ElementProgress.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) 2019-2023 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/Core/Elements/ElementProgress.h"
  29. #include "../../../Include/RmlUi/Core/ComputedValues.h"
  30. #include "../../../Include/RmlUi/Core/ElementDocument.h"
  31. #include "../../../Include/RmlUi/Core/ElementUtilities.h"
  32. #include "../../../Include/RmlUi/Core/Factory.h"
  33. #include "../../../Include/RmlUi/Core/Math.h"
  34. #include "../../../Include/RmlUi/Core/MeshUtilities.h"
  35. #include "../../../Include/RmlUi/Core/PropertyIdSet.h"
  36. #include "../../../Include/RmlUi/Core/StyleSheet.h"
  37. #include "../../../Include/RmlUi/Core/URL.h"
  38. #include <algorithm>
  39. namespace Rml {
  40. ElementProgress::ElementProgress(const String& tag) :
  41. Element(tag), direction(DefaultDirection), start_edge(DefaultStartEdge), fill(nullptr), rect_set(false)
  42. {
  43. if (tag == "progressbar")
  44. Log::Message(Log::LT_WARNING, "Deprecation notice: Element '<progressbar>' renamed to '<progress>', please adjust RML tags accordingly.");
  45. geometry_dirty = false;
  46. // Add the fill element as a non-DOM element.
  47. NodePtr fill_node = Factory::InstanceNode("*", "fill");
  48. RMLUI_ASSERT(fill_node);
  49. fill = As<Element*>(AppendChild(std::move(fill_node), false));
  50. }
  51. ElementProgress::~ElementProgress() {}
  52. float ElementProgress::GetValue() const
  53. {
  54. const float max_value = GetMax();
  55. return Math::Clamp(GetAttribute<float>("value", 0.0f), 0.0f, max_value);
  56. }
  57. float ElementProgress::GetMax() const
  58. {
  59. const float max_value = GetAttribute<float>("max", 1.0f);
  60. return max_value <= 0.0f ? 1.0f : max_value;
  61. }
  62. void ElementProgress::SetMax(float max_value)
  63. {
  64. SetAttribute("max", max_value);
  65. }
  66. void ElementProgress::SetValue(float in_value)
  67. {
  68. SetAttribute("value", in_value);
  69. }
  70. bool ElementProgress::GetIntrinsicDimensions(Vector2f& dimensions, float& /*ratio*/)
  71. {
  72. dimensions.x = 256;
  73. dimensions.y = 16;
  74. return true;
  75. }
  76. void ElementProgress::OnRender()
  77. {
  78. // Some properties may change geometry without dirtying the layout, eg. opacity.
  79. if (geometry_dirty)
  80. GenerateGeometry();
  81. // Render the geometry at the fill element's content region.
