101 lines
4.5 KiB
C++
101 lines
4.5 KiB
C++
#define TESLA_INIT_IMPL // If you have more than one file using the tesla header, only define this in the main one
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#include <tesla.hpp> // The Tesla Header
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class GuiSecondary : public tsl::Gui {
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public:
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GuiSecondary() {}
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virtual tsl::elm::Element* createUI() override {
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auto *rootFrame = new tsl::elm::OverlayFrame("Tesla Example", "v1.3.2 - Secondary Gui");
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rootFrame->setContent(new tsl::elm::DebugRectangle(tsl::Color{ 0x8, 0x3, 0x8, 0xF }));
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return rootFrame;
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}
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};
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class GuiTest : public tsl::Gui {
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public:
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GuiTest(u8 arg1, u8 arg2, bool arg3) { }
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// Called when this Gui gets loaded to create the UI
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// Allocate all elements on the heap. libtesla will make sure to clean them up when not needed anymore
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virtual tsl::elm::Element* createUI() override {
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// A OverlayFrame is the base element every overlay consists of. This will draw the default Title and Subtitle.
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// If you need more information in the header or want to change it's look, use a HeaderOverlayFrame.
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auto frame = new tsl::elm::OverlayFrame("Tesla Example", "v1.3.2");
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// A list that can contain sub elements and handles scrolling
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auto list = new tsl::elm::List();
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// List Items
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list->addItem(new tsl::elm::CategoryHeader("List items"));
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auto *clickableListItem = new tsl::elm::ListItem("Clickable List Item", "...");
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clickableListItem->setClickListener([](u64 keys) {
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if (keys & HidNpadButton_A) {
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tsl::changeTo<GuiSecondary>();
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return true;
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}
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return false;
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});
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list->addItem(clickableListItem);
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list->addItem(new tsl::elm::ListItem("Default List Item"));
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list->addItem(new tsl::elm::ListItem("Default List Item with an extra long name to trigger truncation and scrolling"));
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list->addItem(new tsl::elm::ToggleListItem("Toggle List Item", true));
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// Custom Drawer, a element that gives direct access to the renderer
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list->addItem(new tsl::elm::CategoryHeader("Custom Drawer", true));
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list->addItem(new tsl::elm::CustomDrawer([](tsl::gfx::Renderer *renderer, s32 x, s32 y, s32 w, s32 h) {
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renderer->drawCircle(x + 40, y + 40, 20, true, renderer->a(0xF00F));
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renderer->drawCircle(x + 50, y + 50, 20, true, renderer->a(0xF0F0));
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renderer->drawRect(x + 130, y + 30, 60, 40, renderer->a(0xFF00));
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renderer->drawString("Hello :)", false, x + 250, y + 70, 20, renderer->a(0xFF0F));
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renderer->drawRect(x + 40, y + 90, 300, 10, renderer->a(0xF0FF));
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}), 100);
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// Track bars
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list->addItem(new tsl::elm::CategoryHeader("Track bars"));
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list->addItem(new tsl::elm::TrackBar("\u2600"));
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list->addItem(new tsl::elm::StepTrackBar("\uE13C", 20));
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list->addItem(new tsl::elm::NamedStepTrackBar("\uE132", { "Selection 1", "Selection 2", "Selection 3" }));
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// Add the list to the frame for it to be drawn
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frame->setContent(list);
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// Return the frame to have it become the top level element of this Gui
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return frame;
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}
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// Called once every frame to update values
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virtual void update() override {
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}
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// Called once every frame to handle inputs not handled by other UI elements
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virtual bool handleInput(u64 keysDown, u64 keysHeld, const HidTouchState &touchPos, HidAnalogStickState joyStickPosLeft, HidAnalogStickState joyStickPosRight) override {
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return false; // Return true here to signal the inputs have been consumed
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}
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};
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class OverlayTest : public tsl::Overlay {
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public:
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// libtesla already initialized fs, hid, pl, pmdmnt, hid:sys and set:sys
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virtual void initServices() override {} // Called at the start to initialize all services necessary for this Overlay
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virtual void exitServices() override {} // Called at the end to clean up all services previously initialized
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virtual void onShow() override {} // Called before overlay wants to change from invisible to visible state
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virtual void onHide() override {} // Called before overlay wants to change from visible to invisible state
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virtual std::unique_ptr<tsl::Gui> loadInitialGui() override {
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return initially<GuiTest>(1, 2, true); // Initial Gui to load. It's possible to pass arguments to it's constructor like this
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}
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};
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int main(int argc, char **argv) {
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return tsl::loop<OverlayTest>(argc, argv);
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}
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