1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #include "GUI/BsGUITexture.h" |
4 | #include "2D/BsImageSprite.h" |
5 | #include "GUI/BsGUISkin.h" |
6 | #include "Image/BsSpriteTexture.h" |
7 | #include "GUI/BsGUIDimensions.h" |
8 | |
9 | namespace bs |
10 | { |
11 | const String& GUITexture::getGUITypeName() |
12 | { |
13 | static String name = "Texture" ; |
14 | return name; |
15 | } |
16 | |
17 | GUITexture::GUITexture(const String& styleName, const HSpriteTexture& texture, |
18 | TextureScaleMode scale, bool transparent, const GUIDimensions& dimensions) |
19 | :GUIElement(styleName, dimensions), mScaleMode(scale), mTransparent(transparent), mUsingStyleTexture(false) |
20 | { |
21 | mImageSprite = bs_new<ImageSprite>(); |
22 | mDesc.animationStartTime = gTime().getTime(); |
23 | |
24 | if(texture != nullptr) |
25 | { |
26 | mActiveTexture = texture; |
27 | mUsingStyleTexture = false; |
28 | } |
29 | else |
30 | { |
31 | mActiveTexture = _getStyle()->normal.texture; |
32 | mUsingStyleTexture = true; |
33 | } |
34 | |
35 | bool isTexLoaded = SpriteTexture::checkIsLoaded(mActiveTexture); |
36 | mActiveTextureWidth = isTexLoaded ? mActiveTexture->getFrameWidth() : 0; |
37 | mActiveTextureHeight = isTexLoaded ? mActiveTexture->getFrameHeight() : 0; |
38 | } |
39 | |
40 | GUITexture::~GUITexture() |
41 | { |
42 | bs_delete(mImageSprite); |
43 | } |
44 | |
45 | GUITexture* GUITexture::create(const HSpriteTexture& texture, TextureScaleMode scale, bool transparent, |
46 | const GUIOptions& options, const String& styleName) |
47 | { |
48 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
49 | texture, scale, transparent, GUIDimensions::create(options)); |
50 | } |
51 | |
52 | GUITexture* GUITexture::create(const HSpriteTexture& texture, TextureScaleMode scale, bool transparent, |
53 | const String& styleName) |
54 | { |
55 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
56 | texture, scale, transparent, GUIDimensions::create()); |
57 | } |
58 | |
59 | GUITexture* GUITexture::create(const HSpriteTexture& texture, TextureScaleMode scale, |
60 | const GUIOptions& options, const String& styleName) |
61 | { |
62 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
63 | texture, scale, true, GUIDimensions::create(options)); |
64 | } |
65 | |
66 | GUITexture* GUITexture::create(const HSpriteTexture& texture, TextureScaleMode scale, |
67 | const String& styleName) |
68 | { |
69 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
70 | texture, scale, true, GUIDimensions::create()); |
71 | } |
72 | |
73 | GUITexture* GUITexture::create(const HSpriteTexture& texture, |
74 | const GUIOptions& options, const String& styleName) |
75 | { |
76 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
77 | texture, TextureScaleMode::StretchToFit, true, GUIDimensions::create(options)); |
78 | } |
79 | |
80 | GUITexture* GUITexture::create(const HSpriteTexture& texture, const String& styleName) |
81 | { |
82 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
83 | texture, TextureScaleMode::StretchToFit, true, GUIDimensions::create()); |
84 | } |
85 | |
86 | GUITexture* GUITexture::create(TextureScaleMode scale, const GUIOptions& options, const String& styleName) |
87 | { |
88 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
89 | HSpriteTexture(), scale, true, GUIDimensions::create(options)); |
90 | } |
91 | |
92 | GUITexture* GUITexture::create(TextureScaleMode scale, const String& styleName) |
