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 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/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. ElementProgress::ElementProgress(const String& tag) : Element(tag), direction(DefaultDirection), start_edge(DefaultStartEdge), fill(nullptr), rect_set(false), geometry(this)
  40. {
  41. if (tag == "progressbar")
  42. Log::Message(Log::LT_WARNING, "Deprecation notice: Element '<progressbar>' renamed to '<progress>', please adjust RML tags accordingly.");
  43. geometry_dirty = false;
  44. // Add the fill element as a non-DOM element.
  45. ElementPtr fill_element = Factory::InstanceElement(this, "*", "fill", XMLAttributes());
  46. RMLUI_ASSERT(fill_element);
  47. fill = AppendChild(std::move(fill_element), false);
  48. }
  49. ElementProgress::~ElementProgress()
  50. {
  51. }
  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());
  83. }
  84. void ElementProgress::OnAttributeChange(const ElementAttributes& changed_attributes)
  85. {
  86. Element::OnAttributeChange(changed_attributes);
  87. if (changed_attributes.find("value") != changed_attributes.end()
  88. || changed_attributes.find("max") != changed_attributes.end())
  89. {
  90. geometry_dirty = true;
  91. }
  92. if (changed_attributes.find("direction") != changed_attributes.end())
  93. {
  94. using DirectionNameList = Array<String, size_t(Direction::Count)>;
  95. static const DirectionNameList names = { "top", "right", "bottom", "left", "clockwise", "counter-clockwise" };
  96. direction = DefaultDirection;
  97. String name = StringUtilities::ToLower( GetAttribute< String >("direction", "") );
  98. auto it = std::find(names.begin(), names.end(), name);
  99. size_t index = size_t(it - names.begin());
  100. if (index < size_t(Direction::Count))
  101. direction = Direction(index);
  102. geometry_dirty = true;
  103. }
  104. if (changed_attributes.find("start-edge") != changed_attributes.end())
  105. {
  106. using StartEdgeNameList = Array<String, size_t(StartEdge::Count)>;
  107. static const StartEdgeNameList names = { "top", "right", "bottom", "left" };
  108. start_edge = DefaultStartEdge;
  109. String name = StringUtilities::ToLower(GetAttribute< String >("start-edge", ""));
  110. auto it = std::find(names.begin(), names.end(), name);
  111. size_t index = size_t(it - names.begin());
  112. if (index < size_t(StartEdge::Count))
  113. start_edge = StartEdge(index);
  114. geometry_dirty = true;
  115. }
  116. }
  117. void ElementProgress::OnPropertyChange(const PropertyIdSet& changed_properties)
  118. {
  119. Element::OnPropertyChange(changed_properties);
  120. if (changed_properties.Contains(PropertyId::ImageColor) ||
  121. changed_properties.Contains(PropertyId::Opacity)) {
  122. geometry_dirty = true;
  123. }
  124. if (changed_properties.Contains(PropertyId::FillImage)) {
  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(
  137. fill_box.GetEdge(Box::MARGIN, Box::LEFT),
  138. fill_box.GetEdge(Box::MARGIN, Box::TOP)
  139. );
  140. const Vector2f edge_size = fill_box.GetSize(Box::MARGIN) - fill_box.GetSize(Box::CONTENT);
  141. fill_offset = GetBox().GetPosition() + margin_top_left;
  142. fill_size = element_size - edge_size;
  143. fill_box.SetContent(fill_size);
  144. fill->SetBox(fill_box);
  145. geometry_dirty = true;
  146. }
  147. void ElementProgress::GenerateGeometry()
  148. {
  149. // Warn the user when using the old approach of adding the 'fill-image' property to the 'fill' element.
