/* * 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 "../../Include/RmlUi/Core/RenderManager.h" #include "../../Include/RmlUi/Core/Core.h" #include "../../Include/RmlUi/Core/Geometry.h" #include "../../Include/RmlUi/Core/RenderInterface.h" namespace Rml { RenderManager::RenderManager() : render_interface(GetRenderInterface()) { RMLUI_ASSERT(render_interface); } void RenderManager::BeginRender() { #ifdef RMLUI_DEBUG const RenderState default_state; RMLUI_ASSERT(state.clip_mask_list == default_state.clip_mask_list); RMLUI_ASSERT(state.scissor_region == state.scissor_region); RMLUI_ASSERT(state.transform == state.transform); #endif } void RenderManager::SetViewport(Vector2i dimensions) { viewport_dimensions = dimensions; } Vector2i RenderManager::GetViewport() const { return viewport_dimensions; } void RenderManager::DisableScissorRegion() { SetScissorRegion(Rectanglei::MakeInvalid()); } void RenderManager::SetScissorRegion(Rectanglei new_region) { const bool old_scissor_enable = state.scissor_region.Valid(); const bool new_scissor_enable = new_region.Valid(); if (new_scissor_enable != old_scissor_enable) render_interface->EnableScissorRegion(new_scissor_enable); if (new_scissor_enable) { new_region.Intersect(Rectanglei::FromSize(viewport_dimensions)); if (new_region != state.scissor_region) render_interface->SetScissorRegion(new_region.Left(), new_region.Top(), new_region.Width(), new_region.Height()); } state.scissor_region = new_region; } void RenderManager::DisableClipMask() { if (!state.clip_mask_list.empty()) { state.clip_mask_list.clear(); ApplyClipMask(state.clip_mask_list); } } void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation) { RMLUI_ASSERT(geometry); state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}}; ApplyClipMask(state.clip_mask_list); } void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements) { if (state.clip_mask_list != in_clip_elements) { state.clip_mask_list = std::move(in_clip_elements); ApplyClipMask(state.clip_mask_list); } } void RenderManager::SetTransform(const Matrix4f* p_new_transform) { static const Matrix4f identity_transform = Matrix4f::Identity(); const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform); if (state.transform != new_transform) { render_interface->SetTransform(p_new_transform); state.transform = new_transform; } } void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements) { const bool clip_mask_enabled = !clip_elements.empty(); render_interface->EnableClipMask(clip_mask_enabled); if (clip_mask_enabled) { const Matrix4f initial_transform = state.transform; for (const ClipMaskGeometry& element_clip : clip_elements) { SetTransform(element_clip.transform); element_clip.geometry->RenderToClipMask(element_clip.operation, element_clip.absolute_offset); } // Apply the initially set transform in case it was changed. SetTransform(&initial_transform); } } void RenderManager::SetState(const RenderState& next) { SetScissorRegion(next.scissor_region); SetClipMask(next.clip_mask_list); SetTransform(&next.transform); } void RenderManager::ResetState() { SetState(RenderState{}); } } // namespace Rml