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/*
Copyright 2016-2023 melonDS team
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that 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 melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include <stdio.h>
#include <string.h>
#include <deque>
#include <SDL2/SDL.h>
#include "../types.h"
#include "main.h"
#include "OpenGLSupport.h"
#include <QPainter>
#include "OSD.h"
#include "OSD_shaders.h"
#include "font.h"
#include "Config.h"
extern MainWindow* mainWindow;
namespace OSD
{
const u32 kOSDMargin = 6;
struct Item
{
Uint32 Timestamp;
char Text[256];
u32 Color;
u32 Width, Height;
u32* Bitmap;
bool NativeBitmapLoaded;
QImage NativeBitmap;
bool GLTextureLoaded;
GLuint GLTexture;
};
std::deque<Item> ItemQueue;
GLuint Shader[3];
GLint uScreenSize, uOSDPos, uOSDSize;
GLfloat uScaleFactor;
GLuint OSDVertexArray;
GLuint OSDVertexBuffer;
QMutex Rendering;
bool Init(bool openGL)
{
if (openGL)
{
OpenGL::BuildShaderProgram(kScreenVS_OSD, kScreenFS_OSD, Shader, "OSDShader");
GLuint pid = Shader[2];
glBindAttribLocation(pid, 0, "vPosition");
glBindFragDataLocation(pid, 0, "oColor");
OpenGL::LinkShaderProgram(Shader);
glUseProgram(pid);
glUniform1i(glGetUniformLocation(pid, "OSDTex"), 0);
uScreenSize = glGetUniformLocation(pid, "uScreenSize");
uOSDPos = glGetUniformLocation(pid, "uOSDPos");
uOSDSize = glGetUniformLocation(pid, "uOSDSize");
uScaleFactor = glGetUniformLocation(pid, "uScaleFactor");
float vertices[6*2] =
{
0, 0,
1, 1,
1, 0,
0, 0,
0, 1,
1, 1
};
glGenBuffers(1, &OSDVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &OSDVertexArray);
glBindVertexArray(OSDVertexArray);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
}
return true;
}
void DeInit()
{
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (item.GLTextureLoaded) glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
it = ItemQueue.erase(it);
}
}
int FindBreakPoint(const char* text, int i)
{
// i = character that went out of bounds
for (int j = i; j >= 0; j--)
{
if (text[j] == ' ')
return j;
}
return i;
}
void LayoutText(const char* text, u32* width, u32* height, int* breaks)
{
u32 w = 0;
u32 h = 14;
u32 totalw = 0;
u32 maxw = mainWindow->panelWidget->width() - (kOSDMargin*2);
int lastbreak = -1;
int numbrk = 0;
u16* ptr;
memset(breaks, 0, sizeof(int)*64);
for (int i = 0; text[i] != '\0'; )
{
int glyphsize;
if (text[i] == ' ')
{
glyphsize = 6;
}
else
{
u32 ch = text[i];
if (ch < 0x10 || ch > 0x7E) ch = 0x7F;
ptr = &font[(ch-0x10) << 4];
glyphsize = ptr[0];
if (!glyphsize) glyphsize = 6;
else glyphsize += 2; // space around the character
}
w += glyphsize;
if (w > maxw)
{
// wrap shit as needed
if (text[i] == ' ')
{
if (numbrk >= 64) break;
breaks[numbrk++] = i;
i++;
}
else
{
int brk = FindBreakPoint(text, i);
if (brk != lastbreak) i = brk;
if (numbrk >= 64) break;
breaks[numbrk++] = i;
lastbreak = brk;
}
w = 0;
h += 14;
}
else
i++;
if (w > totalw) totalw = w;
}
*width = totalw;
*height = h;
}
u32 RainbowColor(u32 inc)
{
// inspired from Acmlmboard
if (inc < 100) return 0xFFFF9B9B + (inc << 8);
else if (inc < 200) return 0xFFFFFF9B - ((inc-100) << 16);
else if (inc < 300) return 0xFF9BFF9B + (inc-200);
else if (inc < 400) return 0xFF9BFFFF - ((inc-300) << 8);
else if (inc < 500) return 0xFF9B9BFF + ((inc-400) << 16);
else return 0xFFFF9BFF - (inc-500);
}
void RenderText(u32 color, const char* text, Item* item)
{
u32 w, h;
int breaks[64];
bool rainbow = (color == 0);
u32 rainbowinc = ((text[0] * 17) + (SDL_GetTicks() * 13)) % 600;
color |= 0xFF000000;
const u32 shadow = 0xE0000000;
LayoutText(text, &w, &h, breaks);
item->Width = w;
item->Height = h;
item->Bitmap = new u32[w*h];
memset(item->Bitmap, 0, w*h*sizeof(u32));
u32 x = 0, y = 1;
u32 maxw = mainWindow->panelWidget->width() - (kOSDMargin*2);