  150. if (fill->GetLocalProperty(PropertyId::FillImage))
  151. Log::Message(Log::LT_WARNING, "Breaking change: The 'fill-image' property now needs to be set on the <progress> element, instead of its inner <fill> element. Please 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. case Direction::Top:
  159. render_size.y = fill_size.y * normalized_value;
  160. offset.y = fill_offset.y + fill_size.y - render_size.y;
  161. break;
  162. case Direction::Right:
  163. render_size.x = fill_size.x * normalized_value;
  164. break;
  165. case Direction::Bottom:
  166. render_size.y = fill_size.y * normalized_value;
  167. break;
  168. case Direction::Left:
  169. render_size.x = fill_size.x * normalized_value;
  170. offset.x = fill_offset.x + fill_size.x - render_size.x;
  171. break;
  172. case Direction::Clockwise:
  173. case Direction::CounterClockwise:
  174. // Circular progress bars cannot use a box to shape the fill element, instead we need to manually create the geometry from the image texture.
  175. // Thus, we leave the size and offset untouched as a canvas for the manual geometry.
  176. break;
  177. RMLUI_UNUSED_SWITCH_ENUM(Direction::Count);
  178. }
  179. Box fill_box = fill->GetBox();
  180. fill_box.SetContent(render_size);
  181. fill->SetBox(fill_box);
  182. fill->SetOffset(offset, this);
  183. }
  184. geometry.Release(true);
  185. geometry_dirty = false;
  186. // If we don't have a fill texture, then there is no need to generate manual geometry, and we are done here.
  187. // Instead, users can style the fill element eg. by decorators.
  188. if (!texture)
  189. return;
  190. // Otherwise, the 'fill-image' property is set, let's generate its geometry.
  191. auto& vertices = geometry.GetVertices();
  192. auto& indices = geometry.GetIndices();
  193. Vector2f texcoords[2];
  194. if (rect_set)
  195. {
  196. Vector2f texture_dimensions((float)texture.GetDimensions(GetRenderInterface()).x, (float)texture.GetDimensions(GetRenderInterface()).y);
  197. if (texture_dimensions.x == 0)
  198. texture_dimensions.x = 1;
  199. if (texture_dimensions.y == 0)
  200. texture_dimensions.y = 1;
  201. texcoords[0].x = rect.x / texture_dimensions.x;
  202. texcoords[0].y = rect.y / texture_dimensions.y;
  203. texcoords[1].x = (rect.x + rect.width) / texture_dimensions.x;
  204. texcoords[1].y = (rect.y + rect.height) / texture_dimensions.y;
  205. }
  206. else
  207. {
  208. texcoords[0] = Vector2f(0, 0);
  209. texcoords[1] = Vector2f(1, 1);
  210. }
  211. Colourb quad_colour;
  212. {
  213. const ComputedValues& computed = GetComputedValues();
  214. const float opacity = computed.opacity;
  215. quad_colour = computed.image_color;
  216. quad_colour.alpha = (byte)(opacity * (float)quad_colour.alpha);
  217. }
  218. switch (direction)
  219. {
  220. // For the top, right, bottom, left directions the fill element already describes where we should draw the fill,
  221. // we only need to generate the final texture coordinates here.
  222. case Direction::Top: texcoords[0].y = texcoords[0].y + (1.0f - normalized_value) * (texcoords[1].y - texcoords[0].y); break;
  223. case Direction::Right: texcoords[1].x = texcoords[0].x + normalized_value * (texcoords[1].x - texcoords[0].x); break;
  224. case Direction::Bottom: texcoords[1].y = texcoords[0].y + normalized_value * (texcoords[1].y - texcoords[0].y); break;
  225. case Direction::Left: texcoords[0].x = texcoords[0].x + (1.0f - normalized_value) * (texcoords[1].x - texcoords[0].x); break;
  226. case Direction::Clockwise:
  227. case Direction::CounterClockwise:
  228. {
  229. // The circular directions require custom geometry as a box is insufficient.
  230. // We divide the "circle" into eight parts, here called octants, such that each part can be represented by a triangle.
  231. // 'num_octants' tells us how many of these are completely or partially filled.
  232. const int num_octants = Math::Clamp(Math::RoundUpToInteger(8.f * normalized_value), 0, 8);
  233. const int num_vertices = 2 + num_octants;
  234. const int num_triangles = num_octants;
  235. const bool cw = (direction == Direction::Clockwise);
  236. if (num_octants == 0)
  237. break;
  238. vertices.resize(num_vertices);
  239. indices.resize(3 * num_triangles);
  240. RMLUI_ASSERT(int(start_edge) >= int(StartEdge::Top) && int(start_edge) <= int(StartEdge::Left));
  241. // The octant our "circle" expands from.
