/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "precompiled.h" #include "DecoratorTiledBox.h" #include "TextureResource.h" #include "../../Include/Rocket/Core/Element.h" #include "../../Include/Rocket/Core/Geometry.h" namespace Rocket { namespace Core { struct DecoratorTiledBoxData { DecoratorTiledBoxData(Element* host_element) { for (int i = 0; i < 9; ++i) geometry[i] = new Geometry(host_element); } ~DecoratorTiledBoxData() { for (int i = 0; i < 9; ++i) delete geometry[i]; } Geometry* geometry[9]; }; DecoratorTiledBox::DecoratorTiledBox() { } DecoratorTiledBox::~DecoratorTiledBox() { } // Initialises the tiles for the decorator. bool DecoratorTiledBox::Initialise(const Tile* _tiles, const Texture* _textures) { // Load the textures. for (int i = 0; i < 9; i++) { tiles[i] = _tiles[i]; tiles[i].texture_index = AddTexture(_textures[i]); } // If only one side of the left / right edges have been configured, then mirror the tile for the other side. if (tiles[LEFT_EDGE].texture_index == -1 && tiles[RIGHT_EDGE].texture_index > -1) { tiles[LEFT_EDGE] = tiles[RIGHT_EDGE]; tiles[LEFT_EDGE].orientation = FLIP_HORIZONTAL; } else if (tiles[RIGHT_EDGE].texture_index == -1 && tiles[LEFT_EDGE].texture_index > -1) { tiles[RIGHT_EDGE] = tiles[LEFT_EDGE]; tiles[RIGHT_EDGE].orientation = FLIP_HORIZONTAL; } else if (tiles[LEFT_EDGE].texture_index == -1 && tiles[RIGHT_EDGE].texture_index == -1) return false; // If only one side of the top / bottom edges have been configured, then mirror the tile for the other side. if (tiles[TOP_EDGE].texture_index == -1 && tiles[BOTTOM_EDGE].texture_index > -1) { tiles[TOP_EDGE] = tiles[BOTTOM_EDGE]; tiles[TOP_EDGE].orientation = FLIP_VERTICAL; } else if (tiles[BOTTOM_EDGE].texture_index == -1 && tiles[TOP_EDGE].texture_index > -1) { tiles[BOTTOM_EDGE] = tiles[TOP_EDGE]; tiles[BOTTOM_EDGE].orientation = FLIP_VERTICAL; } else if (tiles[TOP_EDGE].texture_index == -1 && tiles[BOTTOM_EDGE].texture_index == -1) return false; // Check that the centre tile has been specified. if (tiles[CENTRE].texture_index < 0) return false; return true; } // Called on a decorator to generate any required per-element data for a newly decorated element. DecoratorDataHandle DecoratorTiledBox::GenerateElementData(Element* element) { // Initialise the tiles for this element. for (int i = 0; i < 9; i++) { if (tiles[i].texture_index >= 0) tiles[i].CalculateDimensions(element, *GetTexture(tiles[i].texture_index)); } Vector2f padded_size = element->GetBox().GetSize(Box::PADDING); // Calculate the size for the top row of tiles. Vector2f top_left_dimensions = tiles[TOP_LEFT_CORNER].GetDimensions(element); Vector2f top_dimensions = tiles[TOP_EDGE].GetDimensions(element); Vector2f top_right_dimensions = tiles[TOP_RIGHT_CORNER].GetDimensions(element); // Calculate the size for the bottom row of tiles. Vector2f bottom_left_dimensions = tiles[BOTTOM_LEFT_CORNER].GetDimensions(element); Vector2f bottom_dimensions = tiles[BOTTOM_EDGE].GetDimensions(element); Vector2f bottom_right_dimensions = tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element); // The size of the left and right tiles. Vector2f left_dimensions = tiles[LEFT_EDGE].GetDimensions(element); Vector2f right_dimensions = tiles[RIGHT_EDGE].GetDimensions(element); // Scale the top corners down if appropriate. If they are scaled, then the left and right edges are also scaled // if they shared a width with their corner. Best solution? Don't know. if (padded_size.x < top_left_dimensions.x + top_right_dimensions.x) { float minimum_width = top_left_dimensions.x + top_right_dimensions.x; top_left_dimensions.x = padded_size.x * (top_left_dimensions.x / minimum_width); if (tiles[TOP_LEFT_CORNER].GetDimensions(element).x == tiles[LEFT_EDGE].GetDimensions(element).x) left_dimensions.x = top_left_dimensions.x; top_right_dimensions.x = padded_size.x * (top_right_dimensions.x / minimum_width); if (tiles[TOP_RIGHT_CORNER].GetDimensions(element).x == tiles[RIGHT_EDGE].GetDimensions(element).x) right_dimensions.x = top_right_dimensions.x; } // Scale the bottom corners down if appropriate. If they are scaled, then the left and right edges are also scaled // if they shared a width with their corner. Best solution? Don't know. if (padded_size.x < bottom_left_dimensions.x + bottom_right_dimensions.x) { float minimum_width = bottom_left_dimensions.x + bottom_right_dimensions.x; bottom_left_dimensions.x = padded_size.x * (bottom_left_dimensions.x / minimum_width); if (tiles[BOTTOM_LEFT_CORNER].GetDimensions(element).x == tiles[LEFT_EDGE].GetDimensions(element).x) left_dimensions.x = bottom_left_dimensions.x; bottom_right_dimensions.x = padded_size.x * (bottom_right_dimensions.x / minimum_width); if (tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element).x == tiles[RIGHT_EDGE].GetDimensions(element).x) right_dimensions.x = bottom_right_dimensions.x; } // Scale the left corners down if appropriate. If they are scaled, then the top and bottom edges are also scaled // if they shared a width with their corner. Best solution? Don't know. if (padded_size.y < top_left_dimensions.y + bottom_left_dimensions.y) { float minimum_height = top_left_dimensions.y + bottom_left_dimensions.y; top_left_dimensions.y = padded_size.y * (top_left_dimensions.y / minimum_height); if (tiles[TOP_LEFT_CORNER].GetDimensions(element).y == tiles[TOP_EDGE].GetDimensions(element).y) top_dimensions.y = top_left_dimensions.y; bottom_left_dimensions.y = padded_size.y * (bottom_left_dimensions.y / minimum_height); if (tiles[BOTTOM_LEFT_CORNER].GetDimensions(element).y == tiles[BOTTOM_EDGE].GetDimensions(element).y) bottom_dimensions.y = bottom_left_dimensions.y; } // Scale the right corners down if appropriate. If they are scaled, then the top and bottom edges are also scaled // if they shared a width with their corner. Best solution? Don't know. if (padded_size.y < top_right_dimensions.y + bottom_right_dimensions.y) { float minimum_height = top_right_dimensions.y + bottom_right_dimensions.y; top_right_dimensions.y = padded_size.y * (top_right_dimensions.y / minimum_height); if (tiles[TOP_RIGHT_CORNER].GetDimensions(element).y == tiles[TOP_EDGE].GetDimensions(element).y) top_dimensions.y = top_right_dimensions.y; bottom_right_dimensions.y = padded_size.y * (bottom_right_dimensions.y / minimum_height); if (tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element).y == tiles[BOTTOM_EDGE].GetDimensions(element).y) bottom_dimensions.y = bottom_right_dimensions.y; } DecoratorTiledBoxData* data = new DecoratorTiledBoxData(element); // Generate the geometry for the top-left tile. tiles[TOP_LEFT_CORNER].GenerateGeometry(data->geometry[tiles[TOP_LEFT_CORNER].texture_index]->GetVertices(), data->geometry[tiles[TOP_LEFT_CORNER].texture_index]->GetIndices(), element, Vector2f(0, 0), top_left_dimensions, top_left_dimensions); // Generate the geometry for the top edge tiles. tiles[TOP_EDGE].GenerateGeometry(data->geometry[tiles[TOP_EDGE].texture_index]->GetVertices(), data->geometry[tiles[TOP_EDGE].texture_index]->GetIndices(), element, Vector2f(top_left_dimensions.x, 0), Vector2f(padded_size.x - (top_left_dimensions.x + top_right_dimensions.x), top_dimensions.y), top_dimensions); // Generate the geometry