mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
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
|
|
|
|
#include <memory>
|
|
|
|
#include "thin3d/thin3d.h"
|
|
#include "ui/view.h"
|
|
|
|
enum ImageFileType {
|
|
PNG,
|
|
JPEG,
|
|
ZIM,
|
|
DETECT,
|
|
TYPE_UNKNOWN,
|
|
};
|
|
|
|
class ManagedTexture {
|
|
public:
|
|
ManagedTexture(Draw::DrawContext *draw) : draw_(draw) {
|
|
}
|
|
~ManagedTexture() {
|
|
if (texture_)
|
|
texture_->Release();
|
|
}
|
|
|
|
bool LoadFromFile(const std::string &filename, ImageFileType type = ImageFileType::DETECT, bool generateMips = false);
|
|
bool LoadFromFileData(const uint8_t *data, size_t dataSize, ImageFileType type = ImageFileType::DETECT, bool generateMips = false);
|
|
Draw::Texture *GetTexture(); // For immediate use, don't store.
|
|
int Width() const { return texture_->Width(); }
|
|
int Height() const { return texture_->Height(); }
|
|
|
|
void DeviceLost();
|
|
void DeviceRestored(Draw::DrawContext *draw);
|
|
|
|
private:
|
|
Draw::Texture *texture_ = nullptr;
|
|
Draw::DrawContext *draw_;
|
|
std::string filename_; // Textures that are loaded from files can reload themselves automatically.
|
|
bool generateMips_ = false;
|
|
bool loadPending_ = false;
|
|
};
|
|
|
|
std::unique_ptr<ManagedTexture> CreateTextureFromFile(Draw::DrawContext *draw, const char *filename, ImageFileType fileType, bool generateMips = false);
|
|
std::unique_ptr<ManagedTexture> CreateTextureFromFileData(Draw::DrawContext *draw, const uint8_t *data, int size, ImageFileType fileType, bool generateMips = false);
|
|
|
|
class GameIconView : public UI::InertView {
|
|
public:
|
|
GameIconView(std::string gamePath, float scale, UI::LayoutParams *layoutParams = 0)
|
|
: InertView(layoutParams), gamePath_(gamePath), scale_(scale) {}
|
|
|
|
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
|
|
void Draw(UIContext &dc) override;
|
|
|
|
private:
|
|
std::string gamePath_;
|
|
float scale_ = 1.0f;
|
|
int textureWidth_ = 0;
|
|
int textureHeight_ = 0;
|
|
};
|