/*
* 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 "ElementBorder.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/Property.h"
#include "../../Include/RmlUi/Core/Profiling.h"
namespace Rml {
ElementBorder::ElementBorder(Element* _element) : geometry(_element)
{
element = _element;
border_dirty = true;
}
ElementBorder::~ElementBorder()
{
}
// Renders the element's border, if it has one.
void ElementBorder::RenderBorder()
{
RMLUI_ZoneScoped;
if (border_dirty)
{
border_dirty = false;
GenerateBorder();
}
geometry.Render(element->GetAbsoluteOffset(Box::BORDER));
}
// Marks the border geometry as dirty.
void ElementBorder::DirtyBorder()
{
border_dirty = true;
}
// Generates the border geometry for the element.
void ElementBorder::GenerateBorder()
{
int num_edges = 0;
for (int i = 0; i < element->GetNumBoxes(); ++i)
{
const Box& box = element->GetBox(i);
for (int j = 0; j < 4; j++)
{
if (box.GetEdge(Box::BORDER, (Box::Edge) j) > 0)
num_edges++;
}
}
Vector< Vertex >& vertices = geometry.GetVertices();
Vector< int >& indices = geometry.GetIndices();
int index_offset = 0;
vertices.resize(4 * num_edges);
indices.resize(6 * num_edges);
if (num_edges > 0)
{
Vertex* raw_vertices = &vertices[0];
int* raw_indices = &indices[0];
const ComputedValues& computed = element->GetComputedValues();
Colourb border_colours[4];
border_colours[0] = computed.border_top_color;
border_colours[1] = computed.border_right_color;
border_colours[2] = computed.border_bottom_color;
border_colours[3] = computed.border_left_color;
// Apply opacity to the border
float opacity = computed.opacity;
for(int i = 0; i < 4; ++i) {
border_colours[i].alpha = (byte)(opacity * (float)border_colours[i].alpha);
}
for (int i = 0; i < element->GetNumBoxes(); ++i)
GenerateBorder(raw_vertices, raw_indices, index_offset, element->GetBox(i), border_colours);
}
geometry.Release();
}
// Generates the border geometry for a single box.
void ElementBorder::GenerateBorder(Vertex*& vertices, int*& indices, int& index_offset, const Box& box, const Colourb* colours)
{
// The axis of extrusion for each of the edges.
Vector2f box_extrusions[4] =
{
Vector2f(0, -1 * box.GetEdge(Box::BORDER, Box::TOP)),
Vector2f(box.GetEdge(Box::BORDER, Box::RIGHT), 0),
Vector2f(0, box.GetEdge(Box::BORDER, Box::BOTTOM)),
Vector2f(-1 * box.GetEdge(Box::BORDER, Box::LEFT), 0)
};
// The position of each of the corners of the inner border.
Vector2f box_corners[4];
box_corners[0] = box.GetPosition(Box::PADDING);
box_corners[2] = box_corners[0] + box.GetSize(Box::PADDING);
box_corners[1] = Vector2f(box_corners[2].x, box_corners[0].y);
box_corners[3] = Vector2f(box_corners[0].x, box_corners[2].y);
for (int i = 0; i < 4; i++)
{
float border_width = box.GetEdge(Box::BORDER, (Box::Edge) i);
if (border_width <= 0)
continue;
vertices[0].position = box_corners[i];
vertices[1].position = box_corners[i] + box_extrusions[i] + box_extrusions[i == 0 ? 3 : i - 1];
vertices[2].position = box_corners[i == 3 ? 0 : i + 1];
vertices[3].position = vertices[2].position + box_extrusions[i] + box_extrusions[i == 3 ? 0 : i + 1];
vertices[0].colour = colours[i];
vertices[1].colour = colours[i];
vertices[2].colour = colours[i];
vertices[3].colour = colours[i];
indices[0] = index_offset;
indices[1] = index_offset + 3;
indices[2] = index_offset + 1;
indices[3] = index_offset;
indices[4] = index_offset + 2;
indices[5] = index_offset + 3;
vertices += 4;
indices += 6;
index_offset += 4;
}
}
} // namespace Rml