ElementImage.cpp 8.7 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 "ElementImage.h"
  29. #include "../TextureDatabase.h"
  30. #include "../../../Include/RmlUi/Core/URL.h"
  31. #include "../../../Include/RmlUi/Core/PropertyIdSet.h"
  32. #include "../../../Include/RmlUi/Core/GeometryUtilities.h"
  33. #include "../../../Include/RmlUi/Core/ElementDocument.h"
  34. #include "../../../Include/RmlUi/Core/StyleSheet.h"
  35. namespace Rml {
  36. // Constructs a new ElementImage.
  37. ElementImage::ElementImage(const String& tag) : Element(tag), dimensions(-1, -1), rect_source(RectSource::None), geometry(this)
  38. {
  39. geometry_dirty = false;
  40. texture_dirty = true;
  41. }
  42. ElementImage::~ElementImage()
  43. {
  44. }
  45. // Sizes the box to the element's inherent size.
  46. bool ElementImage::GetIntrinsicDimensions(Vector2f& _dimensions, float& _ratio)
  47. {
  48. // Check if we need to reload the texture.
  49. if (texture_dirty)
  50. LoadTexture();
  51. // Calculate the x dimension.
  52. if (HasAttribute("width"))
  53. dimensions.x = GetAttribute< float >("width", -1);
  54. else if (rect_source != RectSource::None)
  55. dimensions.x = rect.width;
  56. else
  57. dimensions.x = (float)texture.GetDimensions(GetRenderInterface()).x;
  58. // Calculate the y dimension.
  59. if (HasAttribute("height"))
  60. dimensions.y = GetAttribute< float >("height", -1);
  61. else if (rect_source != RectSource::None)
  62. dimensions.y = rect.height;
  63. else
  64. dimensions.y = (float)texture.GetDimensions(GetRenderInterface()).y;
  65. // Return the calculated dimensions. If this changes the size of the element, it will result in
  66. // a call to 'onresize' below which will regenerate the geometry.
  67. _dimensions = dimensions;
  68. _ratio = dimensions.x / dimensions.y;
  69. return true;
  70. }
  71. // Renders the element.
  72. void ElementImage::OnRender()
  73. {
  74. // Regenerate the geometry if required (this will be set if 'rect' changes but does not result in a resize).
  75. if (geometry_dirty)
  76. GenerateGeometry();
  77. // Render the geometry beginning at this element's content region.
  78. geometry.Render(GetAbsoluteOffset(Box::CONTENT).Round());
  79. }
  80. // Called when attributes on the element are changed.
  81. void ElementImage::OnAttributeChange(const ElementAttributes& changed_attributes)
  82. {
  83. // Call through to the base element's OnAttributeChange().
  84. Element::OnAttributeChange(changed_attributes);
  85. bool dirty_layout = false;
  86. // Check for a changed 'src' attribute. If this changes, the old texture handle is released,
  87. // forcing a reload when the layout is regenerated.
  88. if (changed_attributes.find("src") != changed_attributes.end() ||
  89. changed_attributes.find("sprite") != changed_attributes.end())
  90. {
  91. texture_dirty = true;
  92. dirty_layout = true;
  93. }
  94. // Check for a changed 'width' attribute. If this changes, a layout is forced which will
  95. // recalculate the dimensions.
  96. if (changed_attributes.find("width") != changed_attributes.end() ||
  97. changed_attributes.find("height") != changed_attributes.end())
  98. {
  99. dirty_layout = true;
  100. }
  101. // Check for a change to the 'rect' attribute. If this changes, the coordinates are
  102. // recomputed and a layout forced. If a sprite is set to source, then that will override any attribute.
  103. if (changed_attributes.find("rect") != changed_attributes.end())
  104. {
  105. UpdateRect();
  106. // Rectangle has changed; this will most likely result in a size change, so we need to force a layout.
  107. dirty_layout = true;
  108. }
  109. if (dirty_layout)
  110. DirtyLayout();
  111. }
  112. void ElementImage::OnPropertyChange(const PropertyIdSet& changed_properties)
  113. {
  114. Element::OnPropertyChange(changed_properties);
  115. if (changed_properties.Contains(PropertyId::ImageColor) ||
  116. changed_properties.Contains(PropertyId::Opacity)) {
  117. GenerateGeometry();
  118. }
  119. }
  120. void ElementImage::OnChildAdd(Element* child)
  121. {
  122. if (child == this && texture_dirty)
  123. {
  124. // Load the texture once we have attached to the document
  125. LoadTexture();
  126. }
  127. }
  128. // Regenerates the element's geometry.
  129. void ElementImage::OnResize()
  130. {
  131. GenerateGeometry();
  132. }
  133. void ElementImage::GenerateGeometry()
  134. {
  135. // Release the old geometry before specifying the new vertices.
