/*
* 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 "ElementImage.h"
#include "../../../Include/RmlUi/Core/ComputedValues.h"
#include "../../../Include/RmlUi/Core/ElementDocument.h"
#include "../../../Include/RmlUi/Core/ElementUtilities.h"
#include "../../../Include/RmlUi/Core/MeshUtilities.h"
#include "../../../Include/RmlUi/Core/PropertyIdSet.h"
#include "../../../Include/RmlUi/Core/StyleSheet.h"
#include "../../../Include/RmlUi/Core/Texture.h"
#include "../../../Include/RmlUi/Core/URL.h"
#include "../TextureDatabase.h"
namespace Rml {
ElementImage::ElementImage(const String& tag) : Element(tag), dimensions(-1, -1), rect_source(RectSource::None)
{
dimensions_scale = 1.0f;
geometry_dirty = false;
texture_dirty = true;
}
ElementImage::~ElementImage() {}
bool ElementImage::GetIntrinsicDimensions(Vector2f& _dimensions, float& _ratio)
{
EnsureSourceLoaded();
if (rect_source == RectSource::None)
{
dimensions = Vector2f(texture.GetDimensions());
}
else
{
dimensions = rect.Size();
}
if (dimensions.y > 0)
{
_ratio = dimensions.x / dimensions.y;
// Scale intrinsic size based on attributes. CSS properties can in turn override these attributes, see LayoutDetails.
auto requested_width = GetAttribute("width", -1);
auto requested_height = GetAttribute("height", -1);
if (requested_height > 0 && requested_width > 0)
{
// If both a height and width are set update the ratio to match
_ratio = requested_width / requested_height;
dimensions.x = requested_width;
dimensions.y = requested_height;
}
else if (requested_height > 0)
{
dimensions.x = requested_height * _ratio;
dimensions.y = requested_height;
}
else if (requested_width > 0)
{
dimensions.x = requested_width;
dimensions.y = requested_width / _ratio;
}
}
dimensions *= dimensions_scale;
// Return the calculated dimensions. If this changes the size of the element, it will result in
// a call to 'onresize' below which will regenerate the geometry.
_dimensions = dimensions;
return true;
}
void ElementImage::EnsureSourceLoaded()
{
if (texture_dirty)
LoadTexture();
}
void ElementImage::OnRender()
{
// Regenerate the geometry if required (this will be set if 'rect' changes but does not result in a resize).
if (geometry_dirty)
GenerateGeometry();
geometry.Render(GetAbsoluteOffset(BoxArea::Border), texture);
}
void ElementImage::OnAttributeChange(const ElementAttributes& changed_attributes)
{
// Call through to the base element's OnAttributeChange().
Element::OnAttributeChange(changed_attributes);
bool dirty_layout = false;
// Check for a changed 'src' attribute. If this changes, the old texture handle is released,
// forcing a reload when the layout is regenerated.
if (changed_attributes.find("src") != changed_attributes.end() || changed_attributes.find("sprite") != changed_attributes.end())
{
texture_dirty = true;
dirty_layout = true;
}
// Check for a changed 'width' attribute. If this changes, a layout is forced which will
// recalculate the dimensions.
if (changed_attributes.find("width") != changed_attributes.end() || changed_attributes.find("height") != changed_attributes.end())
{
dirty_layout = true;
}
// Check for a change to the 'rect' attribute. If this changes, the coordinates are
// recomputed and a layout forced. If a sprite is set to source, then that will override any attribute.
if (changed_attributes.find("rect") != changed_attributes.end())
{
UpdateRect();
// Rectangle has changed; this will most likely result in a size change, so we need to force a layout.
dirty_layout = true;
}
if (dirty_layout)
DirtyLayout();
}
void ElementImage::OnPropertyChange(const PropertyIdSet& changed_properties)
{
Element::OnPropertyChange(changed_properties);
if (changed_properties.Contains(PropertyId::ImageColor) || changed_properties.Contains(PropertyId::Opacity))
geometry_dirty = true;
}
void ElementImage::OnChildAdd(Element* child)
{
// Load the texture once we have attached to the document so that it can immediately be found during the call to `Rml::GetTextureSourceList`. The
// texture won't actually be loaded from the backend before it is shown. However, only do this if we have an active context so that the dp-ratio
// can be retrieved. If there is no context now the texture loading will be deferred until the next layout update.
