Exemple #1
0
void AsyncImageFileView::Draw(UIContext &dc) {
	if (!texture_ && !textureFailed_ && !filename_.empty()) {
		texture_ = dc.GetThin3DContext()->CreateTextureFromFile(filename_.c_str(), DETECT);
		if (!texture_)
			textureFailed_ = true;
	}

	if (HasFocus()) {
		dc.FillRect(dc.theme->itemFocusedStyle.background, bounds_.Expand(3));
	}

	// TODO: involve sizemode
	if (texture_) {
		dc.Flush();
		dc.GetThin3DContext()->SetTexture(0, texture_);
		dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
		dc.Flush();
		dc.RebindTexture();
		if (!text_.empty()) {
			dc.DrawText(text_.c_str(), bounds_.centerX()+1, bounds_.centerY()+1, 0x80000000, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
			dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
		}
	} else {
		if (!filename_.empty()) {
			// draw a black rectangle to represent the missing screenshot.
			dc.FillRect(UI::Drawable(0xFF000000), GetBounds());
		} else {
			// draw a dark gray rectangle to represent no save state.
			dc.FillRect(UI::Drawable(0x50202020), GetBounds());
		}
		if (!text_.empty()) {
			dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), 0xFFFFFFFF, ALIGN_CENTER | FLAG_DYNAMIC_ASCII);
		}
	}
}
Exemple #2
0
void DrawGameBackground(UIContext &dc, const std::string &gamePath) {
	GameInfo *ginfo = g_gameInfoCache->GetInfo(dc.GetThin3DContext(), gamePath, GAMEINFO_WANTBG);
	dc.Flush();

	if (ginfo) {
		bool hasPic = false;
		double loadTime;
		if (ginfo->pic1Texture) {
			dc.GetThin3DContext()->SetTexture(0, ginfo->pic1Texture);
			loadTime = ginfo->timePic1WasLoaded;
			hasPic = true;
		} else if (ginfo->pic0Texture) {
			dc.GetThin3DContext()->SetTexture(0, ginfo->pic0Texture);
			loadTime = ginfo->timePic0WasLoaded;
			hasPic = true;
		}
		if (hasPic) {
			uint32_t color = whiteAlpha(ease((time_now_d() - loadTime) * 3)) & 0xFFc0c0c0;
			dc.Draw()->DrawTexRect(dc.GetBounds(), 0,0,1,1, color);
			dc.Flush();
			dc.RebindTexture();
		} else {
			::DrawBackground(dc, 1.0f);
			dc.RebindTexture();
			dc.Flush();
		}
	}
}
Exemple #3
0
void HttpImageFileView::Draw(UIContext &dc) {
	if (!texture_ && !textureFailed_ && !path_.empty() && !download_) {
		download_ = downloader_->StartDownloadWithCallback(path_, "", std::bind(&HttpImageFileView::DownloadCompletedCallback, this, placeholder::_1));
		download_->SetHidden(true);
	}

	if (!textureData_.empty()) {
		texture_ = dc.GetThin3DContext()->CreateTextureFromFileData((const uint8_t *)(textureData_.data()), (int)textureData_.size(), DETECT);
		if (!texture_)
			textureFailed_ = true;
		textureData_.clear();
		download_.reset();
	}

	if (HasFocus()) {
		dc.FillRect(dc.theme->itemFocusedStyle.background, bounds_.Expand(3));
	}

	// TODO: involve sizemode
	if (texture_) {
		dc.Flush();
		dc.GetThin3DContext()->SetTexture(0, texture_);
		dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
		dc.Flush();
		dc.RebindTexture();
	} else {
		// draw a black rectangle to represent the missing image.
		dc.FillRect(UI::Drawable(0xFF000000), GetBounds());
	}
}
Exemple #4
0
void DrawBackground(UIContext &dc, float alpha = 1.0f) {
	static float xbase[100] = {0};
	static float ybase[100] = {0};
	float xres = dc.GetBounds().w;
	float yres = dc.GetBounds().h;
	static int last_xres = 0;
	static int last_yres = 0;

	if (xbase[0] == 0.0f || last_xres != xres || last_yres != yres) {
		GMRng rng;
		for (int i = 0; i < 100; i++) {
			xbase[i] = rng.F() * xres;
			ybase[i] = rng.F() * yres;
		}
		last_xres = xres;
		last_yres = yres;
	}
	
	dc.GetThin3DContext()->Clear(T3DClear::COLOR | T3DClear::DEPTH | T3DClear::STENCIL, 0xff774422, 0.0, 0);
	int img = I_BG;
#ifdef GOLD
	img = I_BG_GOLD;
#endif
	ui_draw2d.DrawImageStretch(img, dc.GetBounds());
	float t = time_now();
	for (int i = 0; i < 100; i++) {
		float x = xbase[i] + dc.GetBounds().x;
		float y = ybase[i] + dc.GetBounds().y + 40 * cosf(i * 7.2f + t * 1.3f);
		float angle = sinf(i + t);
		int n = i & 3;
		ui_draw2d.DrawImageRotated(symbols[n], x, y, 1.0f, angle, colorAlpha(colors[n], alpha * 0.1f));
	}
}
Exemple #5
0
void Thin3DTextureView::Draw(UIContext &dc) {
	// TODO: involve sizemode
	if (texture_) {
		dc.Flush();
		dc.GetThin3DContext()->SetTexture(0, texture_);
		dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
		dc.Flush();
		dc.RebindTexture();
	}
}
Exemple #6
0
void AsyncImageFileView::Draw(UIContext &dc) {
	if (!texture_ && !textureFailed_) {
		texture_ = dc.GetThin3DContext()->CreateTextureFromFile(filename_.c_str(), DETECT);
		if (!texture_)
			textureFailed_ = true;
	}

