Exemple #1
0
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();
	}
}
Exemple #2
0
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();
}
Exemple #3
0
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();
	}
}
Exemple #4
0
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();
	}
}
Exemple #5
0
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();
	}
}
Exemple #6
0
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();
}