#include "ppsspp_config.h" #include #include "Common/System/Display.h" #include "Common/System/System.h" #include "Common/UI/UI.h" #include "Common/UI/View.h" #include "Common/UI/Context.h" #include "Common/Render/DrawBuffer.h" #include "Common/Render/Text/draw_text.h" #include "Common/Render/ManagedTexture.h" #include "Common/Log.h" #include "Common/LogReporting.h" UIContext::UIContext() { fontStyle_ = new UI::FontStyle(); bounds_ = Bounds(0, 0, g_display.dp_xres, g_display.dp_yres); } UIContext::~UIContext() { sampler_->Release(); delete fontStyle_; delete textDrawer_; } void UIContext::Init(Draw::DrawContext *thin3d, Draw::Pipeline *uipipe, Draw::Pipeline *uipipenotex, DrawBuffer *uidrawbuffer, DrawBuffer *uidrawbufferTop) { using namespace Draw; draw_ = thin3d; sampler_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR, 0.0, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, }); ui_pipeline_ = uipipe; ui_pipeline_notex_ = uipipenotex; uidrawbuffer_ = uidrawbuffer; uidrawbufferTop_ = uidrawbufferTop; textDrawer_ = TextDrawer::Create(thin3d); // May return nullptr if no implementation is available for this platform. } void UIContext::setUIAtlas(const std::string &name) { _dbg_assert_(!name.empty()); UIAtlas_ = name; } void UIContext::BeginFrame() { if (!uitexture_ || UIAtlas_ != lastUIAtlas_) { uitexture_ = CreateTextureFromFile(draw_, UIAtlas_.c_str(), ImageFileType::ZIM, false); lastUIAtlas_ = UIAtlas_; if (!fontTexture_) { #if PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID) // Don't bother with loading font_atlas.zim #else fontTexture_ = CreateTextureFromFile(draw_, "font_atlas.zim", ImageFileType::ZIM, false); #endif if (!fontTexture_) { // Load the smaller ascii font only, like on Android. For debug ui etc. fontTexture_ = CreateTextureFromFile(draw_, "asciifont_atlas.zim", ImageFileType::ZIM, false); if (!fontTexture_) { WARN_LOG(SYSTEM, "Failed to load font_atlas.zim or asciifont_atlas.zim"); } } } } uidrawbufferTop_->SetCurZ(0.0f); uidrawbuffer_->SetCurZ(0.0f); ActivateTopScissor(); } void UIContext::SetTintSaturation(float tint, float sat) { uidrawbuffer_->SetTintSaturation(tint, sat); uidrawbufferTop_->SetTintSaturation(tint, sat); } void UIContext::Begin() { BeginPipeline(ui_pipeline_, sampler_); } void UIContext::BeginNoTex() { draw_->BindSamplerStates(0, 1, &sampler_); UIBegin(ui_pipeline_notex_); } void UIContext::BeginPipeline(Draw::Pipeline *pipeline, Draw::SamplerState *samplerState) { _assert_(pipeline != nullptr); // Also clear out any other textures bound. Draw::SamplerState *samplers[3]{ samplerState }; draw_->BindSamplerStates(0, 3, samplers); Draw::Texture *textures[2]{}; draw_->BindTextures(1, 2, textures); RebindTexture(); UIBegin(pipeline); } void UIContext::RebindTexture() const { if (uitexture_) draw_->BindTexture(0, uitexture_->GetTexture()); } void UIContext::BindFontTexture() const { // Fall back to the UI texture, in case they have an old atlas. if (fontTexture_) draw_->BindTexture(0, fontTexture_->GetTexture()); else if (uitexture_) draw_->BindTexture(0, uitexture_->GetTexture()); } void UIContext::Flush() { if (uidrawbuffer_) { uidrawbuffer_->Flush(); } if (uidrawbufferTop_) { uidrawbufferTop_->Flush(); } } void UIContext::SetCurZ(float curZ) { ui_draw2d.SetCurZ(curZ); ui_draw2d_front.SetCurZ(curZ); } // TODO: Support transformed bounds using stencil instead. void UIContext::PushScissor(const Bounds &bounds) { Flush(); Bounds clipped = TransformBounds(bounds); if (scissorStack_.size()) clipped.Clip(scissorStack_.back()); else clipped.Clip(bounds_); scissorStack_.push_back(clipped); ActivateTopScissor(); } void UIContext::PopScissor() { Flush(); scissorStack_.pop_back(); ActivateTopScissor(); } Bounds UIContext::GetScissorBounds() { if (!scissorStack_.empty()) return scissorStack_.back(); else return bounds_; } Bounds UIContext::GetLayoutBounds() const { Bounds bounds = GetBounds(); float left = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT); float right = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT); float top = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP); float bottom = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM); // ILOG("Insets: %f %f %f %f", left, right, top, bottom); // Adjust left edge to compensate for cutouts (notches) if any. bounds.x += left; bounds.w -= (left + right); bounds.y += top; bounds.h -= (top + bottom); return bounds; } void UIContext::ActivateTopScissor() { Bounds bounds; if (scissorStack_.size()) { float scale_x = g_display.pixel_in_dps_x; float scale_y = g_display.pixel_in_dps_y; bounds = scissorStack_.back(); int x = floorf(scale_x * bounds.x); int y = floorf(scale_y * bounds.y); int w = std::max(0.0f, ceilf(scale_x * bounds.w)); int h = std::max(0.0f, ceilf(scale_y * bounds.h)); if (x < 0 || y < 0 || x + w > g_display.pixel_xres || y + h > g_display.pixel_yres) { // This won't actually report outside a game, but we can try. DEBUG_LOG(G3D, "UI scissor out of bounds in %sScreen: %d,%d-%d,%d / %d,%d", screenTag_ ? screenTag_ : "N/A", x, y, w, h, g_display.pixel_xres, g_display.pixel_yres); if (x < 0) { w += x; x = 0; } if (y < 0) { h += y; y = 0; } if (x >= g_display.pixel_xres) { x = g_display.pixel_xres - 1; } if (y >= g_display.pixel_yres) { y = g_display.pixel_yres - 1; } if (x + w > g_display.pixel_xres) { w = std::min(w, g_display.pixel_xres - x); } if (y + w > g_display.pixel_yres) { h = std::min(h, g_display.pixel_yres - y); } if (w == 0) w = 1; if (h == 0) h = 1; draw_->SetScissorRect(x, y, w, h); } else { // Avoid invalid rects if (w == 0) w = 1; if (h == 0) h = 1; draw_->SetScissorRect(x, y, w, h); } } else { // Avoid rounding errors draw_->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres); } } void UIContext::SetFontScale(float scaleX, float scaleY) { fontScaleX_ = scaleX; fontScaleY_ = scaleY; } void UIContext::SetFontStyle(const UI::FontStyle &fontStyle) { *fontStyle_ = fontStyle; if (textDrawer_) { textDrawer_->SetFontScale(fontScaleX_, fontScaleY_); textDrawer_->SetFont(fontStyle.fontName.c_str(), fontStyle.sizePts, fontStyle.flags); } } void UIContext::MeasureText(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, float *x, float *y, int align) const { _dbg_assert_(str != nullptr); MeasureTextCount(style, scaleX, scaleY, str, (int)strlen(str), x, y, align); } void UIContext::MeasureTextCount(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, float *x, float *y, int align) const { _dbg_assert_(str != nullptr); if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) { float sizeFactor = (float)style.sizePts / 24.0f; Draw()->SetFontScale(scaleX * sizeFactor, scaleY * sizeFactor); Draw()->MeasureTextCount(style.atlasFont, str, count, x, y); } else { textDrawer_->SetFont(style.fontName.c_str(), style.sizePts, style.flags); textDrawer_->SetFontScale(scaleX, scaleY); textDrawer_->MeasureString(str, count, x, y); textDrawer_->SetFont(fontStyle_->fontName.c_str(), fontStyle_->sizePts, fontStyle_->flags); } } void UIContext::MeasureTextRect(const UI::FontStyle &style, float scaleX, float scaleY, const char *str, int count, const Bounds &bounds, float *x, float *y, int align) const { _dbg_assert_(str != nullptr); if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) { float sizeFactor = (float)style.sizePts / 24.0f; Draw()->SetFontScale(scaleX * sizeFactor, scaleY * sizeFactor); Draw()->MeasureTextRect(style.atlasFont, str, count, bounds, x, y, align); } else { textDrawer_->SetFont(style.fontName.c_str(), style.sizePts, style.flags); textDrawer_->SetFontScale(scaleX, scaleY); textDrawer_->MeasureStringRect(str, count, bounds, x, y, align); textDrawer_->SetFont(fontStyle_->fontName.c_str(), fontStyle_->sizePts, fontStyle_->flags); } } void UIContext::DrawText(const char *str, float x, float y, uint32_t color, int align) { _dbg_assert_(str != nullptr); if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) { // Use the font texture if this font is in that texture instead. bool useFontTexture = Draw()->GetFontAtlas()->getFont(fontStyle_->atlasFont) != nullptr; if (useFontTexture) { Flush(); BindFontTexture(); } float sizeFactor = (float)fontStyle_->sizePts / 24.0f; Draw()->SetFontScale(fontScaleX_ * sizeFactor, fontScaleY_ * sizeFactor); Draw()->DrawText(fontStyle_->atlasFont, str, x, y, color, align); if (useFontTexture) Flush(); } else { textDrawer_->SetFontScale(fontScaleX_, fontScaleY_); textDrawer_->DrawString(*Draw(), str, x, y, color, align); } RebindTexture(); } void UIContext::DrawTextShadow(const char *str, float x, float y, uint32_t color, int align) { uint32_t alpha = (color >> 1) & 0xFF000000; DrawText(str, x + 2, y + 2, alpha, align); DrawText(str, x, y, color, align); } void UIContext::DrawTextRect(const char *str, const Bounds &bounds, uint32_t color, int align) { if (!textDrawer_ || (align & FLAG_DYNAMIC_ASCII)) { // Use the font texture if this font is in that texture instead. bool useFontTexture = Draw()->GetFontAtlas()->getFont(fontStyle_->atlasFont) != nullptr; if (useFontTexture) { Flush(); BindFontTexture(); } float sizeFactor = (float)fontStyle_->sizePts / 24.0f; Draw()->SetFontScale(fontScaleX_ * sizeFactor, fontScaleY_ * sizeFactor); Draw()->DrawTextRect(fontStyle_->atlasFont, str, bounds.x, bounds.y, bounds.w, bounds.h, color, align); if (useFontTexture) Flush(); } else { textDrawer_->SetFontScale(fontScaleX_, fontScaleY_); Bounds rounded = bounds; rounded.x = floorf(rounded.x); rounded.y = floorf(rounded.y); textDrawer_->DrawStringRect(*Draw(), str, rounded, color, align); } RebindTexture(); } static constexpr float MIN_TEXT_SCALE = 0.7f; float UIContext::CalculateTextScale(const char *text, float availWidth, float availHeight) const { float actualWidth, actualHeight; Bounds availBounds(0, 0, availWidth, availHeight); MeasureTextRect(theme->uiFont, 1.0f, 1.0f, text, (int)strlen(text), availBounds, &actualWidth, &actualHeight, ALIGN_VCENTER); if (actualWidth > availWidth) { return std::max(MIN_TEXT_SCALE, availWidth / actualWidth); } return 1.0f; } void UIContext::DrawTextRectSqueeze(const char *str, const Bounds &bounds, uint32_t color, int align) { float origScaleX = fontScaleX_; float origScaleY = fontScaleY_; float scale = CalculateTextScale(str, bounds.w / origScaleX, bounds.h / origScaleY); SetFontScale(scale * origScaleX, scale * origScaleY); Bounds textBounds(bounds.x, bounds.y, bounds.w, bounds.h); DrawTextRect(str, textBounds, color, align); SetFontScale(origScaleX, origScaleY); } void UIContext::DrawTextShadowRect(const char *str, const Bounds &bounds, uint32_t color, int align) { uint32_t alpha = (color >> 1) & 0xFF000000; Bounds shadowBounds(bounds.x+2, bounds.y+2, bounds.w, bounds.h); DrawTextRect(str, shadowBounds, alpha, align); DrawTextRect(str, bounds, color, align); } void UIContext::FillRect(const UI::Drawable &drawable, const Bounds &bounds) { // Only draw if alpha is non-zero. if ((drawable.color & 0xFF000000) == 0) return; switch (drawable.type) { case UI::DRAW_SOLID_COLOR: uidrawbuffer_->DrawImageCenterTexel(theme->whiteImage, bounds.x, bounds.y, bounds.x2(), bounds.y2(), drawable.color); break; case UI::DRAW_4GRID: uidrawbuffer_->DrawImage4Grid(drawable.image, bounds.x, bounds.y, bounds.x2(), bounds.y2(), drawable.color); break; case UI::DRAW_STRETCH_IMAGE: uidrawbuffer_->DrawImageStretch(drawable.image, bounds.x, bounds.y, bounds.x2(), bounds.y2(), drawable.color); break; case UI::DRAW_NOTHING: break; } } void UIContext::DrawRectDropShadow(const Bounds &bounds, float radius, float alpha, uint32_t color) { if (alpha <= 0.0f) return; color = colorAlpha(color, alpha); // Bias the shadow downwards a bit. Bounds shadowBounds = bounds.Expand(radius, 0.5 * radius, radius, 1.5 * radius); Draw()->DrawImage4Grid(theme->dropShadow4Grid, shadowBounds.x, shadowBounds.y, shadowBounds.x2(), shadowBounds.y2(), color, radius * (1.0f / 24.0f) * 2.0f); } void UIContext::DrawImageVGradient(ImageID image, uint32_t color1, uint32_t color2, const Bounds &bounds) { uidrawbuffer_->DrawImageStretchVGradient(image, bounds.x, bounds.y, bounds.x2(), bounds.y2(), color1, color2); } void UIContext::PushTransform(const UITransform &transform) { Flush(); using namespace Lin; Matrix4x4 m = Draw()->GetDrawMatrix(); const Vec3 &t = transform.translate; Vec3 scaledTranslate = Vec3( t.x * m.xx + t.y * m.xy + t.z * m.xz + m.xw, t.x * m.yx + t.y * m.yy + t.z * m.yz + m.yw, t.x * m.zx + t.y * m.zy + t.z * m.zz + m.zw); m.translateAndScale(scaledTranslate, transform.scale); Draw()->PushDrawMatrix(m); Draw()->PushAlpha(transform.alpha); transformStack_.push_back(transform); } void UIContext::PopTransform() { Flush(); transformStack_.pop_back(); Draw()->PopDrawMatrix(); Draw()->PopAlpha(); } Bounds UIContext::TransformBounds(const Bounds &bounds) { if (!transformStack_.empty()) { const UITransform t = transformStack_.back(); Bounds translated = bounds.Offset(t.translate.x, t.translate.y); // Scale around the center as the origin. float scaledX = (translated.x - g_display.dp_xres * 0.5f) * t.scale.x + g_display.dp_xres * 0.5f; float scaledY = (translated.y - g_display.dp_yres * 0.5f) * t.scale.y + g_display.dp_yres * 0.5f; return Bounds(scaledX, scaledY, translated.w * t.scale.x, translated.h * t.scale.y); } return bounds; }