for the top-right tile. tiles[TOP_RIGHT_CORNER].GenerateGeometry(data->geometry[tiles[TOP_RIGHT_CORNER].texture_index]->GetVertices(), data->geometry[tiles[TOP_RIGHT_CORNER].texture_index]->GetIndices(), element, Vector2f(padded_size.x - top_right_dimensions.x, 0), top_right_dimensions, top_right_dimensions); // Generate the geometry for the left side. tiles[LEFT_EDGE].GenerateGeometry(data->geometry[tiles[LEFT_EDGE].texture_index]->GetVertices(), data->geometry[tiles[LEFT_EDGE].texture_index]->GetIndices(), element, Vector2f(0, top_left_dimensions.y), Vector2f(left_dimensions.x, padded_size.y - (top_left_dimensions.y + bottom_left_dimensions.y)), left_dimensions); // Generate the geometry for the right side. tiles[RIGHT_EDGE].GenerateGeometry(data->geometry[tiles[RIGHT_EDGE].texture_index]->GetVertices(), data->geometry[tiles[RIGHT_EDGE].texture_index]->GetIndices(), element, Vector2f((padded_size.x - right_dimensions.x), top_right_dimensions.y), Vector2f(right_dimensions.x, padded_size.y - (top_right_dimensions.y + bottom_right_dimensions.y)), right_dimensions); // Generate the geometry for the bottom-left tile. tiles[BOTTOM_LEFT_CORNER].GenerateGeometry(data->geometry[tiles[BOTTOM_LEFT_CORNER].texture_index]->GetVertices(), data->geometry[tiles[BOTTOM_LEFT_CORNER].texture_index]->GetIndices(), element, Vector2f(0, padded_size.y - bottom_left_dimensions.y), bottom_left_dimensions, bottom_left_dimensions); // Generate the geometry for the bottom edge tiles. tiles[BOTTOM_EDGE].GenerateGeometry(data->geometry[tiles[BOTTOM_EDGE].texture_index]->GetVertices(), data->geometry[tiles[BOTTOM_EDGE].texture_index]->GetIndices(), element, Vector2f(bottom_left_dimensions.x, padded_size.y - bottom_dimensions.y), Vector2f(padded_size.x - (bottom_left_dimensions.x + bottom_right_dimensions.x), bottom_dimensions.y), bottom_dimensions); // Generate the geometry for the bottom-right tile. tiles[BOTTOM_RIGHT_CORNER].GenerateGeometry(data->geometry[tiles[BOTTOM_RIGHT_CORNER].texture_index]->GetVertices(), data->geometry[tiles[BOTTOM_RIGHT_CORNER].texture_index]->GetIndices(), element, Vector2f(padded_size.x - bottom_right_dimensions.x, padded_size.y - bottom_right_dimensions.y), bottom_right_dimensions, bottom_right_dimensions); // Generate the centre geometry. if (tiles[CENTRE].texture_index >= 0) { Vector2f centre_dimensions = tiles[CENTRE].GetDimensions(element); Vector2f centre_surface_dimensions(padded_size.x - (left_dimensions.x + right_dimensions.x), padded_size.y - (top_dimensions.y + bottom_dimensions.y)); tiles[CENTRE].GenerateGeometry(data->geometry[tiles[CENTRE].texture_index]->GetVertices(), data->geometry[tiles[CENTRE].texture_index]->GetIndices(), element, Vector2f(left_dimensions.x, top_dimensions.y), centre_surface_dimensions, centre_dimensions); } // Set the textures on the geometry. const Texture* texture = NULL; int texture_index = 0; while ((texture = GetTexture(texture_index)) != NULL) data->geometry[texture_index++]->SetTexture(texture); return reinterpret_cast(data); } // Called to release element data generated by this decorator. void DecoratorTiledBox::ReleaseElementData(DecoratorDataHandle element_data) { delete reinterpret_cast< DecoratorTiledBoxData* >(element_data); } // Called to render the decorator on an element. void DecoratorTiledBox::RenderElement(Element* element, DecoratorDataHandle element_data) { Vector2f translation = element->GetAbsoluteOffset(Box::PADDING).Round(); DecoratorTiledBoxData* data = reinterpret_cast< DecoratorTiledBoxData* >(element_data); for (int i = 0; i < 9; i++) data->geometry[i]->Render(translation); } } }