[sdl2] tweak buttons' textures drawing

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Gwenhael Le Moine 2024-09-10 09:56:39 +02:00
parent 91ed31e2d2
commit 22228dfbcd
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@ -541,120 +541,99 @@ static void _draw_header( void )
static SDL_Texture* create_button_texture( int hpkey, bool is_up ) static SDL_Texture* create_button_texture( int hpkey, bool is_up )
{ {
bool is_down = !is_up;
int x, y; int x, y;
SDL_Texture* texture = SDL_Texture* texture =
SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h ); SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h );
SDL_SetRenderTarget( renderer, texture ); SDL_SetRenderTarget( renderer, texture );
// Fill the button and outline // Fill the button and outline
__draw_rect( 0, 0, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h, BUTTON );
if ( BUTTONS[ hpkey ].label != ( char* )0 ) {
/* Button has a text label */
x = strlen( BUTTONS[ hpkey ].label ) - 1;
x += ( ( BUTTONS[ hpkey ].w - BigTextWidth( BUTTONS[ hpkey ].label, strlen( BUTTONS[ hpkey ].label ) ) ) / 2 );
if ( is_up )
y = ( BUTTONS[ hpkey ].h + 1 ) / 2 - 6;
else
y = ( BUTTONS[ hpkey ].h + 1 ) / 2 - 7; /* down change */
write_with_big_font( x, y, BUTTONS[ hpkey ].label, WHITE, BUTTON );
} else if ( BUTTONS[ hpkey ].lw != 0 ) {
/* Button has a texture */
x = ( 1 + BUTTONS[ hpkey ].w - BUTTONS[ hpkey ].lw ) / 2;
if ( is_up )
y = ( 1 + BUTTONS[ hpkey ].h - BUTTONS[ hpkey ].lh ) / 2 + 1;
else
y = ( 1 + BUTTONS[ hpkey ].h - BUTTONS[ hpkey ].lh ) / 2;
__draw_bitmap( x, y, BUTTONS[ hpkey ].lw, BUTTONS[ hpkey ].lh, BUTTONS[ hpkey ].lb, BUTTONS[ hpkey ].lc, BUTTON );
}
// fix outer-corners color // fix outer-corners color
int outer_color = PAD; int outer_color = PAD;
if ( BUTTONS[ hpkey ].is_menu ) if ( BUTTONS[ hpkey ].is_menu )
outer_color = UNDERLAY; outer_color = UNDERLAY;
if ( hpkey < HPKEY_MTH ) if ( hpkey < HPKEY_MTH )
outer_color = DISP_PAD; outer_color = DISP_PAD;
__draw_line( 0, 0, BUTTONS[ hpkey ].w - 1, 0, outer_color ); __draw_rect( 0, 0, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h, outer_color );
__draw_line( 0, BUTTONS[ hpkey ].h - 1, BUTTONS[ hpkey ].w - 1, BUTTONS[ hpkey ].h - 1, outer_color ); __draw_rect( 1, 1, BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, BUTTON );
__draw_pixel( 0, 1, outer_color );
__draw_pixel( 0, BUTTONS[ hpkey ].h - 2, outer_color ); // draw label in button
__draw_pixel( BUTTONS[ hpkey ].w - 1, 1, outer_color ); if ( BUTTONS[ hpkey ].label != ( char* )0 ) {
__draw_pixel( BUTTONS[ hpkey ].w - 1, BUTTONS[ hpkey ].h - 2, outer_color ); /* Button has a text label */
x = strlen( BUTTONS[ hpkey ].label ) - 1;
x += ( ( BUTTONS[ hpkey ].w - BigTextWidth( BUTTONS[ hpkey ].label, strlen( BUTTONS[ hpkey ].label ) ) ) / 2 );
y = ( BUTTONS[ hpkey ].h + 1 ) / 2 - 6;
if ( is_down )
y -= 1;
write_with_big_font( x, y, BUTTONS[ hpkey ].label, WHITE, BUTTON );
} else if ( BUTTONS[ hpkey ].lw != 0 ) {
/* Button has a texture */
x = ( 1 + BUTTONS[ hpkey ].w - BUTTONS[ hpkey ].lw ) / 2;
y = ( 1 + BUTTONS[ hpkey ].h - BUTTONS[ hpkey ].lh ) / 2;
if ( is_up )
y += 1;
__draw_bitmap( x, y, BUTTONS[ hpkey ].lw, BUTTONS[ hpkey ].lh, BUTTONS[ hpkey ].lb, BUTTONS[ hpkey ].lc, BUTTON );
}
// draw edge of button // draw edge of button
// top
__draw_line( 1, 1, BUTTONS[ hpkey ].w - 2, 1, BUT_TOP );
__draw_line( 2, 2, BUTTONS[ hpkey ].w - 3, 2, BUT_TOP );
if ( is_up ) {
__draw_line( 3, 3, BUTTONS[ hpkey ].w - 4, 3, BUT_TOP );
__draw_line( 4, 4, BUTTONS[ hpkey ].w - 5, 4, BUT_TOP );
}
// top-left
if ( is_up )
__draw_pixel( 4, 5, BUT_TOP );
else
__draw_pixel( 4, 3, BUT_TOP );
// left // left
__draw_line( 1, BUTTONS[ hpkey ].h - 2, 1, 1, BUT_TOP ); __draw_line( 1, BUTTONS[ hpkey ].h - 2, 1, 1, BUT_TOP );
__draw_line( 2, BUTTONS[ hpkey ].h - 3, 2, 2, BUT_TOP ); __draw_line( 2, BUTTONS[ hpkey ].h - 3, 2, 2, BUT_TOP );
__draw_line( 3, BUTTONS[ hpkey ].h - 4, 3, 3, BUT_TOP ); __draw_line( 3, BUTTONS[ hpkey ].h - 4, 3, 3, BUT_TOP );
// top
