GRRLIB/examples/gamecube/basic_drawing/source/main.c
2024-02-10 14:15:46 -05:00

232 lines
8 KiB
C

/*===========================================
GRRLIB (GX Version)
- Example Code -
How To use Bitmap Fonts
============================================*/
#include <grrlib.h>
#include <ogc/lwp_watchdog.h> // Needed for gettime and ticks_to_millisecs
#include <stdlib.h>
#include <fat.h>
#include "BMfont1_png.h"
#include "BMfont2_png.h"
#include "BMfont3_png.h"
#include "BMfont4_png.h"
#include "BMfont5_png.h"
#include "test_jpg_jpg.h"
#include "test_bmp_bmp.h"
#include "sprite_png.h"
#include "ocean_bmf.h"
#include "frontal_bmf.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(void);
int main() {
s32 left = 0, top = 0, page = 0, frame = TILE_DOWN + 1;
u32 wait = TILE_DELAY, direction = TILE_DOWN, direction_new = TILE_DOWN;
u8 FPS = 0;
guVector triangle[] = {{400,200,0.0f}, {500,400,0.0f}, {300,400,0.0f}};
u32 trianglecolor[] = {GRRLIB_GREEN, GRRLIB_RED, GRRLIB_BLUE};
GRRLIB_Init();
PAD_Init();
GRRLIB_texImg *tex_test_jpg = GRRLIB_LoadTexture(test_jpg_jpg);
GRRLIB_texImg *tex_test_bmp = GRRLIB_LoadTexture(test_bmp_bmp);
GRRLIB_bytemapFont *bmf_Font1 = GRRLIB_LoadBMF(ocean_bmf);
GRRLIB_bytemapFont *bmf_Font2 = GRRLIB_LoadBMF(frontal_bmf);
GRRLIB_texImg *tex_sprite_png = GRRLIB_LoadTexture(sprite_png);
GRRLIB_InitTileSet(tex_sprite_png, 24, 32, 0);
GRRLIB_texImg *tex_BMfont1 = GRRLIB_LoadTexture(BMfont1_png);
GRRLIB_InitTileSet(tex_BMfont1, 32, 32, 32);
GRRLIB_texImg *tex_BMfont2 = GRRLIB_LoadTexture(BMfont2_png);
GRRLIB_InitTileSet(tex_BMfont2, 16, 16, 32);
GRRLIB_texImg *tex_BMfont3 = GRRLIB_LoadTexture(BMfont3_png);
GRRLIB_InitTileSet(tex_BMfont3, 32, 32, 32);
GRRLIB_texImg *tex_BMfont4 = GRRLIB_LoadTexture(BMfont4_png);
GRRLIB_InitTileSet(tex_BMfont4, 16, 16, 32);
GRRLIB_texImg *tex_BMfont5 = GRRLIB_LoadTexture(BMfont5_png);
GRRLIB_InitTileSet(tex_BMfont5, 8, 16, 0);
while(1) {
PAD_ScanPads();
const u32 paddown = PAD_ButtonsDown(0);
const u32 padheld = PAD_ButtonsHeld(0);
GRRLIB_FillScreen(GRRLIB_BLACK); // Clear the screen
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 jpeg
GRRLIB_DrawImg(350, 50, tex_test_bmp, 0, 4, 4, GRRLIB_WHITE); // Draw a bitmap
// 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(direction_new != direction) {
// Direction has changed, modify frame immediately
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(padheld & PAD_BUTTON_LEFT || padheld & PAD_BUTTON_RIGHT ||
padheld & PAD_BUTTON_UP || padheld & PAD_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);
break;
default: // Print some text
GRRLIB_Printf(5, 25, tex_BMfont2, GRRLIB_WHITE, 1, "GRRLIB %s TEXT DEMO", GRRLIB_VER_STRING);
GRRLIB_Printf(5, 100, tex_BMfont4, GRRLIB_WHITE, 1, "TO QUIT PRESS THE START/PAUSE BUTTON.");
GRRLIB_Printf(5, 140, tex_BMfont4, GRRLIB_YELLOW, 1, "USE Y OR X TO MOVE ACROSS PAGES.");
GRRLIB_Printf(5, 180, tex_BMfont4, GRRLIB_GREEN, 1, "USE THE D-PAD TO MOVE STUFF.");
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, "%s", bmf_Font2->name);
}
GRRLIB_Printf(500, 27, tex_BMfont5, GRRLIB_WHITE, 1, "Current FPS: %d", FPS);
if(paddown & PAD_BUTTON_START) {
break;
}
if(padheld & PAD_BUTTON_LEFT) {
if(padheld & PAD_BUTTON_B || page == 1)
left -= 2;
else
left--;
direction_new = TILE_LEFT; // for tile example
}
if(padheld & PAD_BUTTON_RIGHT) {
if(padheld & PAD_BUTTON_B || page == 1)
left += 2;
else
left++;
direction_new = TILE_RIGHT; // for tile example
}
if(padheld & PAD_BUTTON_UP) {
if(padheld & PAD_BUTTON_B || page == 1)
top -= 2;
else
top--;
direction_new = TILE_UP; // for tile example
}
if(padheld & PAD_BUTTON_DOWN) {
if(padheld & PAD_BUTTON_B || page == 1)
top += 2;
else
top++;
direction_new = TILE_DOWN; // for tile example
}
if(paddown & PAD_BUTTON_Y) {
page--;
left = 0;
top = 0;
if(page < 0)
page = 2;
}
if(paddown & PAD_BUTTON_X) {
page++;
left = 0;
top = 0;
if(page > 2)
page = 0;
}
GRRLIB_Render();
FPS = CalculateFrameRate();
}
// Free some textures
GRRLIB_FreeTexture(tex_test_jpg);
GRRLIB_FreeTexture(tex_test_bmp);
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);
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
return 0;
}
/**
* This function calculates the number of frames we render each second.
* @return The number of frames per second.
*/
static u8 CalculateFrameRate(void) {
static u8 frameCount = 0;
static u32 lastTime;
static u8 FPS = 0;
const u32 currentTime = ticks_to_millisecs(gettime());
frameCount++;
if(currentTime - lastTime > 1000) {
lastTime = currentTime;
FPS = frameCount;
frameCount = 0;
}
return FPS;
}