DecoratorTiledInstancer.cpp 9.4 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 "DecoratorTiledInstancer.h"
  30. #include "../../Include/RmlUi/Core/PropertyDefinition.h"
  31. namespace Rml {
  32. namespace Core {
  33. DecoratorTiledInstancer::DecoratorTiledInstancer(size_t num_tiles)
  34. {
  35. tile_property_ids.reserve(num_tiles);
  36. }
  37. // Adds the property declarations for a tile.
  38. void DecoratorTiledInstancer::RegisterTileProperty(const String& name, bool register_repeat_modes, bool register_fit_modes)
  39. {
  40. TilePropertyIds ids = {};
  41. ids.src = RegisterProperty(CreateString(32, "%s-src", name.c_str()), "").AddParser("string").GetId();
  42. ids.x = RegisterProperty(CreateString(32, "%s-x", name.c_str()), "0px").AddParser("number_length_percent").GetId();
  43. ids.y = RegisterProperty(CreateString(32, "%s-y", name.c_str()), "0px").AddParser("number_length_percent").GetId();
  44. ids.width = RegisterProperty(CreateString(32, "%s-width", name.c_str()), "1.0").AddParser("number_length_percent").GetId();
  45. ids.height = RegisterProperty(CreateString(32, "%s-height", name.c_str()), "1.0").AddParser("number_length_percent").GetId();
  46. RegisterShorthand(CreateString(32, "%s-pos", name.c_str()), CreateString(64, "%s-x, %s-y", name.c_str(), name.c_str()), ShorthandType::FallThrough);
  47. RegisterShorthand(CreateString(32, "%s-size", name.c_str()), CreateString(64, "%s-width, %s-height", name.c_str(), name.c_str()), ShorthandType::FallThrough);
  48. ids.orientation = RegisterProperty(CreateString(32, "%s-orientation", name.c_str()), "none")
  49. .AddParser("keyword", "none, rotate-90, rotate-180, rotate-270, flip-horizontal, flip-vertical")
  50. .GetId();
  51. String additional_modes;
  52. if (register_repeat_modes)
  53. {
  54. String repeat_name = CreateString(32, "%s-repeat", name.c_str());
  55. ids.repeat = RegisterProperty(repeat_name, "stretch")
  56. .AddParser("keyword", "stretch, clamp-stretch, clamp-truncate, repeat-stretch, repeat-truncate")
  57. .GetId();
  58. additional_modes += repeat_name + ", ";
  59. }
  60. if (register_fit_modes)
  61. {
  62. String fit_name = CreateString(32, "%s-fit", name.c_str());
  63. ids.fit = RegisterProperty(fit_name, "fill")
  64. .AddParser("keyword", "fill, contain, cover, scale-none, scale-down")
  65. .GetId();
  66. String align_x_name = CreateString(32, "%s-align-x", name.c_str());
  67. ids.align_x = RegisterProperty(align_x_name, "center")
  68. .AddParser("keyword", "left, center, right")
  69. .AddParser("length_percent")
  70. .GetId();
  71. String align_y_name = CreateString(32, "%s-align-y", name.c_str());
  72. ids.align_y = RegisterProperty(align_y_name, "center")
  73. .AddParser("keyword", "top, center, bottom")
  74. .AddParser("length_percent")
  75. .GetId();
  76. additional_modes += fit_name + ", " + align_x_name + ", " + align_y_name + ", ";
  77. }
  78. RegisterShorthand(name, CreateString(256, ("%s-src, " + additional_modes + "%s-orientation, %s-x, %s-y, %s-width, %s-height").c_str(),
  79. name.c_str(), name.c_str(), name.c_str(), name.c_str(), name.c_str(), name.c_str()),
  80. ShorthandType::FallThrough);
  81. tile_property_ids.push_back(ids);
  82. }
  83. // Loads a single texture coordinate value from the properties.
  84. static void LoadTexCoord(const Property& property, float& tex_coord, bool& tex_coord_absolute)
  85. {
  86. tex_coord = property.value.Get< float >();
  87. if (property.unit == Property::PX)
  88. {
  89. tex_coord_absolute = true;
  90. }
  91. else
  92. {
  93. tex_coord_absolute = false;
  94. if (property.unit == Property::PERCENT)
  95. tex_coord *= 0.01f;
  96. }
  97. }
  98. // Retrieves all the properties for a tile from the property dictionary.
  99. bool DecoratorTiledInstancer::GetTileProperties(DecoratorTiled::Tile* tiles, Texture* textures, size_t num_tiles_and_textures, const PropertyDictionary& properties, const DecoratorInstancerInterface& interface) const
  100. {
  101. RMLUI_ASSERT(num_tiles_and_textures == tile_property_ids.size());
  102. String previous_texture_name;
  103. Texture previous_texture;
  104. for(size_t i = 0; i < num_tiles_and_textures; i++)
  105. {
  106. const TilePropertyIds& ids = tile_property_ids[i];
  107. const Property* src_property = properties.GetProperty(ids.src);
  108. const String texture_name = src_property->Get< String >();
  109. // Skip the tile if it has no source name.
