Make button sprites (scrollbar arrows) DPI-aware (#14772)

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grorp 2024-06-26 15:25:27 +02:00 committed by GitHub
parent fb6ceb2664
commit 4c001bd248
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GPG Key ID: B5690EEEBB952194
9 changed files with 67 additions and 61 deletions

@ -200,7 +200,7 @@ public:
\param loop: True if the animation should loop, false if not \param loop: True if the animation should loop, false if not
\param scale: True if the sprite should scale to button size, false if not */ \param scale: True if the sprite should scale to button size, false if not */
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index, virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) = 0; video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false) = 0;
//! Get the sprite-index for the given state or -1 when no sprite is set //! Get the sprite-index for the given state or -1 when no sprite is set
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0; virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
@ -211,9 +211,6 @@ public:
//! Returns if the sprite in the given state does loop //! Returns if the sprite in the given state does loop
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0; virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
//! Returns if the sprite in the given state is scaled
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
//! Sets if the button should behave like a push button. //! Sets if the button should behave like a push button.
/** Which means it can be in two states: Normal or Pressed. With a click on the button, /** Which means it can be in two states: Normal or Pressed. With a click on the button,
the user can change the state of the button. */ the user can change the state of the button. */

@ -374,6 +374,12 @@ const c8 *const GUISkinFontNames[EGDF_COUNT + 1] = {
class IGUISkin : virtual public IReferenceCounted class IGUISkin : virtual public IReferenceCounted
{ {
public: public:
//! returns display density scaling factor
virtual float getScale() const = 0;
//! sets display density scaling factor
virtual void setScale(float scale) = 0;
//! returns default color //! returns default color
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const = 0; virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const = 0;

@ -75,12 +75,11 @@ void CGUIButton::setSpriteBank(IGUISpriteBank *sprites)
SpriteBank = sprites; SpriteBank = sprites;
} }
void CGUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale) void CGUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop)
{ {
ButtonSprites[(u32)state].Index = index; ButtonSprites[(u32)state].Index = index;
ButtonSprites[(u32)state].Color = color; ButtonSprites[(u32)state].Color = color;
ButtonSprites[(u32)state].Loop = loop; ButtonSprites[(u32)state].Loop = loop;
ButtonSprites[(u32)state].Scale = scale;
} }
//! Get the sprite-index for the given state or -1 when no sprite is set //! Get the sprite-index for the given state or -1 when no sprite is set
@ -101,12 +100,6 @@ bool CGUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
return ButtonSprites[(u32)state].Loop; return ButtonSprites[(u32)state].Loop;
} }
//! Returns if the sprite in the given state is scaled
bool CGUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Scale;
}
//! called if an event happened. //! called if an event happened.
bool CGUIButton::OnEvent(const SEvent &event) bool CGUIButton::OnEvent(const SEvent &event)
{ {
@ -294,19 +287,26 @@ void CGUIButton::draw()
void CGUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di &center) void CGUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di &center)
{ {
u32 stateIdx = (u32)state; u32 stateIdx = (u32)state;
s32 spriteIdx = ButtonSprites[stateIdx].Index;
if (spriteIdx == -1)
return;
if (ButtonSprites[stateIdx].Index != -1) { u32 rectIdx = SpriteBank->getSprites()[spriteIdx].Frames[0].rectNumber;
if (ButtonSprites[stateIdx].Scale) { core::rect<s32> srcRect = SpriteBank->getPositions()[rectIdx];
const video::SColor colors[] = {ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color};
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect, IGUISkin *skin = Environment->getSkin();
&AbsoluteClippingRect, colors, s32 scale = std::max(std::floor(skin->getScale()), 1.0f);
os::Timer::getTime() - startTime, ButtonSprites[stateIdx].Loop); core::rect<s32> rect(center, srcRect.getSize() * scale);
} else { rect -= rect.getSize() / 2;
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center,
&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, os::Timer::getTime(), const video::SColor colors[] = {
ButtonSprites[stateIdx].Loop, true); ButtonSprites[stateIdx].Color,
} ButtonSprites[stateIdx].Color,
} ButtonSprites[stateIdx].Color,
ButtonSprites[stateIdx].Color,
};
SpriteBank->draw2DSprite(spriteIdx, rect, &AbsoluteClippingRect, colors,
os::Timer::getTime() - startTime, ButtonSprites[stateIdx].Loop);
} }
EGUI_BUTTON_IMAGE_STATE CGUIButton::getImageState(bool pressed) const EGUI_BUTTON_IMAGE_STATE CGUIButton::getImageState(bool pressed) const