  82. geometry.Render(fill->GetAbsoluteOffset(), texture);
  83. }
  84. void ElementProgress::OnAttributeChange(const ElementAttributes& changed_attributes)
  85. {
  86. Element::OnAttributeChange(changed_attributes);
  87. if (changed_attributes.find("value") != changed_attributes.end() || changed_attributes.find("max") != changed_attributes.end())
  88. {
  89. geometry_dirty = true;
  90. }
  91. if (changed_attributes.find("direction") != changed_attributes.end())
  92. {
  93. using DirectionNameList = Array<String, size_t(Direction::Count)>;
  94. static const DirectionNameList names = {"top", "right", "bottom", "left", "clockwise", "counter-clockwise"};
  95. direction = DefaultDirection;
  96. String name = StringUtilities::ToLower(GetAttribute<String>("direction", ""));
  97. auto it = std::find(names.begin(), names.end(), name);
  98. size_t index = size_t(it - names.begin());
  99. if (index < size_t(Direction::Count))
  100. direction = Direction(index);
  101. geometry_dirty = true;
  102. }
  103. if (changed_attributes.find("start-edge") != changed_attributes.end())
  104. {
  105. using StartEdgeNameList = Array<String, size_t(StartEdge::Count)>;
  106. static const StartEdgeNameList names = {"top", "right", "bottom", "left"};
  107. start_edge = DefaultStartEdge;
  108. String name = StringUtilities::ToLower(GetAttribute<String>("start-edge", ""));
  109. auto it = std::find(names.begin(), names.end(), name);
  110. size_t index = size_t(it - names.begin());
  111. if (index < size_t(StartEdge::Count))
  112. start_edge = StartEdge(index);
  113. geometry_dirty = true;
  114. }
  115. }
  116. void ElementProgress::OnPropertyChange(const PropertyIdSet& changed_properties)
  117. {
  118. Element::OnPropertyChange(changed_properties);
  119. if (changed_properties.Contains(PropertyId::ImageColor) || changed_properties.Contains(PropertyId::Opacity))
  120. {
  121. geometry_dirty = true;
  122. }
  123. if (changed_properties.Contains(PropertyId::FillImage))
  124. {
  125. LoadTexture();
  126. }
  127. }
  128. void ElementProgress::OnResize()
  129. {
  130. const Vector2f element_size = GetBox().GetSize();
  131. // Build and set the 'fill' element's box. Here we are mainly interested in all the edge sizes set by the user.
  132. // The content size of the box is here scaled to fit inside the progress bar. Then, during 'CreateGeometry()',
  133. // the 'fill' element's content size is further shrunk according to 'value' along the proper direction.
  134. Box fill_box;
  135. ElementUtilities::BuildBox(fill_box, element_size, fill);
  136. const Vector2f margin_top_left(fill_box.GetEdge(BoxArea::Margin, BoxEdge::Left), fill_box.GetEdge(BoxArea::Margin, BoxEdge::Top));
  137. const Vector2f edge_size = fill_box.GetSize(BoxArea::Margin) - fill_box.GetSize(BoxArea::Content);
  138. fill_offset = GetBox().GetPosition() + margin_top_left;
  139. fill_size = element_size - edge_size;
  140. fill_box.SetContent(fill_size);
  141. fill->SetBox(fill_box);
  142. geometry_dirty = true;
  143. }
  144. void ElementProgress::GenerateGeometry()
  145. {
  146. geometry_dirty = false;
  147. // Warn the user when using the old approach of adding the 'fill-image' property to the 'fill' element.
  148. if (fill->GetLocalProperty(PropertyId::FillImage))
  149. Log::Message(Log::LT_WARNING,
  150. "Breaking change: The 'fill-image' property now needs to be set on the <progress> element, instead of its inner <fill> element. Please "
  151. "update your RCSS source to fix progress bars in this document.");
  152. const float normalized_value = GetValue() / GetMax();
  153. Vector2f render_size = fill_size;
  154. {
  155. // Size and offset the fill element depending on the progress value.
  156. Vector2f offset = fill_offset;
  157. switch (direction)
  158. {
  159. case Direction::Top:
  160. render_size.y = fill_size.y * normalized_value;
  161. offset.y = fill_offset.y + fill_size.y - render_size.y;
  162. break;
  163. case Direction::Right: render_size.x = fill_size.x * normalized_value; break;
  164. case Direction::Bottom: render_size.y = fill_size.y * normalized_value; break;
  165. case Direction::Left:
  166. render_size.x = fill_size.x * normalized_value;
  167. offset.x = fill_offset.x + fill_size.x - render_size.x;
  168. break;
  169. case Direction::Clockwise:
  170. case Direction::CounterClockwise:
  171. // Circular progress bars cannot use a box to shape the fill element, instead we need to manually create the geometry from the image
  172. // texture. Thus, we leave the size and offset untouched as a canvas for the manual geometry.
