mirror of
https://github.com/hrydgard/ppsspp.git
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399 lines
14 KiB
C++
399 lines
14 KiB
C++
#include "ppsspp_config.h"
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#include <algorithm>
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/UI/UI.h"
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#include "Common/UI/View.h"
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#include "Common/UI/Context.h"
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#include "Common/Render/DrawBuffer.h"
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#include "Common/Render/Text/draw_text.h"
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#include "Common/Render/ManagedTexture.h"
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#include "Common/Log.h"
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#include "Common/LogReporting.h"
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UIContext::UIContext() {
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fontStyle_ = new UI::FontStyle();
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bounds_ = Bounds(0, 0, g_display.dp_xres, g_display.dp_yres);
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}
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UIContext::~UIContext() {
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sampler_->Release();
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delete fontStyle_;
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delete textDrawer_;
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}
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void UIContext::Init(Draw::DrawContext *thin3d, Draw::Pipeline *uipipe, Draw::Pipeline *uipipenotex, DrawBuffer *uidrawbuffer, DrawBuffer *uidrawbufferTop) {
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using namespace Draw;
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draw_ = thin3d;
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sampler_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR, 0.0, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, });
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ui_pipeline_ = uipipe;
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ui_pipeline_notex_ = uipipenotex;
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uidrawbuffer_ = uidrawbuffer;
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uidrawbufferTop_ = uidrawbufferTop;
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textDrawer_ = TextDrawer::Create(thin3d); // May return nullptr if no implementation is available for this platform.
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}
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void UIContext::setUIAtlas(const std::string &name) {
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_dbg_assert_(!name.empty());
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UIAtlas_ = name;
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}
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void UIContext::BeginFrame() {
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if (!uitexture_ || UIAtlas_ != lastUIAtlas_) {
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uitexture_ = CreateTextureFromFile(draw_, UIAtlas_.c_str(), ImageFileType::ZIM, false);
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lastUIAtlas_ = UIAtlas_;
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if (!fontTexture_) {
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#if PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID)
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// Don't bother with loading font_atlas.zim
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#else
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fontTexture_ = CreateTextureFromFile(draw_, "font_atlas.zim", ImageFileType::ZIM, false);
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#endif
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if (!fontTexture_) {
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// Load the smaller ascii font only, like on Android. For debug ui etc.
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fontTexture_ = CreateTextureFromFile(draw_, "asciifont_atlas.zim", ImageFileType::ZIM, false);
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if (!fontTexture_) {
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WARN_LOG(SYSTEM, "Failed to load font_atlas.zim or asciifont_atlas.zim");
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}
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}
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}
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}
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uidrawbufferTop_->SetCurZ(0.0f);
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uidrawbuffer_->SetCurZ(0.0f);
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ActivateTopScissor();
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}
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void UIContext::SetTintSaturation(float tint, float sat) {
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uidrawbuffer_->SetTintSaturation(tint, sat);
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uidrawbufferTop_->SetTintSaturation(tint, sat);
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}
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void UIContext::Begin() {
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BeginPipeline(ui_pipeline_, sampler_);
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}
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void UIContext::BeginNoTex() {
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draw_->BindSamplerStates(0, 1, &sampler_);
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UIBegin(ui_pipeline_notex_);
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}
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void UIContext::BeginPipeline(Draw::Pipeline *pipeline, Draw::SamplerState *samplerState) {
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_assert_(pipeline != nullptr);
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// Also clear out any other textures bound.
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Draw::SamplerState *samplers[3]{ samplerState };
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draw_->BindSamplerStates(0, 3, samplers);
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Draw::Texture *textures[2]{};
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draw_->BindTextures(1, 2, textures);
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RebindTexture();
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UIBegin(pipeline);
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}
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void UIContext::RebindTexture() const {
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if (uitexture_)
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draw_->BindTexture(0, uitexture_->GetTexture());
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}
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void UIContext::BindFontTexture() const {
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// Fall back to the UI texture, in case they have an old atlas.
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if (fontTexture_)
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draw_->BindTexture(0, fontTexture_->GetTexture());
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else if (uitexture_)
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draw_->BindTexture(0, uitexture_->GetTexture());
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}
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void UIContext::Flush() {
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if (uidrawbuffer_) {
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uidrawbuffer_->Flush();
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}
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if (uidrawbufferTop_) {
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uidrawbufferTop_->Flush();
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}
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}
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void UIContext::SetCurZ(float curZ) {
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ui_draw2d.SetCurZ(curZ);
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ui_draw2d_front.SetCurZ(curZ);
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}
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// TODO: Support transformed bounds using stencil instead.