@ -92,7 +92,7 @@ public:
*/ */
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index, virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
video::SColor color = video::SColor(255, 255, 255, 255), video::SColor color = video::SColor(255, 255, 255, 255),
bool loop = false, bool scale = false) override; bool loop = false) override;
//! Get the sprite-index for the given state or -1 when no sprite is set //! Get the sprite-index for the given state or -1 when no sprite is set
s32 getSpriteIndex(EGUI_BUTTON_STATE state) const override; s32 getSpriteIndex(EGUI_BUTTON_STATE state) const override;
@ -103,9 +103,6 @@ public:
//! Returns if the sprite in the given state does loop //! Returns if the sprite in the given state does loop
bool getSpriteLoop(EGUI_BUTTON_STATE state) const override; bool getSpriteLoop(EGUI_BUTTON_STATE state) const override;
//! Returns if the sprite in the given state is scaled
bool getSpriteScale(EGUI_BUTTON_STATE state) const override;
//! Sets if the button should behave like a push button. Which means it //! Sets if the button should behave like a push button. Which means it
//! can be in two states: Normal or Pressed. With a click on the button, //! can be in two states: Normal or Pressed. With a click on the button,
//! the user can change the state of the button. //! the user can change the state of the button.
@ -158,19 +155,18 @@ private:
struct ButtonSprite struct ButtonSprite
{ {
ButtonSprite() : ButtonSprite() :
Index(-1), Loop(false), Scale(false) Index(-1), Loop(false)
{ {
} }
bool operator==(const ButtonSprite &other) const bool operator==(const ButtonSprite &other) const
{ {
return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale; return Index == other.Index && Color == other.Color && Loop == other.Loop;
} }
s32 Index; s32 Index;
video::SColor Color; video::SColor Color;
bool Loop; bool Loop;
bool Scale;
}; };
ButtonSprite ButtonSprites[EGBS_COUNT]; ButtonSprite ButtonSprites[EGBS_COUNT];

@ -24,6 +24,12 @@ public:
//! destructor //! destructor
virtual ~CGUISkin(); virtual ~CGUISkin();
//! returns display density scaling factor
virtual float getScale() const override { return Scale; }
//! sets display density scaling factor
virtual void setScale(float scale) override { Scale = scale; }
//! returns default color //! returns default color
video::SColor getColor(EGUI_DEFAULT_COLOR color) const override; video::SColor getColor(EGUI_DEFAULT_COLOR color) const override;
@ -210,6 +216,7 @@ public:
EGUI_SKIN_TYPE getType() const override; EGUI_SKIN_TYPE getType() const override;
private: private:
float Scale = 1.0f;
video::SColor Colors[EGDC_COUNT]; video::SColor Colors[EGDC_COUNT];
s32 Sizes[EGDS_COUNT]; s32 Sizes[EGDS_COUNT];
u32 Icons[EGDI_COUNT]; u32 Icons[EGDI_COUNT];

@ -352,6 +352,7 @@ void ClientLauncher::config_guienv()
float density = rangelim(g_settings->getFloat("gui_scaling"), 0.5f, 20) * float density = rangelim(g_settings->getFloat("gui_scaling"), 0.5f, 20) *
RenderingEngine::getDisplayDensity(); RenderingEngine::getDisplayDensity();
skin->setScale(density);
skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density)); skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(21.0f * density)); skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(21.0f * density));
skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density)); skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));

