ppsspp/Common/UI/UI.h
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

67 lines
2.1 KiB
C++

// Simple immediate mode UI implementation.
//
// Heavily inspired by Sol's tutorial at http://sol.gfxile.net/imgui/.
//
// A common pattern is Adapter classes for changing how things are drawn
// in lists, for example.
//
// Immediate UI works great for overlay UI for games, for example, but is actually
// not really a good idea for full app UIs. Also, animations are difficult because
// there's not really any good place to store state.
//
// hrydgard@gmail.com
#pragma once
// Simple ID generators. Absolutely no guarantee of collision avoidance if you implement
// multiple parts of a single screen of UI over multiple files unless you use IMGUI_SRC_ID.
#ifdef IMGUI_SRC_ID
#define GEN_ID (int)((IMGUI_SRC_ID) + (__LINE__))
#define GEN_ID_LOOP(i) (int)((IMGUI_SRC_ID) + (__LINE__) + (i) * 13612)
#else
#define GEN_ID (__LINE__)
#define GEN_ID_LOOP(i) ((__LINE__) + ((int)i) * 13612)
#endif
#include <string>
#include <vector>
#include "Common/Render/DrawBuffer.h"
#include "Common/Input/InputState.h"
class UIContext;
struct Atlas;
// This is the drawbuffer used for UI. Remember to flush it at the end of the frame.
// TODO: One should probably pass it in through UIInit.
extern DrawBuffer ui_draw2d;
extern DrawBuffer ui_draw2d_front; // for things that need to be on top of the rest
// TODO: These don't really belong here.
// Implement this interface to style your lists
class UIListAdapter {
public:
virtual size_t getCount() const = 0;
virtual void drawItem(int item, int x, int y, int w, int h, bool active) const = 0;
virtual float itemHeight(int itemIndex) const { return 64; }
virtual bool itemEnabled(int itemIndex) const { return true; }
};
class StringVectorListAdapter : public UIListAdapter {
public:
StringVectorListAdapter(const std::vector<std::string> *items) : items_(items) {}
virtual size_t getCount() const { return items_->size(); }
virtual void drawItem(int item, int x, int y, int w, int h, bool active) const;
private:
const std::vector<std::string> *items_;
};
// Begins/flushes the two UI drawbuffers together.
void UIBegin(Draw::Pipeline *shaderSet);
void UIFlush();