mirror of
https://github.com/GreemDev/Ryujinx.git
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deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
591 lines
23 KiB
C#
591 lines
23 KiB
C#
using Ryujinx.HLE.Ui;
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using Ryujinx.Memory;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Processing;
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using SixLabors.ImageSharp.Drawing.Processing;
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using SixLabors.Fonts;
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.Numerics;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using SixLabors.ImageSharp.PixelFormats;
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using Ryujinx.Common;
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// Base class that generates the graphics for the software keyboard applet during inline mode.
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/// </summary>
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internal class SoftwareKeyboardRendererBase
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{
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public const int TextBoxBlinkThreshold = 8;
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const string MessageText = "Please use the keyboard to input text";
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const string AcceptText = "Accept";
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const string CancelText = "Cancel";
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const string ControllerToggleText = "Toggle input";
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private readonly object _bufferLock = new object();
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private RenderingSurfaceInfo _surfaceInfo = null;
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private Image<Argb32> _surface = null;
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private byte[] _bufferData = null;
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private Image _ryujinxLogo = null;
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private Image _padAcceptIcon = null;
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private Image _padCancelIcon = null;
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private Image _keyModeIcon = null;
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private float _textBoxOutlineWidth;
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private float _padPressedPenWidth;
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private Color _textNormalColor;
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private Color _textSelectedColor;
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private Color _textOverCursorColor;
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private IBrush _panelBrush;
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private IBrush _disabledBrush;
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private IBrush _cursorBrush;
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private IBrush _selectionBoxBrush;
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private Pen _textBoxOutlinePen;
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private Pen _cursorPen;
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private Pen _selectionBoxPen;
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private Pen _padPressedPen;
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private int _inputTextFontSize;
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private Font _messageFont;
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private Font _inputTextFont;
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private Font _labelsTextFont;
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private RectangleF _panelRectangle;
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private Point _logoPosition;
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private float _messagePositionY;
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public SoftwareKeyboardRendererBase(IHostUiTheme uiTheme)
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{
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int ryujinxLogoSize = 32;
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Stream logoStream = EmbeddedResources.GetStream("Ryujinx.Ui.Common/Resources/Logo_Ryujinx.png");
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_ryujinxLogo = LoadResource(logoStream, ryujinxLogoSize, ryujinxLogoSize);
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string padAcceptIconPath = "Ryujinx.HLE.HOS.Applets.SoftwareKeyboard.Resources.Icon_BtnA.png";
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string padCancelIconPath = "Ryujinx.HLE.HOS.Applets.SoftwareKeyboard.Resources.Icon_BtnB.png";
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string keyModeIconPath = "Ryujinx.HLE.HOS.Applets.SoftwareKeyboard.Resources.Icon_KeyF6.png";
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_padAcceptIcon = LoadResource(Assembly.GetExecutingAssembly(), padAcceptIconPath , 0, 0);
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_padCancelIcon = LoadResource(Assembly.GetExecutingAssembly(), padCancelIconPath , 0, 0);
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_keyModeIcon = LoadResource(Assembly.GetExecutingAssembly(), keyModeIconPath , 0, 0);
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Color panelColor = ToColor(uiTheme.DefaultBackgroundColor, 255);
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Color panelTransparentColor = ToColor(uiTheme.DefaultBackgroundColor, 150);
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Color borderColor = ToColor(uiTheme.DefaultBorderColor);
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Color selectionBackgroundColor = ToColor(uiTheme.SelectionBackgroundColor);
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_textNormalColor = ToColor(uiTheme.DefaultForegroundColor);
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_textSelectedColor = ToColor(uiTheme.SelectionForegroundColor);
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_textOverCursorColor = ToColor(uiTheme.DefaultForegroundColor, null, true);
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float cursorWidth = 2;
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_textBoxOutlineWidth = 2;
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_padPressedPenWidth = 2;
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_panelBrush = new SolidBrush(panelColor);
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_disabledBrush = new SolidBrush(panelTransparentColor);
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_cursorBrush = new SolidBrush(_textNormalColor);
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_selectionBoxBrush = new SolidBrush(selectionBackgroundColor);
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_textBoxOutlinePen = new Pen(borderColor, _textBoxOutlineWidth);
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_cursorPen = new Pen(_textNormalColor, cursorWidth);
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_selectionBoxPen = new Pen(selectionBackgroundColor, cursorWidth);
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_padPressedPen = new Pen(borderColor, _padPressedPenWidth);
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_inputTextFontSize = 20;
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CreateFonts(uiTheme.FontFamily);
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}
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private void CreateFonts(string uiThemeFontFamily)
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{
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// Try a list of fonts in case any of them is not available in the system.
