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dbb19d169f
Also, make them a bit bigger in the save data screen.
59 lines
1.7 KiB
C++
59 lines
1.7 KiB
C++
#pragma once
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#include <memory>
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#include "thin3d/thin3d.h"
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#include "ui/view.h"
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enum ImageFileType {
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PNG,
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JPEG,
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ZIM,
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DETECT,
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TYPE_UNKNOWN,
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};
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class ManagedTexture {
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public:
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ManagedTexture(Draw::DrawContext *draw) : draw_(draw) {
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}
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~ManagedTexture() {
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if (texture_)
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texture_->Release();
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}
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bool LoadFromFile(const std::string &filename, ImageFileType type = ImageFileType::DETECT, bool generateMips = false);
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bool LoadFromFileData(const uint8_t *data, size_t dataSize, ImageFileType type = ImageFileType::DETECT, bool generateMips = false);
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Draw::Texture *GetTexture(); // For immediate use, don't store.
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int Width() const { return texture_->Width(); }
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int Height() const { return texture_->Height(); }
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void DeviceLost();
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void DeviceRestored(Draw::DrawContext *draw);
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private:
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Draw::Texture *texture_ = nullptr;
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Draw::DrawContext *draw_;
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std::string filename_; // Textures that are loaded from files can reload themselves automatically.
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bool generateMips_ = false;
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bool loadPending_ = false;
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};
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std::unique_ptr<ManagedTexture> CreateTextureFromFile(Draw::DrawContext *draw, const char *filename, ImageFileType fileType, bool generateMips = false);
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std::unique_ptr<ManagedTexture> CreateTextureFromFileData(Draw::DrawContext *draw, const uint8_t *data, int size, ImageFileType fileType, bool generateMips = false);
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class GameIconView : public UI::InertView {
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public:
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GameIconView(std::string gamePath, float scale, UI::LayoutParams *layoutParams = 0)
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: InertView(layoutParams), gamePath_(gamePath), scale_(scale) {}
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
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void Draw(UIContext &dc) override;
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private:
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std::string gamePath_;
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float scale_ = 1.0f;
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int textureWidth_ = 0;
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int textureHeight_ = 0;
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};
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