Example #1
0
void NativeInitGraphics()
{
	INFO_LOG(BOOT, "NativeInitGraphics - should only be called once!");
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);

	screenManager.switchScreen(new LogoScreen(boot_filename));
	// screenManager.switchScreen(new FileSelectScreen());

	UIShader_Init();

	UITheme theme = {0};
	theme.uiFont = UBUNTU24;
	theme.uiFontSmall = UBUNTU24;
	theme.uiFontSmaller = UBUNTU24;
	theme.buttonImage = I_BUTTON;
	theme.buttonSelected = I_BUTTON_SELECTED;
	theme.checkOn = I_CROSS;
	theme.checkOff = I_SQUARE;

	UIInit(&ui_atlas, theme);

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim"))
  {
    ELOG("Failed to load texture");
  }
  uiTexture->Bind(0);

  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
Example #2
0
void NativeInitGraphics()
{
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);

	screenManager = new ScreenManager();
	if (boot_filename.empty()) {
		screenManager->switchScreen(new LogoScreen(boot_filename));
	} else {
		// Go directly into the game.
		screenManager->switchScreen(new EmuScreen(boot_filename));
	}
	// screenManager->switchScreen(new FileSelectScreen());

	UIShader_Init();

	UITheme theme = {0};
	theme.uiFont = UBUNTU24;
	theme.uiFontSmall = UBUNTU24;
	theme.uiFontSmaller = UBUNTU24;
	theme.buttonImage = I_BUTTON;
	theme.buttonSelected = I_BUTTON_SELECTED;
	theme.checkOn = I_CHECKEDBOX;
	theme.checkOff = I_SQUARE;

	ui_draw2d.Init();
	ui_draw2d_front.Init();

	UIInit(&ui_atlas, theme);

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim"))
	{
		PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
		ELOG("Failed to load ui_atlas.zim");
	}
	uiTexture->Bind(0);

	uiContext = new UIContext();
	uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);

	screenManager->setUIContext(uiContext);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
Example #3
0
void NativeInitGraphics()
{
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);

	screenManager = new ScreenManager();
	if (boot_filename.empty()) {
		screenManager->switchScreen(new LogoScreen(boot_filename));
	} else {
		// Go directly into the game.
		screenManager->switchScreen(new EmuScreen(boot_filename));
	}
	// screenManager->switchScreen(new FileSelectScreen());

	UIShader_Init();

	UITheme theme = {0};
	theme.uiFont = UBUNTU24;
	theme.uiFontSmall = UBUNTU24;
	theme.uiFontSmaller = UBUNTU24;
	theme.buttonImage = I_SOLIDWHITE;  // not using classic buttons
	theme.buttonSelected = I_SOLIDWHITE;
	theme.checkOn = I_CHECKEDBOX;
	theme.checkOff = I_SQUARE;

	ui_draw2d.Init();
	ui_draw2d_front.Init();

	UIInit(&ui_atlas, theme);

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim"))
	{
		qDebug() << "Failed to load texture";
	}
	uiTexture->Bind(0);

	uiContext = new UIContext();
	uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);

	screenManager->setUIContext(uiContext);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
Example #4
0
void NativeInitGraphics()
{
	INFO_LOG(BOOT, "NativeInitGraphics - should only be called once!");
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);

	screenManager = new ScreenManager();
	if (boot_filename.empty()) {
		screenManager->switchScreen(new LogoScreen(boot_filename));
	} else {
		// Go directly into the game.
		screenManager->switchScreen(new EmuScreen(boot_filename));
	}
	// screenManager->switchScreen(new FileSelectScreen());

	UIShader_Init();

	UITheme theme = {0};
	theme.uiFont = UBUNTU24;
	theme.uiFontSmall = UBUNTU24;
	theme.uiFontSmaller = UBUNTU24;
	theme.buttonImage = I_BUTTON;
	theme.buttonSelected = I_BUTTON_SELECTED;
	theme.checkOn = I_CHECKEDBOX;
	theme.checkOff = I_SQUARE;

	ui_draw2d.Init();
	ui_draw2d_front.Init();

	UIInit(&ui_atlas, theme);

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim"))
	{
		ELOG("Failed to load texture");
	}
	uiTexture->Bind(0);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
Example #5
0
void NativeInitGraphics() {
	CheckGLExtensions();
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);
	ui_draw2d_front.SetAtlas(&ui_atlas);

	UIShader_Init();

	// memset(&ui_theme, 0, sizeof(ui_theme));
	// New style theme
#ifdef _WIN32
	ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22);
	ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15);
	ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12);
#else
	ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20);
	ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14);
	ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11);
#endif

	ui_theme.checkOn = I_CHECKEDBOX;
	ui_theme.checkOff = I_SQUARE;
	ui_theme.whiteImage = I_SOLIDWHITE;
	ui_theme.sliderKnob = I_CIRCLE;
	ui_theme.dropShadow4Grid = I_DROP_SHADOW;

