ppsspp/Core/Util/PPGeDraw.h

83 lines
3.2 KiB
C

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "../../Globals.h"
#include "../../Common/ChunkFile.h"
#include "ppge_atlas.h"
/////////////////////////////////////////////////////////////////////////////////////////////
// PPGeDraw: Super simple internal drawing API for 2D overlays like sceUtility messageboxes
// etc. Goes through the Ge emulation so that it's 100% portable - will work
// splendidly on any existing GPU backend, including the future software backend.
// Uploads the necessary texture atlas and other data to kernel RAM, and reserves
// space for the display list. The PSP must be inited.
void __PPGeInit();
// Saves to and restores from savestates (kernel RAM pointers, etc.)
void __PPGeDoState(PointerWrap &p);
// Just frees up the allocated kernel memory.
void __PPGeShutdown();
// Save and restore the Ge context. PPGeEnd() kicks off the generated display list.
void PPGeBegin();
void PPGeEnd();
// If you want to draw using this texture but not go through the PSP GE emulation,
// jsut call this. Will bind the texture to unit 0.
void PPGeBindTexture();
enum {
PPGE_ALIGN_LEFT = 0,
PPGE_ALIGN_RIGHT = 16,
PPGE_ALIGN_TOP = 0,
PPGE_ALIGN_BOTTOM = 1,
PPGE_ALIGN_HCENTER = 4,
PPGE_ALIGN_VCENTER = 8,
PPGE_ALIGN_VBASELINE = 32, // text only, possibly not yet working
PPGE_ALIGN_CENTER = PPGE_ALIGN_HCENTER | PPGE_ALIGN_VCENTER,
PPGE_ALIGN_TOPLEFT = PPGE_ALIGN_TOP | PPGE_ALIGN_LEFT,
PPGE_ALIGN_TOPRIGHT = PPGE_ALIGN_TOP | PPGE_ALIGN_RIGHT,
PPGE_ALIGN_BOTTOMLEFT = PPGE_ALIGN_BOTTOM | PPGE_ALIGN_LEFT,
PPGE_ALIGN_BOTTOMRIGHT = PPGE_ALIGN_BOTTOM | PPGE_ALIGN_RIGHT,
};
// These functions must be called between PPGeBegin and PPGeEnd.
// Draws some text using the one font we have.
void PPGeDrawText(const char *text, float x, float y, int align, float scale = 1.0f, u32 color = 0xFFFFFFFF);
// Draws a "4-patch" for button-like things that can be resized
void PPGeDraw4Patch(int atlasImage, float x, float y, float w, float h, u32 color = 0xFFFFFFFF);
// Just blits an image to the screen, multiplied with the color.
void PPGeDrawImage(int atlasImage, float x, float y, int align, u32 color = 0xFFFFFFFF);
void PPGeDrawImage(int atlasImage, float x, float y, float w, float h, int align, u32 color = 0xFFFFFFFF);
void PPGeDrawImage(float x, float y, float w, float h, float u1, float v1, float u2, float v2, int tw, int th, u32 color);
void PPGeDrawRect(float x1, float y1, float x2, float y2, u32 color);
void PPGeSetDefaultTexture();
void PPGeSetTexture(u32 dataAddr, int width, int height);
void PPGeDisableTexture();