BorderImage.cpp 7.1 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "BorderImage.h"
  24. #include "Context.h"
  25. #include "ResourceCache.h"
  26. #include "Texture2D.h"
  27. #include "DebugNew.h"
  28. namespace Urho3D
  29. {
  30. OBJECTTYPESTATIC(BorderImage);
  31. BorderImage::BorderImage(Context* context) :
  32. UIElement(context),
  33. imageRect_(IntRect::ZERO),
  34. border_(IntRect::ZERO),
  35. hoverOffset_(IntVector2::ZERO),
  36. tiled_(false)
  37. {
  38. }
  39. BorderImage::~BorderImage()
  40. {
  41. }
  42. void BorderImage::RegisterObject(Context* context)
  43. {
  44. context->RegisterFactory<BorderImage>();
  45. ACCESSOR_ATTRIBUTE(BorderImage, VAR_RESOURCEREF, "Texture", GetTextureAttr, SetTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_FILE);
  46. REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTRECT, "Image Rect", GetImageRect, SetImageRect, IntRect, IntRect::ZERO, AM_FILE);
  47. REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTRECT, "Border", GetBorder, SetBorder, IntRect, IntRect::ZERO, AM_FILE);
  48. REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTVECTOR2, "Hover Image Offset", GetHoverOffset, SetHoverOffset, IntVector2, IntVector2::ZERO, AM_FILE);
  49. ACCESSOR_ATTRIBUTE(BorderImage, VAR_BOOL, "Tiled", IsTiled, SetTiled, bool, true, AM_FILE);
  50. COPY_BASE_ATTRIBUTES(BorderImage, UIElement);
  51. }
  52. void BorderImage::SetTextureAttr(ResourceRef value)
  53. {
  54. ResourceCache* cache = GetSubsystem<ResourceCache>();
  55. SetTexture(cache->GetResource<Texture2D>(value.id_));
  56. }
  57. ResourceRef BorderImage::GetTextureAttr() const
  58. {
  59. return GetResourceRef(texture_, Texture2D::GetTypeStatic());
  60. }
  61. void BorderImage::GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor)
  62. {
  63. GetBatches(batches, quads, currentScissor, hovering_ || selected_ ? hoverOffset_ : IntVector2::ZERO);
  64. }
  65. void BorderImage::SetTexture(Texture* texture)
  66. {
  67. texture_ = texture;
  68. if (imageRect_ == IntRect::ZERO)
  69. SetFullImageRect();
  70. }
  71. void BorderImage::SetImageRect(const IntRect& rect)
  72. {
  73. if (rect != IntRect::ZERO)
  74. imageRect_ = rect;
  75. }
  76. void BorderImage::SetFullImageRect()
  77. {
  78. if (texture_)
  79. SetImageRect(IntRect(0, 0, texture_->GetWidth(), texture_->GetHeight()));
  80. }
  81. void BorderImage::SetBorder(const IntRect& rect)
  82. {
  83. border_.left_ = Max(rect.left_, 0);
  84. border_.top_ = Max(rect.top_, 0);
  85. border_.right_ = Max(rect.right_, 0);
  86. border_.bottom_ = Max(rect.bottom_, 0);
  87. }
  88. void BorderImage::SetHoverOffset(const IntVector2& offset)
  89. {
  90. hoverOffset_ = offset;
  91. }
  92. void BorderImage::SetHoverOffset(int x, int y)
  93. {
  94. hoverOffset_ = IntVector2(x, y);
  95. }
  96. void BorderImage::SetTiled(bool enable)
  97. {
  98. tiled_ = enable;
  99. }
  100. void BorderImage::GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor, const IntVector2& offset)
  101. {
  102. bool allOpaque = true;
