Buttons now look correct on high-resolution displays.

Also removed some unneeded SVG metadata from the bundled graphics files.
This commit is contained in:
Leon Styhre 2021-01-13 23:46:51 +01:00
parent a97b08e87e
commit ace0366479
12 changed files with 62 additions and 118 deletions

View file

@ -32,6 +32,7 @@ Many bugs have been fixed, and numerous features that were only partially implem
* Added volume sliders for navigation sounds and game videos to the sound settings menu
* Added support for OpenGL GLSL shaders (OpenGL 2.1 renderer only, no support for OpenGL ES 1.0 renderer)
* Added multiple animations and shader effects, such as when opening menus, playing videos in the gamelists and via the screensaver etc.
* Updated the application to work properly on high resolution devices (such as 4K)
* Seamless (almost) launch of games without showing the desktop when starting and returning from RetroArch and other emulators
* Updated scraper to support additional media files, detailed configuration of what to scrape, semi-automatic mode etc.
* Added user account support when scraping using ScreenScraper
@ -114,6 +115,7 @@ Many bugs have been fixed, and numerous features that were only partially implem
* Unknown command line options were silently accepted instead of generating an error and notifying the user
* Deleting a game from the metadata editor did not delete the game media files or its entry in the gamelist.xml file
* Hidden files still showed up if they had a gamelist.xml entry
* Fixed multiple instances of misaligned GUI elements on high-resolution displays due to the use of fixed-pixel constants
* The VRAM statistics overlay was somewhat broken and incorrectly displayed numbers in megabytes instead of mebibytes
* Long game names would sometimes not scroll in the gamelist view
* Game media was not rendered when moving between gamelists using the slide transition style

View file

@ -402,6 +402,7 @@ void Window::render()
}
}
// Render the quick list scrolling overlay, which is triggered in IList.
if (mListScrollOpacity != 0) {
Renderer::setMatrix(Transform4x4f::Identity());
Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),

View file

@ -16,12 +16,13 @@ ButtonComponent::ButtonComponent(
const std::string& helpText,
const std::function<void()>& func)
: GuiComponent(window),
mBox(window, ":/graphics/button.png"),
mBox(window, ":/graphics/button.svg"),
mFont(Font::get(FONT_SIZE_MEDIUM)),
mFocused(false),
mEnabled(true),
mTextColorFocused(0xFFFFFFFF), mTextColorUnfocused(0x777777FF)
{
mBox.setIsScalable(true);
setPressedFunc(func);
setText(text, helpText);
updateImage();
@ -83,7 +84,7 @@ void ButtonComponent::setEnabled(bool state)
void ButtonComponent::updateImage()
{
if (!mEnabled || !mPressedFunc) {
mBox.setImagePath(":/graphics/button_filled.png");
mBox.setImagePath(":/graphics/button_filled.svg");
mBox.setCenterColor(0x770000FF);
mBox.setEdgeColor(0x770000FF);
return;
@ -91,7 +92,7 @@ void ButtonComponent::updateImage()
mBox.setCenterColor(0xFFFFFFFF);
mBox.setEdgeColor(0xFFFFFFFF);
mBox.setImagePath(mFocused ? ":/graphics/button_filled.png" : ":/graphics/button.png");
mBox.setImagePath(mFocused ? ":/graphics/button_filled.svg" : ":/graphics/button.svg");
}
void ButtonComponent::render(const Transform4x4f& parentTrans)

View file

@ -22,7 +22,8 @@ NinePatchComponent::NinePatchComponent(
mEdgeColor(edgeColor),
mCenterColor(centerColor),
mPath(path),
mVertices(nullptr)
mVertices(nullptr),
mIsScalable(false)
{
if (!mPath.empty())
buildVertices();
@ -39,10 +40,10 @@ void NinePatchComponent::updateColors()
const unsigned int edgeColor = Renderer::convertRGBAToABGR(mEdgeColor);
const unsigned int centerColor = Renderer::convertRGBAToABGR(mCenterColor);
for (int i = 0; i < 6*9; ++i)
for (int i = 0; i < 6 * 9; i++)
mVertices[i].col = edgeColor;
for (int i = 6*4; i < 6; ++i)
for (int i = 6*4; i < 6; i++)
mVertices[(6*4)+i].col = centerColor;
}
@ -55,14 +56,29 @@ void NinePatchComponent::buildVertices()
if (mTexture->getSize() == Vector2i::Zero()) {
mVertices = nullptr;
LOG(LogWarning) << "NinePatchComponent missing texture!";
LOG(LogWarning) << "NinePatchComponent has no texture";
return;
}
Vector2f texSize;
mVertices = new Renderer::Vertex[6 * 9];
const Vector2f texSize = Vector2f(static_cast<float>(mTexture->getSize().x()),
static_cast<float>(mTexture->getSize().y()));
// This is just a partial fix, the plan is to always scale according to the screen
// resolution. But unfortunately doing this for the menu frame leads to flickering when
// entering a submenu, probably because the texture is unloaded and re-rasterized at the
// higher resolution. So for the moment the frame.png texture is still used (which won't be
// scaled as that leads to ugly pixelated corners for the menus). Scaling ButtonComponent
// works perfect with the below code though.
if (mIsScalable) {
texSize = Vector2f(static_cast<float>(mTexture->getSize().x()) *
Renderer::getScreenWidthModifier(), static_cast<float>(mTexture->getSize().y()) *
Renderer::getScreenHeightModifier());
mTexture->rasterizeAt(static_cast<size_t>(texSize.x()), static_cast<size_t>(texSize.y()));
}
else {
texSize = Vector2f(static_cast<float>(mTexture->getSize().x()),
static_cast<float>(mTexture->getSize().y()));
}
const float imgSizeX[3] = { mCornerSize.x(), mSize.x() - mCornerSize.x() * 2, mCornerSize.x()};
const float imgSizeY[3] = { mCornerSize.y(), mSize.y() - mCornerSize.y() * 2, mCornerSize.y()};
@ -79,8 +95,8 @@ void NinePatchComponent::buildVertices()
int v = 0;
for (int slice = 0; slice < 9; slice++) {
const int sliceX = slice % 3;
const int sliceY = slice / 3;
const int sliceX = slice % 3;
const int sliceY = slice / 3;
const Vector2f imgPos = Vector2f(imgPosX[sliceX], imgPosY[sliceY]);
const Vector2f imgSize = Vector2f(imgSizeX[sliceX], imgSizeY[sliceY]);
const Vector2f texPos = Vector2f(texPosX[sliceX], texPosY[sliceY]);
@ -92,7 +108,7 @@ void NinePatchComponent::buildVertices()
mVertices[v + 4] = { { imgPos.x() + imgSize.x(), imgPos.y() + imgSize.y() }, { texPos.x() + texSize.x(), texPos.y() + texSize.y() }, 0 };
// Round vertices.
for (int i = 1; i < 5; ++i)
for (int i = 1; i < 5; i++)
mVertices[v + i].pos.round();
// Make duplicates of first and last vertex so this can be rendered as a triangle strip.

View file

@ -50,6 +50,7 @@ public:
const std::string& element, unsigned int properties) override;
inline const Vector2f& getCornerSize() const { return mCornerSize; };
void setIsScalable(bool scalable) { mIsScalable = scalable; };
inline void setCornerSize(const Vector2f& size)
{
mCornerSize = size;
@ -67,6 +68,7 @@ private:
unsigned int mEdgeColor;
unsigned int mCenterColor;
std::shared_ptr<TextureResource> mTexture;
bool mIsScalable;
};
#endif // ES_CORE_COMPONENTS_NINE_PATCH_COMPONENT_H

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