	// TODO: involve sizemode
	if (texture_) {
		dc.Flush();
		dc.GetThin3DContext()->SetTexture(0, texture_);
		dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
		dc.Flush();
		dc.RebindTexture();
	} else {
		// draw a dark gray rectangle to represent the texture.
		dc.FillRect(UI::Drawable(0x50202020), GetBounds());
	}
}
void SavedataButton::Draw(UIContext &dc) {
	GameInfo *ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), savePath_, GAMEINFO_WANTSIZE);
	Thin3DTexture *texture = 0;
	u32 color = 0, shadowColor = 0;
	using namespace UI;

	if (ginfo->iconTexture) {
		texture = ginfo->iconTexture;
	}

	int x = bounds_.x;
	int y = bounds_.y;
	int w = 144;
	int h = bounds_.h;

	UI::Style style = dc.theme->itemStyle;
	if (down_)
		style = dc.theme->itemDownStyle;

	h = bounds_.h;
	if (HasFocus())
		style = down_ ? dc.theme->itemDownStyle : dc.theme->itemFocusedStyle;

	Drawable bg = style.background;

	dc.Draw()->Flush();
	dc.RebindTexture();
	dc.FillRect(bg, bounds_);
	dc.Draw()->Flush();

	if (texture) {
		color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
		shadowColor = blackAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
		float tw = texture->Width();
		float th = texture->Height();

		// Adjust position so we don't stretch the image vertically or horizontally.
		// TODO: Add a param to specify fit?  The below assumes it's never too wide.
		float nw = h * tw / th;
		x += (w - nw) / 2.0f;
		w = nw;
	}

	int txOffset = down_ ? 4 : 0;
	txOffset = 0;

	Bounds overlayBounds = bounds_;

	// Render button
	int dropsize = 10;
	if (texture) {
		if (txOffset) {
			dropsize = 3;
			y += txOffset * 2;
			overlayBounds.y += txOffset * 2;
		}
		if (HasFocus()) {
			dc.Draw()->Flush();
			dc.RebindTexture();
			float pulse = sinf(time_now() * 7.0f) * 0.25 + 0.8;
			dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize*1.5f, y - dropsize*1.5f, x + w + dropsize*1.5f, y + h + dropsize*1.5f, alphaMul(color, pulse), 1.0f);
			dc.Draw()->Flush();
		} else {
			dc.Draw()->Flush();
			dc.RebindTexture();
			dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize, y - dropsize*0.5f, x + w + dropsize, y + h + dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f);
			dc.Draw()->Flush();
		}
	}

	if (texture) {
		dc.Draw()->Flush();
		dc.GetThin3DContext()->SetTexture(0, texture);
		dc.Draw()->DrawTexRect(x, y, x + w, y + h, 0, 0, 1, 1, color);
		dc.Draw()->Flush();
	}

	dc.Draw()->Flush();
	dc.RebindTexture();
	dc.SetFontStyle(dc.theme->uiFont);

	float tw, th;
	dc.Draw()->Flush();
	dc.PushScissor(bounds_);

	if (title_.empty() && !ginfo->title.empty()) {
		title_ = CleanSaveString(ginfo->title);
	}
	if (subtitle_.empty() && ginfo->gameSize > 0) {
		std::string savedata_title = ginfo->paramSFO.GetValueString("SAVEDATA_TITLE");
		subtitle_ = CleanSaveString(savedata_title) + StringFromFormat(" (%d kB)", ginfo->gameSize / 1024);
	}

	dc.MeasureText(dc.GetFontStyle(), title_.c_str(), &tw, &th, 0);

	int availableWidth = bounds_.w - 150;
	float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f;

	float tx = 150;
	if (availableWidth < tw) {
		float overageRatio = 1.5f * availableWidth * 1.0f / tw;
		tx -= (1.0f + sin(time_now_d() * overageRatio)) * sineWidth;
		Bounds tb = bounds_;
		tb.x = bounds_.x + 150;
		tb.w = bounds_.w - 150;
		dc.PushScissor(tb);
	}
	dc.DrawText(title_.c_str(), bounds_.x + tx, bounds_.y + 4, style.fgColor, ALIGN_TOPLEFT);
	dc.SetFontScale(0.6f, 0.6f);
	dc.DrawText(subtitle_.c_str(), bounds_.x + tx, bounds_.y2() - 7, style.fgColor, ALIGN_BOTTOM);
	dc.SetFontScale(1.0f, 1.0f);

	if (availableWidth < tw) {
		dc.PopScissor();
	}
	dc.Draw()->Flush();
	dc.PopScissor();

	dc.RebindTexture();
}