ElementProgressBar.cpp 12 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 "../../Include/RmlUi/Controls/ElementProgressBar.h"
  29. #include "../../Include/RmlUi/Core/Math.h"
  30. #include "../../Include/RmlUi/Core/GeometryUtilities.h"
  31. #include "../../Include/RmlUi/Core/PropertyIdSet.h"
  32. #include "../../Include/RmlUi/Core/Factory.h"
  33. #include "../../Include/RmlUi/Core/ElementDocument.h"
  34. #include "../../Include/RmlUi/Core/StyleSheet.h"
  35. #include "../../Include/RmlUi/Core/ElementUtilities.h"
  36. namespace Rml {
  37. namespace Controls {
  38. ElementProgressBar::ElementProgressBar(const Core::String& tag) : Element(tag), direction(DefaultDirection), start_edge(DefaultStartEdge), value(0), fill(nullptr), rect_set(false), geometry(this)
  39. {
  40. geometry_dirty = false;
  41. texture_dirty = true;
  42. // Add the fill element as a non-DOM element.
  43. Core::ElementPtr fill_element = Core::Factory::InstanceElement(this, "*", "fill", Core::XMLAttributes());
  44. RMLUI_ASSERT(fill_element);
  45. fill = AppendChild(std::move(fill_element), false);
  46. }
  47. ElementProgressBar::~ElementProgressBar()
  48. {
  49. }
  50. float ElementProgressBar::GetValue() const
  51. {
  52. return value;
  53. }
  54. void ElementProgressBar::SetValue(float in_value)
  55. {
  56. SetAttribute("value", in_value);
  57. }
  58. void ElementProgressBar::OnRender()
  59. {
  60. // Some properties may change geometry without dirtying the layout, eg. opacity.
  61. if (geometry_dirty)
  62. GenerateGeometry();
  63. // Render the geometry at the fill element's content region.
  64. geometry.Render(fill->GetAbsoluteOffset().Round());
  65. }
  66. void ElementProgressBar::OnAttributeChange(const Rml::Core::ElementAttributes& changed_attributes)
  67. {
  68. Rml::Core::Element::OnAttributeChange(changed_attributes);
  69. if (changed_attributes.find("value") != changed_attributes.end())
  70. {
  71. value = Core::Math::Clamp( GetAttribute< float >("value", 0.0f), 0.0f, 1.0f);
  72. geometry_dirty = true;
  73. }
  74. if (changed_attributes.find("direction") != changed_attributes.end())
  75. {
  76. using DirectionNameList = std::array<Core::String, size_t(Direction::Count)>;
  77. static const DirectionNameList names = { "top", "right", "bottom", "left", "clockwise", "counter-clockwise" };
  78. direction = DefaultDirection;
  79. Core::String name = Core::StringUtilities::ToLower( GetAttribute< Core::String >("direction", "") );
  80. auto it = std::find(names.begin(), names.end(), name);
  81. size_t index = size_t(it - names.begin());
  82. if (index < size_t(Direction::Count))
  83. direction = Direction(index);
  84. geometry_dirty = true;
  85. }
  86. if (changed_attributes.find("start-edge") != changed_attributes.end())
  87. {
  88. using StartEdgeNameList = std::array<Core::String, size_t(StartEdge::Count)>;
  89. static const StartEdgeNameList names = { "top", "right", "bottom", "left" };
  90. start_edge = DefaultStartEdge;
  91. Core::String name = Core::StringUtilities::ToLower(GetAttribute< Core::String >("start-edge", ""));
  92. auto it = std::find(names.begin(), names.end(), name);
  93. size_t index = size_t(it - names.begin());
  94. if (index < size_t(StartEdge::Count))
  95. start_edge = StartEdge(index);
  96. geometry_dirty = true;
  97. }
  98. }
  99. void ElementProgressBar::OnPropertyChange(const Core::PropertyIdSet& changed_properties)
  100. {
  101. Element::OnPropertyChange(changed_properties);
  102. if (changed_properties.Contains(Core::PropertyId::ImageColor) ||
  103. changed_properties.Contains(Core::PropertyId::Opacity)) {
  104. geometry_dirty = true;
  105. }
  106. if (changed_properties.Contains(Core::PropertyId::FillImage)) {
  107. texture_dirty = true;
  108. }
  109. }
  110. void ElementProgressBar::OnResize()
  111. {
  112. using Core::Box;
  113. using Core::Vector2f;
  114. const Vector2f element_size = GetBox().GetSize();
  115. // Build and set the 'fill' element's box. Here we are mainly interested in all the edge sizes set by the user.
  116. // The content size of the box is here scaled to fit inside the progress bar. Then, during 'CreateGeometry()',
  117. // the 'fill' element's content size is further shrunk according to 'value' along the proper direction.
