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. #include "../../Include/RmlUi/Core/URL.h"
  37. #include <algorithm>
  38. namespace Rml {
  39. namespace Controls {
  40. ElementProgressBar::ElementProgressBar(const Core::String& tag) : Element(tag), direction(DefaultDirection), start_edge(DefaultStartEdge), value(0), fill(nullptr), rect_set(false), geometry(this)
  41. {
  42. geometry_dirty = false;
  43. texture_dirty = true;
  44. // Add the fill element as a non-DOM element.
  45. Core::ElementPtr fill_element = Core::Factory::InstanceElement(this, "*", "fill", Core::XMLAttributes());
  46. RMLUI_ASSERT(fill_element);
  47. fill = AppendChild(std::move(fill_element), false);
  48. }
  49. ElementProgressBar::~ElementProgressBar()
  50. {
  51. }
  52. float ElementProgressBar::GetValue() const
  53. {
  54. return value;
  55. }
  56. void ElementProgressBar::SetValue(float in_value)
  57. {
  58. SetAttribute("value", in_value);
  59. }
  60. void ElementProgressBar::OnRender()
  61. {
  62. // Some properties may change geometry without dirtying the layout, eg. opacity.
  63. if (geometry_dirty)
  64. GenerateGeometry();
  65. // Render the geometry at the fill element's content region.
  66. geometry.Render(fill->GetAbsoluteOffset().Round());
  67. }
  68. void ElementProgressBar::OnAttributeChange(const Rml::Core::ElementAttributes& changed_attributes)
  69. {
  70. Rml::Core::Element::OnAttributeChange(changed_attributes);
  71. if (changed_attributes.find("value") != changed_attributes.end())
  72. {
  73. value = Core::Math::Clamp( GetAttribute< float >("value", 0.0f), 0.0f, 1.0f);
  74. geometry_dirty = true;
  75. }
  76. if (changed_attributes.find("direction") != changed_attributes.end())
  77. {
  78. using DirectionNameList = std::array<Core::String, size_t(Direction::Count)>;
  79. static const DirectionNameList names = { "top", "right", "bottom", "left", "clockwise", "counter-clockwise" };
  80. direction = DefaultDirection;
  81. Core::String name = Core::StringUtilities::ToLower( GetAttribute< Core::String >("direction", "") );
  82. auto it = std::find(names.begin(), names.end(), name);
  83. size_t index = size_t(it - names.begin());
  84. if (index < size_t(Direction::Count))
  85. direction = Direction(index);
  86. geometry_dirty = true;
  87. }
  88. if (changed_attributes.find("start-edge") != changed_attributes.end())
  89. {
  90. using StartEdgeNameList = std::array<Core::String, size_t(StartEdge::Count)>;
  91. static const StartEdgeNameList names = { "top", "right", "bottom", "left" };
  92. start_edge = DefaultStartEdge;
  93. Core::String name = Core::StringUtilities::ToLower(GetAttribute< Core::String >("start-edge", ""));
  94. auto it = std::find(names.begin(), names.end(), name);
  95. size_t index = size_t(it - names.begin());
  96. if (index < size_t(StartEdge::Count))
  97. start_edge = StartEdge(index);
  98. geometry_dirty = true;
  99. }
  100. }
  101. void ElementProgressBar::OnPropertyChange(const Core::PropertyIdSet& changed_properties)
  102. {
  103. Element::OnPropertyChange(changed_properties);
  104. if (changed_properties.Contains(Core::PropertyId::ImageColor) ||
  105. changed_properties.Contains(Core::PropertyId::Opacity)) {
  106. geometry_dirty = true;
  107. }
  108. if (changed_properties.Contains(Core::PropertyId::FillImage)) {
  109. texture_dirty = true;
  110. }
  111. }
  112. void ElementProgressBar::OnResize()
  113. {
  114. using Core::Box;
  115. using Core::Vector2f;
  116. const Vector2f element_size = GetBox().GetSize();
  117. // Build and set the 'fill' element's box. Here we are mainly interested in all the edge sizes set by the user.
  118. // The content size of the box is here scaled to fit inside the progress bar. Then, during 'CreateGeometry()',
  119. // the 'fill' element's content size is further shrunk according to 'value' along the proper direction.
