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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Context.h"
- #include "DebugRenderer.h"
- #include "Log.h"
- #include "Node.h"
- #include "Sprite2D.h"
- #include "Texture2D.h"
- #include "UIImage.h"
- #include "UIRect.h"
- #include "UIXEvents.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- extern const char* UIX_CATEGORY;
- static const char* uiImageDrawModes[] =
- {
- "Simple",
- "Tiled",
- "Sliced",
- "Filled",
- 0
- };
- static const char* uiFillTypes[] =
- {
- "Horizontal",
- "Vertical",
- "Radial",
- 0
- };
- UIImage::UIImage(Context* context) :
- Drawable2D(context),
- color_(Color::WHITE),
- drawMode_(UIIDM_SIMPLE),
- xSliceSize_(4),
- ySliceSize_(4),
- fillType_(UIFT_HORIZONTAL),
- fillAmount_(1.0f),
- fillInverse_(false)
- {
- }
- UIImage::~UIImage()
- {
- }
- void UIImage::RegisterObject(Context* context)
- {
- context->RegisterFactory<UIImage>(UIX_CATEGORY);
- ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
- MIXED_ACCESSOR_ATTRIBUTE("Sprite", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()), AM_DEFAULT);
- ACCESSOR_ATTRIBUTE("Color", GetColor, SetColor, Color, Color::WHITE, AM_FILE);
- ENUM_ACCESSOR_ATTRIBUTE("Draw Mode", GetDrawMode, SetDrawMode, UIImageDrawMode, uiImageDrawModes, UIIDM_SIMPLE, AM_FILE);
- ACCESSOR_ATTRIBUTE("X Slice Size", GetXSliceSize, SetXSliceSize, int, 4, AM_FILE);
- ACCESSOR_ATTRIBUTE("Y Slice Size", GetYSliceSize, SetYSliceSize, int, 4, AM_FILE);
- ENUM_ACCESSOR_ATTRIBUTE("Fill Type", GetFillType, SetFillType, UIFillType, uiFillTypes, UIFT_HORIZONTAL, AM_FILE);
- ACCESSOR_ATTRIBUTE("Fill Amount", GetFillAmount, SetFillAmount, float, 1.0f, AM_FILE);
- ACCESSOR_ATTRIBUTE("Fill Inverse", IsFillInverse, SetFillInverse, bool, false, AM_FILE);
- COPY_BASE_ATTRIBUTES(Drawable2D);
- }
- void UIImage::SetSprite(Sprite2D* sprite)
- {
- if (sprite == sprite_)
- return;
- sprite_ = sprite;
- SetTexture(sprite_ ? sprite_->GetTexture() : 0);
- }
- void UIImage::SetColor(const Color& color)
- {
- if (color == color_)
- return;
- color_ = color;
- verticesDirty_ = true;
- }
- void UIImage::SetDrawMode(UIImageDrawMode mode)
- {
- if (mode == drawMode_)
- return;
- drawMode_ = mode;
- verticesDirty_ = true;
- }
- void UIImage::SetXSliceSize(int size)
- {
- if (size < 0 || size == xSliceSize_)
- return;
- xSliceSize_ = size;
- if (drawMode_ == UIIDM_SLICED)
- verticesDirty_ = true;
- }
- void UIImage::SetYSliceSize(int size)
- {
- if (size < 0 || size == ySliceSize_)
- return;
- ySliceSize_ = size;
- if (drawMode_ == UIIDM_SLICED)
- verticesDirty_ = true;
- }
- void UIImage::SetFillType(UIFillType fillType)
- {
- if (fillType == fillType_)
- return;
- fillType_ = fillType;
- if (drawMode_ == UIIDM_FILLED)
- verticesDirty_ = true;
- }
- void UIImage::SetFillAmount(float amount)
- {
- amount = Clamp(amount, 0.0f, 1.0f);
- if (amount == fillAmount_)
- return;