__draw_line( 1, 1, BUTTONS[ hpkey ].w - 2, 1, BUT_TOP );
__draw_line( 2, 2, BUTTONS[ hpkey ].w - 3, 2, BUT_TOP );
__draw_line( 3, 3, BUTTONS[ hpkey ].w - 4, 3, BUT_TOP );
__draw_line( 4, 4, BUTTONS[ hpkey ].w - 5, 4, BUT_TOP );
// top-left
__draw_pixel( 4, 5, BUT_TOP );
// bottom
__draw_line( 3, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, BUT_BOT );
__draw_line( 4, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 3, BUT_BOT );
// right // right
__draw_line( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 2, 3, BUT_BOT ); __draw_line( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 2, 3, BUT_BOT );
__draw_line( BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 3, 4, BUT_BOT ); __draw_line( BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 3, 4, BUT_BOT );
__draw_line( BUTTONS[ hpkey ].w - 4, BUTTONS[ hpkey ].h - 4, BUTTONS[ hpkey ].w - 4, 5, BUT_BOT ); __draw_line( BUTTONS[ hpkey ].w - 4, BUTTONS[ hpkey ].h - 4, BUTTONS[ hpkey ].w - 4, 5, BUT_BOT );
__draw_pixel( BUTTONS[ hpkey ].w - 5, BUTTONS[ hpkey ].h - 4, BUT_BOT ); __draw_pixel( BUTTONS[ hpkey ].w - 5, BUTTONS[ hpkey ].h - 4, BUT_BOT );
// bottom
__draw_line( 3, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, BUT_BOT );
__draw_line( 4, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 3, BUT_BOT );
// draw frame around button // draw black frame around button
// left
__draw_line( 0, BUTTONS[ hpkey ].h - 3, 0, 2, FRAME );
if ( !is_up )
__draw_line( 1, BUTTONS[ hpkey ].h - 3, 1, 2, FRAME ); /* down */
// top // top
__draw_line( 2, 0, BUTTONS[ hpkey ].w - 3, 0, FRAME ); __draw_line( 2, 0, BUTTONS[ hpkey ].w - 3, 0, FRAME );
if ( !is_up ) // left
__draw_line( 2, 1, BUTTONS[ hpkey ].w - 3, 1, FRAME ); /* down */ __draw_line( 0, BUTTONS[ hpkey ].h - 3, 0, 2, FRAME );
// bottom
__draw_line( 2, BUTTONS[ hpkey ].h - 1, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 1, FRAME );
if ( !is_up )
__draw_line( 2, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 2, FRAME ); /* down */
// right // right
__draw_line( BUTTONS[ hpkey ].w - 1, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 1, 2, FRAME ); __draw_line( BUTTONS[ hpkey ].w - 1, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 1, 2, FRAME );
if ( !is_up ) // bottom
__draw_line( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 2, 2, FRAME ); /* down */ __draw_line( 2, BUTTONS[ hpkey ].h - 1, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 1, FRAME );
if ( hpkey == HPKEY_ON ) {
if ( is_up ) {
// top
__draw_line( 1, 1, BUTTONS[ hpkey ].w - 2, 1, FRAME );
// top-left
__draw_pixel( 1, 2, FRAME );
// top-right
__draw_pixel( BUTTONS[ hpkey ].w - 2, 2, FRAME );
} else {
// top
__draw_line( 1, 2, BUTTONS[ hpkey ].w - 2, 2, FRAME ); /* down change */
// top-left
__draw_pixel( 1, 3, FRAME ); /* down change */
// top-right
__draw_pixel( BUTTONS[ hpkey ].w - 2, 3, FRAME ); /* down change */
}
} else {
if ( is_up ) {
// top-left // top-left
__draw_pixel( 1, 1, FRAME ); __draw_pixel( 1, 1, FRAME );
// top-right // top-right
__draw_pixel( BUTTONS[ hpkey ].w - 2, 1, FRAME ); __draw_pixel( BUTTONS[ hpkey ].w - 2, 1, FRAME );
} else {
// top-left
__draw_pixel( 1, 2, FRAME ); /* down change */
// top-right
__draw_pixel( BUTTONS[ hpkey ].w - 2, 2, FRAME ); /* down change */
}
}
// bottom-left // bottom-left
__draw_pixel( 1, BUTTONS[ hpkey ].h - 2, FRAME ); __draw_pixel( 1, BUTTONS[ hpkey ].h - 2, FRAME );
// bottom-right // bottom-right
__draw_pixel( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, FRAME ); __draw_pixel( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, FRAME );
if ( is_down ) {
// top
__draw_line( 2, 1, BUTTONS[ hpkey ].w - 3, 1, FRAME );
// left
__draw_line( 1, 2, 1, BUTTONS[ hpkey ].h / 1.5, FRAME );
// right
__draw_line( BUTTONS[ hpkey ].w - 2, 2, BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h / 1.5, FRAME );
// top-left
__draw_pixel( 2, 2, FRAME );
// top-right
__draw_pixel( BUTTONS[ hpkey ].w - 3, 2, FRAME );
}
return texture; return texture;
} }