@ -89,12 +89,11 @@ void GUIButton::setSpriteBank(IGUISpriteBank* sprites)
SpriteBank = sprites; SpriteBank = sprites;
} }
void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale) void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop)
{ {
ButtonSprites[(u32)state].Index = index; ButtonSprites[(u32)state].Index = index;
ButtonSprites[(u32)state].Color = color; ButtonSprites[(u32)state].Color = color;
ButtonSprites[(u32)state].Loop = loop; ButtonSprites[(u32)state].Loop = loop;
ButtonSprites[(u32)state].Scale = scale;
} }
//! Get the sprite-index for the given state or -1 when no sprite is set //! Get the sprite-index for the given state or -1 when no sprite is set
@ -115,12 +114,6 @@ bool GUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
return ButtonSprites[(u32)state].Loop; return ButtonSprites[(u32)state].Loop;
} }
//! Returns if the sprite in the given state is scaled
bool GUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Scale;
}
//! called if an event happened. //! called if an event happened.
bool GUIButton::OnEvent(const SEvent& event) bool GUIButton::OnEvent(const SEvent& event)
{ {
@ -354,23 +347,26 @@ void GUIButton::draw()
void GUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center) void GUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center)
{ {
u32 stateIdx = (u32)state; u32 stateIdx = (u32)state;
s32 spriteIdx = ButtonSprites[stateIdx].Index;
if (spriteIdx == -1)
return;
if (ButtonSprites[stateIdx].Index != -1) u32 rectIdx = SpriteBank->getSprites()[spriteIdx].Frames[0].rectNumber;
{ core::rect<s32> srcRect = SpriteBank->getPositions()[rectIdx];
if ( ButtonSprites[stateIdx].Scale )
{ IGUISkin *skin = Environment->getSkin();
const video::SColor colors[] = {ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color}; s32 scale = std::max(std::floor(skin->getScale()), 1.0f);
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect.UpperLeftCorner, core::rect<s32> rect(center, srcRect.getSize() * scale);
&AbsoluteClippingRect, colors[0], // FIXME: remove [0] rect -= rect.getSize() / 2;
porting::getTimeMs()-startTime, ButtonSprites[stateIdx].Loop);
} const video::SColor colors[] = {
else ButtonSprites[stateIdx].Color,
{ ButtonSprites[stateIdx].Color,
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center, ButtonSprites[stateIdx].Color,
&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, porting::getTimeMs(), ButtonSprites[stateIdx].Color,
ButtonSprites[stateIdx].Loop, true); };
} SpriteBank->draw2DSprite(spriteIdx, rect, &AbsoluteClippingRect, colors,
} porting::getTimeMs() - startTime, ButtonSprites[stateIdx].Loop);
} }
EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed) const EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed) const

@ -92,7 +92,7 @@ public:
*/ */
virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
video::SColor color=video::SColor(255,255,255,255), video::SColor color=video::SColor(255,255,255,255),
bool loop=false, bool scale=false) override; bool loop=false) override;
//! Get the sprite-index for the given state or -1 when no sprite is set //! Get the sprite-index for the given state or -1 when no sprite is set
virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const override; virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const override;
@ -103,9 +103,6 @@ public:
//! Returns if the sprite in the given state does loop //! Returns if the sprite in the given state does loop
virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const override; virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const override;
//! Returns if the sprite in the given state is scaled
virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const override;
//! Sets if the button should behave like a push button. Which means it //! Sets if the button should behave like a push button. Which means it
//! can be in two states: Normal or Pressed. With a click on the button, //! can be in two states: Normal or Pressed. With a click on the button,
//! the user can change the state of the button. //! the user can change the state of the button.
@ -230,13 +227,12 @@ private:
{ {
bool operator==(const ButtonSprite &other) const bool operator==(const ButtonSprite &other) const
{ {
return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale; return Index == other.Index && Color == other.Color && Loop == other.Loop;
} }
s32 Index = -1; s32 Index = -1;
video::SColor Color; video::SColor Color;
bool Loop = false; bool Loop = false;
bool Scale = false;
}; };
ButtonSprite ButtonSprites[gui::EGBS_COUNT]; ButtonSprite ButtonSprites[gui::EGBS_COUNT];

@ -27,6 +27,12 @@ namespace gui
//! destructor //! destructor
virtual ~GUISkin(); virtual ~GUISkin();
//! returns display density scaling factor
virtual float getScale() const { return Scale; }
//! sets display density scaling factor
virtual void setScale(float scale) { Scale = scale; }
//! returns default color //! returns default color
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const; virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
@ -292,6 +298,7 @@ namespace gui
private: private:
float Scale = 1.0f;
video::SColor Colors[EGDC_COUNT]; video::SColor Colors[EGDC_COUNT];
s32 Sizes[EGDS_COUNT]; s32 Sizes[EGDS_COUNT];
u32 Icons[EGDI_COUNT]; u32 Icons[EGDI_COUNT];