- fillAmount_ = amount;
- if (drawMode_ == UIIDM_FILLED)
- verticesDirty_ = true;
- }
- void UIImage::SetFillInverse(bool inverse)
- {
- if (inverse == fillInverse_)
- return;
- fillInverse_ = inverse;
- if (drawMode_ == UIIDM_FILLED)
- verticesDirty_ = true;
- }
- Sprite2D* UIImage::GetSprite() const
- {
- return sprite_;
- }
- void UIImage::SetSpriteAttr(const ResourceRef& value)
- {
- Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
- if (sprite)
- SetSprite(sprite);
- }
- ResourceRef UIImage::GetSpriteAttr() const
- {
- return Sprite2D::SaveToResourceRef(sprite_);
- }
- void UIImage::OnNodeSet(Node* node)
- {
- Drawable2D::OnNodeSet(node);
- if (node)
- {
- uiRect_ = node->GetComponent<UIRect>();
- if (uiRect_)
- SubscribeToEvent(uiRect_, E_UIRECTDIRTIED, HANDLER(UIImage, HandleRectDirtied));
- else
- LOGERROR("UIRect must by added first");
- }
- }
- void UIImage::OnWorldBoundingBoxUpdate()
- {
- boundingBox_.Clear();
- if (uiRect_)
- {
- const Rect& rect = uiRect_->GetRect();
- boundingBox_.Merge(rect.min_);
- boundingBox_.Merge(rect.max_);
- }
- worldBoundingBox_ = boundingBox_;
- }
- void UIImage::UpdateVertices()
- {
- if (!verticesDirty_)
- return;
- vertices_.Clear();
- if (!uiRect_)
- return;
- if (!texture_ || !sprite_)
- return;
- const IntRect& rect = sprite_->GetRectangle();
- if (rect.Width() == 0 || rect.Height() == 0)
- return;
- switch (drawMode_)
- {
- case UIIDM_SIMPLE:
- UpdateVerticesSimpleMode();
- break;
- case UIIDM_TILED:
- UpdateVerticesTiledMode();
- break;
- case UIIDM_SLICED:
- UpdateVerticesSlicedMode();
- break;
- case UIIDM_FILLED:
- UpdateVerticesFilledMode();
- break;
- }
- verticesDirty_ = false;
- }
- void UIImage::UpdateVerticesSimpleMode()
- {
- float x = uiRect_->GetX();
- float y = uiRect_->GetY();
- const IntRect& intRect = sprite_->GetRectangle();
- float halfWidth = (float)intRect.Width() * PIXEL_SIZE * 0.5f;
- float halfHeight = (float)intRect.Height() * PIXEL_SIZE * 0.5f;
- float left = x - halfWidth;
- float right = x + halfWidth;
- float top = y + halfHeight;
- float bottom = y - halfHeight;
-
- float uLeft, uRight, vTop, vBottom;
- GetSpriteTextureCoords(uLeft, uRight, vTop, vBottom);
- AddQuad(left, right, top, bottom, uLeft, uRight, vTop, vBottom);
- }
- void UIImage::UpdateVerticesTiledMode()
- {
- const Rect& rect = uiRect_->GetRect();
- float xStart = rect.min_.x_;
- float xEnd = rect.max_.x_;
- float yStart = rect.min_.y_;
- float yEnd = rect.max_.y_;
- const IntRect& intRect = sprite_->GetRectangle();
- float tileWidth = intRect.Width() * PIXEL_SIZE;
- float tileHeight = intRect.Height() * PIXEL_SIZE;
- float uLeft, uRight, vTop, vBottom;
- GetSpriteTextureCoords(uLeft, uRight, vTop, vBottom);
- for (float left = xStart; left < xEnd; left += tileWidth)
- {
- for (float top = yEnd; top > yStart; top -= tileHeight)
- {
- float right = left + tileWidth;
- float bottom = top - tileHeight;
