/*=========================================== GRRLIB (GX Version) - Example Code - How To use Bitmap Fonts ============================================*/ #include "../../../GRRLIB/GRRLIB/GRRLIB.h" #include "../../../GRRLIB/GRRLIB/GRRLIB_addon.h" #include // Needed for gettime and ticks_to_millisecs #include #include #include "gfx/BMfont1.h" #include "gfx/BMfont2.h" #include "gfx/BMfont3.h" #include "gfx/BMfont4.h" #include "gfx/BMfont5.h" #include "gfx/test_jpg.h" #include "gfx/ocean.h" #include "gfx/frontal.h" #include "gfx/sprite.h" // Tile stuff #define TILE_DELAY 10 #define TILE_UP 12*0 #define TILE_RIGHT 12*1 #define TILE_DOWN 12*2 #define TILE_LEFT 12*3 #define TILE_UP2 12*4+9 #define TILE_RIGHT2 12*5+9 #define TILE_DOWN2 12*6+9 #define TILE_LEFT2 12*7+9 // RGBA Colors #define GRRLIB_BLACK 0x000000FF #define GRRLIB_MAROON 0x800000FF #define GRRLIB_GREEN 0x008000FF #define GRRLIB_OLIVE 0x808000FF #define GRRLIB_NAVY 0x000080FF #define GRRLIB_PURPLE 0x800080FF #define GRRLIB_TEAL 0x008080FF #define GRRLIB_GRAY 0x808080FF #define GRRLIB_SILVER 0xC0C0C0FF #define GRRLIB_RED 0xFF0000FF #define GRRLIB_LIME 0x00FF00FF #define GRRLIB_YELLOW 0xFFFF00FF #define GRRLIB_BLUE 0x0000FFFF #define GRRLIB_FUCHSIA 0xFF00FFFF #define GRRLIB_AQUA 0x00FFFFFF #define GRRLIB_WHITE 0xFFFFFFFF static u8 CalculateFrameRate(); int main() { int left = 0, top = 0, page = 0, frame = TILE_DOWN + 1; unsigned int wait = TILE_DELAY, direction = TILE_DOWN, direction_new = TILE_DOWN; u8 FPS = 0; ir_t ir1; u32 wpaddown, wpadheld; Vector triangle[] = {{400,200,0.0f}, {500,400,0.0f}, {300,400,0.0f}}; u32 trianglecolor[] = {GRRLIB_GREEN, GRRLIB_RED, GRRLIB_BLUE}; GRRLIB_Init(); WPAD_Init(); WPAD_SetDataFormat(WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR); GRRLIB_texImg *tex_test_jpg = GRRLIB_LoadTexture(test_jpg); GRRLIB_bytemapFont *bmf_Font1 = GRRLIB_LoadBMF(ocean); GRRLIB_bytemapFont *bmf_Font2 = GRRLIB_LoadBMF(frontal); GRRLIB_texImg *tex_sprite_png = GRRLIB_LoadTexture(sprite); GRRLIB_InitTileSet(tex_sprite_png, 24, 32, 0); GRRLIB_texImg *tex_BMfont1 = GRRLIB_LoadTexture(BMfont1); GRRLIB_InitTileSet(tex_BMfont1, 32, 32, 32); GRRLIB_texImg *tex_BMfont2 = GRRLIB_LoadTexture(BMfont2); GRRLIB_InitTileSet(tex_BMfont2, 16, 16, 32); GRRLIB_texImg *tex_BMfont3 = GRRLIB_LoadTexture(BMfont3); GRRLIB_InitTileSet(tex_BMfont3, 32, 32, 32); GRRLIB_texImg *tex_BMfont4 = GRRLIB_LoadTexture(BMfont4); GRRLIB_InitTileSet(tex_BMfont4, 16, 16, 32); GRRLIB_texImg *tex_BMfont5 = GRRLIB_LoadTexture(BMfont5); GRRLIB_InitTileSet(tex_BMfont5, 8, 16, 0); while(1) { WPAD_SetVRes(0, 640, 480); WPAD_ScanPads(); wpaddown = WPAD_ButtonsDown(0); wpadheld = WPAD_ButtonsHeld(0); WPAD_IR(WPAD_CHAN_0, &ir1); GRRLIB_FillScreen(GRRLIB_BLACK); // Clear the screen WPAD_Rumble(WPAD_CHAN_0, 0); switch(page) { case 1: // Draw images GRRLIB_Printf(5, 25, tex_BMfont2, GRRLIB_WHITE, 1, "IMAGES DEMO"); GRRLIB_DrawImg(10, 50, tex_test_jpg, 0, 1, 1, GRRLIB_WHITE); // Draw a sprite GRRLIB_DrawTile(600, 400, tex_sprite_png, 0, 2, 2, GRRLIB_WHITE, 12*4); // Rupee GRRLIB_DrawTile(320+left, 240+top, tex_sprite_png, 0, 2, 2, GRRLIB_WHITE, frame); if(GRRLIB_RectOnRect(320+left, 240+top, 48, 64, 618, 434, 12, 30)) { WPAD_Rumble(WPAD_CHAN_0, 1); } if(direction_new != direction) { // Direction has changed, modify frame immidiately direction = direction_new; frame = direction; wait = 0; } wait++; if(wait > TILE_DELAY) { // wait is needed for the number of frame per second to be ok wait = 0; if(wpadheld & WPAD_BUTTON_LEFT || wpadheld & WPAD_BUTTON_RIGHT || wpadheld & WPAD_BUTTON_UP || wpadheld & WPAD_BUTTON_DOWN) { frame++; } else { frame = direction + 1; // Not moving wait = TILE_DELAY; // Ready to move } if(frame > direction+2) frame = direction; } break; case 2: // Draw shapes GRRLIB_Printf(5, 25, tex_BMfont2, GRRLIB_WHITE, 1, "SHAPES DEMO"); GRRLIB_Rectangle(100, 100, 200, 100, GRRLIB_RED, 1); GRRLIB_Line(100, 100, 350, 200, GRRLIB_SILVER); GRRLIB_NGoneFilled(triangle, trianglecolor, 3); GRRLIB_Rectangle(left + 150, top + 150, 200, 200, 0x0000FFC8, 1); // Blue with alpha GRRLIB_Circle(left + 300, top + 300, 50, GRRLIB_OLIVE, 1); // Draw a yellow four pixel dot where the wiimote is pointing GRRLIB_Plot(ir1.sx, ir1.sy, GRRLIB_YELLOW); GRRLIB_Plot(ir1.sx + 1, ir1.sy, GRRLIB_YELLOW); GRRLIB_Plot(ir1.sx, ir1.sy + 1, GRRLIB_YELLOW); GRRLIB_Plot(ir1.sx + 1, ir1.sy + 1, GRRLIB_YELLOW); break; default: // Print some text GRRLIB_Printf(5, 25, tex_BMfont2, GRRLIB_WHITE, 1, "TEXT DEMO"); GRRLIB_Printf(5, 100, tex_BMfont4, GRRLIB_WHITE, 1, "TO QUIT PRESS THE HOME BUTTON."); GRRLIB_Printf(5, 140, tex_BMfont4, GRRLIB_YELLOW, 1, "USE + OR - TO MOVE ACROSS PAGES."); GRRLIB_Printf(5, 180, tex_BMfont4, GRRLIB_GREEN, 1, "USE THE D-PAD TO MOVE STUFF."); GRRLIB_Printf(left, top+250, tex_BMfont1, GRRLIB_WHITE, 1, "IR X VALUE: %d", (int)ir1.x); GRRLIB_Printf(left, top+300, tex_BMfont3, GRRLIB_WHITE, 1, "IR Y VALUE: %d", (int)ir1.y); GRRLIB_Printf(left, top+350, tex_BMfont3, 0XFFFFFF50, 1, "TEXT WITH ALPHA"); GRRLIB_Printf(left, top+400, tex_BMfont5, GRRLIB_LIME, 1, "This font has the 128 ASCII characters"); GRRLIB_PrintBMF(left, top+420, bmf_Font2, 1, "%s", bmf_Font2->name); } GRRLIB_Printf(500, 27, tex_BMfont5, GRRLIB_WHITE, 1, "Current FPS: %d", FPS); GRRLIB_Render(); FPS = CalculateFrameRate(); if(wpaddown & WPAD_BUTTON_HOME) { break; } if(wpadheld & WPAD_BUTTON_LEFT) { if(wpadheld & WPAD_BUTTON_B || page == 1) left -= 2; else left--; direction_new = TILE_LEFT; // for tile example } if(wpadheld & WPAD_BUTTON_RIGHT) { if(wpadheld & WPAD_BUTTON_B || page == 1) left += 2; else left++; direction_new = TILE_RIGHT; // for tile example } if(wpadheld & WPAD_BUTTON_UP) { if(wpadheld & WPAD_BUTTON_B || page == 1) top -= 2; else top--; direction_new = TILE_UP; // for tile example } if(wpadheld & WPAD_BUTTON_DOWN) { if(wpadheld & WPAD_BUTTON_B || page == 1) top += 2; else top++; direction_new = TILE_DOWN; // for tile example } if(wpaddown & WPAD_BUTTON_MINUS) { page--; left = 0; top = 0; if(page < 0) page = 2; } if(wpaddown & WPAD_BUTTON_PLUS) { page++; left = 0; top = 0; if(page > 2) page = 0; } if(wpadheld & WPAD_BUTTON_1 && wpadheld & WPAD_BUTTON_2) { WPAD_Rumble(WPAD_CHAN_0, 1); // Rumble on GRRLIB_ScrShot("sd:/grrlib.png"); WPAD_Rumble(WPAD_CHAN_0, 0); // Rumble off } } GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB // Free some textures GRRLIB_FreeTexture(tex_test_jpg); GRRLIB_FreeTexture(tex_sprite_png); GRRLIB_FreeTexture(tex_BMfont1); GRRLIB_FreeTexture(tex_BMfont2); GRRLIB_FreeTexture(tex_BMfont3); GRRLIB_FreeTexture(tex_BMfont4); GRRLIB_FreeTexture(tex_BMfont5); GRRLIB_FreeBMF(bmf_Font1); GRRLIB_FreeBMF(bmf_Font2); return 0; } /** * This function calculates the number of frames we render each second. * It must be called right after GRRLIB_Render. * @return The number of frames per second. */ static u8 CalculateFrameRate() { static u8 frameCount = 0; static u32 lastTime; static u8 FPS = 0; u32 currentTime = ticks_to_millisecs(gettime()); frameCount++; if(currentTime - lastTime > 1000) { lastTime = currentTime; FPS = frameCount; frameCount = 0; } return FPS; }