  118. Box fill_box;
  119. Core::ElementUtilities::BuildBox(fill_box, element_size, fill);
  120. const Vector2f margin_top_left(
  121. fill_box.GetEdge(Box::MARGIN, Box::LEFT),
  122. fill_box.GetEdge(Box::MARGIN, Box::TOP)
  123. );
  124. const Vector2f edge_size = fill_box.GetSize(Box::MARGIN) - fill_box.GetSize(Box::CONTENT);
  125. fill_offset = GetBox().GetPosition() + margin_top_left;
  126. fill_size = element_size - edge_size;
  127. fill_box.SetContent(fill_size);
  128. fill->SetBox(fill_box);
  129. geometry_dirty = true;
  130. }
  131. void ElementProgressBar::GenerateGeometry()
  132. {
  133. using Core::Vector2f;
  134. Vector2f render_size = fill_size;
  135. {
  136. // Size and offset the fill element depending on the progressbar value.
  137. Vector2f offset = fill_offset;
  138. switch (direction) {
  139. case Direction::Top:
  140. render_size.y = fill_size.y * value;
  141. offset.y = fill_offset.y + fill_size.y - render_size.y;
  142. break;
  143. case Direction::Right:
  144. render_size.x = fill_size.x * value;
  145. break;
  146. case Direction::Bottom:
  147. render_size.y = fill_size.y * value;
  148. break;
  149. case Direction::Left:
  150. render_size.x = fill_size.x * value;
  151. offset.x = fill_offset.x + fill_size.x - render_size.x;
  152. break;
  153. case Direction::Clockwise:
  154. case Direction::CounterClockwise:
  155. // Circular progress bars cannot use a box to shape the fill element, instead we need to manually create the geometry from the image texture.
  156. // Thus, we leave the size and offset untouched as a canvas for the manual geometry.
  157. break;
  158. RMLUI_UNUSED_SWITCH_ENUM(Direction::Count);
  159. }
  160. Core::Box fill_box = fill->GetBox();
  161. fill_box.SetContent(render_size);
  162. fill->SetBox(fill_box);
  163. fill->SetOffset(offset, this);
  164. }
  165. if (texture_dirty)
  166. LoadTexture();
  167. geometry.Release(true);
  168. geometry_dirty = false;
  169. // If we don't have a fill texture, then there is no need to generate manual geometry, and we are done here.
  170. // Instead, users can style the fill element eg. by decorators.
  171. if (!texture)
  172. return;
  173. // Otherwise, the 'fill-image' property is set, let's generate its geometry.
  174. auto& vertices = geometry.GetVertices();
  175. auto& indices = geometry.GetIndices();
  176. Vector2f texcoords[2];
  177. if (rect_set)
  178. {
  179. Vector2f texture_dimensions((float)texture.GetDimensions(GetRenderInterface()).x, (float)texture.GetDimensions(GetRenderInterface()).y);
  180. if (texture_dimensions.x == 0)
  181. texture_dimensions.x = 1;
  182. if (texture_dimensions.y == 0)
  183. texture_dimensions.y = 1;
  184. texcoords[0].x = rect.x / texture_dimensions.x;
  185. texcoords[0].y = rect.y / texture_dimensions.y;
  186. texcoords[1].x = (rect.x + rect.width) / texture_dimensions.x;
  187. texcoords[1].y = (rect.y + rect.height) / texture_dimensions.y;
  188. }
  189. else
  190. {
  191. texcoords[0] = Vector2f(0, 0);
  192. texcoords[1] = Vector2f(1, 1);
  193. }
  194. Core::Colourb quad_colour;
  195. {
  196. const Core::ComputedValues& computed = GetComputedValues();
  197. const float opacity = computed.opacity;
  198. quad_colour = computed.image_color;
  199. quad_colour.alpha = (Core::byte)(opacity * (float)quad_colour.alpha);
  200. }
  201. switch (direction)
  202. {
  203. // For the top, right, bottom, left directions the fill element already describes where we should draw the fill,
  204. // we only need to generate the final texture coordinates here.
  205. case Direction::Top: texcoords[0].y = texcoords[0].y + (1.0f - value) * (texcoords[1].y - texcoords[0].y); break;
  206. case Direction::Right: texcoords[1].x = texcoords[0].x + value * (texcoords[1].x - texcoords[0].x); break;
  207. case Direction::Bottom: texcoords[1].y = texcoords[0].y + value * (texcoords[1].y - texcoords[0].y); break;
  208. case Direction::Left: texcoords[0].x = texcoords[0].x + (1.0f - value) * (texcoords[1].x - texcoords[0].x); break;
  209. case Direction::Clockwise:
  210. case Direction::CounterClockwise:
  211. {
  212. // The circular directions require custom geometry as a box is insufficient.
