ppsspp/ext/native/ui/ui_context.h
2016-08-07 16:49:50 -07:00

96 lines
2.8 KiB
C++

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