound.wav", 0);
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snd.play();
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RenderD7::PushMessage(RenderD7::Message(std::string("RenderD7 ") + RENDERD7VSTRING, "Testing the ToastsV2"));
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RenderD7::Ftrace::End("app", "app_init");
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while (RenderD7::MainLoop()) {
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RenderD7::Ftrace::Beg("app", "app_mainloop");
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if (d7_hDown & KEY_START)
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RenderD7::ExitApp();
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if(d7_hDown & KEY_A) {
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RenderD7::PushMessage(RenderD7::Message(std::string("RenderD7 ") + RENDERD7VSTRING, "Testing the ToastsV2\nPressed A"));
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}
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RenderD7::FrameEnd();
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RenderD7::Ftrace::End("app", "app_mainloop");
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}
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return 0;
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#include "scene.hpp"
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void ColorThemeSample() {
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RenderD7::ColorNew(RD7Color_Text, RenderD7::Color::Hex("#000000", 255));
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RenderD7::ColorNew(RD7Color_TextDisabled,
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RenderD7::Color::Hex("#212121", 200));
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RenderD7::ColorNew(RD7Color_Text2, RenderD7::Color::Hex("#ffffff", 255));
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RenderD7::ColorNew(RD7Color_Background, RenderD7::Color::Hex("#eeeeee", 170));
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RenderD7::ColorNew(RD7Color_Header, RenderD7::Color::Hex("#222222", 190));
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RenderD7::ColorNew(RD7Color_Selector, RenderD7::Color::Hex("#4444dd", 200));
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RenderD7::ColorNew(RD7Color_SelectorFade,
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RenderD7::Color::Hex("#7777dd", 200));
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RenderD7::ColorNew(RD7Color_List0, RenderD7::Color::Hex("#555555", 130));
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RenderD7::ColorNew(RD7Color_List1, RenderD7::Color::Hex("#777777", 130));
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RenderD7::ColorNew(RD7Color_MessageBackground,
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RenderD7::Color::Hex("#222222", 180));
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RenderD7::ColorNew(RD7Color_Button, RenderD7::Color::Hex("#4444dd", 150));
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RenderD7::ColorNew(RD7Color_ButtonHovered,
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RenderD7::Color::Hex("#6666dd", 150));
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RenderD7::ColorNew(RD7Color_ButtonDisabled,
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RenderD7::Color::Hex("#2222dd", 150));
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RenderD7::ColorNew(RD7Color_ButtonActive,
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RenderD7::Color::Hex("#7777dd", 150));
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RenderD7::ColorNew(RD7Color_Checkmark, RenderD7::Color::Hex("#4444dd", 130));
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RenderD7::ColorNew(RD7Color_FrameBg, RenderD7::Color::Hex("#555555", 160));
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RenderD7::ColorNew(RD7Color_FrameBgHovered,
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RenderD7::Color::Hex("#777777", 160));
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RenderD7::ColorNew(RD7Color_Progressbar,
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RenderD7::Color::Hex("#4444dd", 200));
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}
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extern void IdbServer();
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int main() {
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rd7_enable_memtrack = true;
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rd7_do_splash = true;
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RenderD7::Ftrace::Beg("app", "app_init");
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RenderD7::Init::Main("rd7tf");
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RenderD7::FadeIn();
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// IdbServer();
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ColorThemeSample();
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RenderD7::Init::NdspFirm();
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RenderD7::Scene::Load(std::make_unique<Sample>());
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RenderD7::Ftrace::End("app", "app_init");
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while (RenderD7::MainLoop()) {
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RenderD7::OnScreen(Top);
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RenderD7::Ftrace::Beg("app", "app_mainloop");
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if (d7_hDown & KEY_START) {
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RenderD7::FadeOut();
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RenderD7::ExitApp();
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}
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RenderD7::OnScreen(Top);
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RenderD7::FrameEnd();
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RenderD7::Ftrace::End("app", "app_mainloop");
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}
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return 0;
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}
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131
rd7tf/source/scene.cpp
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131
rd7tf/source/scene.cpp
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#include "scene.hpp"
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#include <cmath>
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static float MakeOffset(float x) {
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float y = cos(x) * 42;
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return y - floor(y);
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}
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static void Wave(int index, R7Vec2 position, R7Vec2 size, float time,
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bool dbg) {
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float offset = MakeOffset(index) * 62;
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float x_position =
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position.x + size.x / 8 * ((index % 11) - 1) + cos(offset + time) * 10;
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float y_position = position.y + size.y / 8 * (index / 11) + 40 +
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sin(offset + time) * 10 + 30;
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float color_effect = 1 - exp(-(index / 11) / 3.0f);
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// As this is 3ds dont go out of the box
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int shrink = 0;
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if (y_position >= position.y + size.y - 90) {
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shrink = y_position - (position.y + size.y - 90);
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}
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// Just to make sure...
