DecoratorTiledBox.cpp 13 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "precompiled.h"
  29. #include "DecoratorTiledBox.h"
  30. #include "../../Include/RmlUi/Core/Element.h"
  31. #include "../../Include/RmlUi/Core/Geometry.h"
  32. namespace Rml {
  33. namespace Core {
  34. struct DecoratorTiledBoxData
  35. {
  36. DecoratorTiledBoxData(Element* host_element, int num_textures) : num_textures(num_textures)
  37. {
  38. geometry = new Geometry[num_textures];
  39. for (int i = 0; i < num_textures; i++)
  40. geometry[i].SetHostElement(host_element);
  41. }
  42. ~DecoratorTiledBoxData()
  43. {
  44. delete[] geometry;
  45. }
  46. const int num_textures;
  47. Geometry* geometry;
  48. };
  49. DecoratorTiledBox::DecoratorTiledBox()
  50. {
  51. }
  52. DecoratorTiledBox::~DecoratorTiledBox()
  53. {
  54. }
  55. // Initialises the tiles for the decorator.
  56. bool DecoratorTiledBox::Initialise(const Tile* _tiles, const Texture* _textures)
  57. {
  58. // Load the textures.
  59. for (int i = 0; i < 9; i++)
  60. {
  61. tiles[i] = _tiles[i];
  62. tiles[i].texture_index = AddTexture(_textures[i]);
  63. }
  64. // If only one side of the left / right edges have been configured, then mirror the tile for the other side.
  65. if (tiles[LEFT_EDGE].texture_index == -1 && tiles[RIGHT_EDGE].texture_index > -1)
  66. {
  67. tiles[LEFT_EDGE] = tiles[RIGHT_EDGE];
  68. tiles[LEFT_EDGE].orientation = FLIP_HORIZONTAL;
  69. }
  70. else if (tiles[RIGHT_EDGE].texture_index == -1 && tiles[LEFT_EDGE].texture_index > -1)
  71. {
  72. tiles[RIGHT_EDGE] = tiles[LEFT_EDGE];
  73. tiles[RIGHT_EDGE].orientation = FLIP_HORIZONTAL;
  74. }
  75. else if (tiles[LEFT_EDGE].texture_index == -1 && tiles[RIGHT_EDGE].texture_index == -1)
  76. return false;
  77. // If only one side of the top / bottom edges have been configured, then mirror the tile for the other side.
  78. if (tiles[TOP_EDGE].texture_index == -1 && tiles[BOTTOM_EDGE].texture_index > -1)
  79. {
  80. tiles[TOP_EDGE] = tiles[BOTTOM_EDGE];
  81. tiles[TOP_EDGE].orientation = FLIP_VERTICAL;
  82. }
  83. else if (tiles[BOTTOM_EDGE].texture_index == -1 && tiles[TOP_EDGE].texture_index > -1)
  84. {
  85. tiles[BOTTOM_EDGE] = tiles[TOP_EDGE];
  86. tiles[BOTTOM_EDGE].orientation = FLIP_VERTICAL;
  87. }
  88. else if (tiles[TOP_EDGE].texture_index == -1 && tiles[BOTTOM_EDGE].texture_index == -1)
  89. return false;
  90. // Check that the centre tile has been specified.
  91. if (tiles[CENTRE].texture_index < 0)
  92. return false;
  93. return true;
  94. }
  95. // Called on a decorator to generate any required per-element data for a newly decorated element.
  96. DecoratorDataHandle DecoratorTiledBox::GenerateElementData(Element* element) const
  97. {
  98. // Initialise the tiles for this element.
  99. for (int i = 0; i < 9; i++)
  100. {
  101. RMLUI_ASSERT(tiles[i].texture_index >= 0);
  102. tiles[i].CalculateDimensions(element, *GetTexture(tiles[i].texture_index));
  103. }
  104. Vector2f padded_size = element->GetBox().GetSize(Box::PADDING);
  105. // Calculate the size for the top row of tiles.
  106. Vector2f top_left_dimensions = tiles[TOP_LEFT_CORNER].GetDimensions(element);
  107. Vector2f top_dimensions = tiles[TOP_EDGE].GetDimensions(element);
  108. Vector2f top_right_dimensions = tiles[TOP_RIGHT_CORNER].GetDimensions(element);
  109. // Calculate the size for the bottom row of tiles.
  110. Vector2f bottom_left_dimensions = tiles[BOTTOM_LEFT_CORNER].GetDimensions(element);
  111. Vector2f bottom_dimensions = tiles[BOTTOM_EDGE].GetDimensions(element);
  112. Vector2f bottom_right_dimensions = tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element);
  113. // The size of the left and right tiles.
  114. Vector2f left_dimensions = tiles[LEFT_EDGE].GetDimensions(element);
  115. Vector2f right_dimensions = tiles[RIGHT_EDGE].GetDimensions(element);
  116. // Scale the top corners down if appropriate. If they are scaled, then the left and right edges are also scaled
  117. // if they shared a width with their corner. Best solution? Don't know.
