예제 #1
0
파일: ui.cpp 프로젝트: VOID001/ppsspp
void UIEnd() {
	ui_draw2d.End();
	ui_draw2d_front.End();

	ui_draw2d.Flush();
	ui_draw2d_front.Flush();
}
예제 #2
0
void UIEnd() {
	for (int i = 0; i < MAX_POINTERS; i++) {
		if (uistate.mousedown[i] == 0) {
			uistate.activeitem[i] = 0;
		} else {
			if (uistate.activeitem[i] == 0) {
				uistate.activeitem[i] = -1;
			}
		}
	}
	ui_draw2d.End();
	ui_draw2d_front.End();

	if (uistate.ui_tick > 0)
		uistate.ui_tick--;
	ui_draw2d.Flush();
	ui_draw2d_front.Flush();
}
예제 #3
0
파일: ui.cpp 프로젝트: VOID001/ppsspp
void UIFlush() {
	ui_draw2d.Flush();
	ui_draw2d_front.Flush();
}
예제 #4
0
int UITextureButton(UIContext *ctx, int id, const LayoutManager &layout, float w, float h, Texture *texture, int button_align, uint32_t color, int drop_shadow)	// uses current UI atlas for fetching images.
{
	float x, y;
	layout.GetPos(&w, &h, &x, &y);

	if (button_align & ALIGN_HCENTER) x -= w / 2;
	if (button_align & ALIGN_VCENTER) y -= h / 2;
	if (button_align & ALIGN_RIGHT) x -= w;
	if (button_align & ALIGN_BOTTOMRIGHT) y -= h;

	int txOffset = 0;
	int clicked = 0;
	for (int i = 0; i < MAX_POINTERS; i++) {
		// Check whether the button should be hot, use a generous margin for touch ease
		if (UIRegionHit(i, x, y, w, h, 8)) {
			uistate.hotitem[i] = id;
			if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
				uistate.activeitem[i] = id;
		}

		if (uistate.hotitem[i] == id) {
			if (uistate.activeitem[i] == id) {
				// Button is both 'hot' and 'active'
				txOffset = 2;
			} else {
				// Button is merely 'hot'
			}
		} else {
			// button is not hot, but it may be active
		}

		// If button is hot and active, but mouse button is not
		// down, the user must have clicked the button.
		if (uistate.mousedown[i] == 0 &&
			uistate.hotitem[i] == id &&
			uistate.activeitem[i] == id) {
				clicked = 1;
		}
	}
	if (texture) {
		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;
	}

	// Render button
	int dropsize = 10;
	if (drop_shadow && texture)
	{
		if (txOffset) {
			dropsize = 3;
			y += txOffset * 2;
		}
		ui_draw2d.DrawImage4Grid(drop_shadow, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5, 
			blackAlpha(0.5f), 1.0f);
		ui_draw2d.Flush(true);
	}

	if (texture) {
		texture->Bind(0);
	} else {
		ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w, color);
		ui_draw2d.Flush();

		Texture::Unbind();
	}
	ui_draw2d.DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color);

	ui_draw2d.Flush();
	ctx->RebindTexture();

	uistate.lastwidget = id;
	return clicked;
}
예제 #5
0
void TextDrawerWin32::DrawString(DrawBuffer &target, const char *str, float x, float y, uint32_t color, int align) {
	using namespace Draw;
	if (!strlen(str))
		return;

	uint32_t stringHash = hash::Adler32((const uint8_t *)str, strlen(str));
	uint32_t entryHash = stringHash ^ fontHash_ ^ (align << 24);

	target.Flush(true);

	TextStringEntry *entry;

	auto iter = cache_.find(entryHash);
	if (iter != cache_.end()) {
		entry = iter->second.get();
		entry->lastUsedFrame = frameCount_;
	} else {
		// Render the string to our bitmap and save to a GL texture.
		std::wstring wstr = ConvertUTF8ToWString(ReplaceAll(str, "\n", "\r\n"));
		SIZE size;

		auto iter = fontMap_.find(fontHash_);
		if (iter != fontMap_.end()) {
			SelectObject(ctx_->hDC, iter->second->hFont);
		}
		// Set text properties
		SetTextColor(ctx_->hDC, 0xFFFFFF);
		SetBkColor(ctx_->hDC, 0);
		SetTextAlign(ctx_->hDC, TA_TOP);

