/*
* 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 "ElementBackgroundBorder.h"
#include "../../Include/RmlUi/Core/Box.h"
#include "../../Include/RmlUi/Core/ComputedValues.h"
#include "../../Include/RmlUi/Core/Context.h"
#include "../../Include/RmlUi/Core/DecorationTypes.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/MeshUtilities.h"
#include "../../Include/RmlUi/Core/RenderManager.h"
#include "GeometryBoxShadow.h"
namespace Rml {
ElementBackgroundBorder::ElementBackgroundBorder() {}
void ElementBackgroundBorder::Render(Element* element)
{
if (background_dirty || border_dirty)
{
for (auto& background : backgrounds)
{
if (background.first != BackgroundType::BackgroundBorder)
background.second.geometry.Release();
}
GenerateGeometry(element);
background_dirty = false;
border_dirty = false;
}
Background* shadow = GetBackground(BackgroundType::BoxShadow);
if (shadow && shadow->geometry)
shadow->geometry.Render(element->GetAbsoluteOffset(BoxArea::Border), shadow->texture);
else if (Background* background = GetBackground(BackgroundType::BackgroundBorder))
{
auto offset = element->GetAbsoluteOffset(BoxArea::Border);
background->geometry.Render(offset);
}
}
void ElementBackgroundBorder::DirtyBackground()
{
background_dirty = true;
}
void ElementBackgroundBorder::DirtyBorder()
{
border_dirty = true;
}
Geometry* ElementBackgroundBorder::GetClipGeometry(Element* element, BoxArea clip_area)
{
BackgroundType type = {};
switch (clip_area)
{
case Rml::BoxArea::Border: type = BackgroundType::ClipBorder; break;
case Rml::BoxArea::Padding: type = BackgroundType::ClipPadding; break;
case Rml::BoxArea::Content: type = BackgroundType::ClipContent; break;
default: RMLUI_ERROR; return nullptr;
}
RenderManager* render_manager = element->GetRenderManager();
Geometry& geometry = GetOrCreateBackground(type).geometry;
if (render_manager && !geometry)
{
Mesh mesh = geometry.Release(Geometry::ReleaseMode::ClearMesh);
MeshUtilities::GenerateBackground(mesh, element->GetRenderBox(clip_area), ColourbPremultiplied(255));
geometry = render_manager->MakeGeometry(std::move(mesh));
}
return &geometry;
}
ElementBackgroundBorder::Background* ElementBackgroundBorder::GetBackground(BackgroundType type)
{
auto it = backgrounds.find(type);
if (it != backgrounds.end())
return &it->second;
return nullptr;
}
ElementBackgroundBorder::Background& ElementBackgroundBorder::GetOrCreateBackground(BackgroundType type)
{
auto it = backgrounds.find(type);
if (it != backgrounds.end())
return it->second;
Background& background = backgrounds[type];
return background;
}
void ElementBackgroundBorder::GenerateGeometry(Element* element)
{
RenderManager* render_manager = element->GetRenderManager();
if (!render_manager)
return;
const ComputedValues& computed = element->GetComputedValues();
const bool has_box_shadow = computed.has_box_shadow();
const float opacity = computed.opacity();
// Apply opacity except if we have a box shadow. In the latter case the background is rendered opaquely into the box-shadow texture, while
// opacity is applied to the entire box-shadow texture when that is rendered.
bool apply_opacity = (!has_box_shadow && opacity < 1.f);
auto ConvertColor = [=](Colourb color) {
if (apply_opacity)
return color.ToPremultiplied(opacity);
else
return color.ToPremultiplied();
};
ColourbPremultiplied background_color = ConvertColor(computed.background_color());
ColourbPremultiplied border_colors[4] = {
ConvertColor(computed.border_top_color()),
ConvertColor(computed.border_right_color()),
ConvertColor(computed.border_bottom_color()),
ConvertColor(computed.border_left_color()),
};
const CornerSizes border_radius = computed.border_radius();
Geometry& geometry = GetOrCreateBackground(BackgroundType::BackgroundBorder).geometry;
Mesh mesh = geometry.Release(Geometry::ReleaseMode::ClearMesh);
for (int i = 0; i < element->GetNumBoxes(); i++)
MeshUtilities::GenerateBackgroundBorder(mesh, element->GetRenderBox(BoxArea::Padding, i), background_color, border_colors);
geometry = render_manager->MakeGeometry(std::move(mesh));
if (has_box_shadow)
{
Geometry& background_border_geometry = geometry;
const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow);
RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
BoxShadowList shadow_list = p_box_shadow->value.Get();
// Generate the geometry for the box-shadow texture.
Background& shadow_background = GetOrCreateBackground(BackgroundType::BoxShadow);
Geometry& shadow_geometry = shadow_background.geometry;
CallbackTexture& shadow_texture = shadow_background.texture;
GeometryBoxShadow::Generate(shadow_geometry, shadow_texture, *render_manager, element, background_border_geometry, std::move(shadow_list),
border_radius, computed.opacity());
}
}
} // namespace Rml