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void UIContext::PushScissor(const Bounds &bounds) {
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Flush();
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Bounds clipped = TransformBounds(bounds);
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if (scissorStack_.size())
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clipped.Clip(scissorStack_.back());
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else
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clipped.Clip(bounds_);
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scissorStack_.push_back(clipped);
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ActivateTopScissor();
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}
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void UIContext::PopScissor() {
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Flush();
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scissorStack_.pop_back();
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ActivateTopScissor();
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}
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Bounds UIContext::GetScissorBounds() {
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if (!scissorStack_.empty())
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return scissorStack_.back();
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else
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return bounds_;
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}
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Bounds UIContext::GetLayoutBounds() const {
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Bounds bounds = GetBounds();
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float left = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT);
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float right = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT);
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float top = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP);
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float bottom = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM);
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// ILOG("Insets: %f %f %f %f", left, right, top, bottom);
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// Adjust left edge to compensate for cutouts (notches) if any.
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bounds.x += left;
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bounds.w -= (left + right);
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bounds.y += top;
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bounds.h -= (top + bottom);
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return bounds;
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}
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void UIContext::ActivateTopScissor() {
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Bounds bounds;
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if (scissorStack_.size()) {
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float scale_x = g_display.pixel_in_dps_x;
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float scale_y = g_display.pixel_in_dps_y;
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bounds = scissorStack_.back();
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int x = floorf(scale_x * bounds.x);
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int y = floorf(scale_y * bounds.y);
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int w = std::max(0.0f, ceilf(scale_x * bounds.w));
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int h = std::max(0.0f, ceilf(scale_y * bounds.h));
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if (x < 0 || y < 0 || x + w > g_display.pixel_xres || y + h > g_display.pixel_yres) {
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// This won't actually report outside a game, but we can try.
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DEBUG_LOG(G3D, "UI scissor out of bounds in %sScreen: %d,%d-%d,%d / %d,%d", screenTag_ ? screenTag_ : "N/A", x, y, w, h, g_display.pixel_xres, g_display.pixel_yres);
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if (x < 0) { w += x; x = 0; }
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if (y < 0) { h += y; y = 0; }
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if (x >= g_display.pixel_xres) { x = g_display.pixel_xres - 1; }
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if (y >= g_display.pixel_yres) { y = g_display.pixel_yres - 1; }
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if (x + w > g_display.pixel_xres) { w = std::min(w, g_display.pixel_xres - x); }
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if (y + w > g_display.pixel_yres) { h = std::min(h, g_display.pixel_yres - y); }
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if (w == 0) w = 1;
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if (h == 0) h = 1;
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draw_->SetScissorRect(x, y, w, h);
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} else {
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// Avoid invalid rects
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if (w == 0) w = 1;
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if (h == 0) h = 1;
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draw_->SetScissorRect(x, y, w, h);
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}
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} else {
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// Avoid rounding errors
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draw_->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
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}
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}
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void UIContext::SetFontScale(float scaleX, float scaleY) {
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fontScaleX_ = scaleX;
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fontScaleY_ = scaleY;
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}
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void UIContext::SetFontStyle(const UI::FontStyle &fontStyle) {
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*fontStyle_ = fontStyle;
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if (textDrawer_) {
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textDrawer_->SetFontScale(fontScaleX_, fontScaleY_);
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textDrawer_->SetFont(fontStyle.fontName.c_str(), fontStyle.sizePts, fontStyle.flags);
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}
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}
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void UIContext::MeasureText(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, float *x, float *y, int align) const {
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_dbg_assert_(str != nullptr);
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MeasureTextCount(style, scaleX, scaleY, str, (int)strlen(str), x, y, align);
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}
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void UIContext::MeasureTextCount(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, float *x, float *y, int align) const {
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_dbg_assert_(str != nullptr);
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if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) {
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float sizeFactor = (float)style.sizePts / 24.0f;
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Draw()->SetFontScale(scaleX * sizeFactor, scaleY * sizeFactor);
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Draw()->MeasureTextCount(style.atlasFont, str, count, x, y);
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} else {
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textDrawer_->SetFont(style.fontName.c_str(), style.sizePts, style.flags);
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textDrawer_->SetFontScale(scaleX, scaleY);
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textDrawer_->MeasureString(str, count, x, y);
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textDrawer_->SetFont(fontStyle_->fontName.c_str(), fontStyle_->sizePts, fontStyle_->flags);