int curline = 0;
u16* ptr;
for (int i = 0; text[i] != '\0'; )
{
int glyphsize;
if (text[i] == ' ')
{
x += 6;
}
else
{
u32 ch = text[i];
if (ch < 0x10 || ch > 0x7E) ch = 0x7F;
ptr = &font[(ch-0x10) << 4];
int glyphsize = ptr[0];
if (!glyphsize) x += 6;
else
{
x++;
if (rainbow)
{
color = RainbowColor(rainbowinc);
rainbowinc = (rainbowinc + 30) % 600;
}
// draw character
for (int cy = 0; cy < 12; cy++)
{
u16 val = ptr[4+cy];
for (int cx = 0; cx < glyphsize; cx++)
{
if (val & (1<<cx))
item->Bitmap[((y+cy) * w) + x+cx] = color;
}
}
x += glyphsize;
x++;
}
}
i++;
if (breaks[curline] && i >= breaks[curline])
{
i = breaks[curline++];
if (text[i] == ' ') i++;
x = 0;
y += 14;
}
}
// shadow
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
u32 val;
val = item->Bitmap[(y * w) + x];
if ((val >> 24) == 0xFF) continue;
if (x > 0) val = item->Bitmap[(y * w) + x-1];
if (x < w-1) val |= item->Bitmap[(y * w) + x+1];
if (y > 0)
{
if (x > 0) val |= item->Bitmap[((y-1) * w) + x-1];
val |= item->Bitmap[((y-1) * w) + x];
if (x < w-1) val |= item->Bitmap[((y-1) * w) + x+1];
}
if (y < h-1)
{
if (x > 0) val |= item->Bitmap[((y+1) * w) + x-1];
val |= item->Bitmap[((y+1) * w) + x];
if (x < w-1) val |= item->Bitmap[((y+1) * w) + x+1];
}
if ((val >> 24) == 0xFF)
item->Bitmap[(y * w) + x] = shadow;
}
}
}
void AddMessage(u32 color, const char* text)
{
if (!Config::ShowOSD) return;
Rendering.lock();
Item item;
item.Timestamp = SDL_GetTicks();
strncpy(item.Text, text, 255); item.Text[255] = '\0';
item.Color = color;
item.Bitmap = nullptr;
item.NativeBitmapLoaded = false;
item.GLTextureLoaded = false;
ItemQueue.push_back(item);
Rendering.unlock();
}
void Update()
{
if (!Config::ShowOSD)
{
Rendering.lock();
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (item.GLTextureLoaded) glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
it = ItemQueue.erase(it);
}
Rendering.unlock();
return;
}
Rendering.lock();
Uint32 tick_now = SDL_GetTicks();
Uint32 tick_min = tick_now - 2500;
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (item.Timestamp < tick_min)
{
if (item.GLTextureLoaded) glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
it = ItemQueue.erase(it);
continue;
}
if (!item.Bitmap)
{
RenderText(item.Color, item.Text, &item);
}
it++;
}
Rendering.unlock();
}
void DrawNative(QPainter& painter)
{
if (!Config::ShowOSD) return;
Rendering.lock();
u32 y = kOSDMargin;
painter.resetTransform();
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (!item.NativeBitmapLoaded)
{
item.NativeBitmap = QImage((const uchar*)item.Bitmap, item.Width, item.Height, QImage::Format_ARGB32_Premultiplied);
item.NativeBitmapLoaded = true;
}
painter.drawImage(kOSDMargin, y, item.NativeBitmap);
y += item.Height;
it++;
}
Rendering.unlock();
}
void DrawGL(float w, float h)
{
if (!Config::ShowOSD) return;
if (!mainWindow || !mainWindow->panel) return;
Rendering.lock();
u32 y = kOSDMargin;
glUseProgram(Shader[2]);
glUniform2f(uScreenSize, w, h);
glUniform1f(uScaleFactor, mainWindow->devicePixelRatioF());
glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
glBindVertexArray(OSDVertexArray);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (!item.GLTextureLoaded)
{
glGenTextures(1, &item.GLTexture);
glBindTexture(GL_TEXTURE_2D, item.GLTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, item.Width, item.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, item.Bitmap);
item.GLTextureLoaded = true;
}
glBindTexture(GL_TEXTURE_2D, item.GLTexture);
glUniform2i(uOSDPos, kOSDMargin, y);
glUniform2i(uOSDSize, item.Width, item.Height);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
y += item.Height;
it++;
}
glDisable(GL_BLEND);
glUseProgram(0);
Rendering.unlock();
}
}
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