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Luma3DS-3GX/source/draw.c

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/*
* draw.c
*
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* Code to print to the screen by mid-kid @CakesFW
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*/
#include "draw.h"
#include "screen.h"
#include "utils.h"
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#include "fs.h"
#include "font.h"
static inline int strlen(const char *string)
{
char *stringEnd = (char *)string;
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while(*stringEnd) stringEnd++;
return stringEnd - string;
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}
bool loadSplash(void)
{
initScreens();
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//Don't delay boot if no splash image is on the SD
if(fileRead(fb->top_left, "/luma/splash.bin") +
fileRead(fb->bottom, "/luma/splashbottom.bin") != 0)
return true;
return false;
}
void drawCharacter(char character, int posX, int posY, u32 color)
{
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u8 *const select = fb->top_left;
for(int y = 0; y < 8; y++)
{
char charPos = font[character * 8 + y];
for(int x = 7; x >= 0; x--)
if ((charPos >> x) & 1)
{
int screenPos = (posX * SCREEN_TOP_HEIGHT * 3 + (SCREEN_TOP_HEIGHT - y - posY - 1) * 3) + (7 - x) * 3 * SCREEN_TOP_HEIGHT;
select[screenPos] = color >> 16;
select[screenPos + 1] = color >> 8;
select[screenPos + 2] = color;
}
}
}
int drawString(const char *string, int posX, int posY, u32 color)
{
for(int i = 0, line_i = 0; i < strlen(string); i++, line_i++)
{
if(string[i] == '\n')
{
posY += SPACING_Y;
line_i = 0;
i++;
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}
else if(line_i >= (SCREEN_TOP_WIDTH - posX) / SPACING_X)
{
// Make sure we never get out of the screen.
posY += SPACING_Y;
line_i = 2; //Little offset so we know the same string continues.
if(string[i] == ' ') i++; //Spaces at the start look weird
}
drawCharacter(string[i], posX + line_i * SPACING_X, posY, color);
}
return posY;
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}