- float uRight2 = uRight;
- float vBottom2 = vBottom;
- if (right > xEnd)
- {
- right = xEnd;
- uRight2 = uLeft + (right - left) / tileWidth * (uRight - uLeft);
- }
- if (bottom < yStart)
- {
- bottom = yStart;
- vBottom2 = vTop - (top - bottom) / tileHeight * (vTop - vBottom);
- }
- AddQuad(left, right, top, bottom, uLeft, uRight2, vTop, vBottom2);
- }
- }
- }
- void UIImage::UpdateVerticesSlicedMode()
- {
- if (xSliceSize_ == 0 && ySliceSize_ == 0)
- {
- float left = uiRect_->GetLeft();
- float right = uiRect_->GetRight();
- float top = uiRect_->GetTop();
- float bottom = uiRect_->GetBottom();
- float uLeft, uRight, vTop, vBottom;
- GetSpriteTextureCoords(uLeft, uRight, vTop, vBottom);
- AddQuad(left, right, top, bottom, uLeft, uRight, vTop, vBottom);
- return;
- }
- const IntRect& intRect = sprite_->GetRectangle();
- int xSliceSize = Min(xSliceSize_, intRect.Width() / 2);
- int ySliceSize = Min(ySliceSize_, intRect.Height() / 2);
- float left = uiRect_->GetLeft();
- float right = uiRect_->GetRight();
- float top = uiRect_->GetTop();
- float bottom = uiRect_->GetBottom();
- float xDelta = (float)xSliceSize * PIXEL_SIZE;
- float yDelta = (float)ySliceSize * PIXEL_SIZE;
- float uLeft, uRight, vTop, vBottom;
- GetSpriteTextureCoords(uLeft, uRight, vTop, vBottom);
- float uDelta = (float)xSliceSize / (float)texture_->GetWidth();
- float vDelta = (float)ySliceSize / (float)texture_->GetHeight();
- float x1 = left + xDelta;
- float x2 = right - xDelta;
- float y1 = top - yDelta;
- float y2 = bottom + yDelta;
- float u1 = uLeft + uDelta;
- float u2 = uRight - uDelta;
- float v1 = vTop + vDelta;
- float v2 = vBottom - vDelta;
- AddQuad(left, x1 , top, y1, uLeft, u1 , vTop, v1);
- AddQuad(x1 , x2 , top, y1, u1 , u2 , vTop, v1);
- AddQuad(x2 , right, top, y1, u2 , uRight, vTop, v1);
- AddQuad(left, x1 , y1, y2, uLeft, u1 , v1, v2);
- AddQuad(x1 , x2 , y1, y2, u1 , u2 , v1, v2);
- AddQuad(x2 , right, y1, y2, u2 , uRight, v1, v2);
- AddQuad(left, x1 , y2, bottom, uLeft, u1 , v2, vBottom);
- AddQuad(x1 , x2 , y2, bottom, u1 , u2 , v2, vBottom);
- AddQuad(x2 , right, y2, bottom, u2 , uRight, v2, vBottom);
- }
- void UIImage::UpdateVerticesFilledMode()
- {
- if (fillType_ != UIFT_RADIAL)
- {
- float left = uiRect_->GetLeft();
- float right = uiRect_->GetRight();
- float top = uiRect_->GetTop();
- float bottom = uiRect_->GetBottom();
- float uLeft, uRight, vTop, vBottom;
- GetSpriteTextureCoords(uLeft, uRight, vTop, vBottom);
- if (fillType_ == UIFT_HORIZONTAL)
- {
- if (!fillInverse_)
- {
- right = left + (right - left) * fillAmount_;
- uRight = uLeft + (uRight - uLeft) * fillAmount_;
- }
- else
- {
- left = right - (right - left) * fillAmount_;
- uLeft = uRight - (uRight - uLeft) * fillAmount_;
- }
- }
- else
- {
- if (!fillInverse_)
- {
- top = bottom + (top - bottom) * fillAmount_;
- vTop = vBottom + (vTop - vBottom) * fillAmount_;
- }
- else
- {