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string[] availableFonts = new string[]
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{
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uiThemeFontFamily,
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"Liberation Sans",
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"FreeSans",
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"DejaVu Sans"
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};
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foreach (string fontFamily in availableFonts)
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{
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try
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{
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_messageFont = SystemFonts.CreateFont(fontFamily, 26, FontStyle.Regular);
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_inputTextFont = SystemFonts.CreateFont(fontFamily, _inputTextFontSize, FontStyle.Regular);
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_labelsTextFont = SystemFonts.CreateFont(fontFamily, 24, FontStyle.Regular);
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return;
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}
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catch
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{
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}
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}
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throw new Exception($"None of these fonts were found in the system: {String.Join(", ", availableFonts)}!");
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}
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private Color ToColor(ThemeColor color, byte? overrideAlpha = null, bool flipRgb = false)
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{
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var a = (byte)(color.A * 255);
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var r = (byte)(color.R * 255);
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var g = (byte)(color.G * 255);
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var b = (byte)(color.B * 255);
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if (flipRgb)
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{
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r = (byte)(255 - r);
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g = (byte)(255 - g);
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b = (byte)(255 - b);
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}
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return Color.FromRgba(r, g, b, overrideAlpha.GetValueOrDefault(a));
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}
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private Image LoadResource(Assembly assembly, string resourcePath, int newWidth, int newHeight)
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{
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Stream resourceStream = assembly.GetManifestResourceStream(resourcePath);
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return LoadResource(resourceStream, newWidth, newHeight);
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}
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private Image LoadResource(Stream resourceStream, int newWidth, int newHeight)
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{
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Debug.Assert(resourceStream != null);
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var image = Image.Load(resourceStream);
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if (newHeight != 0 && newWidth != 0)
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{
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image.Mutate(x => x.Resize(newWidth, newHeight, KnownResamplers.Lanczos3));
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}
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return image;
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}
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private void SetGraphicsOptions(IImageProcessingContext context)
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{
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context.GetGraphicsOptions().Antialias = true;
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context.GetShapeGraphicsOptions().GraphicsOptions.Antialias = true;
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}
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private void DrawImmutableElements()
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{
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if (_surface == null)
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{
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return;
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}
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_surface.Mutate(context =>
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{
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SetGraphicsOptions(context);
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context.Clear(Color.Transparent);
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context.Fill(_panelBrush, _panelRectangle);
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context.DrawImage(_ryujinxLogo, _logoPosition, 1);
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float halfWidth = _panelRectangle.Width / 2;
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float buttonsY = _panelRectangle.Y + 185;
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PointF disableButtonPosition = new PointF(halfWidth + 180, buttonsY);
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DrawControllerToggle(context, disableButtonPosition);
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});
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}
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public void DrawMutableElements(SoftwareKeyboardUiState state)
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{
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if (_surface == null)
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{
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return;
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}
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_surface.Mutate(context =>
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{
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var messageRectangle = MeasureString(MessageText, _messageFont);
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float messagePositionX = (_panelRectangle.Width - messageRectangle.Width) / 2 - messageRectangle.X;
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float messagePositionY = _messagePositionY - messageRectangle.Y;
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var messagePosition = new PointF(messagePositionX, messagePositionY);
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var messageBoundRectangle = new RectangleF(messagePositionX, messagePositionY, messageRectangle.Width, messageRectangle.Height);
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SetGraphicsOptions(context);
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context.Fill(_panelBrush, messageBoundRectangle);
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context.DrawText(MessageText, _messageFont, _textNormalColor, messagePosition);
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if (!state.TypingEnabled)
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{
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// Just draw a semi-transparent rectangle on top to fade the component with the background.
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// TODO (caian): This will not work if one decides to add make background semi-transparent as well.