  173. break;
  174. case Direction::Count: break;
  175. }
  176. Box fill_box = fill->GetBox();
  177. fill_box.SetContent(render_size);
  178. fill->SetBox(fill_box);
  179. fill->SetOffset(offset, this);
  180. }
  181. Mesh mesh = geometry.Release(Geometry::ReleaseMode::ClearMesh);
  182. // If we don't have a fill texture, then there is no need to generate manual geometry, and we are done here.
  183. // Instead, users can style the fill element eg. by decorators.
  184. if (!texture)
  185. return;
  186. // Otherwise, the 'fill-image' property is set, let's generate its geometry.
  187. Vector<Vertex>& vertices = mesh.vertices;
  188. Vector<int>& indices = mesh.indices;
  189. Vector2f texcoords[2];
  190. if (rect_set)
  191. {
  192. Vector2f texture_dimensions = Vector2f(Math::Max(texture.GetDimensions(), Vector2i(1)));
  193. texcoords[0] = rect.TopLeft() / texture_dimensions;
  194. texcoords[1] = rect.BottomRight() / texture_dimensions;
  195. }
  196. else
  197. {
  198. texcoords[0] = Vector2f(0, 0);
  199. texcoords[1] = Vector2f(1, 1);
  200. }
  201. const ComputedValues& computed = GetComputedValues();
  202. const ColourbPremultiplied quad_colour = computed.image_color().ToPremultiplied(computed.opacity());
  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 - normalized_value) * (texcoords[1].y - texcoords[0].y); break;
  208. case Direction::Right: texcoords[1].x = texcoords[0].x + normalized_value * (texcoords[1].x - texcoords[0].x); break;
  209. case Direction::Bottom: texcoords[1].y = texcoords[0].y + normalized_value * (texcoords[1].y - texcoords[0].y); break;
  210. case Direction::Left: texcoords[0].x = texcoords[0].x + (1.0f - normalized_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 = Math::Clamp(Math::RoundUpToInteger(8.f * normalized_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 (normalized_value < 1.f)
  240. {
  241. using namespace 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) * normalized_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(Absolute(pos.x), Absolute(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. case Direction::Count: break;
  268. }
  269. const bool is_circular = (direction == Direction::Clockwise || direction == Direction::CounterClockwise);
  270. if (!is_circular)
  271. {
  272. MeshUtilities::GenerateQuad(mesh, Vector2f(0), render_size, quad_colour, texcoords[0], texcoords[1]);
  273. }
  274. geometry = GetRenderManager()->MakeGeometry(std::move(mesh));
  275. }
  276. bool ElementProgress::LoadTexture()
  277. {
  278. geometry_dirty = true;
  279. rect_set = false;
  280. String name;
  281. if (const Property* property = GetLocalProperty(PropertyId::FillImage))
  282. name = property->Get<String>();
  283. RenderManager* render_manager = GetRenderManager();
  284. if (!render_manager)
  285. return false;
  286. ElementDocument* document = GetOwnerDocument();
  287. bool texture_set = false;
  288. if (!name.empty() && document)
  289. {
  290. // Check for a sprite first, this takes precedence.
  291. if (const StyleSheet* style_sheet = document->GetStyleSheet())
  292. {
  293. if (const Sprite* sprite = style_sheet->GetSprite(name))
  294. {
  295. rect = sprite->rectangle;
  296. rect_set = true;
  297. texture = sprite->sprite_sheet->texture_source.GetTexture(*render_manager);
  298. texture_set = true;
  299. }
  300. }
  301. // Otherwise, treat it as a path
  302. if (!texture_set)
  303. {
  304. URL source_url;
  305. source_url.SetURL(document->GetSourceURL());
  306. texture = render_manager->LoadTexture(name, source_url.GetPath());
  307. texture_set = true;
  308. }
  309. }
  310. if (!texture_set)
  311. {
  312. texture = {};
  313. rect = {};
  314. }
  315. return true;
  316. }
  317. } // namespace Rml