inline the image drawing functions

This commit is contained in:
Henrik Rydgård committed 2026-11-01 10:29:43 +01:00
1 parent ede471aee6
commit b11a2b173e
1 file changed
+67 -72
+67 -72
View File
@@ -107,76 +107,6 @@ static ImageID ChooseGameIcon(const std::shared_ptr<GameInfo> &ginfo) {
}
}
// Grid style. Fallback
void DrawIconWithTextGrid(UIContext &dc, ImageID image, std::string_view text, const Bounds &bounds, const UI::Style &style) {
float tw, th;
dc.MeasureText(dc.GetFontStyle(), g_Config.fGameGridScale, g_Config.fGameGridScale, text, &tw, &th, 0);
dc.PushScissor(bounds);
const FontStyle *fontStyle = GetTextStyle(dc, UI::TextSize::Small);
dc.SetFontStyle(*GetTextStyle(dc, UI::TextSize::Small));
int iconSize = image == ImageID("I_UP_DIRECTORY") ? (float)dc.Draw()->GetAtlas()->getImage(image)->h : bounds.h * 0.3f;
float textWidth = 0.0f;
float textHeight = 0;
dc.MeasureTextRect(*fontStyle, 1.0f, 1.0f, text, bounds.w - 10, &textWidth, &textHeight, ALIGN_HCENTER | FLAG_WRAP_TEXT);
int totalHeight = iconSize + (int)textHeight;
const float y = std::max(0.0f, bounds.h / 2.0f - totalHeight / 2.0f);
if (image.isValid()) {
const AtlasImage *img = dc.Draw()->GetAtlas()->getImage(image);
if (img && img->h > 0) {
dc.RebindTexture();
dc.Draw()->DrawImage(image, bounds.centerX(), bounds.y + y + 2, iconSize / (float)img->h, style.fgColor, ALIGN_TOP | ALIGN_HCENTER);
}
}
if (image != ImageID("I_UP_DIRECTORY") && image != ImageID("I_PIN") && image != ImageID("I_UNPIN")) {
dc.DrawTextRect(text, bounds.Inset(5, y + iconSize + 4, 5, 2), style.fgColor, ALIGN_HCENTER | FLAG_WRAP_TEXT);
}
dc.SetFontStyle(dc.GetTheme().uiFont);
dc.PopScissor();
}
// List, large list
// In the list views, rightText (like a game ID) goes at the right edge, as for a game with a picture.
void DrawIconWithTextList(UIContext &dc, ImageID image, std::string_view text, const Bounds &bounds, GameBrowserViewMode viewMode, const UI::Style &style, std::string_view rightText) {
float tw, th;
dc.MeasureText(dc.GetFontStyle(), 1.0f, 1.0f, text, &tw, &th, 0);
const float textX = ListTextX(viewMode);
if (viewMode == GameBrowserViewMode::LARGE_LIST) {
const float scale = g_Config.fGameGridScale;
dc.Draw()->DrawImage(image, bounds.x + LARGE_LIST_LEFT_PAD + LARGE_LIST_ICON_W * 0.5f * scale, bounds.centerY(), 0.88f * scale, style.fgColor, ALIGN_CENTER);
} else {
dc.Draw()->DrawImage(image, bounds.x + 72, bounds.centerY(), 0.88f, style.fgColor, ALIGN_CENTER);
}
float tx = textX;
int availableWidth = bounds.w - textX - ListTextRightMargin(viewMode);
if (!rightText.empty()) {
float vw, vh;
dc.MeasureText(dc.GetFontStyle(), 0.7f, 0.7f, rightText, &vw, &vh, 0);
availableWidth -= vw + 20;
dc.SetFontScale(0.7f, 0.7f);
dc.DrawText(rightText, bounds.x + availableWidth + textX + 10, bounds.centerY(), style.fgColor, ALIGN_VCENTER);
dc.SetFontScale(1.0f, 1.0f);
}
float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f;
if (availableWidth < tw) {
tx -= (1.0f + sin(time_now_d() * 1.5f)) * sineWidth;
Bounds tb = bounds;
tb.x = bounds.x + textX;
tb.w = availableWidth;
dc.PushScissor(tb);
}
dc.DrawText(text, bounds.x + tx, bounds.centerY(), style.fgColor, ALIGN_VCENTER | FLAG_WRAP_TEXT);
if (availableWidth < tw) {
