Fullscreen: Light mode corrections

This commit is contained in:
Stenzek
2023-09-20 00:09:31 +10:00
parent 745448f5a6
commit 3a47c1eb52
4 changed files with 31 additions and 44 deletions

View File

@ -96,8 +96,8 @@ using ImGuiFullscreen::UIPrimaryLightColor;
using ImGuiFullscreen::UIPrimaryLineColor;
using ImGuiFullscreen::UIPrimaryTextColor;
using ImGuiFullscreen::UISecondaryColor;
using ImGuiFullscreen::UISecondaryDarkColor;
using ImGuiFullscreen::UISecondaryLightColor;
using ImGuiFullscreen::UISecondaryWeakColor;
using ImGuiFullscreen::UISecondaryStrongColor;
using ImGuiFullscreen::UISecondaryTextColor;
using ImGuiFullscreen::UITextHighlightColor;
@ -4672,7 +4672,9 @@ void FullscreenUI::DrawPauseMenu()
ImDrawList* dl = ImGui::GetBackgroundDrawList();
const ImVec2 display_size(ImGui::GetIO().DisplaySize);
dl->AddRectFilled(ImVec2(0.0f, 0.0f), display_size, IM_COL32(0x21, 0x21, 0x21, 200));
const ImU32 text_color = ImGui::GetColorU32(UIBackgroundTextColor) | IM_COL32_A_MASK;
dl->AddRectFilled(ImVec2(0.0f, 0.0f), display_size,
(ImGui::GetColorU32(UIBackgroundColor) & ~IM_COL32_A_MASK) | (200 << IM_COL32_A_SHIFT));
// title info
{
@ -4713,13 +4715,13 @@ void FullscreenUI::DrawPauseMenu()
subtitle_pos.x -= rp_height;
subtitle_pos.y -= rp_height;
DrawShadowedText(dl, g_medium_font, rp_pos, IM_COL32(255, 255, 255, 255), rp.data(), rp.data() + rp.size(),
DrawShadowedText(dl, g_medium_font, rp_pos, text_color, rp.data(), rp.data() + rp.size(),
wrap_width);
}
}
DrawShadowedText(dl, g_large_font, title_pos, IM_COL32(255, 255, 255, 255), title.c_str());
DrawShadowedText(dl, g_medium_font, subtitle_pos, IM_COL32(255, 255, 255, 255), buffer);
DrawShadowedText(dl, g_large_font, title_pos, text_color, title.c_str());
DrawShadowedText(dl, g_medium_font, subtitle_pos, text_color, buffer);
const ImVec2 image_min(display_size.x - LayoutScale(20.0f + 50.0f) - rp_height,
display_size.y - LayoutScale(20.0f + 50.0f) - rp_height);
@ -4735,7 +4737,7 @@ void FullscreenUI::DrawPauseMenu()
buffer.GetCharArray(),
buffer.GetCharArray() + buffer.GetLength()));
const ImVec2 time_pos(display_size.x - LayoutScale(10.0f) - time_size.x, LayoutScale(10.0f));
DrawShadowedText(dl, g_large_font, time_pos, IM_COL32(255, 255, 255, 255), buffer.GetCharArray(),
DrawShadowedText(dl, g_large_font, time_pos, text_color, buffer.GetCharArray(),
buffer.GetCharArray() + buffer.GetLength());
const std::string& serial = System::GetGameSerial();
@ -4750,7 +4752,7 @@ void FullscreenUI::DrawPauseMenu()
buffer.GetCharArray() + buffer.GetLength()));
const ImVec2 session_pos(display_size.x - LayoutScale(10.0f) - session_size.x,
time_pos.y + g_large_font->FontSize + LayoutScale(4.0f));
DrawShadowedText(dl, g_medium_font, session_pos, IM_COL32(255, 255, 255, 255), buffer.GetCharArray(),
DrawShadowedText(dl, g_medium_font, session_pos, text_color, buffer.GetCharArray(),
buffer.GetCharArray() + buffer.GetLength());
buffer.Fmt(FSUI_FSTR("All Time: {}"),
@ -4760,7 +4762,7 @@ void FullscreenUI::DrawPauseMenu()
buffer.GetCharArray() + buffer.GetLength()));
const ImVec2 total_pos(display_size.x - LayoutScale(10.0f) - total_size.x,
session_pos.y + g_medium_font->FontSize + LayoutScale(4.0f));
DrawShadowedText(dl, g_medium_font, total_pos, IM_COL32(255, 255, 255, 255), buffer.GetCharArray(),
DrawShadowedText(dl, g_medium_font, total_pos, text_color, buffer.GetCharArray(),
buffer.GetCharArray() + buffer.GetLength());
}
}