  120. Box fill_box;
  121. Core::ElementUtilities::BuildBox(fill_box, element_size, fill);
  122. const Vector2f margin_top_left(
  123. fill_box.GetEdge(Box::MARGIN, Box::LEFT),
  124. fill_box.GetEdge(Box::MARGIN, Box::TOP)
  125. );
  126. const Vector2f edge_size = fill_box.GetSize(Box::MARGIN) - fill_box.GetSize(Box::CONTENT);
  127. fill_offset = GetBox().GetPosition() + margin_top_left;
  128. fill_size = element_size - edge_size;
  129. fill_box.SetContent(fill_size);
  130. fill->SetBox(fill_box);
  131. geometry_dirty = true;
  132. }
  133. void ElementProgressBar::GenerateGeometry()
  134. {
  135. using Core::Vector2f;
  136. Vector2f render_size = fill_size;
  137. {
  138. // Size and offset the fill element depending on the progressbar value.
  139. Vector2f offset = fill_offset;
  140. switch (direction) {
  141. case Direction::Top:
  142. render_size.y = fill_size.y * value;
  143. offset.y = fill_offset.y + fill_size.y - render_size.y;
  144. break;
  145. case Direction::Right:
  146. render_size.x = fill_size.x * value;
  147. break;
  148. case Direction::Bottom:
  149. render_size.y = fill_size.y * value;
  150. break;
  151. case Direction::Left:
  152. render_size.x = fill_size.x * value;
  153. offset.x = fill_offset.x + fill_size.x - render_size.x;
  154. break;
  155. case Direction::Clockwise:
  156. case Direction::CounterClockwise:
  157. // Circular progress bars cannot use a box to shape the fill element, instead we need to manually create the geometry from the image texture.
  158. // Thus, we leave the size and offset untouched as a canvas for the manual geometry.
  159. break;
  160. RMLUI_UNUSED_SWITCH_ENUM(Direction::Count);
  161. }
  162. Core::Box fill_box = fill->GetBox();
  163. fill_box.SetContent(render_size);
  164. fill->SetBox(fill_box);
  165. fill->SetOffset(offset, this);
  166. }
  167. if (texture_dirty)
  168. LoadTexture();
  169. geometry.Release(true);
  170. geometry_dirty = false;
  171. // If we don't have a fill texture, then there is no need to generate manual geometry, and we are done here.
  172. // Instead, users can style the fill element eg. by decorators.
  173. if (!texture)
  174. return;
  175. // Otherwise, the 'fill-image' property is set, let's generate its geometry.
  176. auto& vertices = geometry.GetVertices();
  177. auto& indices = geometry.GetIndices();
  178. Vector2f texcoords[2];
  179. if (rect_set)
  180. {
  181. Vector2f texture_dimensions((float)texture.GetDimensions(GetRenderInterface()).x, (float)texture.GetDimensions(GetRenderInterface()).y);
  182. if (texture_dimensions.x == 0)
  183. texture_dimensions.x = 1;
  184. if (texture_dimensions.y == 0)
  185. texture_dimensions.y = 1;
  186. texcoords[0].x = rect.x / texture_dimensions.x;
  187. texcoords[0].y = rect.y / texture_dimensions.y;
  188. texcoords[1].x = (rect.x + rect.width) / texture_dimensions.x;
  189. texcoords[1].y = (rect.y + rect.height) / texture_dimensions.y;
  190. }
  191. else
  192. {
  193. texcoords[0] = Vector2f(0, 0);
  194. texcoords[1] = Vector2f(1, 1);
  195. }
  196. Core::Colourb quad_colour;
  197. {
  198. const Core::ComputedValues& computed = GetComputedValues();
  199. const float opacity = computed.opacity;
  200. quad_colour = computed.image_color;
  201. quad_colour.alpha = (Core::byte)(opacity * (float)quad_colour.alpha);
  202. }
  203. switch (direction)
  204. {
  205. // For the top, right, bottom, left directions the fill element already describes where we should draw the fill,
  206. // we only need to generate the final texture coordinates here.
  207. case Direction::Top: texcoords[0].y = texcoords[0].y + (1.0f - value) * (texcoords[1].y - texcoords[0].y); break;
  208. case Direction::Right: texcoords[1].x = texcoords[0].x + value * (texcoords[1].x - texcoords[0].x); break;
  209. case Direction::Bottom: texcoords[1].y = texcoords[0].y + value * (texcoords[1].y - texcoords[0].y); break;
  210. case Direction::Left: texcoords[0].x = texcoords[0].x + (1.0f - value) * (texcoords[1].x - texcoords[0].x); break;
  211. case Direction::Clockwise:
  212. case Direction::CounterClockwise:
  213. {
  214. // The circular directions require custom geometry as a box is insufficient.
  215. // We divide the "circle" into eight parts, here called octants, such that each part can be represented by a triangle.
  216. // 'num_octants' tells us how many of these are completely or partially filled.
