/* * 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 "precompiled.h" #include "DecoratorTiled.h" #include "../../Include/RmlUi/Core.h" namespace Rml { namespace Core { DecoratorTiled::DecoratorTiled() { } DecoratorTiled::~DecoratorTiled() { } static const Vector2f oriented_texcoords[6][2] = {{Vector2f(0, 0), Vector2f(1, 1)}, {Vector2f(0, 1), Vector2f(1, 0)}, {Vector2f(1, 1), Vector2f(0, 0)}, {Vector2f(1, 0), Vector2f(0, 1)}, {Vector2f(1, 0), Vector2f(0, 1)}, {Vector2f(0, 1), Vector2f(1, 0)}}; DecoratorTiled::Tile::Tile() : position(0, 0), size(1, 1) { texture_index = -1; repeat_mode = STRETCH; fit_mode = FILL; orientation = ROTATE_0; position_absolute[0] = false; position_absolute[1] = false; size_absolute[0] = false; size_absolute[1] = false; } // Calculates the tile's dimensions from the texture and texture coordinates. void DecoratorTiled::Tile::CalculateDimensions(Element* element, const Texture& texture) const { RenderInterface* render_interface = element->GetRenderInterface(); auto data_iterator = data.find(render_interface); if (data_iterator == data.end()) { TileData new_data; const Vector2i texture_dimensions_i = texture.GetDimensions(render_interface); const Vector2f texture_dimensions((float)texture_dimensions_i.x, (float)texture_dimensions_i.y); if (texture_dimensions.x == 0 || texture_dimensions.y == 0) { new_data.size = Vector2f(0, 0); new_data.texcoords[0] = Vector2f(0, 0); new_data.texcoords[1] = Vector2f(0, 0); } else { // Need to scale the coordinates to normalized units and 'size' to absolute size (pixels) for(int i = 0; i < 2; i++) { float size_relative = size[i]; new_data.size[i] = Math::AbsoluteValue(size[i]); if (size_absolute[i]) size_relative /= texture_dimensions[i]; else new_data.size[i] *= texture_dimensions[i]; new_data.texcoords[0][i] = position[i]; if (position_absolute[i]) new_data.texcoords[0][i] /= texture_dimensions[i]; new_data.texcoords[1][i] = size_relative + new_data.texcoords[0][i]; } } data.emplace( render_interface, new_data ); } } // Get this tile's dimensions. Vector2f DecoratorTiled::Tile::GetDimensions(Element* element) const { RenderInterface* render_interface = element->GetRenderInterface(); auto data_iterator = data.find(render_interface); if (data_iterator == data.end()) return Vector2f(0, 0); return data_iterator->second.size; } // Generates geometry to render this tile across a surface. void DecoratorTiled::Tile::GenerateGeometry(std::vector< Vertex >& vertices, std::vector< int >& indices, Element* element, const Vector2f& surface_origin, const Vector2f& surface_dimensions, const Vector2f& tile_dimensions) const { if (surface_dimensions.x <= 0 || surface_dimensions.y <= 0) return; RenderInterface* render_interface = element->GetRenderInterface(); const auto& computed = element->GetComputedValues(); float opacity = computed.opacity; Colourb quad_colour = computed.image_color; // Apply opacity quad_colour.alpha = (byte)(opacity * (float)quad_colour.alpha); auto data_iterator = data.find(render_interface); if (data_iterator == data.end()) return; const TileData& data = data_iterator->second; int num_tiles[2] = { 0, 0 }; Vector2f final_tile_dimensions( 0, 0 ); // Generate the oriented texture coordinates for the tiles. Vector2f scaled_texcoords[3]; for (int i = 0; i < 2; i++) { scaled_texcoords[i] = data.texcoords[0] + oriented_texcoords[orientation][i] * (data.texcoords[1] - data.texcoords[0]); } scaled_texcoords[2] = scaled_texcoords[1]; // Resize the dimensions (if necessary) to fit this tile's repeat mode. for (int i = 0; i < 2; i++) { switch (repeat_mode) { case STRETCH: { // If the tile is stretched, we only need one quad. num_tiles[i] = 1; final_tile_dimensions[i] = surface_dimensions[i]; } break; case CLAMP_STRETCH: case CLAMP_TRUNCATE: { // If the tile is clamped, we only need one quad if the surface is smaller than the tile, or two if it's larger (to take the last stretched pixel). num_tiles[i] = surface_dimensions[i] > tile_dimensions[i] ? 2 : 1; if (num_tiles[i] == 1) { final_tile_dimensions[i] = surface_dimensions[i]; if (repeat_mode == CLAMP_TRUNCATE) scaled_texcoords[1][i] -= (scaled_texcoords[1][i] - scaled_texcoords[0][i]) * (1.0f - (final_tile_dimensions[i] / tile_dimensions[i])); } else final_tile_dimensions[i] = surface_dimensions[i] - tile_dimensions[i]; } break; case REPEAT_STRETCH: case REPEAT_TRUNCATE: { num_tiles[i] = Math::RealToInteger((surface_dimensions[i] + (tile_dimensions[i] - 1)) / tile_dimensions[i]); num_tiles[i] = Math::Max(0, num_tiles[i]); final_tile_dimensions[i] = surface_dimensions[i] - (num_tiles[i] - 1) * tile_dimensions[i]; if (final_tile_dimensions[i] <= 0) final_tile_dimensions[i] = tile_dimensions[i]; if (repeat_mode == REPEAT_TRUNCATE) scaled_texcoords[2][i] -= (scaled_texcoords[1][i] - scaled_texcoords[0][i]) * (1.0f - (final_tile_dimensions[i] / tile_dimensions[i])); } break; } } // For now, we assume that fit mode and repeat mode cannot both be set on a single tile. The two code