93 | { |
94 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
95 | HSpriteTexture(), scale, true, GUIDimensions::create()); |
96 | } |
97 | |
98 | GUITexture* GUITexture::create(const GUIOptions& options, const String& styleName) |
99 | { |
100 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
101 | HSpriteTexture(), TextureScaleMode::StretchToFit, true, GUIDimensions::create(options)); |
102 | } |
103 | |
104 | GUITexture* GUITexture::create(const String& styleName) |
105 | { |
106 | return new (bs_alloc<GUITexture>()) GUITexture(getStyleName<GUITexture>(styleName), |
107 | HSpriteTexture(), TextureScaleMode::StretchToFit, true, GUIDimensions::create()); |
108 | } |
109 | |
110 | void GUITexture::setTexture(const HSpriteTexture& texture) |
111 | { |
112 | Vector2I origSize = mDimensions.calculateSizeRange(_getOptimalSize()).optimal; |
113 | |
114 | mActiveTexture = texture; |
115 | |
116 | bool isTexLoaded = SpriteTexture::checkIsLoaded(mActiveTexture); |
117 | mActiveTextureWidth = isTexLoaded ? mActiveTexture->getFrameWidth() : 0; |
118 | mActiveTextureHeight = isTexLoaded ? mActiveTexture->getFrameHeight() : 0; |
119 | |
120 | mUsingStyleTexture = false; |
121 | mDesc.animationStartTime = gTime().getTime(); |
122 | |
123 | Vector2I newSize = mDimensions.calculateSizeRange(_getOptimalSize()).optimal; |
124 | if (origSize != newSize) |
125 | _markLayoutAsDirty(); |
126 | else |
127 | _markContentAsDirty(); |
128 | } |
129 | |
130 | UINT32 GUITexture::_getNumRenderElements() const |
131 | { |
132 | return mImageSprite->getNumRenderElements(); |
133 | } |
134 | |
135 | const SpriteMaterialInfo& GUITexture::_getMaterial(UINT32 renderElementIdx, SpriteMaterial** material) const |
136 | { |
137 | *material = mImageSprite->getMaterial(renderElementIdx); |
138 | return mImageSprite->getMaterialInfo(renderElementIdx); |
139 | } |
140 | |
141 | void GUITexture::_getMeshInfo(UINT32 renderElementIdx, UINT32& numVertices, UINT32& numIndices, GUIMeshType& type) const |
142 | { |
143 | UINT32 numQuads = mImageSprite->getNumQuads(renderElementIdx); |
144 | numVertices = numQuads * 4; |
145 | numIndices = numQuads * 6; |
146 | type = GUIMeshType::Triangle; |
147 | } |
148 | |
149 | void GUITexture::updateRenderElementsInternal() |
150 | { |
151 | Vector2I textureSize; |
152 | if (SpriteTexture::checkIsLoaded(mActiveTexture)) |
153 | { |
154 | mDesc.texture = mActiveTexture; |
155 | textureSize.x = mDesc.texture->getFrameWidth(); |
156 | textureSize.y = mDesc.texture->getFrameHeight(); |
157 | } |
158 | Vector2I destSize(mLayoutData.area.width, mLayoutData.area.height); |
159 | |
160 | // ScaleToFit is the only scaling mode that might result in the GUITexture area not being completely covered by |
161 | // the sprite. We need the actual sprite size and offsets to center it. |
162 | if(mScaleMode == TextureScaleMode::ScaleToFit) |
163 | { |
164 | if(destSize.x != 0 && destSize.y != 0) |
165 | { |
166 | float aspectX = textureSize.x / (float)destSize.x; |
167 | float aspectY = textureSize.y / (float)destSize.y; |
168 | |
169 | if (aspectY > aspectX) |
170 | { |
171 | destSize.x = Math::roundToPosInt(textureSize.x / aspectY); |
172 | destSize.y = Math::roundToPosInt(textureSize.y / aspectY); |
173 | } |
174 | else |
175 | { |
176 | destSize.x = Math::roundToPosInt(textureSize.x / aspectX); |
177 | destSize.y = Math::roundToPosInt(textureSize.y / aspectX); |
