/*
* 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 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 "DecoratorTiledBox.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/Geometry.h"
namespace Rml {
struct DecoratorTiledBoxData
{
DecoratorTiledBoxData(Element* host_element, int num_textures) : num_textures(num_textures)
{
geometry = new Geometry[num_textures];
for (int i = 0; i < num_textures; i++)
geometry[i].SetHostElement(host_element);
}
~DecoratorTiledBoxData()
{
delete[] geometry;
}
const int num_textures;
Geometry* geometry;
};
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]);
}
// All corners must have a valid texture.
for (int i = TOP_LEFT_CORNER; i <= BOTTOM_RIGHT_CORNER; i++)
{
if (tiles[i].texture_index == -1)
return false;
}
// Check that the centre tile has been specified.
if (tiles[CENTRE].texture_index < 0)
return false;
// 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;
return true;
}
// Called on a decorator to generate any required per-element data for a newly decorated element.
DecoratorDataHandle DecoratorTiledBox::GenerateElementData(Element* element) const
{
// Initialise the tiles for this element.
for (int i = 0; i < 9; i++)
{
RMLUI_ASSERT(tiles[i].texture_index >= 0);
tiles[i].CalculateDimensions(element, *GetTexture(tiles[i].texture_index));
}
Vector2f padded_size = element->GetBox().GetSize(Box::PADDING);
// Calculate the natural dimensions of tile corners and edges.
const Vector2f natural_top_left = tiles[TOP_LEFT_CORNER].GetNaturalDimensions(element);
const Vector2f natural_top = tiles[TOP_EDGE].GetNaturalDimensions(element);
const Vector2f natural_top_right = tiles[TOP_RIGHT_CORNER].GetNaturalDimensions(element);
const Vector2f natural_bottom_left = tiles[BOTTOM_LEFT_CORNER].GetNaturalDimensions(element);
const Vector2f natural_bottom = tiles[BOTTOM_EDGE].GetNaturalDimensions(element);
const Vector2f natural_bottom_right = tiles[BOTTOM_RIGHT_CORNER].GetNaturalDimensions(element);
const Vector2f natural_left = tiles[LEFT_EDGE].GetNaturalDimensions(element);
const Vector2f natural_right = tiles[RIGHT_EDGE].GetNaturalDimensions(element);
// Initialize the to-be-determined dimensions of the tiles.
Vector2f top_left = natural_top_left;
Vector2f top = natural_top;
Vector2f top_right = natural_top_right;
Vector2f bottom_left = natural_bottom_left;
Vector2f bottom = natural_bottom;
Vector2f bottom_right = natural_bottom_right;
Vector2f left = natural_left;
Vector2f right = natural_right;
// 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.x + top_right.x)
{
float minimum_width = top_left.x + top_right.x;
top_left.x = padded_size.x * (top_left.x / minimum_width);
if (natural_top_left.x == natural_left.x)
left.x = top_left.x;
top_right.x = padded_size.x * (top_right.x / minimum_width);
if (natural_top_right.x == natural_right.x)
right.x = top_right.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.x + bottom_right.x)
{
float minimum_width = bottom_left.x + bottom_right.x;
bottom_left.x = padded_size.x * (bottom_left.x / minimum_width);
if (natural_bottom_left.x == natural_left.x)
left.x = bottom_left.x;
bottom_right.x = padded_size.x * (bottom_right.x / minimum_width);
if (natural_bottom_right.x == natural_right.x)
right.x = bottom_right.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.y + bottom_left.y)
{
float minimum_height = top_left.y + bottom_left.y;
top_left.y = padded_size.y * (top_left.y / minimum_height);
if (natural_top_left.y == natural_top.y)
top.y = top_left.y;
bottom_left.y = padded_size.y * (bottom_left.y / minimum_height);
if (natural_bottom_left.y == natural_bottom.y)
bottom.y = bottom_left.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.y + bottom_right.y)
{
float minimum_height = top_right.y + bottom_right.y;
top_right.y = padded_size.y * (top_right.y / minimum_height);
if (natural_top_right.y == natural_top.y)
top.y = top_right.y;
bottom_right.y = padded_size.y * (bottom_right.y / minimum_height);
if (natural_bottom_right.y == natural_bottom.y)
bottom.y = bottom_right.y;
}
const int num_textures = GetNumTextures();
DecoratorTiledBoxData* data = new DecoratorTiledBoxData(element, num_textures);
// 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,
top_left);
// 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.x, 0),
Vector2f(padded_size.x - (top_left.x + top_right.x), top.y),
top);
// 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.x, 0),
top_right,
top_right);
// 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.y),
Vector2f(left.x, padded_size.y - (top_left.y + bottom_left.y)),
left);
// 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.x), top_right.y),
Vector2f(right.x, padded_size.y - (top_right.y + bottom_right.y)),
right);
// 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.y),
bottom_left,
bottom_left);
// 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.x, padded_size.y - bottom.y),
Vector2f(padded_size.x - (bottom_left.x + bottom_right.x), bottom.y),
bottom);
// 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.x, padded_size.y - bottom_right.y),
bottom_right,
bottom_right);
// Generate the centre geometry.
Vector2f centre_dimensions = tiles[CENTRE].GetNaturalDimensions(element);
Vector2f centre_surface_dimensions(padded_size.x - (left.x + right.x),
padded_size.y - (top.y + bottom.y));
tiles[CENTRE].GenerateGeometry(data->geometry[tiles[CENTRE].texture_index].GetVertices(),
data->geometry[tiles[CENTRE].texture_index].GetIndices(),
element,
Vector2f(left.x, top.y),
centre_surface_dimensions,
centre_dimensions);
// Set the textures on the geometry.
const Texture* texture = nullptr;
int texture_index = 0;
while ((texture = GetTexture(texture_index)) != nullptr)
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) const
{
delete reinterpret_cast< DecoratorTiledBoxData* >(element_data);
}
// Called to render the decorator on an element.
void DecoratorTiledBox::RenderElement(Element* element, DecoratorDataHandle element_data) const
{
Vector2f translation = element->GetAbsoluteOffset(Box::PADDING).Round();
DecoratorTiledBoxData* data = reinterpret_cast< DecoratorTiledBoxData* >(element_data);
for (int i = 0; i < data->num_textures; i++)
data->geometry[i].Render(translation);
}
} // namespace Rml