/*
* 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 "ElementBackground.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/GeometryUtilities.h"
#include "../../Include/RmlUi/Core/Property.h"
#include "../../Include/RmlUi/Core/Profiling.h"
namespace Rml {
ElementBackground::ElementBackground(Element* _element) : geometry(_element)
{
element = _element;
background_dirty = true;
}
ElementBackground::~ElementBackground()
{
}
// Renders the element's background, if it has one.
void ElementBackground::RenderBackground()
{
if (background_dirty)
{
background_dirty = false;
GenerateBackground();
}
geometry.Render(element->GetAbsoluteOffset(Box::PADDING));
}
// Marks the background geometry as dirty.
void ElementBackground::DirtyBackground()
{
background_dirty = true;
}
// Generates the background geometry for the element.
void ElementBackground::GenerateBackground()
{
RMLUI_ZoneScoped;
// Fetch the new colour for the background. If the colour is transparent, then we don't render any background.
auto& computed = element->GetComputedValues();
Colourb colour = computed.background_color;
float opacity = computed.opacity;
// Apply opacity
colour.alpha = (byte)(opacity * (float)colour.alpha);
if (colour.alpha <= 0)
{
geometry.GetVertices().clear();
geometry.GetIndices().clear();
geometry.Release();
return;
}
// Work out how many boxes we need to generate geometry for.
int num_boxes = 0;
for (int i = 0; i < element->GetNumBoxes(); ++i)
{
const Box& box = element->GetBox(i);
Vector2f size = box.GetSize(Box::PADDING);
if (size.x > 0 && size.y > 0)
num_boxes++;
}
Vector< Vertex >& vertices = geometry.GetVertices();
Vector< int >& indices = geometry.GetIndices();
int index_offset = 0;
vertices.resize(4 * num_boxes);
indices.resize(6 * num_boxes);
if (num_boxes > 0)
{
Vertex* raw_vertices = &vertices[0];
int* raw_indices = &indices[0];
for (int i = 0; i < element->GetNumBoxes(); ++i)
GenerateBackground(raw_vertices, raw_indices, index_offset, element->GetBox(i), colour);
}
geometry.Release();
}
// Generates the background geometry for a single box.
void ElementBackground::GenerateBackground(Vertex*& vertices, int*& indices, int& index_offset, const Box& box, const Colourb& colour)
{
Vector2f padded_size = box.GetSize(Box::PADDING);
if (padded_size.x <= 0 ||
padded_size.y <= 0)
return;
GeometryUtilities::GenerateQuad(vertices, indices, box.GetOffset(), padded_size, colour, index_offset);
vertices += 4;
indices += 6;
index_offset += 4;
}
} // namespace Rml