FullscreenUI: Properly account for multiline Rich Presence in Title Info

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Silent 2023-12-01 18:08:19 +01:00
parent 7a03d8cbc4
commit 4854031a1c
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GPG Key ID: AE53149BB0C45AF1
1 changed files with 26 additions and 20 deletions

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@ -4803,47 +4803,53 @@ void FullscreenUI::DrawPauseMenu()
buffer.fmt("{} - ", serial);
buffer.append(Path::GetFileName(System::GetDiscPath()));
const float image_width = 60.0f;
const float image_height = 60.0f;
const ImVec2 title_size(
g_large_font->CalcTextSizeA(g_large_font->FontSize, std::numeric_limits<float>::max(), -1.0f, title.c_str()));
const ImVec2 subtitle_size(
g_medium_font->CalcTextSizeA(g_medium_font->FontSize, std::numeric_limits<float>::max(), -1.0f, buffer));
g_medium_font->CalcTextSizeA(g_medium_font->FontSize, std::numeric_limits<float>::max(), -1.0f, buffer.c_str()));
ImVec2 title_pos(display_size.x - LayoutScale(20.0f + 50.0f + 20.0f) - title_size.x,
display_size.y - LayoutScale(20.0f + 50.0f));
ImVec2 subtitle_pos(display_size.x - LayoutScale(20.0f + 50.0f + 20.0f) - subtitle_size.x,
ImVec2 title_pos(display_size.x - LayoutScale(10.0f + image_width + 20.0f) - title_size.x,
display_size.y - LayoutScale(10.0f + image_height));
ImVec2 subtitle_pos(display_size.x - LayoutScale(10.0f + image_width + 20.0f) - subtitle_size.x,
title_pos.y + g_large_font->FontSize + LayoutScale(4.0f));
float rp_height = 0.0f;
if (Achievements::HasActiveGame())
float rp_height = 0.0f;
{
const auto lock = Achievements::GetLock();
const std::string& rp = Achievements::GetRichPresenceString();
const std::string& rp = Achievements::IsActive() ? Achievements::GetRichPresenceString() : std::string();
if (!rp.empty())
{
const float wrap_width = LayoutScale(350.0f);
const ImVec2 rp_size = g_medium_font->CalcTextSizeA(g_medium_font->FontSize, std::numeric_limits<float>::max(),
wrap_width, rp.data(), rp.data() + rp.size());
rp_height = rp_size.y + LayoutScale(4.0f);
wrap_width, rp.data(), rp.data() + rp.length());
const ImVec2 rp_pos(display_size.x - LayoutScale(20.0f + 50.0f + 20.0f) - rp_size.x - rp_height,
subtitle_pos.y + LayoutScale(4.0f));
// Add a small extra gap if any Rich Presence is displayed
rp_height = rp_size.y - g_medium_font->FontSize + LayoutScale(2.0f);
const ImVec2 rp_pos(display_size.x - LayoutScale(20.0f + 50.0f + 20.0f) - rp_size.x,
subtitle_pos.y + g_medium_font->FontSize + LayoutScale(4.0f) - rp_height);
title_pos.x -= rp_height;
title_pos.y -= rp_height;
subtitle_pos.x -= rp_height;
subtitle_pos.y -= rp_height;
DrawShadowedText(dl, g_medium_font, rp_pos, text_color, rp.data(), rp.data() + rp.size(), wrap_width);
DrawShadowedText(dl, g_medium_font, rp_pos, text_color, rp.data(), rp.data() + rp.length(), wrap_width);
}
}
DrawShadowedText(dl, g_large_font, title_pos, text_color, title.c_str(), title.c_str() + title.length());
DrawShadowedText(dl, g_medium_font, subtitle_pos, text_color, buffer.c_str(), buffer.end_ptr());
DrawShadowedText(dl, g_large_font, title_pos, text_color, title.c_str());
DrawShadowedText(dl, g_medium_font, subtitle_pos, text_color, buffer.c_str());
const ImVec2 image_min(display_size.x - LayoutScale(20.0f + 50.0f) - rp_height,
display_size.y - LayoutScale(20.0f + 50.0f) - rp_height);
const ImVec2 image_max(image_min.x + LayoutScale(50.0f) + rp_height, image_min.y + LayoutScale(50.0f) + rp_height);
dl->AddImage(GetCoverForCurrentGame(), image_min, image_max);
GPUTexture* const cover = GetCoverForCurrentGame();
const ImVec2 image_min(display_size.x - LayoutScale(10.0f + image_width),
display_size.y - LayoutScale(10.0f + image_height) - rp_height);
const ImVec2 image_max(image_min.x + LayoutScale(image_width), image_min.y + LayoutScale(image_height) + rp_height);
const ImRect image_rect(CenterImage(ImRect(image_min, image_max), ImVec2(static_cast<float>(cover->GetWidth()),
static_cast<float>(cover->GetHeight()))));
dl->AddImage(cover, image_rect.Min, image_rect.Max);
}
// current time / play time