GUI: Fix hard shadow under HiDPI rendering (#4908)
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1bab29825a
commit
c577b1d616
5 changed files with 40 additions and 12 deletions
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@ -52,6 +52,7 @@ void VectorRenderer::drawStep(const Common::Rect &area, const Common::Rect &clip
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setStrokeWidth(step.stroke);
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setFillMode((FillMode)step.fillMode);
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setClippingRect(applyStepClippingRect(area, clip, step));
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setShadowIntensity(step.shadowIntensity);
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_dynamicData = extra;
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@ -92,6 +92,8 @@ struct DrawStep {
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uint32 scale; /**< scale of all the coordinates in FIXED POINT with 16 bits mantissa */
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uint32 shadowIntensity; /**< interval for drawing shadows in FIXED POINT with 16 bits mantissa */
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GUI::ThemeEngine::AutoScaleMode autoscale; /**< scale alphaimage if present */
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DrawStep() {
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@ -107,6 +109,7 @@ struct DrawStep {
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shadowFillMode = 0;
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extraData = 0;
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scale = 0;
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shadowIntensity = 1 << 16;
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autoscale = GUI::ThemeEngine::kAutoScaleNone;
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}
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};
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@ -375,6 +378,18 @@ public:
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_gradientFactor = factor;
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}
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/**
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* Sets the pixel interval for drawing shadows
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*
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* @param shadowIntensity interval for drawing shadows
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*/
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virtual void setShadowIntensity(uint32 shadowIntensity) {
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if (shadowIntensity > 0)
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_shadowIntensity = shadowIntensity;
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else
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warning("setShadowIntensity(): zero intensity");
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}
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/**
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* Sets the clipping rectangle to be used by draw calls.
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*
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@ -544,6 +559,7 @@ protected:
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uint32 _dynamicData; /**< Dynamic data from the GUI Theme that modifies the drawing of the current shape */
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int _gradientFactor; /**< Multiplication factor of the active gradient */
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uint32 _shadowIntensity; /**< Intensity of the shadow */
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};
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/** @} */
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} // End of namespace Graphics
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@ -1286,9 +1286,9 @@ drawRoundedSquare(int x, int y, int r, int w, int h) {
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&& y + h + Base::_shadowOffset + 1 < Base::_activeSurface->h
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&& h > (Base::_shadowOffset + 1) * 2) {
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if (useOriginal) {
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drawRoundedSquareShadow(x, y, r, w, h, Base::_shadowOffset);
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drawRoundedSquareShadow(x, y, r, w, h, Base::_shadowOffset, Base::_shadowIntensity);
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} else {
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drawRoundedSquareShadowClip(x, y, r, w, h, Base::_shadowOffset);
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drawRoundedSquareShadowClip(x, y, r, w, h, Base::_shadowOffset, Base::_shadowIntensity);
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}
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}
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@ -3666,7 +3666,7 @@ drawSquareShadowClip(int x, int y, int w, int h, int offset) {
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template<typename PixelType>
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void VectorRendererSpec<PixelType>::
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drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset) {
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drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset, uint32 shadowIntensity) {
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int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel;
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// "Harder" shadows when having lower BPP, since we will have artifacts (greenish tint on the modern theme)
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@ -3686,7 +3686,9 @@ drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset) {
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// Soft shadows are constructed by drawing increasingly
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// darker and smaller rectangles on top of each other.
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for (int i = offset; i >= 0; i--) {
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uint32 targetOffset = (uint32)offset << 16;
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int curOffset = 0;
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for (uint32 i = shadowIntensity; i <= targetOffset; i += shadowIntensity) {
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int f, ddF_x, ddF_y;
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int x, y, px, py;
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@ -3747,7 +3749,8 @@ drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset) {
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}
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// Make shadow smaller each iteration
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shadowRect.grow(-1);
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shadowRect.grow(curOffset - (i >> 16));
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curOffset = i >> 16;
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if (_shadowFillMode == kShadowExponential)
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// Multiply with expfactor
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@ -3757,7 +3760,7 @@ drawRoundedSquareShadow(int x1, int y1, int r, int w, int h, int offset) {
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template<typename PixelType>
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void VectorRendererSpec<PixelType>::
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drawRoundedSquareShadowClip(int x1, int y1, int r, int w, int h, int offset) {
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drawRoundedSquareShadowClip(int x1, int y1, int r, int w, int h, int offset, uint32 shadowIntensity) {
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int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel;
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// "Harder" shadows when having lower BPP, since we will have artifacts (greenish tint on the modern theme)
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@ -3777,7 +3780,13 @@ drawRoundedSquareShadowClip(int x1, int y1, int r, int w, int h, int offset) {
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// Soft shadows are constructed by drawing increasingly
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// darker and smaller rectangles on top of each other.
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for (int i = offset; i >= 0; i--) {
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// HACK: shadowIntensity is tailed with 16-bits mantissa. We also represent the
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// offset as a 16.16 fixed point number here as termination condition to simplify
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// looping logic.
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uint32 targetOffset = (uint32)offset << 16;
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int curOffset = 0;
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for (uint32 i = shadowIntensity; i <= targetOffset; i += shadowIntensity) {
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int f, ddF_x, ddF_y;
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int x, y, px, py;
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@ -3840,7 +3849,8 @@ drawRoundedSquareShadowClip(int x1, int y1, int r, int w, int h, int offset) {
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}
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// Make shadow smaller each iteration
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shadowRect.grow(-1);
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shadowRect.grow(curOffset - (i >> 16));
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curOffset = i >> 16;
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if (_shadowFillMode == kShadowExponential)
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// Multiply with expfactor
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@ -258,8 +258,8 @@ protected:
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*/
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virtual void drawSquareShadow(int x, int y, int w, int h, int offset);
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virtual void drawSquareShadowClip(int x, int y, int w, int h, int offset);
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virtual void drawRoundedSquareShadow(int x, int y, int r, int w, int h, int offset);
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virtual void drawRoundedSquareShadowClip(int x, int y, int r, int w, int h, int offset);
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virtual void drawRoundedSquareShadow(int x, int y, int r, int w, int h, int offset, uint32 shadowIntensity);
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virtual void drawRoundedSquareShadowClip(int x, int y, int r, int w, int h, int offset, uint32 shadowIntensity);
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/**
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* Calculates the color gradient on a given point.
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@ -380,8 +380,8 @@ protected:
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virtual void drawInteriorRoundedSquareAlg(int x1, int y1, int r, int w, int h, PixelType color, VectorRenderer::FillMode fill_m);
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virtual void drawRoundedSquareShadow(int x, int y, int r, int w, int h, int offset) {
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Base::drawRoundedSquareShadow(x, y, r, w, h, offset);
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virtual void drawRoundedSquareShadow(int x, int y, int r, int w, int h, int offset, uint32 shadowIntensity) {
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Base::drawRoundedSquareShadow(x, y, r, w, h, offset, shadowIntensity);
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}
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virtual void drawTabAlg(int x, int y, int w, int h, int r,
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@ -161,6 +161,7 @@ Graphics::DrawStep *ThemeParser::defaultDrawStep() {
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step->fillMode = Graphics::VectorRenderer::kFillDisabled;
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step->scale = (1 << 16);
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step->radius = 0xFF;
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step->shadowIntensity = SCALEVALUE((1 << 16));
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return step;
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}
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