paths won't work well together. RMLUI_ASSERT(repeat_mode == STRETCH || fit_mode == FILL); bool offset_and_clip_tile = false; switch (fit_mode) { case FILL: // Do nothing, use results from above. break; case CONTAIN: { Vector2f scale_factor = surface_dimensions / tile_dimensions; float min_factor = std::min(scale_factor.x, scale_factor.y); final_tile_dimensions = tile_dimensions * min_factor; offset_and_clip_tile = true; } break; case COVER: { Vector2f scale_factor = surface_dimensions / tile_dimensions; float max_factor = std::max(scale_factor.x, scale_factor.y); final_tile_dimensions = tile_dimensions * max_factor; offset_and_clip_tile = true; } break; case SCALE_NONE: { final_tile_dimensions = tile_dimensions; offset_and_clip_tile = true; } break; case SCALE_DOWN: { Vector2f scale_factor = surface_dimensions / tile_dimensions; float min_factor = std::min(scale_factor.x, scale_factor.y); if (min_factor < 1.0f) final_tile_dimensions = tile_dimensions * min_factor; else final_tile_dimensions = tile_dimensions; offset_and_clip_tile = true; } break; } Vector2f tile_offset(0, 0); if (offset_and_clip_tile) { // Offset tile along each dimension. for(int i = 0; i < 2; i++) { switch (align[i].type) { case Style::LengthPercentage::Length: tile_offset[i] = align[i].value; break; case Style::LengthPercentage::Percentage: tile_offset[i] = (surface_dimensions[i] - final_tile_dimensions[i]) * align[i].value * 0.01f; break; } } tile_offset = tile_offset.Round(); // Clip tile. See if our tile extends outside the boundary at either side, along each dimension. for(int i = 0; i < 2; i++) { // Left/right acts as top/bottom during the second iteration. float overshoot_left = std::max(-tile_offset[i], 0.0f); float overshoot_right = std::max(tile_offset[i] + final_tile_dimensions[i] - surface_dimensions[i], 0.0f); if(overshoot_left > 0.f || overshoot_right > 0.f) { float& left = scaled_texcoords[0][i]; float& right = scaled_texcoords[1][i]; float width = right - left; left += overshoot_left / final_tile_dimensions[i] * width; right -= overshoot_right / final_tile_dimensions[i] * width; final_tile_dimensions[i] -= overshoot_left + overshoot_right; tile_offset[i] += overshoot_left; } } scaled_texcoords[2] = scaled_texcoords[1]; } // If any of the axes are zero or below, then we have a zero surface area and nothing to render. if (num_tiles[0] <= 0 || num_tiles[1] <= 0) return; // Resize the vertex and index arrays to fit the new geometry. int index_offset = (int) vertices.size(); vertices.resize(vertices.size() + num_tiles[0] * num_tiles[1] * 4); Vertex* new_vertices = &vertices[0] + index_offset; size_t num_indices = indices.size(); indices.resize(indices.size() + num_tiles[0] * num_tiles[1] * 6); int* new_indices = &indices[0] + num_indices; // Generate the vertices for the tiled surface. for (int y = 0; y < num_tiles[1]; y++) { Vector2f tile_position; tile_position.y = surface_origin.y + (float) tile_dimensions.y * y; Vector2f tile_size; tile_size.y = (float) (y < num_tiles[1] - 1 ? data.size.y : final_tile_dimensions.y); // Squish the texture coordinates in the y if we're clamping and this is the last in a double-tile. Vector2f tile_texcoords[2]; if (num_tiles[1] == 2 && y == 1 && (repeat_mode == CLAMP_STRETCH || repeat_mode == CLAMP_TRUNCATE)) { tile_texcoords[0].y = scaled_texcoords[1].y; tile_texcoords[1].y = scaled_texcoords[1].y; } else { tile_texcoords[0].y = scaled_texcoords[0].y; // The last tile might have truncated texture coords if (y == num_tiles[1] - 1) tile_texcoords[1].y = scaled_texcoords[2].y; else tile_texcoords[1].y = scaled_texcoords[1].y; } for (int x = 0; x < num_tiles[0]; x++) { // Squish the texture coordinates in the x if we're clamping and this is the last in a double-tile. if (num_tiles[0] == 2 && x == 1 && (repeat_mode == CLAMP_STRETCH || repeat_mode == CLAMP_TRUNCATE)) { tile_texcoords[0].x = scaled_texcoords[1].x; tile_texcoords[1].x = scaled_texcoords[1].x; } else { tile_texcoords[0].x = scaled_texcoords[0].x; // The last tile might have truncated texture coords if (x == num_tiles[0] - 1) tile_texcoords[1].x = scaled_texcoords[2].x; else tile_texcoords[1].x = scaled_texcoords[1].x; } tile_position.x = surface_origin.x + (float) tile_dimensions.x * x; tile_size.x = (float) (x < num_tiles[0] - 1 ? tile_dimensions.x : final_tile_dimensions.x); tile_position = (tile_position + tile_offset).Round(); tile_size = tile_size.Round(); GeometryUtilities::GenerateQuad(new_vertices, new_indices, tile_position, tile_size, quad_colour, tile_texcoords[0], tile_texcoords[1], index_offset); new_vertices += 4; new_indices += 6; index_offset += 4; } } } // Scales a tile dimensions by a fixed value along one axis. void DecoratorTiled::ScaleTileDimensions(Vector2f& tile_dimensions, float axis_value, int axis) const { if (tile_dimensions[axis] != axis_value) { tile_dimensions[1 - axis] = tile_dimensions[1 - axis] * (axis_value / tile_dimensions[axis]); tile_dimensions[axis] = axis_value; } } } }