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/Core/Elements/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. ElementProgressBar::ElementProgressBar(const String& tag) : Element(tag), direction(DefaultDirection), start_edge(DefaultStartEdge), value(0), fill(nullptr), rect_set(false), geometry(this)
  40. {
  41. geometry_dirty = false;
  42. // Add the fill element as a non-DOM element.
  43. ElementPtr fill_element = Factory::InstanceElement(this, "*", "fill", 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 ElementAttributes& changed_attributes)
  67. {
  68. Element::OnAttributeChange(changed_attributes);
  69. if (changed_attributes.find("value") != changed_attributes.end())
  70. {
  71. value = 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 = Array<String, size_t(Direction::Count)>;
  77. static const DirectionNameList names = { "top", "right", "bottom", "left", "clockwise", "counter-clockwise" };
  78. direction = DefaultDirection;
  79. String name = StringUtilities::ToLower( GetAttribute< 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 = Array<String, size_t(StartEdge::Count)>;
  89. static const StartEdgeNameList names = { "top", "right", "bottom", "left" };
  90. start_edge = DefaultStartEdge;
  91. String name = StringUtilities::ToLower(GetAttribute< 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 PropertyIdSet& changed_properties)
  100. {
  101. Element::OnPropertyChange(changed_properties);
  102. if (changed_properties.Contains(PropertyId::ImageColor) ||
  103. changed_properties.Contains(PropertyId::Opacity)) {
  104. geometry_dirty = true;
  105. }
  106. if (changed_properties.Contains(PropertyId::FillImage)) {
  107. LoadTexture();
  108. }
  109. }
  110. void ElementProgressBar::OnResize()
  111. {
  112. const Vector2f element_size = GetBox().GetSize();
  113. // Build and set the 'fill' element's box. Here we are mainly interested in all the edge sizes set by the user.
  114. // The content size of the box is here scaled to fit inside the progress bar. Then, during 'CreateGeometry()',
  115. // the 'fill' element's content size is further shrunk according to 'value' along the proper direction.
  116. Box fill_box;
  117. ElementUtilities::BuildBox(fill_box, element_size, fill);
  118. const Vector2f margin_top_left(
  119. fill_box.GetEdge(Box::MARGIN, Box::LEFT),
  120. fill_box.GetEdge(Box::MARGIN, Box::TOP)
  121. );
  122. const Vector2f edge_size = fill_box.GetSize(Box::MARGIN) - fill_box.GetSize(Box::CONTENT);
  123. fill_offset = GetBox().GetPosition() + margin_top_left;
  124. fill_size = element_size - edge_size;
  125. fill_box.SetContent(fill_size);
  126. fill->SetBox(fill_box);
  127. geometry_dirty = true;
  128. }
  129. void ElementProgressBar::GenerateGeometry()
  130. {
  131. // Warn the user when using the old approach of adding the 'fill-image' property to the 'fill' element.
  132. if (fill->GetLocalProperty(PropertyId::FillImage))
  133. Log::Message(Log::LT_WARNING, "Breaking change: The 'fill-image' property now needs to be set on the <progressbar> element, instead of its inner <fill> element. Please update your RCSS source to fix progress bars in this document.");
  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. Box fill_box = fill->GetBox();
  161. fill_box.SetContent(render_size);
  162. fill->SetBox(fill_box);
  163. fill->SetOffset(offset, this);
  164. }
  165. geometry.Release(true);
  166. geometry_dirty = false;
  167. // If we don't have a fill texture, then there is no need to generate manual geometry, and we are done here.
  168. // Instead, users can style the fill element eg. by decorators.
  169. if (!texture)
  170. return;
  171. // Otherwise, the 'fill-image' property is set, let's generate its geometry.
  172. auto& vertices = geometry.GetVertices();
  173. auto& indices = geometry.GetIndices();
  174. Vector2f texcoords[2];
  175. if (rect_set)
  176. {
  177. Vector2f texture_dimensions((float)texture.GetDimensions(GetRenderInterface()).x, (float)texture.GetDimensions(GetRenderInterface()).y);
  178. if (texture_dimensions.x == 0)
  179. texture_dimensions.x = 1;
  180. if (texture_dimensions.y == 0)
  181. texture_dimensions.y = 1;
  182. texcoords[0].x = rect.x / texture_dimensions.x;
  183. texcoords[0].y = rect.y / texture_dimensions.y;
  184. texcoords[1].x = (rect.x + rect.width) / texture_dimensions.x;
  185. texcoords[1].y = (rect.y + rect.height) / texture_dimensions.y;
  186. }
  187. else
  188. {
  189. texcoords[0] = Vector2f(0, 0);
  190. texcoords[1] = Vector2f(1, 1);
  191. }
  192. Colourb quad_colour;
  193. {
  194. const ComputedValues& computed = GetComputedValues();
  195. const float opacity = computed.opacity;
  196. quad_colour = computed.image_color;
  197. quad_colour.alpha = (byte)(opacity * (float)quad_colour.alpha);
  198. }
  199. switch (direction)
  200. {
  201. // For the top, right, bottom, left directions the fill element already describes where we should draw the fill,
  202. // we only need to generate the final texture coordinates here.