  242. const int start_octant = 2 * int(start_edge);
  243. // Positions along the unit square (clockwise, index 0 on top)
  244. const float x[8] = { 0, 1, 1, 1, 0, -1, -1, -1 };
  245. const float y[8] = { -1, -1, 0, 1, 1, 1, 0, -1 };
  246. // Set the position of the octant vertices to be rendered.
  247. for (int i = 0; i <= num_octants; i++)
  248. {
  249. int j = (cw ? i : 8 - i);
  250. j = ((j + start_octant) % 8);
  251. vertices[i].position = Vector2f(x[j], y[j]);
  252. }
  253. // Find the position of the vertex representing the partially filled triangle.
  254. if (normalized_value < 1.f)
  255. {
  256. using namespace Math;
  257. const float angle_offset = float(start_octant) / 8.f * 2.f * RMLUI_PI;
  258. const float angle = angle_offset + (cw ? 1.f : -1.f) * normalized_value * 2.f * RMLUI_PI;
  259. Vector2f pos(Sin(angle), -Cos(angle));
  260. // Project it from the circle towards the surrounding unit square.
  261. pos = pos / Max(AbsoluteValue(pos.x), AbsoluteValue(pos.y));
  262. vertices[num_octants].position = pos;
  263. }
  264. const int i_center = num_vertices - 1;
  265. vertices[i_center].position = Vector2f(0, 0);
  266. for (int i = 0; i < num_triangles; i++)
  267. {
  268. indices[i * 3 + 0] = i_center;
  269. indices[i * 3 + 2] = i;
  270. indices[i * 3 + 1] = i + 1;
  271. }
  272. for (int i = 0; i < num_vertices; i++)
  273. {
  274. // Transform position from [-1, 1] to [0, 1] and then to [0, size]
  275. const Vector2f pos = (Vector2f(1, 1) + vertices[i].position) * 0.5f;
  276. vertices[i].position = pos * render_size;
  277. vertices[i].tex_coord = texcoords[0] + pos * (texcoords[1] - texcoords[0]);
  278. vertices[i].colour = quad_colour;
  279. }
  280. }
  281. break;
  282. RMLUI_UNUSED_SWITCH_ENUM(Direction::Count);
  283. }
  284. const bool is_circular = (direction == Direction::Clockwise || direction == Direction::CounterClockwise);
  285. if(!is_circular)
  286. {
  287. vertices.resize(4);
  288. indices.resize(6);
  289. GeometryUtilities::GenerateQuad(&vertices[0], &indices[0], Vector2f(0), render_size, quad_colour, texcoords[0], texcoords[1]);
  290. }
  291. }
  292. bool ElementProgress::LoadTexture()
  293. {
  294. geometry_dirty = true;
  295. rect_set = false;
  296. String name;
  297. if (const Property* property = GetLocalProperty(PropertyId::FillImage))
  298. name = property->Get<String>();
  299. ElementDocument* document = GetOwnerDocument();
  300. bool texture_set = false;
  301. if(!name.empty() && document)
  302. {
  303. // Check for a sprite first, this takes precedence.
  304. if (const StyleSheet* style_sheet = document->GetStyleSheet())
  305. {
  306. if (const Sprite* sprite = style_sheet->GetSprite(name))
  307. {
  308. rect = sprite->rectangle;
  309. rect_set = true;
  310. texture = sprite->sprite_sheet->texture;
  311. texture_set = true;
  312. }
  313. }
  314. // Otherwise, treat it as a path
  315. if (!texture_set)
  316. {
  317. URL source_url;
  318. source_url.SetURL(document->GetSourceURL());
  319. texture.Set(name, source_url.GetPath());
  320. texture_set = true;
  321. }
  322. }
  323. if (!texture_set)
  324. {
  325. texture = {};
  326. rect = {};
  327. }
  328. // Set the texture onto our geometry object.
  329. geometry.SetTexture(&texture);
  330. return true;
  331. }
  332. } // namespace Rml