コード例 #1
0
ファイル: PauseScreen.cpp プロジェクト: chinhodado/ppsspp
void AsyncImageFileView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
	// TODO: involve sizemode
	if (texture_) {
		float texw = (float)texture_->Width();
		float texh = (float)texture_->Height();
		switch (sizeMode_) {
		case UI::IS_DEFAULT:
		default:
			w = texw;
			h = texh;
			break;
		}
	} else {
		w = 16;
		h = 16;
	}
}
コード例 #2
0
ファイル: Store.cpp プロジェクト: BlueSplash/ppsspp
void HttpImageFileView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
	switch (sizeMode_) {
	case UI::IS_FIXED:
		w = fixedSizeW_;
		h = fixedSizeH_;
		break;
	case UI::IS_DEFAULT:
	default:
		if (texture_) {
			float texw = (float)texture_->Width();
			float texh = (float)texture_->Height();
			w = texw;
			h = texh;
		} else {
			w = 16;
			h = 16;
		}
		break;
	}
}
コード例 #3
0
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();
}