  103. if (GetDerivedOpacity() < 1.0f || color_[C_TOPLEFT].a_ < 1.0f || color_[C_TOPRIGHT].a_ < 1.0f ||
  104. color_[C_BOTTOMLEFT].a_ < 1.0f || color_[C_BOTTOMRIGHT].a_ < 1.0f)
  105. allOpaque = false;
  106. UIBatch batch(allOpaque ? BLEND_REPLACE : BLEND_ALPHA, currentScissor, texture_, &quads);
  107. // Calculate size of the inner rect, and texture dimensions of the inner rect
  108. const IntVector2& size = GetSize();
  109. IntVector2 innerSize(
  110. Max(size.x_ - border_.left_ - border_.right_, 0),
  111. Max(size.y_ - border_.top_ - border_.bottom_, 0));
  112. IntVector2 innerTextureSize(
  113. Max(imageRect_.right_ - imageRect_.left_ - border_.left_ - border_.right_, 0),
  114. Max(imageRect_.bottom_ - imageRect_.top_ - border_.top_ - border_.bottom_, 0));
  115. IntVector2 topLeft(imageRect_.left_, imageRect_.top_);
  116. topLeft += offset;
  117. // Top
  118. if (border_.top_)
  119. {
  120. if (border_.left_)
  121. batch.AddQuad(*this, 0, 0, border_.left_, border_.top_, topLeft.x_, topLeft.y_);
  122. if (innerSize.x_)
  123. batch.AddQuad(*this, border_.left_, 0, innerSize.x_, border_.top_,
  124. topLeft.x_ + border_.left_, topLeft.y_, innerTextureSize.x_, border_.top_, tiled_);
  125. if (border_.right_)
  126. batch.AddQuad(*this, border_.left_ + innerSize.x_, 0, border_.right_, border_.top_,
  127. topLeft.x_ + border_.left_ + innerTextureSize.x_, topLeft.y_);
  128. }
  129. // Middle
  130. if (innerSize.y_)
  131. {
  132. if (border_.left_)
  133. batch.AddQuad(*this, 0, border_.top_, border_.left_, innerSize.y_,
  134. topLeft.x_, topLeft.y_ + border_.top_, border_.left_, innerTextureSize.y_, tiled_);
  135. if (innerSize.x_)
  136. batch.AddQuad(*this, border_.left_, border_.top_, innerSize.x_, innerSize.y_,
  137. topLeft.x_ + border_.left_, topLeft.y_ + border_.top_, innerTextureSize.x_, innerTextureSize.y_, tiled_);
  138. if (border_.right_)
  139. batch.AddQuad(*this, border_.left_ + innerSize.x_, border_.top_, border_.right_,
  140. innerSize.y_, topLeft.x_ + border_.left_ + innerTextureSize.x_, topLeft.y_ + border_.top_,
  141. border_.right_, innerTextureSize.y_, tiled_);
  142. }
  143. // Bottom
  144. if (border_.bottom_)
  145. {
  146. if (border_.left_)
  147. batch.AddQuad(*this, 0, border_.top_ + innerSize.y_, border_.left_, border_.bottom_,
  148. topLeft.x_, topLeft.y_ + border_.top_ + innerTextureSize.y_);
  149. if (innerSize.x_)
  150. batch.AddQuad(*this, border_.left_, border_.top_ + innerSize.y_, innerSize.x_,
  151. border_.bottom_, topLeft.x_ + border_.left_, topLeft.y_ + border_.top_ + innerTextureSize.y_,
  152. innerTextureSize.x_, border_.bottom_, tiled_);
  153. if (border_.right_)
  154. batch.AddQuad(*this, border_.left_ + innerSize.x_, border_.top_ + innerSize.y_,
  155. border_.right_, border_.bottom_, topLeft.x_ + border_.left_ + innerTextureSize.x_,
  156. topLeft.y_ + border_.top_ + innerTextureSize.y_);
  157. }
  158. UIBatch::AddOrMerge(batch, batches);
  159. // Reset hovering for next frame
  160. hovering_ = false;
  161. }
  162. }