/* * 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 "DecoratorTiledBox.h" #include "../../Include/RmlUi/Core/Element.h" #include "../../Include/RmlUi/Core/Geometry.h" #include "../../Include/RmlUi/Core/RenderManager.h" namespace Rml { struct DecoratorTiledBoxData { DecoratorTiledBoxData(int num_textures) : num_textures(num_textures) { geometry = new Geometry[num_textures]; } ~DecoratorTiledBoxData() { delete[] geometry; } const int num_textures; Geometry* geometry; }; DecoratorTiledBox::DecoratorTiledBox() {} DecoratorTiledBox::~DecoratorTiledBox() {} 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; } DecoratorDataHandle DecoratorTiledBox::GenerateElementData(Element* element, BoxArea paint_area) const { // Initialise the tiles for this element. for (int i = 0; i < 9; i++) { RMLUI_ASSERT(tiles[i].texture_index >= 0); tiles[i].CalculateDimensions(GetTexture(tiles[i].texture_index)); } const RenderBox render_box = element->GetRenderBox(paint_area); const Vector2f offset = render_box.GetFillOffset(); const Vector2f size = render_box.GetFillSize(); // 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 (size.x < top_left.x + top_right.x) { float minimum_width = top_left.x + top_right.x; top_left.x = size.x * (top_left.x / minimum_width); if (natural_top_left.x == natural_left.x) left.x = top_left.x; top_right.x = 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 (size.x < bottom_left.x + bottom_right.x) { float minimum_width = bottom_left.x + bottom_right.x; bottom_left.x = size.x * (bottom_left.x / minimum_width); if (natural_bottom_left.x == natural_left.x) left.x = bottom_left.x; bottom_right.x = 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 (size.y < top_left.y + bottom_left.y) { float minimum_height = top_left.y + bottom_left.y; top_left.y = size.y * (top_left.y / minimum_height); if (natural_top_left.y == natural_top.y) top.y = top_left.y; bottom_left.y = 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 (size.y < top_right.y + bottom_right.y) { float minimum_height = top_right.y + bottom_right.y; top_right.y = size.y * (top_right.y / minimum_height); if (natural_top_right.y == natural_top.y) top.y = top_right.y; bottom_right.y = size.y * (bottom_right.y / minimum_height); if (natural_bottom_right.y == natural_bottom.y) bottom.y = bottom_right.y; } const ComputedValues& computed = element->GetComputedValues(); Mesh mesh[COUNT]; // Generate the geometry for the top-left tile. tiles[TOP_LEFT_CORNER].GenerateGeometry(mesh[tiles[TOP_LEFT_CORNER].texture_index], computed, offset, top_left, top_left); // Generate the geometry for the top edge tiles. tiles[TOP_EDGE].GenerateGeometry(mesh[tiles[TOP_EDGE].texture_index], computed, offset + Vector2f(top_left.x, 0), Vector2f(size.x - (top_left.x + top_right.x), top.y), top); // Generate the geometry for the top-right tile. tiles[TOP_RIGHT_CORNER].GenerateGeometry(mesh[tiles[TOP_RIGHT_CORNER].texture_index], computed, offset + Vector2f(size.x - top_right.x, 0), top_right, top_right); // Generate the geometry for the left side. tiles[LEFT_EDGE].GenerateGeometry(mesh[tiles[LEFT_EDGE].texture_index], computed, offset + Vector2f(0, top_left.y), Vector2f(left.x, size.y - (top_left.y + bottom_left.y)), left); // Generate the geometry for the right side. tiles[RIGHT_EDGE].GenerateGeometry(mesh[tiles[RIGHT_EDGE].texture_index], computed, offset + Vector2f((size.x - right.x), top_right.y), Vector2f(right.x, size.y - (top_right.y + bottom_right.y)), right); // Generate the geometry for the bottom-left tile. tiles[BOTTOM_LEFT_CORNER].GenerateGeometry(mesh[tiles[BOTTOM_LEFT_CORNER].texture_index], computed, offset + Vector2f(0, size.y - bottom_left.y), bottom_left, bottom_left); // Generate the geometry for the bottom edge tiles. tiles[BOTTOM_EDGE].GenerateGeometry(mesh[tiles[BOTTOM_EDGE].texture_index], computed, offset + Vector2f(bottom_left.x, size.y - bottom.y), Vector2f(size.x - (bottom_left.x + bottom_right.x), bottom.y), bottom); // Generate the geometry for the bottom-right tile. tiles[BOTTOM_RIGHT_CORNER].GenerateGeometry(mesh[tiles[BOTTOM_RIGHT_CORNER].texture_index], computed, offset + Vector2f(size.x - bottom_right.x, size.y - bottom_right.y), bottom_right, bottom_right); // Generate the centre geometry. Vector2f centre_dimensions = tiles[CENTRE].GetNaturalDimensions(element); Vector2f centre_surface_dimensions(size.x - (left.x + right.x), size.y - (top.y + bottom.y)); tiles[CENTRE].GenerateGeometry(mesh[tiles[CENTRE].texture_index], computed, offset + Vector2f(left.x, top.y), centre_surface_dimensions, centre_dimensions); const int num_textures = GetNumTextures(); DecoratorTiledBoxData* data = new DecoratorTiledBoxData(num_textures); RenderManager* render_manager = element->GetRenderManager(); // Set the mesh and textures on the geometry. for (int i = 0; i < num_textures; i++) data->geometry[i] = render_manager->MakeGeometry(std::move(mesh[i])); return reinterpret_cast(data); } void DecoratorTiledBox::ReleaseElementData(DecoratorDataHandle element_data) const { delete reinterpret_cast(element_data); } void DecoratorTiledBox::RenderElement(Element* element, DecoratorDataHandle element_data) const { Vector2f translation = element->GetAbsoluteOffset(BoxArea::Border); DecoratorTiledBoxData* data = reinterpret_cast(element_data); for (int i = 0; i < data->num_textures; i++) data->geometry[i].Render(translation, GetTexture(i)); } DecoratorTiledBoxInstancer::DecoratorTiledBoxInstancer() : DecoratorTiledInstancer(9) { RegisterTileProperty("top-left-image"); RegisterTileProperty("top-right-image"); RegisterTileProperty("bottom-left-image"); RegisterTileProperty("bottom-right-image"); RegisterTileProperty("left-image"); RegisterTileProperty("right-image"); RegisterTileProperty("top-image"); RegisterTileProperty("bottom-image"); RegisterTileProperty("center-image"); RegisterShorthand("decorator", "top-left-image, top-image, top-right-image, left-image, center-image, right-image, bottom-left-image, bottom-image, bottom-right-image", ShorthandType::RecursiveCommaSeparated); } DecoratorTiledBoxInstancer::~DecoratorTiledBoxInstancer() {} SharedPtr DecoratorTiledBoxInstancer::InstanceDecorator(const String& /*name*/, const PropertyDictionary& properties, const DecoratorInstancerInterface& instancer_interface) { constexpr size_t num_tiles = 9; DecoratorTiled::Tile tiles[num_tiles]; Texture textures[num_tiles]; if (!GetTileProperties(tiles, textures, num_tiles, properties, instancer_interface)) return nullptr; auto decorator = MakeShared(); if (!decorator->Initialise(tiles, textures)) return nullptr; return decorator; } } // namespace Rml