/* * 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 "DecoratorNinePatch.h" #include "../../Include/RmlUi/Core/ComputedValues.h" #include "../../Include/RmlUi/Core/Element.h" #include "../../Include/RmlUi/Core/ElementUtilities.h" #include "../../Include/RmlUi/Core/Geometry.h" #include "../../Include/RmlUi/Core/PropertyDefinition.h" namespace Rml { DecoratorNinePatch::DecoratorNinePatch() {} DecoratorNinePatch::~DecoratorNinePatch() {} bool DecoratorNinePatch::Initialise(const Rectanglef& _rect_outer, const Rectanglef& _rect_inner, const Array* _edges, Texture _texture, float _display_scale) { rect_outer = _rect_outer; rect_inner = _rect_inner; display_scale = _display_scale; if (_edges) edges = MakeUnique>(*_edges); int texture_index = AddTexture(_texture); return (texture_index >= 0); } DecoratorDataHandle DecoratorNinePatch::GenerateElementData(Element* element, BoxArea paint_area) const { const auto& computed = element->GetComputedValues(); Texture texture = GetTexture(); const Vector2f texture_dimensions(texture.GetDimensions()); const RenderBox render_box = element->GetRenderBox(paint_area); const Vector2f surface_offset = render_box.GetFillOffset(); const Vector2f surface_dimensions = render_box.GetFillSize(); const ColourbPremultiplied quad_colour = computed.image_color().ToPremultiplied(computed.opacity()); /* In the following, we operate on the four diagonal vertices in the grid, as they define the whole grid. */ // Absolute texture coordinates 'px' Vector2f tex_pos[4] = { rect_outer.TopLeft(), rect_inner.TopLeft(), rect_inner.BottomRight(), rect_outer.BottomRight(), }; // Normalized texture coordinates [0, 1] Vector2f tex_coords[4]; for (int i = 0; i < 4; i++) tex_coords[i] = tex_pos[i] / texture_dimensions; // Natural size is determined from the raw pixel size multiplied by the dp-ratio and the sprite's // display scale (determined by eg. the inverse of spritesheet's 'src-scale'). const float scale_raw_to_natural_dimensions = ElementUtilities::GetDensityIndependentPixelRatio(element) * display_scale; // Surface position in pixels [0, surface_dimensions] // Need to keep the corner patches at their natural size, but stretch the inner patches. Vector2f surface_pos[4]; surface_pos[0] = {0, 0}; surface_pos[1] = (tex_pos[1] - tex_pos[0]) * scale_raw_to_natural_dimensions; surface_pos[2] = surface_dimensions - (tex_pos[3] - tex_pos[2]) * scale_raw_to_natural_dimensions; surface_pos[3] = surface_dimensions; // Change the size of the edges if specified. if (edges) { float lengths[4]; // top, right, bottom, left lengths[0] = element->ResolveNumericValue((*edges)[0], (surface_pos[1].y - surface_pos[0].y)); lengths[1] = element->ResolveNumericValue((*edges)[1], (surface_pos[3].x - surface_pos[2].x)); lengths[2] = element->ResolveNumericValue((*edges)[2], (surface_pos[3].y - surface_pos[2].y)); lengths[3] = element->ResolveNumericValue((*edges)[3], (surface_pos[1].x - surface_pos[0].x)); surface_pos[1].y = lengths[0]; surface_pos[2].x = surface_dimensions.x - lengths[1]; surface_pos[2].y = surface_dimensions.y - lengths[2]; surface_pos[1].x = lengths[3]; } // In case the surface dimensions are less than the size of the corners, we need to scale down the corner rectangles, one dimension at a time. const Vector2f surface_center_size = surface_pos[2] - surface_pos[1]; for (int i = 0; i < 2; i++) { if (surface_center_size[i] < 0.0f) { float top_left_size = tex_pos[1][i] - tex_pos[0][i]; float bottom_right_size = tex_pos[3][i] - tex_pos[2][i]; surface_pos[1][i] = top_left_size / (top_left_size + bottom_right_size) * surface_dimensions[i]; surface_pos[2][i] = surface_pos[1][i]; } } // Now offset all positions, relative to the border box. for (Vector2f& surface_pos_entry : surface_pos) surface_pos_entry += surface_offset; // Round the inner corners surface_pos[1] = surface_pos[1].Round(); surface_pos[2] = surface_pos[2].Round(); /* Now we have all the coordinates we