/*
* 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 "TextureResource.h"
#include "../../Include/RmlUi/Core/Core.h"
#include "../../Include/RmlUi/Core/Log.h"
#include "../../Include/RmlUi/Core/Profiling.h"
#include "../../Include/RmlUi/Core/RenderInterface.h"
#include "TextureDatabase.h"
namespace Rml {
TextureResource::TextureResource() {}
TextureResource::~TextureResource()
{
Reset();
}
void TextureResource::Set(const String& _source)
{
Reset();
source = _source;
}
void TextureResource::Set(const String& name, const TextureCallback& callback)
{
Reset();
source = name;
texture_callback = MakeUnique(callback);
TextureDatabase::AddCallbackTexture(this);
}
void TextureResource::Reset()
{
Release();
if (texture_callback)
{
TextureDatabase::RemoveCallbackTexture(this);
texture_callback.reset();
}
source.clear();
}
TextureHandle TextureResource::GetHandle()
{
if (!loaded)
Load();
return handle;
}
Vector2i TextureResource::GetDimensions()
{
if (!loaded)
Load();
return dimensions;
}
const String& TextureResource::GetSource() const
{
return source;
}
void TextureResource::Release()
{
if (loaded)
{
RenderInterface* render_interface = ::Rml::GetRenderInterface();
RMLUI_ASSERT(render_interface);
render_interface->ReleaseTexture(handle);
handle = {};
dimensions = {};
loaded = false;
}
}
bool TextureResource::IsLoaded() const
{
return loaded;
}
bool TextureResource::Load()
{
RMLUI_ZoneScoped;
RenderInterface* render_interface = ::Rml::GetRenderInterface();
loaded = true;
// Generate the texture from the callback function if we have one.
if (texture_callback)
{
TextureCallback& callback_fnc = *texture_callback;
if (!callback_fnc(render_interface, source, handle, dimensions) || !handle)
{
Log::Message(Log::LT_WARNING, "Failed to generate texture from callback function %s.", source.c_str());
handle = {};
dimensions = {};
return false;
}
return true;
}
// No callback function, load the texture through the render interface.
if (!render_interface->LoadTexture(handle, dimensions, source))
{
Log::Message(Log::LT_WARNING, "Failed to load texture from %s.", source.c_str());
handle = {};
dimensions = {};
return false;
}
return true;
}
} // namespace Rml