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context.Fill(_disabledBrush, messageBoundRectangle);
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}
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DrawTextBox(context, state);
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float halfWidth = _panelRectangle.Width / 2;
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float buttonsY = _panelRectangle.Y + 185;
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PointF acceptButtonPosition = new PointF(halfWidth - 180, buttonsY);
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PointF cancelButtonPosition = new PointF(halfWidth , buttonsY);
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PointF disableButtonPosition = new PointF(halfWidth + 180, buttonsY);
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DrawPadButton(context, acceptButtonPosition, _padAcceptIcon, AcceptText, state.AcceptPressed, state.ControllerEnabled);
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DrawPadButton(context, cancelButtonPosition, _padCancelIcon, CancelText, state.CancelPressed, state.ControllerEnabled);
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});
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}
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public void CreateSurface(RenderingSurfaceInfo surfaceInfo)
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{
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if (_surfaceInfo != null)
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{
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return;
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}
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_surfaceInfo = surfaceInfo;
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Debug.Assert(_surfaceInfo.ColorFormat == Services.SurfaceFlinger.ColorFormat.A8B8G8R8);
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// Use the whole area of the image to draw, even the alignment, otherwise it may shear the final
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// image if the pitch is different.
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uint totalWidth = _surfaceInfo.Pitch / 4;
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uint totalHeight = _surfaceInfo.Size / _surfaceInfo.Pitch;
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Debug.Assert(_surfaceInfo.Width <= totalWidth);
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Debug.Assert(_surfaceInfo.Height <= totalHeight);
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Debug.Assert(_surfaceInfo.Pitch * _surfaceInfo.Height <= _surfaceInfo.Size);
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_surface = new Image<Argb32>((int)totalWidth, (int)totalHeight);
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ComputeConstants();
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DrawImmutableElements();
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}
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private void ComputeConstants()
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{
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int totalWidth = (int)_surfaceInfo.Width;
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int totalHeight = (int)_surfaceInfo.Height;
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int panelHeight = 240;
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int panelPositionY = totalHeight - panelHeight;
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_panelRectangle = new RectangleF(0, panelPositionY, totalWidth, panelHeight);
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_messagePositionY = panelPositionY + 60;
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int logoPositionX = (totalWidth - _ryujinxLogo.Width) / 2;
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int logoPositionY = panelPositionY + 18;
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_logoPosition = new Point(logoPositionX, logoPositionY);
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}
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private RectangleF MeasureString(string text, Font font)
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{
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RendererOptions options = new RendererOptions(font);
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FontRectangle rectangle = TextMeasurer.Measure(text == "" ? " " : text, options);
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if (text == "")
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{
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return new RectangleF(0, rectangle.Y, 0, rectangle.Height);
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}
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else
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{
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return new RectangleF(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
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}
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}
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private void DrawTextBox(IImageProcessingContext context, SoftwareKeyboardUiState state)
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{
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var inputTextRectangle = MeasureString(state.InputText, _inputTextFont);
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float boxWidth = (int)(Math.Max(300, inputTextRectangle.Width + inputTextRectangle.X + 8));
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float boxHeight = 32;
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float boxY = _panelRectangle.Y + 110;
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float boxX = (int)((_panelRectangle.Width - boxWidth) / 2);
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RectangleF boxRectangle = new RectangleF(boxX, boxY, boxWidth, boxHeight);
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RectangleF boundRectangle = new RectangleF(_panelRectangle.X, boxY - _textBoxOutlineWidth,
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_panelRectangle.Width, boxHeight + 2 * _textBoxOutlineWidth);
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context.Fill(_panelBrush, boundRectangle);
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context.Draw(_textBoxOutlinePen, boxRectangle);
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float inputTextX = (_panelRectangle.Width - inputTextRectangle.Width) / 2 - inputTextRectangle.X;
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float inputTextY = boxY + 5;
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var inputTextPosition = new PointF(inputTextX, inputTextY);
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context.DrawText(state.InputText, _inputTextFont, _textNormalColor, inputTextPosition);
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// Draw the cursor on top of the text and redraw the text with a different color if necessary.