178 | } |
179 | } |
180 | |
181 | mImageSpriteOffset = Vector2I( |
182 | ((INT32)mLayoutData.area.width - destSize.x) / 2, |
183 | ((INT32)mLayoutData.area.height - destSize.y) / 2 |
184 | ); |
185 | } |
186 | else |
187 | mImageSpriteOffset = Vector2I(); |
188 | |
189 | mDesc.width = (UINT32)destSize.x; |
190 | mDesc.height = (UINT32)destSize.y; |
191 | |
192 | mDesc.borderLeft = _getStyle()->border.left; |
193 | mDesc.borderRight = _getStyle()->border.right; |
194 | mDesc.borderTop = _getStyle()->border.top; |
195 | mDesc.borderBottom = _getStyle()->border.bottom; |
196 | mDesc.transparent = mTransparent; |
197 | mDesc.color = getTint(); |
198 | |
199 | if(mScaleMode != TextureScaleMode::ScaleToFit) |
200 | mDesc.uvScale = ImageSprite::getTextureUVScale(textureSize, destSize, mScaleMode); |
201 | else |
202 | mDesc.uvScale = Vector2::ONE; |
203 | |
204 | mImageSprite->update(mDesc, (UINT64)_getParentWidget()); |
205 | |
206 | GUIElement::updateRenderElementsInternal(); |
207 | } |
208 | |
209 | void GUITexture::styleUpdated() |
210 | { |
211 | if (mUsingStyleTexture) |
212 | { |
213 | mActiveTexture = _getStyle()->normal.texture; |
214 | mDesc.animationStartTime = gTime().getTime(); |
215 | |
216 | bool isTexLoaded = SpriteTexture::checkIsLoaded(mActiveTexture); |
217 | mActiveTextureWidth = isTexLoaded ? mActiveTexture->getFrameWidth() : 0; |
218 | mActiveTextureHeight = isTexLoaded ? mActiveTexture->getFrameHeight() : 0; |
219 | } |
220 | } |
221 | |
222 | Vector2I GUITexture::_getOptimalSize() const |
223 | { |
224 | // TODO - Accounting for style dimensions might be redundant here, I'm pretty sure we do that on higher level anyway |
225 | Vector2I optimalSize; |
226 | |
227 | // Note: We use cached texture size here. This is because we use this method for checking we a layout update is |
228 | // needed (size change is detected). Sprite texture could change without us knowing and by storing the size we can |
229 | // safely detect this. (In short, don't do mActiveTexture->getFrameWidth/Height() here) |
230 | |
231 | if(_getDimensions().fixedWidth()) |
232 | optimalSize.x = _getDimensions().minWidth; |
233 | else |
234 | { |
235 | if (SpriteTexture::checkIsLoaded(mActiveTexture)) |
236 | optimalSize.x = mActiveTextureWidth; |
237 | else |
238 | optimalSize.x = _getDimensions().maxWidth; |
239 | } |
240 | |
241 | if(_getDimensions().fixedHeight()) |
242 | optimalSize.y = _getDimensions().minHeight; |
243 | else |
244 | { |
245 | if (SpriteTexture::checkIsLoaded(mActiveTexture)) |
246 | optimalSize.y = mActiveTextureHeight; |
247 | else |
248 | optimalSize.y = _getDimensions().maxHeight; |
249 | } |
250 | |
251 | return optimalSize; |
252 | } |
253 | |
254 | void GUITexture::_fillBuffer(UINT8* vertices, UINT32* indices, UINT32 vertexOffset, UINT32 indexOffset, |
255 | UINT32 maxNumVerts, UINT32 maxNumIndices, UINT32 renderElementIdx) const |
256 | { |
257 | UINT8* uvs = vertices + sizeof(Vector2); |
258 | UINT32 vertexStride = sizeof(Vector2) * 2; |
259 | UINT32 indexStride = sizeof(UINT32); |
260 | |
261 | Vector2I offset(mLayoutData.area.x, mLayoutData.area.y); |
262 | offset += mImageSpriteOffset; |
263 | mImageSprite->fillBuffer(vertices, uvs, indices, vertexOffset, indexOffset, maxNumVerts, maxNumIndices, |
264 | vertexStride, indexStride, renderElementIdx, offset, mLayoutData.getLocalClipRect()); |
265 | } |
266 | } |