/*
* 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