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y_position = std::min(y_position, position.y + size.y - (90 - shrink));
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if (dbg)
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RenderD7::Draw2::TriangleLined(
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R7Vec2(x_position, y_position),
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R7Vec2(x_position + 300, y_position + (90 - shrink)),
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R7Vec2(x_position - 300, y_position + (90 - shrink)),
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RenderD7::Color::RGBA(.94f - .17f * color_effect,
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.61f - .25f * color_effect,
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.36f + .38f * color_effect)
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.toRGBA());
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else
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RenderD7::Draw2::TriangleSolid(
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R7Vec2(x_position, y_position),
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R7Vec2(x_position + 300, y_position + (90 - shrink)),
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R7Vec2(x_position - 300, y_position + (90 - shrink)),
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RenderD7::Color::RGBA(.94f - .17f * color_effect,
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.61f - .25f * color_effect,
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.36f + .38f * color_effect)
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.toRGBA());
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}
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void DrawWave(R7Vec2 position, R7Vec2 size, float time, bool dbg) {
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RenderD7::Draw2::RectFilledSolid(position, size, 0xff64c9fd);
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int i = 0;
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for (; i < 44; i++) Wave(i, position, size, time, dbg);
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}
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R7Vec2 testv2 = R7Vec2(48, 48);
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Sample::Sample() {
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auto t = RenderD7::FileSystem::GetDirContent("sdmc:/music/");
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for (const auto& it : t) {
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names.push_back(it.name);
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files.push_back(it.path);
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}
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}
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Sample::~Sample() {
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// Here you can clear your data
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}
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void Sample::Draw() const {
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// Draw Things to Screen:
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// Step 1 -> Select Screen
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RenderD7::OnScreen(Top);
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// Step 2 -> Draw Things
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// The hbloader Triangle Wave
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DrawWave(R7Vec2(0, 0), R7Vec2(400, 240), RenderD7::GetTime(),
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debug_background);
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// For Example A Rect with Draw2 and StyleColorApi
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// And the RFS Wrapper for RectFilledSolid lol
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/*RenderD7::Draw2::RFS(R7Vec2(0, 0), R7Vec2(400, 20),
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RenderD7::StyleColor(RD7Color_Header));
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// As the Top bar is Dark you need TextColor2
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RenderD7::RedirectColor(RD7Color_Text, RD7Color_Text2);
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RenderD7::Draw2::Text(R7Vec2(5, 2), "RenderD7 - Test Framework");
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RenderD7::Draw2::Text(R7Vec2(395, 2), RENDERD7VSTRING,
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RD7TextFlags_AlignRight);
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RenderD7::UndoColorEdit(RD7Color_Text);*/
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if (UI7::BeginMenu("RenderD7 Test Framework")) {
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UI7::SetCursorPos(R7Vec2(395, 2));
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UI7::Label(RenderD7::FormatBytes(RenderD7::Memory::GetCurrent()),
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RD7TextFlags_AlignRight);
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UI7::RestoreCursor();
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if (state == State_Menu) {
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UI7::Label("Test App");
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}
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UI7::EndMenu();
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}
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RenderD7::OnScreen(Bottom);
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if (UI7::BeginMenu("Control Center")) {
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if (state == State_Menu) {
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if (UI7::Button("RenderD7 Settings"))
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shared_requests[1U] = 1U; // Request a Toggle
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UI7::SameLine();
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if (UI7::Button("Test Message"))
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shared_requests[2U] = 1U; // Request Test Msg
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UI7::Checkbox("Debug BG", debug_background);
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UI7::SameLine();
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UI7::Checkbox("RD7-Debug", rd7_debugging);
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UI7::InputText("Search", search__, "Tap Here");
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}
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UI7::EndMenu();
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}
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}
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void Sample::Logic() {
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for (const auto& it : shared_requests) {
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if (it.first == 1U) {
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if (it.second) RenderD7::LoadSettings();
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} else if (it.first == 2U) {
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if (it.second)
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RenderD7::PushMessage(RenderD7::Message(
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"Test Message", "Button Bressed\nBest Msg Handler..."));
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} else if (it.first == 3U) {
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state = (State)it.second;
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}
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}
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if (d7_hDown & KEY_UP && sel > 0) sel--;
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if (d7_hDown & KEY_DOWN && sel < ((int)files.size() - 1)) sel++;
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// Make sure to clear after processing!!!;
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shared_requests.clear();
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if (d7_hDown & KEY_B) debug_background = !debug_background;
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}
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32
rd7tf/source/scene.hpp
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32
rd7tf/source/scene.hpp
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#pragma once
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#include <rd7.hpp>
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class Sample : public RenderD7::Scene {
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public:
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enum State {
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State_Menu,
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};
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Sample();
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~Sample();
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void Draw() const override;
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void Logic() override;
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private:
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// Just as the RD7 Settings Shows here as example
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// by using a mutale map you're able to process
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// requests from the const Draw function in the
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// Logic Function! you could also create lots of
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// mutable bool or make all Variables mutable but
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// i think seperating draw and logic is better
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// editable map request_id data/operation
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mutable std::map<unsigned int, unsigned int> shared_requests;
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// For Checkbox its best to use mutable
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mutable bool debug_background = false;
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mutable std::string search__ = "";
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mutable std::vector<std::string> names;
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mutable std::vector<std::string> files;
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mutable int sel;
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State state = State_Menu;
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};
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