  118. if (padded_size.x < top_left_dimensions.x + top_right_dimensions.x)
  119. {
  120. float minimum_width = top_left_dimensions.x + top_right_dimensions.x;
  121. top_left_dimensions.x = padded_size.x * (top_left_dimensions.x / minimum_width);
  122. if (tiles[TOP_LEFT_CORNER].GetDimensions(element).x == tiles[LEFT_EDGE].GetDimensions(element).x)
  123. left_dimensions.x = top_left_dimensions.x;
  124. top_right_dimensions.x = padded_size.x * (top_right_dimensions.x / minimum_width);
  125. if (tiles[TOP_RIGHT_CORNER].GetDimensions(element).x == tiles[RIGHT_EDGE].GetDimensions(element).x)
  126. right_dimensions.x = top_right_dimensions.x;
  127. }
  128. // Scale the bottom corners down if appropriate. If they are scaled, then the left and right edges are also scaled
  129. // if they shared a width with their corner. Best solution? Don't know.
  130. if (padded_size.x < bottom_left_dimensions.x + bottom_right_dimensions.x)
  131. {
  132. float minimum_width = bottom_left_dimensions.x + bottom_right_dimensions.x;
  133. bottom_left_dimensions.x = padded_size.x * (bottom_left_dimensions.x / minimum_width);
  134. if (tiles[BOTTOM_LEFT_CORNER].GetDimensions(element).x == tiles[LEFT_EDGE].GetDimensions(element).x)
  135. left_dimensions.x = bottom_left_dimensions.x;
  136. bottom_right_dimensions.x = padded_size.x * (bottom_right_dimensions.x / minimum_width);
  137. if (tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element).x == tiles[RIGHT_EDGE].GetDimensions(element).x)
  138. right_dimensions.x = bottom_right_dimensions.x;
  139. }
  140. // Scale the left corners down if appropriate. If they are scaled, then the top and bottom edges are also scaled
  141. // if they shared a width with their corner. Best solution? Don't know.
  142. if (padded_size.y < top_left_dimensions.y + bottom_left_dimensions.y)
  143. {
  144. float minimum_height = top_left_dimensions.y + bottom_left_dimensions.y;
  145. top_left_dimensions.y = padded_size.y * (top_left_dimensions.y / minimum_height);
  146. if (tiles[TOP_LEFT_CORNER].GetDimensions(element).y == tiles[TOP_EDGE].GetDimensions(element).y)
  147. top_dimensions.y = top_left_dimensions.y;
  148. bottom_left_dimensions.y = padded_size.y * (bottom_left_dimensions.y / minimum_height);
  149. if (tiles[BOTTOM_LEFT_CORNER].GetDimensions(element).y == tiles[BOTTOM_EDGE].GetDimensions(element).y)
  150. bottom_dimensions.y = bottom_left_dimensions.y;
  151. }
  152. // Scale the right corners down if appropriate. If they are scaled, then the top and bottom edges are also scaled
  153. // if they shared a width with their corner. Best solution? Don't know.
  154. if (padded_size.y < top_right_dimensions.y + bottom_right_dimensions.y)
  155. {
  156. float minimum_height = top_right_dimensions.y + bottom_right_dimensions.y;
  157. top_right_dimensions.y = padded_size.y * (top_right_dimensions.y / minimum_height);
  158. if (tiles[TOP_RIGHT_CORNER].GetDimensions(element).y == tiles[TOP_EDGE].GetDimensions(element).y)
  159. top_dimensions.y = top_right_dimensions.y;
  160. bottom_right_dimensions.y = padded_size.y * (bottom_right_dimensions.y / minimum_height);
  161. if (tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element).y == tiles[BOTTOM_EDGE].GetDimensions(element).y)
  162. bottom_dimensions.y = bottom_right_dimensions.y;
  163. }
  164. const int num_textures = GetNumTextures();
  165. DecoratorTiledBoxData* data = new DecoratorTiledBoxData(element, num_textures);
  166. // Generate the geometry for the top-left tile.
  167. tiles[TOP_LEFT_CORNER].GenerateGeometry(data->geometry[tiles[TOP_LEFT_CORNER].texture_index].GetVertices(),
  168. data->geometry[tiles[TOP_LEFT_CORNER].texture_index].GetIndices(),
  169. element,
  170. Vector2f(0, 0),
  171. top_left_dimensions,
  172. top_left_dimensions);
  173. // Generate the geometry for the top edge tiles.
  174. tiles[TOP_EDGE].GenerateGeometry(data->geometry[tiles[TOP_EDGE].texture_index].GetVertices(),
  175. data->geometry[tiles[TOP_EDGE].texture_index].GetIndices(),
  176. element,
  177. Vector2f(top_left_dimensions.x, 0),
  178. Vector2f(padded_size.x - (top_left_dimensions.x + top_right_dimensions.x), top_dimensions.y),
  179. top_dimensions);
  180. // Generate the geometry for the top-right tile.
