mirror of
https://github.com/GRRLIB/GRRLIB.git
synced 2024-11-23 07:22:23 +00:00
140 lines
4.5 KiB
C
140 lines
4.5 KiB
C
/*===========================================
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GRRLIB (GX Version)
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Example code by Xane
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This example shows the different
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new blending modes.
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============================================*/
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#include "../../../GRRLIB/GRRLIB/GRRLIB.h"
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#include <stdlib.h>
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#include <wiiuse/wpad.h>
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#include <math.h>
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// Include Graphics
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#include "GFX/RGFX_Background.h"
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#include "GFX/RGFX_Blob01.h"
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#include "GFX/RGFX_Blob02.h"
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#include "GFX/RGFX_Blob03.h"
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#include "GFX/RGFX_Font.h"
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// Declare Static Functions
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static void ExitGame();
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// General Variables
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extern GXRModeObj *rmode;
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ir_t P1Mote;
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// Prepare Graphics
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GRRLIB_texImg *GFX_Background;
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GRRLIB_texImg *GFX_Blob[3];
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GRRLIB_texImg *GFX_Font;
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int main() {
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// Init Variables
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u32 WPADKeyDown;
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u32 WPADKeyHeld;
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short WinW, WinH;
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int P1MX, P1MY;
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u8 Stage = 0, Blending = 0;
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u8 BlobType = 0;
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u8 Color = 255;
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u16 Step = 0;
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float SX, SY;
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// Init GRRLIB & WiiUse
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GRRLIB_Init();
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WinW = rmode->fbWidth;
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WinH = rmode->efbHeight;
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WPAD_Init();
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WPAD_SetIdleTimeout( 60*10 );
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WPAD_SetDataFormat( WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR );
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// Load Textures
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GFX_Background = GRRLIB_LoadTextureJPG(RGFX_Background);
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GFX_Blob[0] = GRRLIB_LoadTexturePNG(RGFX_Blob01);
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GFX_Blob[1] = GRRLIB_LoadTexturePNG(RGFX_Blob02);
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GFX_Blob[2] = GRRLIB_LoadTexturePNG(RGFX_Blob03);
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GFX_Font = GRRLIB_LoadTexturePNG(RGFX_Font);
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GRRLIB_InitTileSet(GFX_Font, 8, 16, 32);
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// Set Handles
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GRRLIB_SetMidHandle( GFX_Blob[0], true );
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GRRLIB_SetMidHandle( GFX_Blob[1], true );
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GRRLIB_SetMidHandle( GFX_Blob[2], true );
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while (true) {
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WPAD_ScanPads();
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WPADKeyDown = WPAD_ButtonsDown(WPAD_CHAN_0);
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WPADKeyHeld = WPAD_ButtonsHeld(WPAD_CHAN_0);
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WPAD_SetVRes(WPAD_CHAN_0, WinW, WinH);
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WPAD_IR(WPAD_CHAN_0, &P1Mote);
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// WiiMote IR Viewport Correction
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P1MX = P1Mote.sx - 150;
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P1MY = P1Mote.sy - 150;
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// Update Stage
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Step = Step + 1;
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if (Step == 720) { Step = 0; }
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SX = 320 + (sin(DegToRad(Step )) * 250);
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SY = 240 + (cos(DegToRad(Step*3)) * 100);
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// Draw Stage
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GRRLIB_DrawImg( 0, 0, GFX_Background, 0, 1, 1, GRRLIB_GetColor(255, 255, 255, 255) );
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GRRLIB_SetBlend( (Blending+1) ); Color = 255;
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switch (Stage) {
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case 2: Color = 160; break;
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case 3: Color = 128; break;
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case 4: Color = 64; break;
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}
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GRRLIB_DrawImg( SX, SY, GFX_Blob[BlobType], 0, 1, 1, GRRLIB_GetColor(Color, Color, Color, 255) );
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// IR Pointer
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if (P1Mote.state == 1) {
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GRRLIB_DrawImg( P1MX, P1MY, GFX_Blob[BlobType], 0, 1, 1, GRRLIB_GetColor(Color, Color, Color, 255) );
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}
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// Draw Text
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GRRLIB_SetBlend ( GRRLIB_BLEND_ALPHA );
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GRRLIB_Rectangle( 28, 28, 480 + 16, 76, GRRLIB_GetColor(0, 0, 0, 160), 1 );
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GRRLIB_Printf ( 32, 32, GFX_Font, 0xFFFFFFFF, 1, "Point your WiiMote on the screen." );
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GRRLIB_Printf ( 32, 48, GFX_Font, 0xFFFFFFFF, 1, "Press LEFT and RIGHT to switch through the different stages." );
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GRRLIB_Printf ( 32, 64, GFX_Font, 0xFFFFFFFF, 1, "Press A to change the blob sprite." );
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switch (Stage) {
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case 0: GRRLIB_Printf( 32, 88, GFX_Font, 0xFFFFFFFF, 1, "Stage 1: Additive Blending" ); Blending = 0; break;
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case 1: GRRLIB_Printf( 32, 88, GFX_Font, 0xFFFFFFFF, 1, "Stage 2: Alpha Light Blending" ); Blending = 1; break;
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case 2: GRRLIB_Printf( 32, 88, GFX_Font, 0xFFFFFFFF, 1, "Stage 3: Multiply Blending (75%)" ); Blending = 2; break;
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case 3: GRRLIB_Printf( 32, 88, GFX_Font, 0xFFFFFFFF, 1, "Stage 4: Multiply Blending (50%)" ); Blending = 2; break;
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case 4: GRRLIB_Printf( 32, 88, GFX_Font, 0xFFFFFFFF, 1, "Stage 5: Multiply Blending (25%)" ); Blending = 2; break;
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case 5: GRRLIB_Printf( 32, 88, GFX_Font, 0xFFFFFFFF, 1, "Stage 6: Invert Color Blending" ); Blending = 3; break;
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}
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GRRLIB_Render();
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if (WPADKeyDown & WPAD_BUTTON_RIGHT) { if (Stage < 5) { Stage += 1; } }
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if (WPADKeyDown & WPAD_BUTTON_LEFT ) { if (Stage > 0) { Stage -= 1; } }
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if (WPADKeyDown & WPAD_BUTTON_A ) { BlobType += 1; if (BlobType > 2) { BlobType = 0; } }
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if (WPADKeyDown & WPAD_BUTTON_HOME ) { ExitGame(); }
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}
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ExitGame();
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return 0;
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}
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static void ExitGame() {
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// Deinitialize GRRLIB & Video
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GRRLIB_Exit();
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// Free all memory used by textures.
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GRRLIB_FreeTexture(GFX_Background);
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GRRLIB_FreeTexture(GFX_Blob[0]);
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GRRLIB_FreeTexture(GFX_Blob[1]);
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GRRLIB_FreeTexture(GFX_Blob[2]);
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GRRLIB_FreeTexture(GFX_Font);
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// Exit application
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exit(0);
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}
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