ppsspp/Common/UI/Context.h

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#pragma once
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#include <memory>
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#include <vector>
#include <cstdint>
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#include "Common/Math/geom2d.h"
#include "Common/Math/lin/vec3.h"
#include "Common/Render/TextureAtlas.h"
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// Everything you need to draw a UI collected into a single unit that can be passed around.
// Everything forward declared so this header is safe everywhere.
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namespace Draw {
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class DrawContext;
class Pipeline;
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class DepthStencilState;
class Texture;
class BlendState;
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class SamplerState;
class RasterState;
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}
class Texture;
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class ManagedTexture;
class DrawBuffer;
class TextDrawer;
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namespace UI {
struct Drawable;
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struct EventParams;
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struct Theme;
struct FontStyle;
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class Event;
class View;
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}
class DrawBuffer;
struct UITransform {
// TODO: Or just use a matrix?
Lin::Vec3 translate;
Lin::Vec3 scale;
float alpha;
};
class UIContext {
public:
UIContext();
~UIContext();
void Init(Draw::DrawContext *thin3d, Draw::Pipeline *uipipe, Draw::Pipeline *uipipenotex, DrawBuffer *uidrawbuffer, DrawBuffer *uidrawbufferTop);
void BeginFrame();
void Begin();
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void BeginNoTex();
void BeginPipeline(Draw::Pipeline *pipeline, Draw::SamplerState *samplerState);
void Flush();
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void RebindTexture() const;
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// TODO: Support transformed bounds using stencil
void PushScissor(const Bounds &bounds);
void PopScissor();
Bounds GetScissorBounds();
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void ActivateTopScissor();
DrawBuffer *Draw() const { return uidrawbuffer_; }
DrawBuffer *DrawTop() const { return uidrawbufferTop_; }
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const UI::Theme *theme;
// Utility methods
TextDrawer *Text() const { return textDrawer_; }
void SetFontStyle(const UI::FontStyle &style);
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const UI::FontStyle &GetFontStyle() { return *fontStyle_; }
void SetFontScale(float scaleX, float scaleY);
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void MeasureTextCount(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, float *x, float *y, int align = 0) const;
void MeasureText(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, float *x, float *y, int align = 0) const;
void MeasureTextRect(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, const Bounds &bounds, float *x, float *y, int align = 0) const;
void DrawText(const char *str, float x, float y, uint32_t color, int align = 0);
void DrawTextShadow(const char *str, float x, float y, uint32_t color, int align = 0);
void DrawTextRect(const char *str, const Bounds &bounds, uint32_t color, int align = 0);
void DrawTextShadowRect(const char *str, const Bounds &bounds, uint32_t color, int align = 0);
void FillRect(const UI::Drawable &drawable, const Bounds &bounds);
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void DrawImageVGradient(ImageID image, uint32_t color1, uint32_t color2, const Bounds &bounds);
// in dps, like dp_xres and dp_yres
void SetBounds(const Bounds &b) { bounds_ = b; }
const Bounds &GetBounds() const { return bounds_; }
Bounds GetLayoutBounds() const;
Draw::DrawContext *GetDrawContext() { return draw_; }
void SetCurZ(float curZ);
void PushTransform(const UITransform &transform);
void PopTransform();
Bounds TransformBounds(const Bounds &bounds);
private:
Draw::DrawContext *draw_ = nullptr;
Bounds bounds_;
float fontScaleX_ = 1.0f;
float fontScaleY_ = 1.0f;
UI::FontStyle *fontStyle_ = nullptr;
TextDrawer *textDrawer_ = nullptr;
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Draw::SamplerState *sampler_ = nullptr;
Draw::Pipeline *ui_pipeline_ = nullptr;
Draw::Pipeline *ui_pipeline_notex_ = nullptr;
std::unique_ptr<ManagedTexture> uitexture_;
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DrawBuffer *uidrawbuffer_ = nullptr;
DrawBuffer *uidrawbufferTop_ = nullptr;
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std::vector<Bounds> scissorStack_;
std::vector<UITransform> transformStack_;
};