	/*
	ui_theme.buttonStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON);
	ui_theme.buttonStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonStyle.image = I_BUTTON;
	ui_theme.buttonFocusedStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFFe0e0e0);
	ui_theme.buttonFocusedStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonDownStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON_SELECTED, 0xFFFFFFFF);
	ui_theme.buttonDownStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonDisabledStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFF404040);
	ui_theme.buttonDisabledStyle.fgColor = 0xFF707070;
	*/

	ui_theme.itemStyle.background = UI::Drawable(0x55000000);
	ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
	ui_theme.itemFocusedStyle.background = UI::Drawable(0xFFedc24c);
	ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939);
	ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF;
	ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF);
	ui_theme.itemDisabledStyle.fgColor = 0x80EEEEEE;
	ui_theme.itemHighlightedStyle.background = UI::Drawable(0x55bdBB39);
	ui_theme.itemHighlightedStyle.fgColor = 0xFFFFFFFF;

	ui_theme.buttonStyle = ui_theme.itemStyle;
	ui_theme.buttonFocusedStyle = ui_theme.itemFocusedStyle;
	ui_theme.buttonDownStyle = ui_theme.itemDownStyle;
	ui_theme.buttonDisabledStyle = ui_theme.itemDisabledStyle;
	ui_theme.buttonHighlightedStyle = ui_theme.itemHighlightedStyle;

	ui_theme.popupTitle.fgColor = 0xFFE3BE59;
	ui_draw2d.Init();
	ui_draw2d_front.Init();

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim")) {
		PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
		ELOG("Failed to load ui_atlas.zim");
	}
	uiTexture->Bind(0);

	uiContext = new UIContext();
	uiContext->theme = &ui_theme;
	uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);
	if (uiContext->Text())
		uiContext->Text()->SetFont("Tahoma", 20, 0);
	screenManager->setUIContext(uiContext);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
Example #6
0
void NativeInitGraphics()
{
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);

	screenManager = new ScreenManager();
	if (boot_filename.empty()) {
		screenManager->switchScreen(new LogoScreen(boot_filename));
	} else {
		// Go directly into the game.
		screenManager->switchScreen(new EmuScreen(boot_filename));
	}
	// screenManager->switchScreen(new FileSelectScreen());

	UIShader_Init();

	UITheme theme = {0};
	theme.uiFont = UBUNTU24;
	theme.uiFontSmall = UBUNTU24;
	theme.uiFontSmaller = UBUNTU24;
	theme.buttonImage = I_SOLIDWHITE;  // not using classic buttons
	theme.buttonSelected = I_SOLIDWHITE;
	theme.checkOn = I_CHECKEDBOX;
	theme.checkOff = I_SQUARE;

#ifdef _WIN32
	ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22);
	ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15);
	ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12);
#else
	ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20);
	ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14);
	ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11);
#endif
	ui_theme.checkOn = I_CHECKEDBOX;
	ui_theme.checkOff = I_SQUARE;
	ui_theme.whiteImage = I_SOLIDWHITE;
	ui_theme.sliderKnob = I_CIRCLE;
	ui_theme.dropShadow4Grid = I_DROP_SHADOW;

	ui_theme.itemStyle.background = UI::Drawable(0x55000000);
	ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
	ui_theme.itemFocusedStyle.background = UI::Drawable(0xFFedc24c);
	ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939);
	ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF;
	ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF);
	ui_theme.itemDisabledStyle.fgColor = 0xFFcccccc;

	ui_theme.buttonStyle = ui_theme.itemStyle;
	ui_theme.buttonFocusedStyle = ui_theme.itemFocusedStyle;
	ui_theme.buttonDownStyle = ui_theme.itemDownStyle;
	ui_theme.buttonDisabledStyle = ui_theme.itemDisabledStyle;

	ui_theme.popupTitle.fgColor = 0xFFE3BE59;

	ui_draw2d.Init();
	ui_draw2d_front.Init();

	UIInit(&ui_atlas, theme);

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim"))
	{
		qDebug() << "Failed to load texture";
	}
	uiTexture->Bind(0);

	uiContext = new UIContext();
	uiContext->theme = &ui_theme;
	uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);

	screenManager->setUIContext(uiContext);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
Example #7
0
void NativeInitGraphics() {
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);


	UIShader_Init();

	// Old style theme, to be removed later
	UITheme theme = {0};
	theme.uiFont = UBUNTU24;
	theme.uiFontSmall = UBUNTU24;
	theme.uiFontSmaller = UBUNTU24;
	theme.buttonImage = I_BUTTON;
	theme.buttonSelected = I_BUTTON_SELECTED;
	theme.checkOn = I_CHECKEDBOX;
	theme.checkOff = I_SQUARE;

