/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019-2023 The RmlUi Team, and contributors * * 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 "../../../Include/RmlUi/Core/Elements/ElementProgress.h" #include "../../../Include/RmlUi/Core/ComputedValues.h" #include "../../../Include/RmlUi/Core/ElementDocument.h" #include "../../../Include/RmlUi/Core/ElementUtilities.h" #include "../../../Include/RmlUi/Core/Factory.h" #include "../../../Include/RmlUi/Core/Math.h" #include "../../../Include/RmlUi/Core/MeshUtilities.h" #include "../../../Include/RmlUi/Core/PropertyIdSet.h" #include "../../../Include/RmlUi/Core/StyleSheet.h" #include "../../../Include/RmlUi/Core/URL.h" #include namespace Rml { ElementProgress::ElementProgress(const String& tag) : Element(tag), direction(DefaultDirection), start_edge(DefaultStartEdge), fill(nullptr), rect_set(false) { if (tag == "progressbar") Log::Message(Log::LT_WARNING, "Deprecation notice: Element '' renamed to '', please adjust RML tags accordingly."); geometry_dirty = false; // Add the fill element as a non-DOM element. ElementPtr fill_element = As(Factory::InstanceNode("*", "fill")); RMLUI_ASSERT(fill_element); fill = AppendChild(std::move(fill_element), false); } ElementProgress::~ElementProgress() {} float ElementProgress::GetValue() const { const float max_value = GetMax(); return Math::Clamp(GetAttribute("value", 0.0f), 0.0f, max_value); } float ElementProgress::GetMax() const { const float max_value = GetAttribute("max", 1.0f); return max_value <= 0.0f ? 1.0f : max_value; } void ElementProgress::SetMax(float max_value) { SetAttribute("max", max_value); } void ElementProgress::SetValue(float in_value) { SetAttribute("value", in_value); } bool ElementProgress::GetIntrinsicDimensions(Vector2f& dimensions, float& /*ratio*/) { dimensions.x = 256; dimensions.y = 16; return true; } void ElementProgress::OnRender() { // Some properties may change geometry without dirtying the layout, eg. opacity. if (geometry_dirty) GenerateGeometry(); // Render the geometry at the fill element's content region. geometry.Render(fill->GetAbsoluteOffset(), texture); } void ElementProgress::OnAttributeChange(const ElementAttributes& changed_attributes) { Element::OnAttributeChange(changed_attributes); if (changed_attributes.find("value") != changed_attributes.end() || changed_attributes.find("max") != changed_attributes.end()) { geometry_dirty = true; } if (changed_attributes.find("direction") != changed_attributes.end()) { using DirectionNameList = Array; static const DirectionNameList names = {"top", "right", "bottom", "left", "clockwise", "counter-clockwise"}; direction = DefaultDirection; String name = StringUtilities::ToLower(GetAttribute("direction", "")); auto it = std::find(names.begin(), names.end(), name); size_t index = size_t(it - names.begin()); if (index < size_t(Direction::Count)) direction = Direction(index); geometry_dirty = true; } if (changed_attributes.find("start-edge") != changed_attributes.end()) { using StartEdgeNameList = Array; static const StartEdgeNameList names = {"top", "right", "bottom", "left"}; start_edge = DefaultStartEdge; String name = StringUtilities::ToLower(GetAttribute("start-edge", "")); auto it = std::find(names.begin(), names.end(), name); size_t index = size_t(it - names.begin()); if (index < size_t(StartEdge::Count)) start_edge = StartEdge(index); geometry_dirty = true; } } void ElementProgress::OnPropertyChange(const PropertyIdSet& changed_properties) { Element::OnPropertyChange(changed_properties); if (changed_properties.Contains(PropertyId::ImageColor) || changed_properties.Contains(PropertyId::Opacity)) { geometry_dirty = true; } if (changed_properties.Contains(PropertyId::FillImage)) { LoadTexture(); } } void