mirror of
https://github.com/hrydgard/ppsspp.git
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aec37e8bb4
It seems some Chinese patches like to allocate kernel space for textures. (On that note, we should probably allocate our texture elsewhere... in case it takes up too much space).
162 lines
4.5 KiB
C++
162 lines
4.5 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <vector>
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#include <string>
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#include "Common/Render/TextureAtlas.h"
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#include "Common/CommonTypes.h"
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class PointerWrap;
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/////////////////////////////////////////////////////////////////////////////////////////////
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// PPGeDraw: Super simple internal drawing API for 2D overlays like sceUtility messageboxes
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// etc. Goes through the Ge emulation so that it doesn't need to care about backends.
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//
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// It does need a thin3d Draw-context but only for text rendering.
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namespace Draw {
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class DrawContext;
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}
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void PPGeSetDrawContext(Draw::DrawContext *draw);
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// Uploads the necessary texture atlas and other data to kernel RAM, and reserves
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// space for the display list. The PSP must be inited.
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void __PPGeInit();
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// Saves to and restores from savestates (kernel RAM pointers, etc.)
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void __PPGeDoState(PointerWrap &p);
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// Just frees up the allocated kernel memory.
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void __PPGeShutdown();
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// Save and restore the Ge context. PPGeEnd() kicks off the generated display list.
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void PPGeBegin();
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void PPGeEnd();
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enum class PPGeAlign {
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BOX_LEFT = 0x00,
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BOX_RIGHT = 0x01,
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BOX_HCENTER = 0x02,
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BOX_TOP = 0x00,
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BOX_BOTTOM = 0x10,
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BOX_VCENTER = 0x20,
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BOX_CENTER = 0x22,
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ANY = 0xFF,
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};
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ENUM_CLASS_BITOPS(PPGeAlign);
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enum {
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PPGE_LINE_NONE = 0,
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PPGE_LINE_USE_ELLIPSIS = 1, // use ellipses in too long words
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PPGE_LINE_WRAP_WORD = 2,
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PPGE_LINE_WRAP_CHAR = 4,
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};
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struct PPGeStyle {
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PPGeAlign align = PPGeAlign::BOX_LEFT;
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float scale = 1.0f;
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uint32_t color = 0xFFFFFFFF;
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bool hasShadow = false;
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uint32_t shadowColor = 0x80000000;
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};
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struct PPGeImageStyle {
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uint32_t color = 0xFFFFFFFF;
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};
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// Get the metrics of the bounding box of the text without changing the buffer or state.
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void PPGeMeasureText(float *w, float *h, const char *text, float scale, int WrapType = PPGE_LINE_NONE, int wrapWidth = 0);
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// Draws some text using the one font we have.
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// Clears the text buffer when done.
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void PPGeDrawText(const char *text, float x, float y, const PPGeStyle &style);
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void PPGeDrawTextWrapped(const char *text, float x, float y, float wrapWidth, float wrapHeight, const PPGeStyle &style);
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// Draws a "4-patch" for button-like things that can be resized.
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void PPGeDraw4Patch(ImageID atlasImage, float x, float y, float w, float h, u32 color = 0xFFFFFFFF);
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// Just blits an image to the screen, multiplied with the color.
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void PPGeDrawImage(ImageID atlasImage, float x, float y, const PPGeStyle &style);
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void PPGeDrawImage(ImageID atlasImage, float x, float y, float w, float h, const PPGeStyle &style);
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void PPGeDrawImage(float x, float y, float w, float h, float u1, float v1, float u2, float v2, int tw, int th, const PPGeImageStyle &style);
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// Note: x2/y2 are exclusive.
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void PPGeScissor(int x1, int y1, int x2, int y2);
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void PPGeScissorReset();
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void PPGeNotifyFrame();
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// Could have returned the address directly I guess, but nothing out side of PPGe should actually use it so..
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bool PPGeIsFontTextureAddress(u32 addr);
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class PPGeImage {
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public:
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PPGeImage(const std::string &pspFilename);
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PPGeImage(u32 pngPointer, size_t pngSize);
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~PPGeImage();
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void SetTexture();
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// Does not normally need to be called (except to force preloading.)
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bool Load();
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void Free();
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void DoState(PointerWrap &p);
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// Do not use, only for savestate upgrading.
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void CompatLoad(u32 texture, int width, int height);
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int Width() const {
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return width_;
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}
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int Height() const {
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return height_;
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}
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static void Decimate(int age = 30);
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private:
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static std::vector<PPGeImage *> loadedTextures_;
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std::string filename_;
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// Only valid if filename_.empty().
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u32 png_;
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size_t size_;
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u32 texture_;
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int width_;
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int height_;
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int lastFrame_;
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};
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void PPGeDrawRect(float x1, float y1, float x2, float y2, u32 color);
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void PPGeSetDefaultTexture();
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void PPGeDisableTexture();
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