- bottom = top - (top - bottom) * fillAmount_;
- vBottom = vTop - (vTop - vBottom) * fillAmount_;
- }
- }
- AddQuad(left, right, top, bottom, uLeft, uRight, vTop, vBottom);
- }
- else
- UpdateVerticesFilledModeRadial();
- }
- void UIImage::UpdateVerticesFilledModeRadial()
- {
- float x = uiRect_->GetX();
- float y = uiRect_->GetY();
- float left = uiRect_->GetLeft();
- float right = uiRect_->GetRight();
- float top = uiRect_->GetTop();
- float bottom = uiRect_->GetBottom();
- unsigned color = color_.ToUInt();
- float uLeft, uRight, vTop, vBottom;
- GetSpriteTextureCoords(uLeft, uRight, vTop, vBottom);
- float u = (uLeft + uRight) * 0.5f;
- float v = (vTop + vBottom) * 0.5f;
- // 5----1----2
- // | \ |a1 /|
- // | \ | / |
- // | 0 ---|
- // | / \ |
- // |/ \|
- // 4---------3
- Vertex2D vertices[6] =
- {
- { Vector3(x , y ), color, Vector2(u , v ) }, // 0
- { Vector3(x , top ), color, Vector2(u , vTop ) }, // 1
- { Vector3(right, top ), color, Vector2(uRight, vTop ) }, // 2
- { Vector3(right, bottom), color, Vector2(uRight, vBottom) }, // 3
- { Vector3(left , bottom), color, Vector2(uLeft , vBottom) }, // 4
- { Vector3(left , top ), color, Vector2(uLeft , vTop ) }, // 5
- };
- float angle = 360.0f * fillAmount_;
- float width = uiRect_->GetWidth();
- float height = uiRect_->GetHeight();
- float angle1 = Atan2(width, height);
- if (angle <= angle1)
- {
- float x1 = x + height * 0.5f * Tan(angle);
- if (fillInverse_)
- x1 = x + x1;
- else
- x1 = x - x1;
- float u1 = uLeft + (uRight - uLeft) / width * (x1 - left);
- Vertex2D vertex = {Vector3(x1, top), color, Vector2(u1, vTop) };
- vertices_.Push(vertices[0]);
- vertices_.Push(vertices[1]);
- vertices_.Push(vertex);
- vertices_.Push(vertex);
- return;
- }
- if (angle <= 180.0f - angle1)
- {
- float y1 = y + width * 0.5f * Tan(90.0f - angle);
- float v1 = vBottom + (vTop - vBottom) / height * (y1 - bottom);
- vertices_.Push(vertices[0]);
- vertices_.Push(vertices[1]);
- if (fillInverse_)
- {
- Vertex2D vertex = { Vector3(right, y1), color, Vector2(uRight, v1) };
- vertices_.Push(vertices[2]);
- vertices_.Push(vertex);
- }
- else
- {
- Vertex2D vertex = { Vector3(left, y1), color, Vector2(uLeft, v1) };
- vertices_.Push(vertices[5]);
- vertices_.Push(vertex);
- }
- return;
- }
-
- vertices_.Push(vertices[0]);
- vertices_.Push(vertices[1]);
- if (fillInverse_)
- {
- vertices_.Push(vertices[2]);
- vertices_.Push(vertices[3]);
- }
- else
- {
- vertices_.Push(vertices[5]);
- vertices_.Push(vertices[4]);
- }
- if (angle <= 180.0f + angle1)
- {
- float x1 = height * 0.5f * Tan(180.0f - angle);
- if (fillInverse_)
- x1 = x + x1;
- else
- x1 = x - x1;
- float u1 = uLeft + (uRight - uLeft) / width * (x1 - left);
- Vertex2D vertex = { Vector3(x1, bottom), color, Vector2(u1, vBottom) };
- vertices_.Push(vertices[0]);
- if (fillInverse_)
- vertices_.Push(vertices[3]);
- else
- vertices_.Push(vertices[4]);
- vertices_.Push(vertex);