  110. // Declaring the name 'auto' is the same as an empty string. This gives an easy way to skip certain
  111. // tiles in a shorthand since we can't always declare an empty string.
  112. static const String auto_str = "auto";
  113. if (texture_name.empty() || texture_name == auto_str)
  114. continue;
  115. // We are required to set default values before instancing the tile, thus, all properties should always be dereferencable.
  116. // If the debugger captures a zero-dereference, check that all properties for every tile is set and default values are set just before instancing.
  117. DecoratorTiled::Tile& tile = tiles[i];
  118. Texture& texture = textures[i];
  119. // A tile is always either a sprite or a texture with position and dimensions specified.
  120. if (const Sprite * sprite = interface.GetSprite(texture_name))
  121. {
  122. tile.position.x = sprite->rectangle.x;
  123. tile.position.y = sprite->rectangle.y;
  124. tile.size.x = sprite->rectangle.width;
  125. tile.size.y = sprite->rectangle.height;
  126. tile.position_absolute[0] = tile.position_absolute[1] = true;
  127. tile.size_absolute[0] = tile.size_absolute[1] = true;
  128. texture = sprite->sprite_sheet->texture;
  129. }
  130. else
  131. {
  132. LoadTexCoord(*properties.GetProperty(ids.x), tile.position.x, tile.position_absolute[0]);
  133. LoadTexCoord(*properties.GetProperty(ids.y), tile.position.y, tile.position_absolute[1]);
  134. LoadTexCoord(*properties.GetProperty(ids.width), tile.size.x, tile.size_absolute[0]);
  135. LoadTexCoord(*properties.GetProperty(ids.height), tile.size.y, tile.size_absolute[1]);
  136. // Since the common use case is to specify the same texture for all tiles, we
  137. // check the previous texture first before fetching from the global database.
  138. if (texture_name == previous_texture_name)
  139. {
  140. texture = previous_texture;
  141. }
  142. else if (src_property->source)
  143. {
  144. texture.Set(texture_name, src_property->source->path);
  145. previous_texture_name = texture_name;
  146. previous_texture = texture;
  147. }
  148. else
  149. {
  150. auto& source = src_property->source;
  151. Log::Message(Log::LT_WARNING, "Texture name '%s' is neither a valid sprite name nor a texture file. Specified in decorator at %s:%d.", texture_name.c_str(), source ? source->path.c_str() : "", source ? source->line_number : -1);
  152. return false;
  153. }
  154. }
  155. if(ids.repeat != PropertyId::Invalid)
  156. {
  157. const Property& repeat_property = *properties.GetProperty(ids.repeat);
  158. tile.repeat_mode = (DecoratorTiled::TileRepeatMode)repeat_property.value.Get< int >();
  159. }
  160. if (ids.fit != PropertyId::Invalid)
  161. {
  162. RMLUI_ASSERT(ids.align_x != PropertyId::Invalid && ids.align_y != PropertyId::Invalid);
  163. const Property& fit_property = *properties.GetProperty(ids.fit);
  164. tile.fit_mode = (DecoratorTiled::TileFitMode)fit_property.value.Get< int >();
  165. const Property* align_properties[2] = {
  166. properties.GetProperty(ids.align_x),
  167. properties.GetProperty(ids.align_y)
  168. };
  169. for (int i = 0; i < 2; i++)
  170. {
  171. using Style::LengthPercentage;
  172. auto& align = tile.align[i];
  173. auto& property = *align_properties[i];
  174. if (property.unit == Property::KEYWORD)
  175. {
  176. enum { TOP_LEFT, CENTER, BOTTOM_RIGHT };
  177. switch (property.Get<int>())
  178. {
  179. case TOP_LEFT: align = LengthPercentage(LengthPercentage::Percentage, 0.0f); break;
  180. case CENTER: align = LengthPercentage(LengthPercentage::Percentage, 50.0f); break;
  181. case BOTTOM_RIGHT: align = LengthPercentage(LengthPercentage::Percentage, 100.0f); break;
  182. }
  183. }
  184. else if (property.unit == Property::PERCENT)
  185. {
  186. align = LengthPercentage(LengthPercentage::Percentage, property.Get<float>());
  187. }
  188. else if(property.unit == Property::PX)
  189. {
  190. align = LengthPercentage(LengthPercentage::Length, property.Get<float>());
  191. }
  192. else
  193. {
  194. Log::Message(Log::LT_WARNING, "Decorator alignment value is '%s' which uses an unsupported unit (use px, %%, or keyword)", property.ToString().c_str());
  195. }
  196. }
  197. }
  198. if (ids.orientation != PropertyId::Invalid)
  199. {
  200. const Property& repeat_property = *properties.GetProperty(ids.orientation);
  201. tile.orientation = (DecoratorTiled::TileOrientation)repeat_property.value.Get< int >();
  202. }
  203. }
  204. return true;
  205. }
  206. }
  207. }