dc.PopScissor();
}
}
void GameButton::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
switch (viewMode_) {
case GameBrowserViewMode::GRID:
@@ -363,9 +293,74 @@ void GameButton::Draw(UIContext &dc) {
if (!IsEnabled()) style = dc.GetTheme().itemDisabledStyle;
if (viewMode_ == GameBrowserViewMode::GRID) {
DrawIconWithTextGrid(dc, imageIcon, text, bounds_, style);
Bounds bounds = bounds_;
float tw, th;
dc.MeasureText(dc.GetFontStyle(), g_Config.fGameGridScale, g_Config.fGameGridScale, text, &tw, &th, 0);
dc.PushScissor(bounds);
const FontStyle *fontStyle = GetTextStyle(dc, UI::TextSize::Small);
dc.SetFontStyle(*GetTextStyle(dc, UI::TextSize::Small));
int iconSize = imageIcon == ImageID("I_UP_DIRECTORY") ? (float)dc.Draw()->GetAtlas()->getImage(imageIcon)->h : bounds.h * 0.3f;
float textWidth = 0.0f;
float textHeight = 0;
dc.MeasureTextRect(*fontStyle, 1.0f, 1.0f, text, bounds.w - 10, &textWidth, &textHeight, ALIGN_HCENTER | FLAG_WRAP_TEXT);
int totalHeight = iconSize + (int)textHeight;
const float y = std::max(0.0f, bounds.h / 2.0f - totalHeight / 2.0f);
if (imageIcon.isValid()) {
const AtlasImage *img = dc.Draw()->GetAtlas()->getImage(imageIcon);
if (img && img->h > 0) {
dc.RebindTexture();
dc.Draw()->DrawImage(imageIcon, bounds.centerX(), bounds.y + y + 2, iconSize / (float)img->h, style.fgColor, ALIGN_TOP | ALIGN_HCENTER);
}
}
if (imageIcon != ImageID("I_UP_DIRECTORY") && imageIcon != ImageID("I_PIN") && imageIcon != ImageID("I_UNPIN")) {
dc.DrawTextRect(text, bounds.Inset(5, y + iconSize + 4, 5, 2), style.fgColor, ALIGN_HCENTER | FLAG_WRAP_TEXT);
}
dc.SetFontStyle(dc.GetTheme().uiFont);
dc.PopScissor();
} else {
DrawIconWithTextList(dc, imageIcon, text, bounds_, viewMode_, style, g_Config.bShowIDOnGameIcon ? std::string_view(id_version) : std::string_view());
Bounds bounds = bounds_;
std::string_view rightText = g_Config.bShowIDOnGameIcon ? std::string_view(id_version) : std::string_view();
float tw, th;
dc.MeasureText(dc.GetFontStyle(), 1.0f, 1.0f, text, &tw, &th, 0);
const float textX = ListTextX(viewMode_);
if (viewMode_ == GameBrowserViewMode::LARGE_LIST) {
const float scale = g_Config.fGameGridScale;
dc.Draw()->DrawImage(imageIcon, bounds.x + LARGE_LIST_LEFT_PAD + LARGE_LIST_ICON_W * 0.5f * scale, bounds.centerY(), 0.88f * scale, style.fgColor, ALIGN_CENTER);
} else {
dc.Draw()->DrawImage(imageIcon, bounds.x + 72, bounds.centerY(), 0.88f, style.fgColor, ALIGN_CENTER);
}
float tx = textX;
int availableWidth = bounds.w - textX - ListTextRightMargin(viewMode_);
if (!rightText.empty()) {
float vw, vh;
dc.MeasureText(dc.GetFontStyle(), 0.7f, 0.7f, rightText, &vw, &vh, 0);
availableWidth -= vw + 20;
dc.SetFontScale(0.7f, 0.7f);
dc.DrawText(rightText, bounds.x + availableWidth + textX + 10, bounds.centerY(), style.fgColor, ALIGN_VCENTER);
dc.SetFontScale(1.0f, 1.0f);
}
float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f;
if (availableWidth < tw) {
tx -= (1.0f + sin(time_now_d() * 1.5f)) * sineWidth;
Bounds tb = bounds;
tb.x = bounds.x + textX;
tb.w = availableWidth;
dc.PushScissor(tb);
}
dc.DrawText(text, bounds.x + tx, bounds.centerY(), style.fgColor, ALIGN_VCENTER | FLAG_WRAP_TEXT);
if (availableWidth < tw) {
dc.PopScissor();
}
}
} else {
/*