/* * 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 "DecoratorTiledInstancer.h" #include "../../Include/RmlUi/Core/PropertyDefinition.h" namespace Rml { namespace Core { DecoratorTiledInstancer::DecoratorTiledInstancer(size_t num_tiles) { tile_property_ids.reserve(num_tiles); } // Adds the property declarations for a tile. void DecoratorTiledInstancer::RegisterTileProperty(const String& name, bool register_repeat_modes) { TilePropertyIds ids = {}; ids.src = RegisterProperty(CreateString(32, "%s-src", name.c_str()), "").AddParser("string").GetId(); ids.x = RegisterProperty(CreateString(32, "%s-x", name.c_str()), "0px").AddParser("number_length_percent").GetId(); ids.y = RegisterProperty(CreateString(32, "%s-y", name.c_str()), "0px").AddParser("number_length_percent").GetId(); ids.width = RegisterProperty(CreateString(32, "%s-width", name.c_str()), "1.0").AddParser("number_length_percent").GetId(); ids.height = RegisterProperty(CreateString(32, "%s-height", name.c_str()), "1.0").AddParser("number_length_percent").GetId(); RegisterShorthand(CreateString(32, "%s-pos", name.c_str()), CreateString(64, "%s-x, %s-y", name.c_str(), name.c_str()), ShorthandType::FallThrough); RegisterShorthand(CreateString(32, "%s-size", name.c_str()), CreateString(64, "%s-width, %s-height", name.c_str(), name.c_str()), ShorthandType::FallThrough); ids.orientation = RegisterProperty(CreateString(32, "%s-orientation", name.c_str()), "none") .AddParser("keyword", "none, rotate-90, rotate-180, rotate-270, flip-horizontal, flip-vertical") .GetId(); if (register_repeat_modes) { ids.repeat = RegisterProperty(CreateString(32, "%s-repeat", name.c_str()), "stretch") .AddParser("keyword", "stretch, clamp-stretch, clamp-truncate, repeat-stretch, repeat-truncate") .GetId(); RegisterShorthand(name, CreateString(256, "%s-src, %s-repeat, %s-x, %s-y, %s-width, %s-height, %s-orientation", name.c_str(), name.c_str(), name.c_str(), name.c_str(), name.c_str(), name.c_str(), name.c_str()), ShorthandType::FallThrough); } else { ids.repeat = PropertyId::Invalid; RegisterShorthand(name, CreateString(256, "%s-src, %s-x, %s-y, %s-width, %s-height, %s-orientation", name.c_str(), name.c_str(), name.c_str(), name.c_str(), name.c_str(), name.c_str()), ShorthandType::FallThrough); } tile_property_ids.push_back(ids); } // Loads a single texture coordinate value from the properties. static void LoadTexCoord(const Property& property, float& tex_coord, bool& tex_coord_absolute) { tex_coord = property.value.Get< float >(); if (property.unit == Property::PX) { tex_coord_absolute = true; } else { tex_coord_absolute = false; if (property.unit == Property::PERCENT) tex_coord *= 0.01f; } } // Retrieves all the properties for a tile from the property dictionary. bool DecoratorTiledInstancer::GetTileProperties(DecoratorTiled::Tile* tiles, Texture* textures, size_t num_tiles_and_textures, const PropertyDictionary& properties, const DecoratorInstancerInterface& interface) const { RMLUI_ASSERT(num_tiles_and_textures == tile_property_ids.size()); String previous_texture_name; Texture previous_texture; for(size_t i = 0; i < num_tiles_and_textures; i++) { const TilePropertyIds& ids = tile_property_ids[i]; const Property* src_property = properties.GetProperty(ids.src); const String texture_name = src_property->Get< String >(); // Skip the tile if it has no source name. // Declaring the name 'auto' is the same as an empty string. This gives an easy way to skip certain // tiles in a shorthand since we can't always declare an empty string. static const String auto_str = "auto"; if (texture_name.empty() || texture_name == auto_str) continue; // We are required to set default values before instancing the tile, thus, all properties should always be dereferencable. // If the debugger captures a zero-dereference, check that all properties for every tile is set and default values are set just before instancing. DecoratorTiled::Tile& tile = tiles[i]; Texture& texture = textures[i]; // A tile is always either a sprite or a texture with position and dimensions specified. if (const Sprite * sprite = interface.GetSprite(texture_name)) { tile.position.x = sprite->rectangle.x; tile.position.y = sprite->rectangle.y; tile.size.x = sprite->rectangle.width; tile.size.y = sprite->rectangle.height; tile.position_absolute[0] = tile.position_absolute[1] = true; tile.size_absolute[0] = tile.size_absolute[1] = true; texture = sprite->sprite_sheet->texture; } else { LoadTexCoord(*properties.GetProperty(ids.x), tile.position.x, tile.position_absolute[0]); LoadTexCoord(*properties.GetProperty(ids.y), tile.position.y, tile.position_absolute[1]); LoadTexCoord(*properties.GetProperty(ids.width), tile.size.x, tile.size_absolute[0]); LoadTexCoord(*properties.GetProperty(ids.height), tile.size.y, tile.size_absolute[1]); // Since the common use case is to specify the same texture for all tiles, we // check the previous texture first before fetching from the global database. if (texture_name == previous_texture_name) { texture = previous_texture; } else if (src_property->source && texture.Load(texture_name, src_property->source->path)) { previous_texture_name = texture_name; previous_texture = texture; } else { auto& source = src_property->source; Log::Message(Log::LT_WARNING, "Texture name '%s' is neither a valid sprite name nor a texture file. Specified in decorator at %s:%d.", texture_name.c_str(), source ? source->path.c_str() : "", source ? source->line_number : -1); return false; } } if(ids.repeat != PropertyId::Invalid) { const Property& repeat_property = *properties.GetProperty(ids.repeat); tile.repeat_mode = (DecoratorTiled::TileRepeatMode)repeat_property.value.Get< int >(); } if (ids.orientation != PropertyId::Invalid) { const Property& repeat_property = *properties.GetProperty(ids.orientation); tile.orientation = (DecoratorTiled::TileOrientation)repeat_property.value.Get< int >(); } } return true; } } }