if (child == this && texture_dirty && GetContext())
LoadTexture();
}
void ElementImage::OnResize()
{
geometry_dirty = true;
}
void ElementImage::OnDpRatioChange()
{
texture_dirty = true;
DirtyLayout();
}
void ElementImage::OnStyleSheetChange()
{
if (HasAttribute("sprite"))
{
texture_dirty = true;
DirtyLayout();
}
}
void ElementImage::GenerateGeometry()
{
// Release the old geometry before specifying the new vertices.
Mesh mesh = geometry.Release(Geometry::ReleaseMode::ClearMesh);
// Generate the texture coordinates.
Vector2f texcoords[2];
if (rect_source != RectSource::None)
{
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());
const RenderBox render_box = GetRenderBox(BoxArea::Content);
MeshUtilities::GenerateQuad(mesh, render_box.GetFillOffset(), render_box.GetFillSize(), quad_colour, texcoords[0], texcoords[1]);
if (RenderManager* render_manager = GetRenderManager())
geometry = render_manager->MakeGeometry(std::move(mesh));
geometry_dirty = false;
}
bool ElementImage::LoadTexture()
{
texture_dirty = false;
geometry_dirty = true;
dimensions_scale = 1.0f;
RenderManager* render_manager = GetRenderManager();
if (!render_manager)
{
texture = {};
return false;
}
const float dp_ratio = ElementUtilities::GetDensityIndependentPixelRatio(this);
// Check for a sprite first, this takes precedence.
const String sprite_name = GetAttribute("sprite", "");
if (!sprite_name.empty())
{
// Load sprite.
bool valid_sprite = false;
if (ElementDocument* document = GetOwnerDocument())
{
if (const StyleSheet* style_sheet = document->GetStyleSheet())
{
if (const Sprite* sprite = style_sheet->GetSprite(sprite_name))
{
rect = sprite->rectangle;
rect_source = RectSource::Sprite;
texture = sprite->sprite_sheet->texture_source.GetTexture(*render_manager);
dimensions_scale = sprite->sprite_sheet->display_scale * dp_ratio;
valid_sprite = true;
}
}
}
if (!valid_sprite)
{
texture = {};
rect_source = RectSource::None;
UpdateRect();
Log::Message(Log::LT_WARNING, "Could not find sprite '%s' specified in img element %s", sprite_name.c_str(), GetAddress().c_str());
return false;
}
}
else
{
// Load image from source URL.
const String source_name = GetAttribute("src", "");
if (source_name.empty())
{
texture = {};
rect_source = RectSource::None;
return false;
}
URL source_url;
if (ElementDocument* document = GetOwnerDocument())
source_url.SetURL(document->GetSourceURL());
texture = render_manager->LoadTexture(source_name, source_url.GetPath());
dimensions_scale = dp_ratio;
}
return true;
}
void ElementImage::UpdateRect()
{
if (rect_source != RectSource::Sprite)
{
bool valid_rect = false;
String rect_string = GetAttribute("rect", "");
if (!rect_string.empty())
{
StringList coords_list;
StringUtilities::ExpandString(coords_list, rect_string, ' ');
if (coords_list.size() != 4)
{
Log::Message(Log::LT_WARNING, "Element '%s' has an invalid 'rect' attribute; rect requires 4 space-separated values, found %zu.",
GetAddress().c_str(), coords_list.size());
}
else
{
const Vector2f position = {FromString(coords_list[0], 0.f), FromString(coords_list[1], 0.f)};
const Vector2f size = {FromString(coords_list[2], 0.f), FromString(coords_list[3], 0.f)};
rect = Rectanglef::FromPositionSize(position, size);
// We have new, valid coordinates; force the geometry to be regenerated.
valid_rect = true;
geometry_dirty = true;
rect_source = RectSource::Attribute;
}
}
if (!valid_rect)
{
rect = {};
rect_source = RectSource::None;
}
}
}
} // namespace Rml