  203. case Direction::Top: texcoords[0].y = texcoords[0].y + (1.0f - value) * (texcoords[1].y - texcoords[0].y); break;
  204. case Direction::Right: texcoords[1].x = texcoords[0].x + value * (texcoords[1].x - texcoords[0].x); break;
  205. case Direction::Bottom: texcoords[1].y = texcoords[0].y + value * (texcoords[1].y - texcoords[0].y); break;
  206. case Direction::Left: texcoords[0].x = texcoords[0].x + (1.0f - value) * (texcoords[1].x - texcoords[0].x); break;
  207. case Direction::Clockwise:
  208. case Direction::CounterClockwise:
  209. {
  210. // The circular directions require custom geometry as a box is insufficient.
  211. // We divide the "circle" into eight parts, here called octants, such that each part can be represented by a triangle.
  212. // 'num_octants' tells us how many of these are completely or partially filled.
  213. const int num_octants = Math::Clamp(Math::RoundUpToInteger(8.f * value), 0, 8);
  214. const int num_vertices = 2 + num_octants;
  215. const int num_triangles = num_octants;
  216. const bool cw = (direction == Direction::Clockwise);
  217. if (num_octants == 0)
  218. break;
  219. vertices.resize(num_vertices);
  220. indices.resize(3 * num_triangles);
  221. RMLUI_ASSERT(int(start_edge) >= int(StartEdge::Top) && int(start_edge) <= int(StartEdge::Left));
  222. // The octant our "circle" expands from.
  223. const int start_octant = 2 * int(start_edge);
  224. // Positions along the unit square (clockwise, index 0 on top)
  225. const float x[8] = { 0, 1, 1, 1, 0, -1, -1, -1 };
  226. const float y[8] = { -1, -1, 0, 1, 1, 1, 0, -1 };
  227. // Set the position of the octant vertices to be rendered.
  228. for (int i = 0; i <= num_octants; i++)
  229. {
  230. int j = (cw ? i : 8 - i);
  231. j = ((j + start_octant) % 8);
  232. vertices[i].position = Vector2f(x[j], y[j]);
  233. }
  234. // Find the position of the vertex representing the partially filled triangle.
  235. if (value < 1.f)
  236. {
  237. using namespace Math;
  238. const float angle_offset = float(start_octant) / 8.f * 2.f * RMLUI_PI;
  239. const float angle = angle_offset + (cw ? 1.f : -1.f) * value * 2.f * RMLUI_PI;
  240. Vector2f pos(Sin(angle), -Cos(angle));
  241. // Project it from the circle towards the surrounding unit square.
  242. pos = pos / Max(AbsoluteValue(pos.x), AbsoluteValue(pos.y));
  243. vertices[num_octants].position = pos;
  244. }
  245. const int i_center = num_vertices - 1;
  246. vertices[i_center].position = Vector2f(0, 0);
  247. for (int i = 0; i < num_triangles; i++)
  248. {
  249. indices[i * 3 + 0] = i_center;
  250. indices[i * 3 + 2] = i;
  251. indices[i * 3 + 1] = i + 1;
  252. }
  253. for (int i = 0; i < num_vertices; i++)
  254. {
  255. // Transform position from [-1, 1] to [0, 1] and then to [0, size]
  256. const Vector2f pos = (Vector2f(1, 1) + vertices[i].position) * 0.5f;
  257. vertices[i].position = pos * render_size;
  258. vertices[i].tex_coord = texcoords[0] + pos * (texcoords[1] - texcoords[0]);
  259. vertices[i].colour = quad_colour;
  260. }
  261. }
  262. break;
  263. RMLUI_UNUSED_SWITCH_ENUM(Direction::Count);
  264. }
  265. const bool is_circular = (direction == Direction::Clockwise || direction == Direction::CounterClockwise);
  266. if(!is_circular)
  267. {
  268. vertices.resize(4);
  269. indices.resize(6);
  270. GeometryUtilities::GenerateQuad(&vertices[0], &indices[0], Vector2f(0), render_size, quad_colour, texcoords[0], texcoords[1]);
  271. }
  272. }
  273. bool ElementProgressBar::LoadTexture()
  274. {
  275. geometry_dirty = true;
  276. rect_set = false;
  277. String name;
  278. if (const Property* property = GetLocalProperty(PropertyId::FillImage))
  279. name = property->Get<String>();
  280. ElementDocument* document = GetOwnerDocument();
  281. bool texture_set = false;
  282. if(!name.empty() && document)
  283. {
  284. // Check for a sprite first, this takes precedence.
  285. if (const StyleSheet* style_sheet = document->GetStyleSheet())
  286. {
  287. if (const Sprite* sprite = style_sheet->GetSprite(name))
  288. {
  289. rect = sprite->rectangle;
  290. rect_set = true;
  291. texture = sprite->sprite_sheet->texture;
  292. texture_set = true;
  293. }
  294. }
  295. // Otherwise, treat it as a path
  296. if (!texture_set)
  297. {
  298. URL source_url;
  299. source_url.SetURL(document->GetSourceURL());
  300. texture.Set(name, source_url.GetPath());
  301. texture_set = true;
  302. }
  303. }
  304. if (!texture_set)
  305. {
  306. texture = {};
  307. rect = {};
  308. }
  309. // Set the texture onto our geometry object.
  310. geometry.SetTexture(&texture);
  311. return true;
  312. }
  313. } // namespace Rml