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}
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}
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void UIContext::MeasureTextRect(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, const Bounds &bounds, float *x, float *y, int align) const {
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_dbg_assert_(str != nullptr);
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if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) {
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float sizeFactor = (float)style.sizePts / 24.0f;
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Draw()->SetFontScale(scaleX * sizeFactor, scaleY * sizeFactor);
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Draw()->MeasureTextRect(style.atlasFont, str, count, bounds, x, y, align);
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} else {
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textDrawer_->SetFont(style.fontName.c_str(), style.sizePts, style.flags);
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textDrawer_->SetFontScale(scaleX, scaleY);
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textDrawer_->MeasureStringRect(str, count, bounds, x, y, align);
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textDrawer_->SetFont(fontStyle_->fontName.c_str(), fontStyle_->sizePts, fontStyle_->flags);
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}
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}
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void UIContext::DrawText(const char *str, float x, float y, uint32_t color, int align) {
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_dbg_assert_(str != nullptr);
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if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) {
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// Use the font texture if this font is in that texture instead.
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bool useFontTexture = Draw()->GetFontAtlas()->getFont(fontStyle_->atlasFont) != nullptr;
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if (useFontTexture) {
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Flush();
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BindFontTexture();
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}
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float sizeFactor = (float)fontStyle_->sizePts / 24.0f;
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Draw()->SetFontScale(fontScaleX_ * sizeFactor, fontScaleY_ * sizeFactor);
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Draw()->DrawText(fontStyle_->atlasFont, str, x, y, color, align);
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if (useFontTexture)
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Flush();
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} else {
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textDrawer_->SetFontScale(fontScaleX_, fontScaleY_);
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textDrawer_->DrawString(*Draw(), str, x, y, color, align);
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}
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RebindTexture();
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}
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void UIContext::DrawTextShadow(const char *str, float x, float y, uint32_t color, int align) {
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uint32_t alpha = (color >> 1) & 0xFF000000;
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DrawText(str, x + 2, y + 2, alpha, align);
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DrawText(str, x, y, color, align);
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}
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void UIContext::DrawTextRect(const char *str, const Bounds &bounds, uint32_t color, int align) {
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if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) {
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// Use the font texture if this font is in that texture instead.
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bool useFontTexture = Draw()->GetFontAtlas()->getFont(fontStyle_->atlasFont) != nullptr;
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if (useFontTexture) {
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Flush();
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BindFontTexture();
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}
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float sizeFactor = (float)fontStyle_->sizePts / 24.0f;
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Draw()->SetFontScale(fontScaleX_ * sizeFactor, fontScaleY_ * sizeFactor);
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Draw()->DrawTextRect(fontStyle_->atlasFont, str, bounds.x, bounds.y, bounds.w, bounds.h, color, align);
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if (useFontTexture)
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Flush();
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} else {
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textDrawer_->SetFontScale(fontScaleX_, fontScaleY_);
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Bounds rounded = bounds;
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rounded.x = floorf(rounded.x);
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rounded.y = floorf(rounded.y);
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textDrawer_->DrawStringRect(*Draw(), str, rounded, color, align);
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}
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RebindTexture();
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}
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static constexpr float MIN_TEXT_SCALE = 0.7f;
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float UIContext::CalculateTextScale(const char *text, float availWidth, float availHeight) const {
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float actualWidth, actualHeight;
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Bounds availBounds(0, 0, availWidth, availHeight);
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MeasureTextRect(theme->uiFont, 1.0f, 1.0f, text, (int)strlen(text), availBounds, &actualWidth, &actualHeight, ALIGN_VCENTER);
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if (actualWidth > availWidth) {
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return std::max(MIN_TEXT_SCALE, availWidth / actualWidth);
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}
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return 1.0f;
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}
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void UIContext::DrawTextRectSqueeze(const char *str, const Bounds &bounds, uint32_t color, int align) {
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float origScaleX = fontScaleX_;
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float origScaleY = fontScaleY_;
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float scale = CalculateTextScale(str, bounds.w / origScaleX, bounds.h / origScaleY);
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SetFontScale(scale * origScaleX, scale * origScaleY);
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Bounds textBounds(bounds.x, bounds.y, bounds.w, bounds.h);
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DrawTextRect(str, textBounds, color, align);
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SetFontScale(origScaleX, origScaleY);
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}
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void UIContext::DrawTextShadowRect(const char *str, const Bounds &bounds, uint32_t color, int align) {
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uint32_t alpha = (color >> 1) & 0xFF000000;
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Bounds shadowBounds(bounds.x+2, bounds.y+2, bounds.w, bounds.h);
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DrawTextRect(str, shadowBounds, alpha, align);
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DrawTextRect(str, bounds, color, align);
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}
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void UIContext::FillRect(const UI::Drawable &drawable, const Bounds &bounds) {
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// Only draw if alpha is non-zero.
