#pragma once #define TOP_SCREEN_WIDTH 400 #define TOP_SCREEN_HEIGHT 240 #define BOTTOM_SCREEN_WIDTH 320 #define BOTTOM_SCREEN_HEIGHT 240 #define MAX_TEXTURES 1024 #define TEXTURE_BOTTOM_SCREEN_BG 0 #define TEXTURE_BOTTOM_SCREEN_TOP_BAR 1 #define TEXTURE_BOTTOM_SCREEN_TOP_BAR_SHADOW 2 #define TEXTURE_BOTTOM_SCREEN_BOTTOM_BAR 3 #define TEXTURE_BOTTOM_SCREEN_BOTTOM_BAR_SHADOW 4 #define TEXTURE_TOP_SCREEN_BG 5 #define TEXTURE_TOP_SCREEN_TOP_BAR 6 #define TEXTURE_TOP_SCREEN_TOP_BAR_SHADOW 7 #define TEXTURE_TOP_SCREEN_BOTTOM_BAR 8 #define TEXTURE_TOP_SCREEN_BOTTOM_BAR_SHADOW 9 #define TEXTURE_LOGO 10 #define TEXTURE_SELECTION_OVERLAY 11 #define TEXTURE_BUTTON_SMALL 12 #define TEXTURE_BUTTON_LARGE 13 #define TEXTURE_PROGRESS_BAR_BG 14 #define TEXTURE_PROGRESS_BAR_CONTENT 15 #define TEXTURE_META_INFO_BOX 16 #define TEXTURE_META_INFO_BOX_SHADOW 17 #define TEXTURE_BATTERY_CHARGING 18 #define TEXTURE_BATTERY_0 19 #define TEXTURE_BATTERY_1 20 #define TEXTURE_BATTERY_2 21 #define TEXTURE_BATTERY_3 22 #define TEXTURE_BATTERY_4 23 #define TEXTURE_BATTERY_5 24 #define TEXTURE_WIFI_DISCONNECTED 25 #define TEXTURE_WIFI_0 26 #define TEXTURE_WIFI_1 27 #define TEXTURE_WIFI_2 28 #define TEXTURE_WIFI_3 29 #define TEXTURE_AUTO_START 30 #define NUM_COLORS 6 #define COLOR_TEXT 0 #define COLOR_NAND 1 #define COLOR_SD 2 #define COLOR_GAME_CARD 3 #define COLOR_DS_TITLE 4 #define COLOR_DIRECTORY 5 void screen_init(); void screen_exit(); void screen_load_texture(u32 id, void* data, u32 size, u32 width, u32 height, GPU_TEXCOLOR format, bool linearFilter); u32 screen_load_texture_auto(void* data, u32 size, u32 width, u32 height, GPU_TEXCOLOR format, bool linearFilter); void screen_load_texture_file(u32 id, const char* path, bool linearFilter); u32 screen_load_texture_file_auto(const char* path, bool linearFilter); void screen_load_texture_tiled(u32 id, void* tiledData, u32 size, u32 width, u32 height, GPU_TEXCOLOR format, bool linearFilter); u32 screen_load_texture_tiled_auto(void* tiledData, u32 size, u32 width, u32 height, GPU_TEXCOLOR format, bool linearFilter); void screen_unload_texture(u32 id); void screen_get_texture_size(u32* width, u32* height, u32 id); void screen_begin_frame(); void screen_end_frame(); void screen_select(gfxScreen_t screen); void screen_draw_texture(u32 id, float x, float y, float width, float height); void screen_draw_texture_crop(u32 id, float x, float y, float width, float height); void screen_get_string_size(float* width, float* height, const char* text, float scaleX, float scaleY); void screen_draw_string(const char* text, float x, float y, float scaleX, float scaleY, u32 colorId, bool baseline);