1
0
Fork 0
mirror of https://github.com/Atmosphere-NX/Atmosphere.git synced 2024-11-08 13:11:49 +00:00
Atmosphere/troposphere/daybreak/source/ui_util.cpp

204 lines
8.2 KiB
C++
Raw Normal View History

/*
* Copyright (c) 2020 Adubbz
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU General Public License,
* version 2, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ui_util.hpp"
#include <cstdio>
#include <math.h>
namespace dbk {
namespace {
constexpr const char *SwitchStandardFont = "switch-standard";
constexpr float WindowCornerRadius = 20.0f;
constexpr float TextAreaCornerRadius = 10.0f;
constexpr float ButtonCornerRaidus = 3.0f;
NVGcolor GetSelectionRGB2(u64 ns) {
/* Calculate the rgb values for the breathing colour effect. */
const double t = static_cast<double>(ns) / 1'000'000'000.0d;
const float d = -0.5 * cos(3.0f*t) + 0.5f;
const int r2 = 83 + (float)(128 - 83) * (d * 0.7f + 0.3f);
const int g2 = 71 + (float)(126 - 71) * (d * 0.7f + 0.3f);
const int b2 = 185 + (float)(230 - 185) * (d * 0.7f + 0.3f);
return nvgRGB(r2, g2, b2);
}
}
void DrawStar(NVGcontext *vg, float x, float y, float width) {
nvgBeginPath(vg);
nvgEllipse(vg, x, y, width, width * 3.0f);
nvgEllipse(vg, x, y, width * 3.0f, width);
nvgFillColor(vg, nvgRGB(65, 71, 115));
nvgFill(vg);
}
void DrawBackground(NVGcontext *vg, float w, float h) {
/* Draw the background gradient. */
const NVGpaint bg_paint = nvgLinearGradient(vg, w / 2.0f, 0, w / 2.0f, h + 20.0f, nvgRGB(20, 24, 50), nvgRGB(46, 57, 127));
nvgBeginPath(vg);
nvgRect(vg, 0, 0, w, h);
nvgFillPaint(vg, bg_paint);
nvgFill(vg);
}
void DrawWindow(NVGcontext *vg, const char *title, float x, float y, float w, float h) {
/* Draw the window background. */
const NVGpaint window_bg_paint = nvgLinearGradient(vg, x + w / 2.0f, y, x + w / 2.0f, y + h + h / 4.0f, nvgRGB(255, 255, 255), nvgRGB(188, 214, 234));
nvgBeginPath(vg);
nvgRoundedRect(vg, x, y, w, h, WindowCornerRadius);
nvgFillPaint(vg, window_bg_paint);
nvgFill(vg);
/* Draw the shadow surrounding the window. */
NVGpaint shadowPaint = nvgBoxGradient(vg, x, y + 2, w, h, WindowCornerRadius * 2, 10, nvgRGBA(0, 0, 0, 128), nvgRGBA(0, 0, 0, 0));
nvgBeginPath(vg);
nvgRect(vg, x - 10, y - 10, w + 20, h + 30);
nvgRoundedRect(vg, x, y, w, h, WindowCornerRadius);
nvgPathWinding(vg, NVG_HOLE);
nvgFillPaint(vg, shadowPaint);
nvgFill(vg);
/* Setup the font. */
nvgFontSize(vg, 32.0f);
nvgFontFace(vg, SwitchStandardFont);
nvgTextAlign(vg, NVG_ALIGN_LEFT | NVG_ALIGN_MIDDLE);
nvgFillColor(vg, nvgRGB(0, 0, 0));
/* Draw the title. */
const float tw = nvgTextBounds(vg, 0, 0, title, nullptr, nullptr);
nvgText(vg, x + w * 0.5f - tw * 0.5f, y + 40.0f, title, nullptr);
}
void DrawButton(NVGcontext *vg, const char *text, float x, float y, float w, float h, ButtonStyle style, u64 ns) {
/* Fill the background if selected. */
if (style == ButtonStyle::StandardSelected || style == ButtonStyle::FileSelectSelected) {
NVGpaint bg_paint = nvgLinearGradient(vg, x, y + h / 2.0f, x + w, y + h / 2.0f, nvgRGB(83, 71, 185), GetSelectionRGB2(ns));
nvgBeginPath(vg);
nvgRoundedRect(vg, x, y, w, h, ButtonCornerRaidus);
nvgFillPaint(vg, bg_paint);
nvgFill(vg);
}
/* Draw the shadow surrounding the button. */
if (style == ButtonStyle::Standard || style == ButtonStyle::StandardSelected || style == ButtonStyle::StandardDisabled || style == ButtonStyle::FileSelectSelected) {
const unsigned char shadow_color = style == ButtonStyle::Standard ? 128 : 64;