	// memset(&ui_theme, 0, sizeof(ui_theme));
	// New style theme
	ui_theme.uiFont = UBUNTU24;
	ui_theme.uiFontSmall = UBUNTU24;
	ui_theme.uiFontSmaller = UBUNTU24;
	ui_theme.checkOn = I_CHECKEDBOX;
	ui_theme.checkOff = I_SQUARE;
	ui_theme.whiteImage = SOLIDWHITE;
	ui_theme.sliderKnob = I_CIRCLE;
	ui_theme.buttonStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON);
	ui_theme.buttonStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonStyle.image = I_BUTTON;
	ui_theme.buttonFocusedStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFFe0e0e0);
	ui_theme.buttonFocusedStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonDownStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON_SELECTED, 0xFFFFFFFF);
	ui_theme.buttonDownStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonDisabledStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFF404040);
	ui_theme.buttonDisabledStyle.fgColor = 0xFF707070;
	ui_theme.itemStyle.background = UI::Drawable(0x55000000);
	ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
	ui_theme.itemFocusedStyle.background = UI::Drawable(0xCC909080);
	ui_theme.itemDownStyle.background = UI::Drawable(0xFFFFc080);
	ui_theme.itemDownStyle.fgColor = 0xFF000000;

	ui_draw2d.Init();
	ui_draw2d_front.Init();

	UIInit(&ui_atlas, theme);

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim")) {
		PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
		ELOG("Failed to load ui_atlas.zim");
	}
	uiTexture->Bind(0);

	uiContext = new UIContext();
	uiContext->theme = &ui_theme;
	uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);

	screenManager->setUIContext(uiContext);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
Example #8
0
void NativeInitGraphics() {
	gl_lost_manager_init();
	ui_draw2d.SetAtlas(&ui_atlas);

	screenManager = new ScreenManager();

	if (boot_filename.empty()) {
#if (defined(_WIN32) && (defined(_M_IX86) || defined(_M_X64))) || defined(ARMEABI) || defined(ARMEABI_V7A) || (defined(MACOSX) && defined(_M_IX64))
		if (Atrac3plus_Decoder::CanAutoInstall()) {
			Atrac3plus_Decoder::DoAutoInstall();
		}
		screenManager->switchScreen(new LogoScreen(boot_filename));
#else
		screenManager->switchScreen(new LogoScreen(boot_filename));
#endif
	} else {
		// Go directly into the game.
		screenManager->switchScreen(new EmuScreen(boot_filename));
	}

	UIShader_Init();

	// Old style theme, to be removed later
	UITheme theme = {0};
	theme.uiFont = UBUNTU24;
	theme.uiFontSmall = UBUNTU24;
	theme.uiFontSmaller = UBUNTU24;
	theme.buttonImage = I_BUTTON;
	theme.buttonSelected = I_BUTTON_SELECTED;
	theme.checkOn = I_CHECKEDBOX;
	theme.checkOff = I_SQUARE;

	// memset(&ui_theme, 0, sizeof(ui_theme));
	// New style theme
	ui_theme.uiFont = UBUNTU24;
	ui_theme.uiFontSmall = UBUNTU24;
	ui_theme.uiFontSmaller = UBUNTU24;
	ui_theme.checkOn = I_CHECKEDBOX;
	ui_theme.checkOff = I_SQUARE;
	ui_theme.whiteImage = SOLIDWHITE;
	ui_theme.buttonStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON);
	ui_theme.buttonStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonStyle.image = I_BUTTON;
	ui_theme.buttonFocusedStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFFe0e0e0);
	ui_theme.buttonFocusedStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonDownStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON_SELECTED, 0xFFFFFFFF);
	ui_theme.buttonDownStyle.fgColor = 0xFFFFFFFF;
	ui_theme.buttonDisabledStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFF404040);
	ui_theme.buttonDisabledStyle.fgColor = 0xFF707070;
	ui_theme.itemStyle.background = UI::Drawable(0x55000000);
	ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
	ui_theme.itemFocusedStyle.background = UI::Drawable(0xCC909080);
	ui_theme.itemDownStyle.background = UI::Drawable(0xFFFFc080);
	ui_theme.itemDownStyle.fgColor = 0xFF000000;

	ui_draw2d.Init();
	ui_draw2d_front.Init();

	UIInit(&ui_atlas, theme);

	uiTexture = new Texture();
	if (!uiTexture->Load("ui_atlas.zim")) {
		PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
		ELOG("Failed to load ui_atlas.zim");
	}
	uiTexture->Bind(0);

	uiContext = new UIContext();
	uiContext->theme = &ui_theme;
	uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);

	screenManager->setUIContext(uiContext);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}