  181. tiles[TOP_RIGHT_CORNER].GenerateGeometry(data->geometry[tiles[TOP_RIGHT_CORNER].texture_index].GetVertices(),
  182. data->geometry[tiles[TOP_RIGHT_CORNER].texture_index].GetIndices(),
  183. element,
  184. Vector2f(padded_size.x - top_right_dimensions.x, 0),
  185. top_right_dimensions,
  186. top_right_dimensions);
  187. // Generate the geometry for the left side.
  188. tiles[LEFT_EDGE].GenerateGeometry(data->geometry[tiles[LEFT_EDGE].texture_index].GetVertices(),
  189. data->geometry[tiles[LEFT_EDGE].texture_index].GetIndices(),
  190. element,
  191. Vector2f(0, top_left_dimensions.y),
  192. Vector2f(left_dimensions.x, padded_size.y - (top_left_dimensions.y + bottom_left_dimensions.y)),
  193. left_dimensions);
  194. // Generate the geometry for the right side.
  195. tiles[RIGHT_EDGE].GenerateGeometry(data->geometry[tiles[RIGHT_EDGE].texture_index].GetVertices(),
  196. data->geometry[tiles[RIGHT_EDGE].texture_index].GetIndices(),
  197. element,
  198. Vector2f((padded_size.x - right_dimensions.x), top_right_dimensions.y),
  199. Vector2f(right_dimensions.x, padded_size.y - (top_right_dimensions.y + bottom_right_dimensions.y)),
  200. right_dimensions);
  201. // Generate the geometry for the bottom-left tile.
  202. tiles[BOTTOM_LEFT_CORNER].GenerateGeometry(data->geometry[tiles[BOTTOM_LEFT_CORNER].texture_index].GetVertices(),
  203. data->geometry[tiles[BOTTOM_LEFT_CORNER].texture_index].GetIndices(),
  204. element,
  205. Vector2f(0, padded_size.y - bottom_left_dimensions.y),
  206. bottom_left_dimensions,
  207. bottom_left_dimensions);
  208. // Generate the geometry for the bottom edge tiles.
  209. tiles[BOTTOM_EDGE].GenerateGeometry(data->geometry[tiles[BOTTOM_EDGE].texture_index].GetVertices(),
  210. data->geometry[tiles[BOTTOM_EDGE].texture_index].GetIndices(),
  211. element,
  212. Vector2f(bottom_left_dimensions.x, padded_size.y - bottom_dimensions.y),
  213. Vector2f(padded_size.x - (bottom_left_dimensions.x + bottom_right_dimensions.x), bottom_dimensions.y),
  214. bottom_dimensions);
  215. // Generate the geometry for the bottom-right tile.
  216. tiles[BOTTOM_RIGHT_CORNER].GenerateGeometry(data->geometry[tiles[BOTTOM_RIGHT_CORNER].texture_index].GetVertices(),
  217. data->geometry[tiles[BOTTOM_RIGHT_CORNER].texture_index].GetIndices(),
  218. element,
  219. Vector2f(padded_size.x - bottom_right_dimensions.x, padded_size.y - bottom_right_dimensions.y),
  220. bottom_right_dimensions,
  221. bottom_right_dimensions);
  222. // Generate the centre geometry.
  223. if (tiles[CENTRE].texture_index >= 0)
  224. {
  225. Vector2f centre_dimensions = tiles[CENTRE].GetDimensions(element);
  226. Vector2f centre_surface_dimensions(padded_size.x - (left_dimensions.x + right_dimensions.x),
  227. padded_size.y - (top_dimensions.y + bottom_dimensions.y));
  228. tiles[CENTRE].GenerateGeometry(data->geometry[tiles[CENTRE].texture_index].GetVertices(),
  229. data->geometry[tiles[CENTRE].texture_index].GetIndices(),
  230. element,
  231. Vector2f(left_dimensions.x, top_dimensions.y),
  232. centre_surface_dimensions,
  233. centre_dimensions);
  234. }
  235. // Set the textures on the geometry.
  236. const Texture* texture = nullptr;
  237. int texture_index = 0;
  238. while ((texture = GetTexture(texture_index)) != nullptr)
  239. data->geometry[texture_index++].SetTexture(texture);
  240. return reinterpret_cast<DecoratorDataHandle>(data);
  241. }
  242. // Called to release element data generated by this decorator.
  243. void DecoratorTiledBox::ReleaseElementData(DecoratorDataHandle element_data) const
  244. {
  245. delete reinterpret_cast< DecoratorTiledBoxData* >(element_data);
  246. }
  247. // Called to render the decorator on an element.
  248. void DecoratorTiledBox::RenderElement(Element* element, DecoratorDataHandle element_data) const
  249. {
  250. Vector2f translation = element->GetAbsoluteOffset(Box::PADDING).Round();
  251. DecoratorTiledBoxData* data = reinterpret_cast< DecoratorTiledBoxData* >(element_data);
  252. for (int i = 0; i < data->num_textures; i++)
  253. data->geometry[i].Render(translation);
  254. }
  255. }
  256. }