NVGpaint shadow_paint = nvgBoxGradient(vg, x, y, w, h, ButtonCornerRaidus, 5, nvgRGBA(0, 0, 0, shadow_color), nvgRGBA(0, 0, 0, 0));
nvgBeginPath(vg);
nvgRect(vg, x - 10, y - 10, w + 20, h + 30);
nvgRoundedRect(vg, x, y, w, h, ButtonCornerRaidus);
nvgPathWinding(vg, NVG_HOLE);
nvgFillPaint(vg, shadow_paint);
nvgFill(vg);
}
/* Setup the font. */
nvgFontSize(vg, 20.0f);
nvgFontFace(vg, SwitchStandardFont);
nvgTextAlign(vg, NVG_ALIGN_LEFT | NVG_ALIGN_MIDDLE);
/* Set the text colour. */
if (style == ButtonStyle::StandardSelected || style == ButtonStyle::FileSelectSelected) {
nvgFillColor(vg, nvgRGB(255, 255, 255));
} else {
const unsigned char alpha = style == ButtonStyle::StandardDisabled ? 64 : 255;
nvgFillColor(vg, nvgRGBA(0, 0, 0, alpha));
}
/* Draw the button text. */
const float tw = nvgTextBounds(vg, 0, 0, text, nullptr, nullptr);
if (style == ButtonStyle::Standard || style == ButtonStyle::StandardSelected || style == ButtonStyle::StandardDisabled) {
nvgText(vg, x + w * 0.5f - tw * 0.5f, y + h * 0.5f, text, nullptr);
} else {
nvgText(vg, x + 10.0f, y + h * 0.5f, text, nullptr);
}
}
void DrawTextBackground(NVGcontext *vg, float x, float y, float w, float h) {
nvgBeginPath(vg);
nvgRoundedRect(vg, x, y, w, h, TextAreaCornerRadius);
nvgFillColor(vg, nvgRGBA(0, 0, 0, 16));
nvgFill(vg);
}
void DrawText(NVGcontext *vg, float x, float y, float w, const char *text) {
nvgFontSize(vg, 20.0f);
nvgFontFace(vg, SwitchStandardFont);
nvgTextAlign(vg, NVG_ALIGN_LEFT | NVG_ALIGN_TOP);
nvgFillColor(vg, nvgRGB(0, 0, 0));
const float tw = nvgTextBounds(vg, 0, 0, text, nullptr, nullptr);
nvgText(vg, x + w * 0.5f - tw * 0.5f, y, text, nullptr);
}
void DrawProgressText(NVGcontext *vg, float x, float y, float progress) {
char progress_text[32] = {};
snprintf(progress_text, sizeof(progress_text)-1, "%d%% complete", static_cast<int>(progress * 100.0f));
nvgFontSize(vg, 24.0f);
nvgFontFace(vg, SwitchStandardFont);
nvgTextAlign(vg, NVG_ALIGN_LEFT | NVG_ALIGN_MIDDLE);
nvgFillColor(vg, nvgRGB(0, 0, 0));
nvgText(vg, x, y, progress_text, nullptr);
}
void DrawProgressBar(NVGcontext *vg, float x, float y, float w, float h, float progress) {
/* Draw the progress bar background. */
nvgBeginPath(vg);
nvgRoundedRect(vg, x, y, w, h, WindowCornerRadius);
nvgFillColor(vg, nvgRGBA(0, 0, 0, 128));
nvgFill(vg);
/* Draw the progress bar fill. */
if (progress > 0.0f) {
NVGpaint progress_fill_paint = nvgLinearGradient(vg, x, y + 0.5f * h, x + w, y + 0.5f * h, nvgRGB(83, 71, 185), nvgRGB(128, 126, 230));
nvgBeginPath(vg);
nvgRoundedRect(vg, x, y, WindowCornerRadius + (w - WindowCornerRadius) * progress, h, WindowCornerRadius);
nvgFillPaint(vg, progress_fill_paint);
nvgFill(vg);
}
}
void DrawTextBlock(NVGcontext *vg, const char *text, float x, float y, float w, float h) {
/* Save state and scissor. */
nvgSave(vg);
nvgScissor(vg, x, y, w, h);
/* Configure the text. */
nvgFontSize(vg, 18.0f);
nvgFontFace(vg, SwitchStandardFont);
nvgTextLineHeight(vg, 1.3f);
nvgTextAlign(vg, NVG_ALIGN_LEFT | NVG_ALIGN_TOP);
nvgFillColor(vg, nvgRGB(0, 0, 0));
/* Determine the bounds of the text box. */
float bounds[4];
nvgTextBoxBounds(vg, 0, 0, w, text, nullptr, bounds);
/* Adjust the y to only show the last part of the text that fits. */
float y_adjustment = 0.0f;
if (bounds[3] > h) {
y_adjustment = bounds[3] - h;
}
/* Draw the text box and restore state. */
nvgTextBox(vg, x, y - y_adjustment, w, text, nullptr);
nvgRestore(vg);
}
}