		// This matters for multi-line text - DT_CENTER is horizontal only.
		UINT dtAlign = (align & ALIGN_HCENTER) == 0 ? DT_LEFT : DT_CENTER;

		RECT textRect = { 0 };
		DrawTextExW(ctx_->hDC, (LPWSTR)wstr.c_str(), (int)wstr.size(), &textRect, DT_HIDEPREFIX | DT_TOP | dtAlign | DT_CALCRECT, 0);
		size.cx = textRect.right;
		size.cy = textRect.bottom;

		// GetTextExtentPoint32(ctx_->hDC, wstr.c_str(), (int)wstr.size(), &size);
		RECT rc = { 0 };
		rc.right = size.cx + 4;
		rc.bottom = size.cy + 4;
		FillRect(ctx_->hDC, &rc, (HBRUSH)GetStockObject(BLACK_BRUSH));
		//ExtTextOut(ctx_->hDC, 0, 0, ETO_OPAQUE | ETO_CLIPPED, NULL, wstr.c_str(), (int)wstr.size(), NULL);
		DrawTextExW(ctx_->hDC, (LPWSTR)wstr.c_str(), (int)wstr.size(), &rc, DT_HIDEPREFIX | DT_TOP | dtAlign, 0);

		if (size.cx > MAX_TEXT_WIDTH)
			size.cx = MAX_TEXT_WIDTH;
		if (size.cy > MAX_TEXT_HEIGHT)
			size.cy = MAX_TEXT_HEIGHT;

		entry = new TextStringEntry();
		entry->width = size.cx;
		entry->height = size.cy;
		entry->bmWidth = (size.cx + 3) & ~3;
		entry->bmHeight = (size.cy + 3) & ~3;
		entry->lastUsedFrame = frameCount_;

		DataFormat texFormat;
		// For our purposes these are equivalent, so just choose the supported one. D3D can emulate them.
		if (draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16) & FMT_TEXTURE)
			texFormat = Draw::DataFormat::A4R4G4B4_UNORM_PACK16;
		else if (draw_->GetDataFormatSupport(Draw::DataFormat::B4G4R4A4_UNORM_PACK16) & FMT_TEXTURE)
			texFormat = Draw::DataFormat::B4G4R4A4_UNORM_PACK16;
		else
			texFormat = Draw::DataFormat::R8G8B8A8_UNORM;

		// Convert the bitmap to a Thin3D compatible array of 16-bit pixels. Can't use a single channel format
		// because we need white. Well, we could using swizzle, but not all our backends support that.
		TextureDesc desc{};
		uint32_t *bitmapData32 = nullptr;
		uint16_t *bitmapData16 = nullptr;
		if (texFormat == Draw::DataFormat::R8G8B8A8_UNORM || texFormat == Draw::DataFormat::B8G8R8A8_UNORM) {
			bitmapData32 = new uint32_t[entry->bmWidth * entry->bmHeight];
			for (int y = 0; y < entry->bmHeight; y++) {
				for (int x = 0; x < entry->bmWidth; x++) {
					uint8_t bAlpha = (uint8_t)(ctx_->pBitmapBits[MAX_TEXT_WIDTH * y + x] & 0xff);
					bitmapData32[entry->bmWidth * y + x] = (bAlpha << 24) | 0x00ffffff;
				}
			}
			desc.initData.push_back((uint8_t *)bitmapData32);
		} else if (texFormat == Draw::DataFormat::B4G4R4A4_UNORM_PACK16) {
			bitmapData16 = new uint16_t[entry->bmWidth * entry->bmHeight];
			for (int y = 0; y < entry->bmHeight; y++) {
				for (int x = 0; x < entry->bmWidth; x++) {
					uint8_t bAlpha = (uint8_t)((ctx_->pBitmapBits[MAX_TEXT_WIDTH * y + x] & 0xff) >> 4);
					bitmapData16[entry->bmWidth * y + x] = (bAlpha) | 0xfff0;
				}
			}
			desc.initData.push_back((uint8_t *)bitmapData16);
		} else if (texFormat == Draw::DataFormat::A4R4G4B4_UNORM_PACK16) {