  217. const int num_octants = Core::Math::Clamp(Core::Math::RoundUpToInteger(8.f * value), 0, 8);
  218. const int num_vertices = 2 + num_octants;
  219. const int num_triangles = num_octants;
  220. const bool cw = (direction == Direction::Clockwise);
  221. if (num_octants == 0)
  222. break;
  223. vertices.resize(num_vertices);
  224. indices.resize(3 * num_triangles);
  225. RMLUI_ASSERT(int(start_edge) >= int(StartEdge::Top) && int(start_edge) <= int(StartEdge::Left));
  226. // The octant our "circle" expands from.
  227. const int start_octant = 2 * int(start_edge);
  228. // Positions along the unit square (clockwise, index 0 on top)
  229. const float x[8] = { 0, 1, 1, 1, 0, -1, -1, -1 };
  230. const float y[8] = { -1, -1, 0, 1, 1, 1, 0, -1 };
  231. // Set the position of the octant vertices to be rendered.
  232. for (int i = 0; i <= num_octants; i++)
  233. {
  234. int j = (cw ? i : 8 - i);
  235. j = ((j + start_octant) % 8);
  236. vertices[i].position = Vector2f(x[j], y[j]);
  237. }
  238. // Find the position of the vertex representing the partially filled triangle.
  239. if (value < 1.f)
  240. {
  241. using namespace Core::Math;
  242. const float angle_offset = float(start_octant) / 8.f * 2.f * RMLUI_PI;
  243. const float angle = angle_offset + (cw ? 1.f : -1.f) * value * 2.f * RMLUI_PI;
  244. Vector2f pos(Sin(angle), -Cos(angle));
  245. // Project it from the circle towards the surrounding unit square.
  246. pos = pos / Max(AbsoluteValue(pos.x), AbsoluteValue(pos.y));
  247. vertices[num_octants].position = pos;
  248. }
  249. const int i_center = num_vertices - 1;
  250. vertices[i_center].position = Vector2f(0, 0);
  251. for (int i = 0; i < num_triangles; i++)
  252. {
  253. indices[i * 3 + 0] = i_center;
  254. indices[i * 3 + 2] = i;
  255. indices[i * 3 + 1] = i + 1;
  256. }
  257. for (int i = 0; i < num_vertices; i++)
  258. {
  259. // Transform position from [-1, 1] to [0, 1] and then to [0, size]
  260. const Vector2f pos = (Vector2f(1, 1) + vertices[i].position) * 0.5f;
  261. vertices[i].position = pos * render_size;
  262. vertices[i].tex_coord = texcoords[0] + pos * (texcoords[1] - texcoords[0]);
  263. vertices[i].colour = quad_colour;
  264. }
  265. }
  266. break;
  267. RMLUI_UNUSED_SWITCH_ENUM(Direction::Count);
  268. }
  269. const bool is_circular = (direction == Direction::Clockwise || direction == Direction::CounterClockwise);
  270. if(!is_circular)
  271. {
  272. vertices.resize(4);
  273. indices.resize(6);
  274. Rml::Core::GeometryUtilities::GenerateQuad(&vertices[0], &indices[0], Vector2f(0), render_size, quad_colour, texcoords[0], texcoords[1]);
  275. }
  276. }
  277. bool ElementProgressBar::LoadTexture()
  278. {
  279. texture_dirty = false;
  280. geometry_dirty = true;
  281. rect_set = false;
  282. Core::String name;
  283. if (auto property = fill->GetLocalProperty(Core::PropertyId::FillImage))
  284. name = property->Get<Core::String>();
  285. Core::ElementDocument* document = GetOwnerDocument();
  286. bool texture_set = false;
  287. if(!name.empty() && document)
  288. {
  289. // Check for a sprite first, this takes precedence.
  290. if (auto& style_sheet = document->GetStyleSheet())
  291. {
  292. if (const Core::Sprite* sprite = style_sheet->GetSprite(name))
  293. {
  294. rect = sprite->rectangle;
  295. rect_set = true;
  296. texture = sprite->sprite_sheet->texture;
  297. texture_set = true;
  298. }
  299. }
  300. // Otherwise, treat it as a path
  301. if (!texture_set)
  302. {
  303. Core::URL source_url;
  304. source_url.SetURL(document->GetSourceURL());
  305. texture.Set(name, source_url.GetPath());
  306. texture_set = true;
  307. }
  308. }
  309. if (!texture_set)
  310. {
  311. texture = {};
  312. rect = {};
  313. }
  314. // Set the texture onto our geometry object.
  315. geometry.SetTexture(&texture);
  316. return true;
  317. }
  318. }
  319. }