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96 lines
2.8 KiB
C++
96 lines
2.8 KiB
C++
#pragma once
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#include <vector>
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#include "base/basictypes.h"
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#include "math/geom2d.h"
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#include "gfx/texture_atlas.h"
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// Everything you need to draw a UI collected into a single unit that can be passed around.
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// Everything forward declared so this header is safe everywhere.
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class Thin3DContext;
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class Thin3DShaderSet;
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class Thin3DDepthStencilState;
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class Thin3DTexture;
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class Thin3DBlendState;
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class Thin3DSamplerState;
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class Texture;
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class DrawBuffer;
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class TextDrawer;
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namespace UI {
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struct Drawable;
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struct Theme;
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struct FontStyle;
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}
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class DrawBuffer;
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class UIContext {
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public:
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UIContext();
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~UIContext();
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void Init(Thin3DContext *thin3d, Thin3DShaderSet *uiShaderTex, Thin3DShaderSet *uiShaderNoTex, Thin3DTexture *uitexture, DrawBuffer *uidrawbuffer, DrawBuffer *uidrawbufferTop);
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void Begin();
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void BeginNoTex();
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void Flush();
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void End();
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void RebindTexture() const;
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// TODO: Support transformed bounds using stencil
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void PushScissor(const Bounds &bounds);
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void PopScissor();
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Bounds GetScissorBounds();
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void ActivateTopScissor();
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DrawBuffer *Draw() const { return uidrawbuffer_; }
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DrawBuffer *DrawTop() const { return uidrawbufferTop_; }
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const UI::Theme *theme;
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// Utility methods
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TextDrawer *Text() const { return textDrawer_; }
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void SetFontStyle(const UI::FontStyle &style);
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const UI::FontStyle &GetFontStyle() { return *fontStyle_; }
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void SetFontScale(float scaleX, float scaleY);
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void MeasureTextCount(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, float *x, float *y, int align = 0) const;
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void MeasureText(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, float *x, float *y, int align = 0) const;
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void MeasureTextRect(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, const Bounds &bounds, float *x, float *y, int align = 0) const;
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void DrawText(const char *str, float x, float y, uint32_t color, int align = 0);
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void DrawTextShadow(const char *str, float x, float y, uint32_t color, int align = 0);
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void DrawTextRect(const char *str, const Bounds &bounds, uint32_t color, int align = 0);
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void FillRect(const UI::Drawable &drawable, const Bounds &bounds);
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// in dps, like dp_xres and dp_yres
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void SetBounds(const Bounds &b) { bounds_ = b; }
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const Bounds &GetBounds() const { return bounds_; }
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Thin3DContext *GetThin3DContext() { return thin3d_; }
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private:
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Thin3DContext *thin3d_;
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Bounds bounds_;
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float fontScaleX_;
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float fontScaleY_;
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UI::FontStyle *fontStyle_;
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TextDrawer *textDrawer_;
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Thin3DContext *thin3D_;
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Thin3DDepthStencilState *depth_;
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Thin3DBlendState *blend_;
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Thin3DSamplerState *sampler_;
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Thin3DShaderSet *uishader_;
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Thin3DShaderSet *uishadernotex_;
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Thin3DTexture *uitexture_;
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DrawBuffer *uidrawbuffer_;
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DrawBuffer *uidrawbufferTop_;
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std::vector<Bounds> scissorStack_;
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};
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