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Color cursorTextColor;
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IBrush cursorBrush;
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Pen cursorPen;
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float cursorPositionYTop = inputTextY + 1;
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float cursorPositionYBottom = cursorPositionYTop + _inputTextFontSize + 1;
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float cursorPositionXLeft;
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float cursorPositionXRight;
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bool cursorVisible = false;
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if (state.CursorBegin != state.CursorEnd)
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{
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Debug.Assert(state.InputText.Length > 0);
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cursorTextColor = _textSelectedColor;
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cursorBrush = _selectionBoxBrush;
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cursorPen = _selectionBoxPen;
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string textUntilBegin = state.InputText.Substring(0, state.CursorBegin);
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string textUntilEnd = state.InputText.Substring(0, state.CursorEnd);
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var selectionBeginRectangle = MeasureString(textUntilBegin, _inputTextFont);
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var selectionEndRectangle = MeasureString(textUntilEnd , _inputTextFont);
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cursorVisible = true;
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cursorPositionXLeft = inputTextX + selectionBeginRectangle.Width + selectionBeginRectangle.X;
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cursorPositionXRight = inputTextX + selectionEndRectangle.Width + selectionEndRectangle.X;
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}
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else
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{
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cursorTextColor = _textOverCursorColor;
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cursorBrush = _cursorBrush;
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cursorPen = _cursorPen;
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if (state.TextBoxBlinkCounter < TextBoxBlinkThreshold)
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{
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// Show the blinking cursor.
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int cursorBegin = Math.Min(state.InputText.Length, state.CursorBegin);
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string textUntilCursor = state.InputText.Substring(0, cursorBegin);
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var cursorTextRectangle = MeasureString(textUntilCursor, _inputTextFont);
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cursorVisible = true;
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cursorPositionXLeft = inputTextX + cursorTextRectangle.Width + cursorTextRectangle.X;
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if (state.OverwriteMode)
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{
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// The blinking cursor is in overwrite mode so it takes the size of a character.
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if (state.CursorBegin < state.InputText.Length)
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{
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textUntilCursor = state.InputText.Substring(0, cursorBegin + 1);
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cursorTextRectangle = MeasureString(textUntilCursor, _inputTextFont);
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cursorPositionXRight = inputTextX + cursorTextRectangle.Width + cursorTextRectangle.X;
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}
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else
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{
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cursorPositionXRight = cursorPositionXLeft + _inputTextFontSize / 2;
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}
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}
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else
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{
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// The blinking cursor is in insert mode so it is only a line.
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cursorPositionXRight = cursorPositionXLeft;
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}
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}
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else
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{
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cursorPositionXLeft = inputTextX;
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cursorPositionXRight = inputTextX;
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}
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}
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if (state.TypingEnabled && cursorVisible)
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{
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float cursorWidth = cursorPositionXRight - cursorPositionXLeft;
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float cursorHeight = cursorPositionYBottom - cursorPositionYTop;
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if (cursorWidth == 0)
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{
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PointF[] points = new PointF[]
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{
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new PointF(cursorPositionXLeft, cursorPositionYTop),
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new PointF(cursorPositionXLeft, cursorPositionYBottom),
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};
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context.DrawLines(cursorPen, points);
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}
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else
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{
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var cursorRectangle = new RectangleF(cursorPositionXLeft, cursorPositionYTop, cursorWidth, cursorHeight);
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context.Draw(cursorPen , cursorRectangle);
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context.Fill(cursorBrush, cursorRectangle);
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Image<Argb32> textOverCursor = new Image<Argb32>((int)cursorRectangle.Width, (int)cursorRectangle.Height);
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textOverCursor.Mutate(context =>
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{
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var textRelativePosition = new PointF(inputTextPosition.X - cursorRectangle.X, inputTextPosition.Y - cursorRectangle.Y);
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context.DrawText(state.InputText, _inputTextFont, cursorTextColor, textRelativePosition);
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});
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var cursorPosition = new Point((int)cursorRectangle.X, (int)cursorRectangle.Y);
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context.DrawImage(textOverCursor, cursorPosition, 1);
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}
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}
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else if (!state.TypingEnabled)
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{
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// Just draw a semi-transparent rectangle on top to fade the component with the background.
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// TODO (caian): This will not work if one decides to add make background semi-transparent as well.
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context.Fill(_disabledBrush, boundRectangle);
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}
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}
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private void DrawPadButton(IImageProcessingContext context, PointF point, Image icon, string label, bool pressed, bool enabled)
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{
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// Use relative positions so we can center the the entire drawing later.
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float iconX = 0;
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float iconY = 0;
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float iconWidth = icon.Width;
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float iconHeight = icon.Height;
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var labelRectangle = MeasureString(label, _labelsTextFont);
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float labelPositionX = iconWidth + 8 - labelRectangle.X;
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float labelPositionY = 3;
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float fullWidth = labelPositionX + labelRectangle.Width + labelRectangle.X;
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float fullHeight = iconHeight;
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// Convert all relative positions into absolute.