  136. geometry.Release(true);
  137. Vector< Vertex >& vertices = geometry.GetVertices();
  138. Vector< int >& indices = geometry.GetIndices();
  139. vertices.resize(4);
  140. indices.resize(6);
  141. // Generate the texture coordinates.
  142. Vector2f texcoords[2];
  143. if (rect_source != RectSource::None)
  144. {
  145. Vector2f texture_dimensions((float) texture.GetDimensions(GetRenderInterface()).x, (float) texture.GetDimensions(GetRenderInterface()).y);
  146. if (texture_dimensions.x == 0)
  147. texture_dimensions.x = 1;
  148. if (texture_dimensions.y == 0)
  149. texture_dimensions.y = 1;
  150. texcoords[0].x = rect.x / texture_dimensions.x;
  151. texcoords[0].y = rect.y / texture_dimensions.y;
  152. texcoords[1].x = (rect.x + rect.width) / texture_dimensions.x;
  153. texcoords[1].y = (rect.y + rect.height) / texture_dimensions.y;
  154. }
  155. else
  156. {
  157. texcoords[0] = Vector2f(0, 0);
  158. texcoords[1] = Vector2f(1, 1);
  159. }
  160. const ComputedValues& computed = GetComputedValues();
  161. float opacity = computed.opacity;
  162. Colourb quad_colour = computed.image_color;
  163. quad_colour.alpha = (byte)(opacity * (float)quad_colour.alpha);
  164. Vector2f quad_size = GetBox().GetSize(Box::CONTENT).Round();
  165. GeometryUtilities::GenerateQuad(&vertices[0], &indices[0], Vector2f(0, 0), quad_size, quad_colour, texcoords[0], texcoords[1]);
  166. geometry_dirty = false;
  167. }
  168. bool ElementImage::LoadTexture()
  169. {
  170. texture_dirty = false;
  171. geometry_dirty = true;
  172. // Check for a sprite first, this takes precedence.
  173. const String sprite_name = GetAttribute< String >("sprite", "");
  174. if (!sprite_name.empty())
  175. {
  176. // Load sprite.
  177. bool valid_sprite = false;
  178. if (ElementDocument* document = GetOwnerDocument())
  179. {
  180. if (const StyleSheet* style_sheet = document->GetStyleSheet())
  181. {
  182. if (const Sprite* sprite = style_sheet->GetSprite(sprite_name))
  183. {
  184. rect = sprite->rectangle;
  185. rect_source = RectSource::Sprite;
  186. texture = sprite->sprite_sheet->texture;
  187. valid_sprite = true;
  188. }
  189. }
  190. }
  191. if (!valid_sprite)
  192. {
  193. texture = Texture();
  194. rect_source = RectSource::None;
  195. UpdateRect();
  196. Log::Message(Log::LT_WARNING, "Could not find sprite '%s' specified in img element.", sprite_name.c_str());
  197. return false;
  198. }
  199. }
  200. else
  201. {
  202. // Load image from source URL.
  203. const String source_name = GetAttribute< String >("src", "");
  204. if (source_name.empty())
  205. {
  206. texture = Texture();
  207. rect_source = RectSource::None;
  208. return false;
  209. }
  210. URL source_url;
  211. if (ElementDocument* document = GetOwnerDocument())
  212. source_url.SetURL(document->GetSourceURL());
  213. texture.Set(source_name, source_url.GetPath());
  214. }
  215. // Set the texture onto our geometry object.
  216. geometry.SetTexture(&texture);
  217. return true;
  218. }
  219. void ElementImage::UpdateRect()
  220. {
  221. if(rect_source != RectSource::Sprite)
  222. {
  223. bool valid_rect = false;
  224. String rect_string = GetAttribute< String >("rect", "");
  225. if (!rect_string.empty())
  226. {
  227. StringList coords_list;
  228. StringUtilities::ExpandString(coords_list, rect_string, ' ');
  229. if (coords_list.size() != 4)
  230. {
  231. Log::Message(Log::LT_WARNING, "Element '%s' has an invalid 'rect' attribute; rect requires 4 space-separated values, found %d.", GetAddress().c_str(), coords_list.size());
  232. }
  233. else
  234. {
  235. rect.x = (float)std::atof(coords_list[0].c_str());
  236. rect.y = (float)std::atof(coords_list[1].c_str());
  237. rect.width = (float)std::atof(coords_list[2].c_str());
  238. rect.height = (float)std::atof(coords_list[3].c_str());
  239. // We have new, valid coordinates; force the geometry to be regenerated.
  240. valid_rect = true;
  241. geometry_dirty = true;
  242. rect_source = RectSource::Attribute;
  243. }
  244. }
  245. if (!valid_rect)
  246. {
  247. rect = {};
  248. rect_source = RectSource::None;
  249. }
  250. }
  251. }
  252. } // namespace Rml