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150 lines
4.4 KiB
C++
150 lines
4.4 KiB
C++
#pragma once
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#include <memory>
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#include <vector>
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#include <cstdint>
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#include <string>
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#include "Common/Math/geom2d.h"
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#include "Common/Math/lin/vec3.h"
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#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.
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// Everything forward declared so this header is safe everywhere.
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namespace Draw {
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class DrawContext;
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class Pipeline;
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class DepthStencilState;
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class Texture;
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class BlendState;
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class SamplerState;
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class RasterState;
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}
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class Texture;
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class ManagedTexture;
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class DrawBuffer;
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class TextDrawer;
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namespace UI {
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struct Drawable;
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struct EventParams;
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struct Theme;
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struct FontStyle;
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class Event;
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class View;
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}
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class DrawBuffer;
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struct UITransform {
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// TODO: Or just use a matrix?
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Lin::Vec3 translate;
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Lin::Vec3 scale;
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float alpha;
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};
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class UIContext {
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public:
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UIContext();
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~UIContext();
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void Init(Draw::DrawContext *thin3d, Draw::Pipeline *uipipe, Draw::Pipeline *uipipenotex, DrawBuffer *uidrawbuffer, DrawBuffer *uidrawbufferTop);
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void BeginFrame();
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void Begin();
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void BeginNoTex();
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void BeginPipeline(Draw::Pipeline *pipeline, Draw::SamplerState *samplerState);
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void Flush();
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void RebindTexture() const;
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void BindFontTexture() const;
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// TODO: Support transformed bounds using stencil
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void PushScissor(const Bounds &bounds);
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void PopScissor();
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Bounds GetScissorBounds();
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void ActivateTopScissor();
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DrawBuffer *Draw() const { return uidrawbuffer_; }
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DrawBuffer *DrawTop() const { return uidrawbufferTop_; }
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// Utility methods
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TextDrawer *Text() const { return textDrawer_; }
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void SetTintSaturation(float tint, float sat);
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// High level drawing functions. They generally assume the default texture to be bounds.
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void SetFontStyle(const UI::FontStyle &style);
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const UI::FontStyle &GetFontStyle() { return *fontStyle_; }
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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;
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void MeasureText(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, float *x, float *y, int align = 0) const;
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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;
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void DrawText(const char *str, float x, float y, uint32_t color, int align = 0);
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void DrawTextShadow(const char *str, float x, float y, uint32_t color, int align = 0);
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void DrawTextRect(const char *str, const Bounds &bounds, uint32_t color, int align = 0);
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void DrawTextShadowRect(const char *str, const Bounds &bounds, uint32_t color, int align = 0);
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// Will squeeze the text into the bounds if needed.
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void DrawTextRectSqueeze(const char *str, const Bounds &bounds, uint32_t color, int align = 0);
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float CalculateTextScale(const char *text, float availWidth, float availHeight) const;
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void FillRect(const UI::Drawable &drawable, const Bounds &bounds);
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void DrawRectDropShadow(const Bounds &bounds, float radius, float alpha, uint32_t color = 0);
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void DrawImageVGradient(ImageID image, uint32_t color1, uint32_t color2, const Bounds &bounds);
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// in dps, like dp_xres and dp_yres
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void SetBounds(const Bounds &b) { bounds_ = b; }
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const Bounds &GetBounds() const { return bounds_; }
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Bounds GetLayoutBounds() const;
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Draw::DrawContext *GetDrawContext() { return draw_; }
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const UI::Theme &GetTheme() const {
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return *theme;
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}
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void SetCurZ(float curZ);
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void PushTransform(const UITransform &transform);
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void PopTransform();
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Bounds TransformBounds(const Bounds &bounds);
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void setUIAtlas(const std::string &name);
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void SetScreenTag(const char *tag) {
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screenTag_ = tag;
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}
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// TODO: Move to private.
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const UI::Theme *theme;
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private:
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Draw::DrawContext *draw_ = nullptr;
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Bounds bounds_;
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float fontScaleX_ = 1.0f;
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float fontScaleY_ = 1.0f;
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UI::FontStyle *fontStyle_ = nullptr;
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TextDrawer *textDrawer_ = nullptr;
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Draw::SamplerState *sampler_ = nullptr;
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Draw::Pipeline *ui_pipeline_ = nullptr;
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Draw::Pipeline *ui_pipeline_notex_ = nullptr;
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std::unique_ptr<ManagedTexture> uitexture_;
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std::unique_ptr<ManagedTexture> fontTexture_;
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DrawBuffer *uidrawbuffer_ = nullptr;
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DrawBuffer *uidrawbufferTop_ = nullptr;
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std::vector<Bounds> scissorStack_;
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std::vector<UITransform> transformStack_;
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std::string lastUIAtlas_;
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std::string UIAtlas_ = "ui_atlas.zim";
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const char *screenTag_ = nullptr;
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};
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