/* * 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