Files
gameboy/ui.cpp

103 lines
2.8 KiB
C++

#include "ui.h"
#include <SDL2/SDL.h>
#include <cstring>
namespace ui
{
uint8_t colors[16][3] = {
{0,0,0},
{0,0,128},
{0,128,0},
{0,128,128},
{128,0,0},
{128,0,128},
{255,128,0},
{128,128,128},
{30,30,30},
{0,0,255},
{0,255,0},
{0,255,255},
{255,0,0},
{255,0,255},
{255,255,0},
{255,255,255},
};
SDL_Renderer *ren = nullptr;
SDL_Texture *tex = nullptr;
uint8_t offset_x = 0;
uint8_t offset_y = 0;
bool clicked = false;
SDL_Texture * createtexture(SDL_Renderer *renderer)
{
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP("font.bmp"));
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
return texture;
}
void setrenderer(SDL_Renderer *renderer, SDL_Texture *texture)
{
if (ren==renderer) return;
ren = renderer;
tex = texture;
offset_x = offset_y = 0;
}
void setoffset(uint8_t x, uint8_t y)
{
offset_x = x;
offset_y = y;
}
void box(int x, int y, int w, int h, uint8_t color)
{
SDL_Rect rect {((offset_x+x)*CHR_W)+3, ((offset_y+y)*CHR_H)+6, w*CHR_W-6, h*CHR_H-13};
SDL_SetRenderDrawColor(ren, colors[color][0], colors[color][1], colors[color][2], 255);
SDL_RenderDrawRect(ren, &rect);
}
void printrect(int x, int y, int w, int h, uint8_t color)
{
SDL_Rect rect {(offset_x+x)*CHR_W, (offset_y+y)*CHR_H, w*CHR_W, h*CHR_H};
SDL_SetRenderDrawColor(ren, colors[color][0], colors[color][1], colors[color][2], 255);
SDL_RenderFillRect(ren, &rect);
}
void printvoidrect(int x, int y, int w, int h, uint8_t color)
{
SDL_Rect rect {(offset_x+x)*CHR_W, (offset_y+y)*CHR_H, w*CHR_W, h*CHR_H};
SDL_SetRenderDrawColor(ren, colors[color][0], colors[color][1], colors[color][2], 255);
SDL_RenderDrawRect(ren, &rect);
}
void printchar(int x, int y, char chr, uint8_t color)
{
if (color != 255) SDL_SetRenderDrawColor(ren, colors[color][0], colors[color][1], colors[color][2], 255);
if (chr==32) return;
if (chr<32 || chr>127) chr = '.';
SDL_Rect src {((chr-32)&0xf)*CHR_W, ((chr-32)>>4)*CHR_H, CHR_W, CHR_H};
SDL_Rect dst {(offset_x+x)*CHR_W, (offset_y+y)*CHR_H, CHR_W, CHR_H};
SDL_RenderCopy(ren, tex, &src, &dst);
}
void printtxt(int x, int y, const char *text, uint8_t color)
{
SDL_SetTextureColorMod(tex, colors[color][0], colors[color][1], colors[color][2]);
for (int i=0; i<strlen(text);++i) if (text[i]!=32) printchar(x+i, y, text[i]);
}
void setClicked(const bool value)
{
clicked = value;
}
const bool getClicked()
{
return clicked;
}
}