- vertices_.Push(vertex);
- return;
- }
- if (angle <= 360.0f - angle1)
- {
- float y1 = y + width * 0.5f * Tan(angle - 270.0f);
- float v1 = vBottom + (vTop - vBottom) / height * (y1 - bottom);
- if (fillInverse_)
- {
- Vertex2D vertex = { Vector3(left, y1), color, Vector2(uLeft, v1) };
- vertices_.Push(vertices[0]);
- vertices_.Push(vertices[3]);
- vertices_.Push(vertices[4]);
- vertices_.Push(vertex);
- }
- else
- {
- Vertex2D vertex = { Vector3(right, y1), color, Vector2(uRight, v1) };
- vertices_.Push(vertices[0]);
- vertices_.Push(vertices[4]);
- vertices_.Push(vertices[3]);
- vertices_.Push(vertex);
- }
- return;
- }
- if (fillInverse_)
- {
- vertices_.Push(vertices[0]);
- vertices_.Push(vertices[3]);
- vertices_.Push(vertices[4]);
- vertices_.Push(vertices[5]);
- }
- else
- {
- vertices_.Push(vertices[0]);
- vertices_.Push(vertices[4]);
- vertices_.Push(vertices[3]);
- vertices_.Push(vertices[2]);
- }
- float x1 = height * 0.5f * Tan(angle - 360.0f);
- if (fillInverse_)
- x1 = x + x1;
- else
- x1 = x - x1;
- float u1 = uLeft + (uRight - uLeft) / width * (x1 - left);
- Vertex2D vertex = { Vector3(x1, top), color, Vector2(u1, vTop) };
- vertices_.Push(vertices[0]);
- if (fillInverse_)
- vertices_.Push(vertices[5]);
- else
- vertices_.Push(vertices[2]);
- vertices_.Push(vertex);
- vertices_.Push(vertex);
- }
- void UIImage::GetSpriteTextureCoords(float& left, float& right, float& top, float& bottom) const
- {
- Texture2D* texture = GetTexture();
- float invTexW = 1.0f / (float)texture->GetWidth();
- float invTexH = 1.0f / (float)texture->GetHeight();
- const IntRect& intRect = sprite_->GetRectangle();
- left = (float)intRect.left_ * invTexW;
- right = (float)intRect.right_ * invTexW;
- top = (float)intRect.top_ * invTexH;
- bottom = (float)intRect.bottom_ * invTexH;
- }
- void UIImage::AddQuad(float left, float right, float top, float bottom, float uLeft, float uRight, float vTop, float vBottom)
- {
- if (right - left <= 0.005f || top - bottom <= 0.005f)
- return;
- /*
- V1---------V2
- | / |
- | / |
- | / |
- | / |
- | / |
- V0---------V3
- */
- Vertex2D vertex0;
- Vertex2D vertex1;
- Vertex2D vertex2;
- Vertex2D vertex3;
- vertex0.position_ = Vector3(left, bottom);
- vertex1.position_ = Vector3(left, top);
- vertex2.position_ = Vector3(right, top);
- vertex3.position_ = Vector3(right, bottom);
- vertex0.uv_ = Vector2(uLeft, vBottom);
- vertex1.uv_ = Vector2(uLeft, vTop);
- vertex2.uv_ = Vector2(uRight, vTop);
- vertex3.uv_ = Vector2(uRight, vBottom);
- vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = color_.ToUInt();
- vertices_.Push(vertex0);
- vertices_.Push(vertex1);
- vertices_.Push(vertex2);
- vertices_.Push(vertex3);
- }
- void UIImage::HandleRectDirtied(StringHash eventType, VariantMap& eventData)
- {
- worldBoundingBoxDirty_ = true;
- verticesDirty_ = true;
- }
- }
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