  213. // We divide the "circle" into eight parts, here called octants, such that each part can be represented by a triangle.
  214. // 'num_octants' tells us how many of these are completely or partially filled.
  215. const int num_octants = Core::Math::Clamp(Core::Math::RoundUpToInteger(8.f * value), 0, 8);
  216. const int num_vertices = 2 + num_octants;
  217. const int num_triangles = num_octants;
  218. const bool cw = (direction == Direction::Clockwise);
  219. if (num_octants == 0)
  220. break;
  221. vertices.resize(num_vertices);
  222. indices.resize(3 * num_triangles);
  223. RMLUI_ASSERT(int(start_edge) >= int(StartEdge::Top) && int(start_edge) <= int(StartEdge::Left));
  224. // The octant our "circle" expands from.
  225. const int start_octant = 2 * int(start_edge);
  226. // Positions along the unit square (clockwise, index 0 on top)
  227. const float x[8] = { 0, 1, 1, 1, 0, -1, -1, -1 };
  228. const float y[8] = { -1, -1, 0, 1, 1, 1, 0, -1 };
  229. // Set the position of the octant vertices to be rendered.
  230. for (int i = 0; i <= num_octants; i++)
  231. {
  232. int j = (cw ? i : 8 - i);
  233. j = ((j + start_octant) % 8);
  234. vertices[i].position = Vector2f(x[j], y[j]);
  235. }
  236. // Find the position of the vertex representing the partially filled triangle.
  237. if (value < 1.f)
  238. {
  239. using namespace Core::Math;
  240. const float angle_offset = float(start_octant) / 8.f * 2.f * RMLUI_PI;
  241. const float angle = angle_offset + (cw ? 1.f : -1.f) * value * 2.f * RMLUI_PI;
  242. Vector2f pos(Sin(angle), -Cos(angle));
  243. // Project it from the circle towards the surrounding unit square.
  244. pos = pos / Max(AbsoluteValue(pos.x), AbsoluteValue(pos.y));
  245. vertices[num_octants].position = pos;
  246. }
  247. const int i_center = num_vertices - 1;
  248. vertices[i_center].position = Vector2f(0, 0);
  249. for (int i = 0; i < num_triangles; i++)
  250. {
  251. indices[i * 3 + 0] = i_center;
  252. indices[i * 3 + 2] = i;
  253. indices[i * 3 + 1] = i + 1;
  254. }
  255. for (int i = 0; i < num_vertices; i++)
  256. {
  257. // Transform position from [-1, 1] to [0, 1] and then to [0, size]
  258. const Vector2f pos = (Vector2f(1, 1) + vertices[i].position) * 0.5f;
  259. vertices[i].position = pos * render_size;
  260. vertices[i].tex_coord = texcoords[0] + pos * (texcoords[1] - texcoords[0]);
  261. vertices[i].colour = quad_colour;
  262. }
  263. }
  264. break;
  265. RMLUI_UNUSED_SWITCH_ENUM(Direction::Count);
  266. }
  267. const bool is_circular = (direction == Direction::Clockwise || direction == Direction::CounterClockwise);
  268. if(!is_circular)
  269. {
  270. vertices.resize(4);
  271. indices.resize(6);
  272. Rml::Core::GeometryUtilities::GenerateQuad(&vertices[0], &indices[0], Vector2f(0), render_size, quad_colour, texcoords[0], texcoords[1]);
  273. }
  274. }
  275. bool ElementProgressBar::LoadTexture()
  276. {
  277. texture_dirty = false;
  278. geometry_dirty = true;
  279. rect_set = false;
  280. Core::String name;
  281. if (auto property = fill->GetLocalProperty(Core::PropertyId::FillImage))
  282. name = property->Get<Core::String>();
  283. Core::ElementDocument* document = GetOwnerDocument();
  284. bool texture_set = false;
  285. if(!name.empty() && document)
  286. {
  287. // Check for a sprite first, this takes precedence.
  288. if (auto& style_sheet = document->GetStyleSheet())
  289. {
  290. if (const Core::Sprite* sprite = style_sheet->GetSprite(name))
  291. {
  292. rect = sprite->rectangle;
  293. rect_set = true;
  294. texture = sprite->sprite_sheet->texture;
  295. texture_set = true;
  296. }
  297. }
  298. // Otherwise, treat it as a path
  299. if (!texture_set)
  300. {
  301. Core::URL source_url;
  302. source_url.SetURL(document->GetSourceURL());
  303. texture.Set(name, source_url.GetPath());
  304. texture_set = true;
  305. }
  306. }
  307. if (!texture_set)
  308. {
  309. texture = {};
  310. rect = {};
  311. }
  312. // Set the texture onto our geometry object.
  313. geometry.SetTexture(&texture);
  314. return true;
  315. }
  316. }
  317. }