need. Expand the diagonal vertices to the 16 individual vertices. */ Mesh mesh; Vector& vertices = mesh.vertices; Vector& indices = mesh.indices; vertices.resize(4 * 4); for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { Vertex& vertex = vertices[y * 4 + x]; vertex.colour = quad_colour; vertex.position = {surface_pos[x].x, surface_pos[y].y}; vertex.tex_coord = {tex_coords[x].x, tex_coords[y].y}; } } // Nine rectangles, two triangles per rectangle, three indices per triangle. indices.resize(9 * 2 * 3); // Fill in the indices one rectangle at a time. const int top_left_indices[9] = {0, 1, 2, 4, 5, 6, 8, 9, 10}; for (int rectangle = 0; rectangle < 9; rectangle++) { int i = rectangle * 6; int top_left_index = top_left_indices[rectangle]; indices[i] = top_left_index; indices[i + 1] = top_left_index + 4; indices[i + 2] = top_left_index + 1; indices[i + 3] = top_left_index + 1; indices[i + 4] = top_left_index + 4; indices[i + 5] = top_left_index + 5; } Geometry* data = new Geometry(element->GetRenderManager()->MakeGeometry(std::move(mesh))); return reinterpret_cast(data); } void DecoratorNinePatch::ReleaseElementData(DecoratorDataHandle element_data) const { delete reinterpret_cast(element_data); } void DecoratorNinePatch::RenderElement(Element* element, DecoratorDataHandle element_data) const { Geometry* data = reinterpret_cast(element_data); data->Render(element->GetAbsoluteOffset(BoxArea::Border), GetTexture()); } DecoratorNinePatchInstancer::DecoratorNinePatchInstancer() { sprite_outer_id = RegisterProperty("outer", "").AddParser("string").GetId(); sprite_inner_id = RegisterProperty("inner", "").AddParser("string").GetId(); edge_ids[0] = RegisterProperty("edge-top", "0px").AddParser("number_length_percent").GetId(); edge_ids[1] = RegisterProperty("edge-right", "0px").AddParser("number_length_percent").GetId(); edge_ids[2] = RegisterProperty("edge-bottom", "0px").AddParser("number_length_percent").GetId(); edge_ids[3] = RegisterProperty("edge-left", "0px").AddParser("number_length_percent").GetId(); RegisterShorthand("edge", "edge-top, edge-right, edge-bottom, edge-left", ShorthandType::Box); RMLUI_ASSERT(sprite_outer_id != PropertyId::Invalid && sprite_inner_id != PropertyId::Invalid); RegisterShorthand("decorator", "outer, inner, edge?", ShorthandType::RecursiveCommaSeparated); } DecoratorNinePatchInstancer::~DecoratorNinePatchInstancer() {} SharedPtr DecoratorNinePatchInstancer::InstanceDecorator(const String& /*name*/, const PropertyDictionary& properties, const DecoratorInstancerInterface& instancer_interface) { bool edges_set = false; Array edges; for (int i = 0; i < 4; i++) { edges[i] = properties.GetProperty(edge_ids[i])->GetNumericValue(); if (edges[i].number != 0.0f) { edges_set = true; } } const Sprite* sprite_outer = nullptr; const Sprite* sprite_inner = nullptr; { const String sprite_name = properties.GetProperty(sprite_outer_id)->Get(); sprite_outer = instancer_interface.GetSprite(sprite_name); if (!sprite_outer) { Log::Message(Log::LT_WARNING, "Could not find sprite named '%s' in ninepatch decorator.", sprite_name.c_str()); return nullptr; } } { const String sprite_name = properties.GetProperty(sprite_inner_id)->Get(); sprite_inner = instancer_interface.GetSprite(sprite_name); if (!sprite_inner) { Log::Message(Log::LT_WARNING, "Could not find sprite named '%s' in ninepatch decorator.", sprite_name.c_str()); return nullptr; } } if (sprite_outer->sprite_sheet != sprite_inner->sprite_sheet) { Log::Message(Log::LT_WARNING, "The outer and inner sprites in a ninepatch decorator must be from the same sprite sheet."); return nullptr; } auto decorator = MakeShared(); if (!decorator->Initialise(sprite_outer->rectangle, sprite_inner->rectangle, (edges_set ? &edges : nullptr), sprite_outer->sprite_sheet->texture_source.GetTexture(instancer_interface.GetRenderManager()), sprite_outer->sprite_sheet->display_scale)) { return nullptr; } return decorator; } } // namespace Rml