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if ((drawable.color & 0xFF000000) == 0)
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return;
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switch (drawable.type) {
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case UI::DRAW_SOLID_COLOR:
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uidrawbuffer_->DrawImageCenterTexel(theme->whiteImage, bounds.x, bounds.y, bounds.x2(), bounds.y2(), drawable.color);
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break;
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case UI::DRAW_4GRID:
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uidrawbuffer_->DrawImage4Grid(drawable.image, bounds.x, bounds.y, bounds.x2(), bounds.y2(), drawable.color);
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break;
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case UI::DRAW_STRETCH_IMAGE:
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uidrawbuffer_->DrawImageStretch(drawable.image, bounds.x, bounds.y, bounds.x2(), bounds.y2(), drawable.color);
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break;
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case UI::DRAW_NOTHING:
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break;
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}
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}
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void UIContext::DrawRectDropShadow(const Bounds &bounds, float radius, float alpha, uint32_t color) {
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if (alpha <= 0.0f)
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return;
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color = colorAlpha(color, alpha);
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// Bias the shadow downwards a bit.
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Bounds shadowBounds = bounds.Expand(radius, 0.5 * radius, radius, 1.5 * radius);
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Draw()->DrawImage4Grid(theme->dropShadow4Grid, shadowBounds.x, shadowBounds.y, shadowBounds.x2(), shadowBounds.y2(), color, radius * (1.0f / 24.0f) * 2.0f);
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}
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void UIContext::DrawImageVGradient(ImageID image, uint32_t color1, uint32_t color2, const Bounds &bounds) {
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uidrawbuffer_->DrawImageStretchVGradient(image, bounds.x, bounds.y, bounds.x2(), bounds.y2(), color1, color2);
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}
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void UIContext::PushTransform(const UITransform &transform) {
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Flush();
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using namespace Lin;
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Matrix4x4 m = Draw()->GetDrawMatrix();
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const Vec3 &t = transform.translate;
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Vec3 scaledTranslate = Vec3(
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t.x * m.xx + t.y * m.xy + t.z * m.xz + m.xw,
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t.x * m.yx + t.y * m.yy + t.z * m.yz + m.yw,
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t.x * m.zx + t.y * m.zy + t.z * m.zz + m.zw);
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m.translateAndScale(scaledTranslate, transform.scale);
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Draw()->PushDrawMatrix(m);
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Draw()->PushAlpha(transform.alpha);
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transformStack_.push_back(transform);
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}
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void UIContext::PopTransform() {
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Flush();
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transformStack_.pop_back();
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Draw()->PopDrawMatrix();
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Draw()->PopAlpha();
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}
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Bounds UIContext::TransformBounds(const Bounds &bounds) {
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if (!transformStack_.empty()) {
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const UITransform t = transformStack_.back();
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Bounds translated = bounds.Offset(t.translate.x, t.translate.y);
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// Scale around the center as the origin.
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float scaledX = (translated.x - g_display.dp_xres * 0.5f) * t.scale.x + g_display.dp_xres * 0.5f;
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float scaledY = (translated.y - g_display.dp_yres * 0.5f) * t.scale.y + g_display.dp_yres * 0.5f;
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return Bounds(scaledX, scaledY, translated.w * t.scale.x, translated.h * t.scale.y);
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}
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return bounds;
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}
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