示例#1
0
文件: view.cpp 项目: kg/ppsspp
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();
	}
}
示例#2
0
void DrawProfile(UIContext &ui) {
#ifdef USE_PROFILER
    int numCategories = Profiler_GetNumCategories();
    int historyLength = Profiler_GetHistoryLength();

    ui.SetFontStyle(ui.theme->uiFont);

    static float lastMaxVal = 1.0f / 60.0f;
    float legendMinVal = lastMaxVal * (1.0f / 120.0f);

    std::vector<float> history;
    std::vector<ProfileCatStatus> catStatus;
    history.resize(historyLength);
    catStatus.resize(numCategories);

    float rowH = 30.0f;
    float legendHeight = 0.0f;
    float legendWidth = 80.0f;
    for (int i = 0; i < numCategories; i++) {
        const char *name = Profiler_GetCategoryName(i);
        if (!strcmp(name, "timing")) {
            catStatus[i] = PROFILE_CAT_IGNORE;
            continue;
        }

        Profiler_GetHistory(i, &history[0], historyLength);
        catStatus[i] = PROFILE_CAT_NOLEGEND;
        for (int j = 0; j < historyLength; ++j) {
            if (history[j] > legendMinVal) {
                catStatus[i] = PROFILE_CAT_VISIBLE;
                break;
            }
        }

        // So they don't move horizontally, we always measure.
        float w = 0.0f, h = 0.0f;
        ui.MeasureText(ui.GetFontStyle(), name, &w, &h);
        if (w > legendWidth) {
            legendWidth = w;
        }
        legendHeight += rowH;
    }
    legendWidth += 20.0f;

    float legendStartY = legendHeight > ui.GetBounds().centerY() ? ui.GetBounds().y2() - legendHeight : ui.GetBounds().centerY();
    float legendStartX = ui.GetBounds().x2() - std::min(legendWidth, 200.0f);

    const uint32_t opacity = 140 << 24;

    int legendNum = 0;
    for (int i = 0; i < numCategories; i++) {
        const char *name = Profiler_GetCategoryName(i);
        uint32_t color = nice_colors[i % ARRAY_SIZE(nice_colors)];

        if (catStatus[i] == PROFILE_CAT_VISIBLE) {
            float y = legendStartY + legendNum++ * rowH;
            ui.FillRect(UI::Drawable(opacity | color), Bounds(legendStartX, y, rowH - 2, rowH - 2));
            ui.DrawTextShadow(name, legendStartX + rowH + 2, y, 0xFFFFFFFF, ALIGN_VBASELINE);
        }
    }

    float graphWidth = ui.GetBounds().x2() - legendWidth - 20.0f;
    float graphHeight = ui.GetBounds().h * 0.8f;

    float dx = graphWidth / historyLength;

    /*
    ui.Flush();

    ui.BeginNoTex();
    */

    bool area = true;
    float minVal = 0.0f;
    float maxVal = lastMaxVal;  // TODO - adjust to frame length
    if (maxVal < 0.001f)
        maxVal = 0.001f;
    if (maxVal > 1.0f / 15.0f)
        maxVal = 1.0f / 15.0f;

    float scale = (graphHeight) / (maxVal - minVal);

    float y_60th = ui.GetBounds().y2() - 10 - (1.0f / 60.0f) * scale;
    float y_1ms = ui.GetBounds().y2() - 10 - (1.0f / 1000.0f) * scale;

    ui.FillRect(UI::Drawable(0x80FFFF00), Bounds(0, y_60th, graphWidth, 2));
    ui.FillRect(UI::Drawable(0x80FFFF00), Bounds(0, y_1ms, graphWidth, 2));
    ui.DrawTextShadow("1/60s", 5, y_60th, 0x80FFFF00);
    ui.DrawTextShadow("1ms", 5, y_1ms, 0x80FFFF00);

    std::vector<float> total;
    total.resize(historyLength);

    maxVal = 0.0f;
    float maxTotal = 0.0f;
    for (int i = 0; i < numCategories; i++) {
        if (catStatus[i] == PROFILE_CAT_IGNORE) {
            continue;
        }
        Profiler_GetHistory(i, &history[0], historyLength);

        float x = 10;
        uint32_t col = nice_colors[i % ARRAY_SIZE(nice_colors)];
        if (area)
            col = opacity | (col & 0xFFFFFF);
        UI::Drawable color(col);
        UI::Drawable outline((opacity >> 1) | 0xFFFFFF);

        if (area) {
            for (int n = 0; n < historyLength; n++) {
                float val = history[n];
                float valY1 = ui.GetBounds().y2() - 10 - (val + total[n]) * scale;
                float valY2 = ui.GetBounds().y2() - 10 - total[n] * scale;
                ui.FillRect(outline, Bounds(x, valY2, dx, 1.0f));
                ui.FillRect(color, Bounds(x, valY1, dx, valY2 - valY1));
                x += dx;
                total[n] += val;
            }
        } else {
            for (int n = 0; n < historyLength; n++) {
                float val = history[n];
                if (val > maxVal)
                    maxVal = val;
                float valY = ui.GetBounds().y2() - 10 - history[n] * scale;
                ui.FillRect(color, Bounds(x, valY, dx, 5));
                x += dx;
            }
        }
    }

    for (int n = 0; n < historyLength; n++) {
        if (total[n] > maxTotal)
            maxTotal = total[n];
    }

    if (area) {
        maxVal = maxTotal;
    }

    lastMaxVal = lastMaxVal * 0.95f + maxVal * 0.05f;
#endif
}
示例#3
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();
}