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float originX = (int)(point.X - fullWidth / 2);
|
|
float originY = (int)(point.Y - fullHeight / 2);
|
|
|
|
iconX += originX;
|
|
iconY += originY;
|
|
|
|
var iconPosition = new Point((int)iconX, (int)iconY);
|
|
var labelPosition = new PointF(labelPositionX + originX, labelPositionY + originY);
|
|
|
|
var selectedRectangle = new RectangleF(originX - 2 * _padPressedPenWidth, originY - 2 * _padPressedPenWidth,
|
|
fullWidth + 4 * _padPressedPenWidth, fullHeight + 4 * _padPressedPenWidth);
|
|
|
|
var boundRectangle = new RectangleF(originX, originY, fullWidth, fullHeight);
|
|
boundRectangle.Inflate(4 * _padPressedPenWidth, 4 * _padPressedPenWidth);
|
|
|
|
context.Fill(_panelBrush, boundRectangle);
|
|
context.DrawImage(icon, iconPosition, 1);
|
|
context.DrawText(label, _labelsTextFont, _textNormalColor, labelPosition);
|
|
|
|
if (enabled)
|
|
{
|
|
if (pressed)
|
|
{
|
|
context.Draw(_padPressedPen, selectedRectangle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Just draw a semi-transparent rectangle on top to fade the component with the background.
|
|
// TODO (caian): This will not work if one decides to add make background semi-transparent as well.
|
|
|
|
context.Fill(_disabledBrush, boundRectangle);
|
|
}
|
|
}
|
|
|
|
private void DrawControllerToggle(IImageProcessingContext context, PointF point)
|
|
{
|
|
var labelRectangle = MeasureString(ControllerToggleText, _labelsTextFont);
|
|
|
|
// Use relative positions so we can center the the entire drawing later.
|
|
|
|
float keyWidth = _keyModeIcon.Width;
|
|
float keyHeight = _keyModeIcon.Height;
|
|
|
|
float labelPositionX = keyWidth + 8 - labelRectangle.X;
|
|
float labelPositionY = -labelRectangle.Y - 1;
|
|
|
|
float keyX = 0;
|
|
float keyY = (int)((labelPositionY + labelRectangle.Height - keyHeight) / 2);
|
|
|
|
float fullWidth = labelPositionX + labelRectangle.Width;
|
|
float fullHeight = Math.Max(labelPositionY + labelRectangle.Height, keyHeight);
|
|
|
|
// Convert all relative positions into absolute.
|
|
|
|
float originX = (int)(point.X - fullWidth / 2);
|
|
float originY = (int)(point.Y - fullHeight / 2);
|
|
|
|
keyX += originX;
|
|
keyY += originY;
|
|
|
|
var labelPosition = new PointF(labelPositionX + originX, labelPositionY + originY);
|
|
var overlayPosition = new Point((int)keyX, (int)keyY);
|
|
|
|
context.DrawImage(_keyModeIcon, overlayPosition, 1);
|
|
context.DrawText(ControllerToggleText, _labelsTextFont, _textNormalColor, labelPosition);
|
|
}
|
|
|
|
public void CopyImageToBuffer()
|
|
{
|
|
lock (_bufferLock)
|
|
{
|
|
if (_surface == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Convert the pixel format used in the image to the one used in the Switch surface.
|
|
|
|
if (!_surface.TryGetSinglePixelSpan(out Span<Argb32> pixels))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_bufferData = MemoryMarshal.AsBytes(pixels).ToArray();
|
|
Span<uint> dataConvert = MemoryMarshal.Cast<byte, uint>(_bufferData);
|
|
|
|
Debug.Assert(_bufferData.Length == _surfaceInfo.Size);
|
|
|
|
for (int i = 0; i < dataConvert.Length; i++)
|
|
{
|
|
dataConvert[i] = BitOperations.RotateRight(dataConvert[i], 8);
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool WriteBufferToMemory(IVirtualMemoryManager destination, ulong position)
|
|
{
|
|
lock (_bufferLock)
|
|
{
|
|
if (_bufferData == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
try
|
|
{
|
|
destination.Write(position, _bufferData);
|
|
}
|
|
catch
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|