ElementProgress::OnResize() { const Vector2f element_size = GetBox().GetSize(); // Build and set the 'fill' element's box. Here we are mainly interested in all the edge sizes set by the user. // The content size of the box is here scaled to fit inside the progress bar. Then, during 'CreateGeometry()', // the 'fill' element's content size is further shrunk according to 'value' along the proper direction. Box fill_box; ElementUtilities::BuildBox(fill_box, element_size, fill); const Vector2f margin_top_left(fill_box.GetEdge(BoxArea::Margin, BoxEdge::Left), fill_box.GetEdge(BoxArea::Margin, BoxEdge::Top)); const Vector2f edge_size = fill_box.GetSize(BoxArea::Margin) - fill_box.GetSize(BoxArea::Content); fill_offset = GetBox().GetPosition() + margin_top_left; fill_size = element_size - edge_size; fill_box.SetContent(fill_size); fill->SetBox(fill_box); geometry_dirty = true; } void ElementProgress::GenerateGeometry() { geometry_dirty = false; // Warn the user when using the old approach of adding the 'fill-image' property to the 'fill' element. if (fill->GetLocalProperty(PropertyId::FillImage)) Log::Message(Log::LT_WARNING, "Breaking change: The 'fill-image' property now needs to be set on the element, instead of its inner element. Please " "update your RCSS source to fix progress bars in this document."); const float normalized_value = GetValue() / GetMax(); Vector2f render_size = fill_size; { // Size and offset the fill element depending on the progress value. Vector2f offset = fill_offset; switch (direction) { case Direction::Top: render_size.y = fill_size.y * normalized_value; offset.y = fill_offset.y + fill_size.y - render_size.y; break; case Direction::Right: render_size.x = fill_size.x * normalized_value; break; case Direction::Bottom: render_size.y = fill_size.y * normalized_value; break; case Direction::Left: render_size.x = fill_size.x * normalized_value; offset.x = fill_offset.x + fill_size.x - render_size.x; break; case Direction::Clockwise: case Direction::CounterClockwise: // Circular progress bars cannot use a box to shape the fill element, instead we need to manually create the geometry from the image // texture. Thus, we leave the size and offset untouched as a canvas for the manual geometry. break; case Direction::Count: break; } Box fill_box = fill->GetBox(); fill_box.SetContent(render_size); fill->SetBox(fill_box); fill->SetOffset(offset, this); } Mesh mesh = geometry.Release(Geometry::ReleaseMode::ClearMesh); // If we don't have a fill texture, then there is no need to generate manual geometry, and we are done here. // Instead, users can style the fill element eg. by decorators. if (!texture) return; // Otherwise, the 'fill-image' property is set, let's generate its geometry. Vector& vertices = mesh.vertices; Vector& indices = mesh.indices; Vector2f texcoords[2]; if (rect_set) { Vector2f texture_dimensions = Vector2f(Math::Max(texture.GetDimensions(), Vector2i(1))); texcoords[0] = rect.TopLeft() / texture_dimensions; texcoords[1] = rect.BottomRight() / texture_dimensions; } else { texcoords[0] = Vector2f(0, 0); texcoords[1] = Vector2f(1, 1); } const ComputedValues& computed = GetComputedValues(); const ColourbPremultiplied quad_colour = computed.image_color().ToPremultiplied(computed.opacity()); switch (direction) { // For the top, right, bottom, left directions the fill element already describes where we should draw the fill, // we only need to generate the final texture coordinates here. case Direction::Top: texcoords[0].y = texcoords[0].y + (1.0f - normalized_value) * (texcoords[1].y - texcoords[0].y); break; case Direction::Right: texcoords[1].x = texcoords[0].x + normalized_value * (texcoords[1].x - texcoords[0].x); break; case Direction::Bottom: texcoords[1].y = texcoords[0].y + normalized_value * (texcoords[1].y - texcoords[0].y); break; case Direction::Left: texcoords[0].x = texcoords[0].x + (1.0f - normalized_value) * (texcoords[1].x - texcoords[0].x); break; case Direction::Clockwise: case Direction::CounterClockwise: { // The circular directions require custom geometry as a box is insufficient. // We divide the "circle" into eight parts, here called octants, such that each part can be represented by a triangle. // 'num_octants' tells us how many of these are completely or partially filled. const int num_octants = Math::Clamp(Math::RoundUpToInteger(8.f * normalized_value), 0, 8); const int num_vertices = 2 + num_octants; const int num_triangles = num_octants; const bool cw = (direction == Direction::Clockwise); if (num_octants == 0) break; vertices.resize(num_vertices); indices.resize(3 * num_triangles); RMLUI_ASSERT(int(start_edge) >= int(StartEdge::Top) && int(start_edge) <= int(StartEdge::Left)); // The octant our "circle" expands from. const int start_octant = 2 * int(start_edge); // Positions along the unit square (clockwise, index 0 on top) const float x[8] = {0, 1, 1, 1, 0, -1, -1, -1}; const float y[8] = {-1, -1, 0, 1, 1, 1, 0, -1}; // Set the position of the octant vertices to be rendered. for (int i = 0; i <= num_octants; i++) { int j = (cw ? i : 8 - i); j = ((j + start_octant) % 8); vertices[i].position = Vector2f(x[j], y[j]); } // Find the position of the vertex representing the partially filled triangle. if (normalized_value < 1.f) { using namespace Math; const float angle_offset = float(start_octant) / 8.f * 2.f * RMLUI_PI; const float angle = angle_offset + (cw ? 1.f : -1.f) * normalized_value * 2.f * RMLUI_PI; Vector2f pos(Sin(angle), -Cos(angle)); // Project it from the circle towards the surrounding unit square. pos = pos / Max(Absolute(pos.x), Absolute(pos.y)); vertices[num_octants].position = pos; } const int i_center = num_vertices - 1; vertices[i_center].position = Vector2f(0, 0); for (int i = 0; i < num_triangles; i++) { indices[i * 3 + 0] = i_center; indices[i * 3 + 2] = i; indices[i * 3 + 1] = i + 1; } for (int i = 0; i < num_vertices; i++) { // Transform position from [-1, 1] to [0, 1] and then to [0, size] const Vector2f pos = (Vector2f(1, 1) + vertices[i].position) * 0.5f; vertices[i].position = pos * render_size; vertices[i].tex_coord = texcoords[0] + pos * (texcoords[1] - texcoords[0]); vertices[i].colour = quad_colour; } } break; case Direction::Count: break; } const bool is_circular = (direction == Direction::Clockwise || direction == Direction::CounterClockwise); if (!is_circular) { MeshUtilities::GenerateQuad(mesh, Vector2f(0), render_size, quad_colour, texcoords[0], texcoords[1]); } geometry = GetRenderManager()->MakeGeometry(std::move(mesh)); } bool ElementProgress::LoadTexture() { geometry_dirty = true; rect_set = false; String name; if (const Property* property = GetLocalProperty(PropertyId::FillImage)) name = property->Get(); RenderManager* render_manager = GetRenderManager(); if (!render_manager) return false; ElementDocument* document = GetOwnerDocument(); bool texture_set = false; if (!name.empty() && document) { // Check for a sprite first, this takes precedence. if (const StyleSheet* style_sheet = document->GetStyleSheet()) { if (const Sprite* sprite = style_sheet->GetSprite(name)) { rect = sprite->rectangle; rect_set = true; texture = sprite->sprite_sheet->texture_source.GetTexture(*render_manager); texture_set = true; } } // Otherwise, treat it as a path if (!texture_set) { URL source_url; source_url.SetURL(document->GetSourceURL()); texture = render_manager->LoadTexture(name, source_url.GetPath()); texture_set = true; } } if (!texture_set) { texture = {}; rect = {}; } return true; } } // namespace Rml