void Button::Draw(UIContext &dc) { Style style = dc.theme->buttonStyle; if (HasFocus()) style = dc.theme->buttonFocusedStyle; if (down_) style = dc.theme->buttonDownStyle; if (!IsEnabled()) style = dc.theme->buttonDisabledStyle; // dc.Draw()->DrawImage4Grid(style.image, bounds_.x, bounds_.y, bounds_.x2(), bounds_.y2(), style.bgColor); dc.FillRect(style.background, bounds_); float tw, th; dc.MeasureText(dc.theme->uiFont, text_.c_str(), &tw, &th); if (tw > bounds_.w || imageID_ != -1) { dc.PushScissor(bounds_); } dc.SetFontStyle(dc.theme->uiFont); if (imageID_ != -1 && text_.empty()) { dc.Draw()->DrawImage(imageID_, bounds_.centerX(), bounds_.centerY(), 1.0f, 0xFFFFFFFF, ALIGN_CENTER); } else if (!text_.empty()) { dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), style.fgColor, ALIGN_CENTER); if (imageID_ != -1) { const AtlasImage &img = dc.Draw()->GetAtlas()->images[imageID_]; dc.Draw()->DrawImage(imageID_, bounds_.centerX() - tw / 2 - 5 - img.w/2, bounds_.centerY(), 1.0f, 0xFFFFFFFF, ALIGN_CENTER); } } if (tw > bounds_.w || imageID_ != -1) { dc.PopScissor(); } }
void TextEdit::Draw(UIContext &dc) { dc.PushScissor(bounds_); dc.SetFontStyle(dc.theme->uiFont); dc.FillRect(HasFocus() ? UI::Drawable(0x80000000) : UI::Drawable(0x30000000), bounds_); float textX = bounds_.x; float w, h; // Hack to find the caret position. Might want to find a better way... dc.MeasureTextCount(dc.theme->uiFont, text_.c_str(), caret_, &w, &h, ALIGN_VCENTER | ALIGN_LEFT); float caretX = w; if (caretX > bounds_.w) { // Scroll text to the left if the caret won't fit. Not ideal but looks better than not scrolling it. textX -= caretX - bounds_.w; } caretX += textX; Bounds textBounds = bounds_; textBounds.x = textX; if (text_.empty()) { if (placeholderText_.size()) { dc.DrawTextRect(placeholderText_.c_str(), bounds_, 0x50FFFFFF, ALIGN_CENTER); } } else { dc.DrawTextRect(text_.c_str(), textBounds, 0xFFFFFFFF, ALIGN_VCENTER | ALIGN_LEFT); } dc.FillRect(UI::Drawable(0xFFFFFFFF), Bounds(caretX - 1, bounds_.y + 2, 3, bounds_.h - 4)); dc.PopScissor(); }
void TextView::Draw(UIContext &dc) { bool clip = false; if (measuredWidth_ > bounds_.w || measuredHeight_ > bounds_.h) clip = true; if (bounds_.w < 0 || bounds_.h < 0 || !clip_) { // We have a layout but, but try not to screw up rendering. // TODO: Fix properly. clip = false; } if (clip) { dc.Flush(); dc.PushScissor(bounds_); } // In case it's been made focusable. if (HasFocus()) { UI::Style style = dc.theme->itemFocusedStyle; style.background.color &= 0x7fffffff; dc.FillRect(style.background, bounds_); } dc.SetFontStyle(small_ ? dc.theme->uiFontSmall : dc.theme->uiFont); if (shadow_) { uint32_t shadowColor = 0x80000000; dc.DrawTextRect(text_.c_str(), bounds_, shadowColor, textAlign_); } dc.DrawTextRect(text_.c_str(), bounds_, textColor_, textAlign_); if (clip) { dc.PopScissor(); } }
void PopupHeader::Draw(UIContext &dc) { const float paddingHorizontal = 12; const float availableWidth = bounds_.w - paddingHorizontal * 2; float tw, th; dc.SetFontStyle(dc.theme->uiFont); dc.MeasureText(dc.GetFontStyle(), 1.0f, 1.0f, text_.c_str(), &tw, &th, 0); float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f; float tx = paddingHorizontal; 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 + paddingHorizontal; tb.w = bounds_.w - paddingHorizontal * 2; dc.PushScissor(tb); } dc.DrawText(text_.c_str(), bounds_.x + tx, bounds_.centerY(), dc.theme->popupTitle.fgColor, ALIGN_LEFT | ALIGN_VCENTER); dc.Draw()->DrawImageStretch(dc.theme->whiteImage, bounds_.x, bounds_.y2()-2, bounds_.x2(), bounds_.y2(), dc.theme->popupTitle.fgColor); if (availableWidth < tw) { dc.PopScissor(); } }
void Button::Draw(UIContext &dc) { Style style = dc.theme->buttonStyle; if (HasFocus()) style = dc.theme->buttonFocusedStyle; if (down_) style = dc.theme->buttonDownStyle; if (!enabled_) style = dc.theme->buttonDisabledStyle; // dc.Draw()->DrawImage4Grid(style.image, bounds_.x, bounds_.y, bounds_.x2(), bounds_.y2(), style.bgColor); dc.FillRect(style.background, bounds_); float tw, th; dc.MeasureText(dc.theme->uiFont, text_.c_str(), &tw, &th); if (tw > bounds_.w) { dc.PushScissor(bounds_); } dc.SetFontStyle(dc.theme->uiFont); dc.DrawText(text_.c_str(), bounds_.centerX(), bounds_.centerY(), style.fgColor, ALIGN_CENTER); if (tw > bounds_.w) { dc.PopScissor(); } }
void SavedataButton::Draw(UIContext &dc) { GameInfo *ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), savePath_, GAMEINFO_WANTSIZE); Draw::Texture *texture = 0; u32 color = 0, shadowColor = 0; using namespace UI; if (ginfo->icon.texture) { texture = ginfo->icon.texture->GetTexture(); } 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->icon.timeLoaded) * 2)); shadowColor = blackAlpha(ease((time_now_d() - ginfo->icon.timeLoaded) * 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.GetDrawContext()->BindTexture(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_); const std::string currentTitle = ginfo->GetTitle(); if (!currentTitle.empty()) { title_ = CleanSaveString(currentTitle); } 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(), 1.0f, 1.0f, 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(); }