ES-DE/es-core/src/components/NinePatchComponent.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// NinePatchComponent.cpp
//
// Breaks up an image into 3x3 patches to accomodate resizing without distortions.
//
#include "components/NinePatchComponent.h"
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#include "Log.h"
#include "ThemeData.h"
#include "resources/Font.h"
#include "resources/TextureResource.h"
NinePatchComponent::NinePatchComponent(const std::string& path)
: mRenderer {Renderer::getInstance()}
, mPath {path}
, mCornerSize {16.0f, 16.0f}
, mSharpCorners {false}
, mFrameColor {mMenuColorFrame}
{
if (!mPath.empty())
buildVertices();
}
void NinePatchComponent::updateColors()
{
if (mVertices == nullptr)
return;
for (int i {0}; i < 6 * 9; ++i)
(*mVertices)[i].color = mFrameColor;
}
void NinePatchComponent::buildVertices()
{
if (mSize.x == 0.0f || mSize.y == 0.0f)
return;
mVertices.reset();
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glm::vec2 relCornerSize {0.0f, 0.0f};
// Don't scale the rasterized version of the frame as it would look bad.
if (mPath.substr(mPath.size() - 4, std::string::npos) == ".png") {
relCornerSize = mCornerSize;
}
else {
// Scale the corner size relative to the screen resolution (using the medium sized
// default font as size reference).
relCornerSize = mCornerSize * (Font::get(FONT_SIZE_MEDIUM_FIXED)->getLetterHeight() *
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(mSharpCorners == true ? 0.0568f : 0.09f) / 2.0f);
}
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glm::vec2 texSize {relCornerSize * 3.0f};
mTexture = TextureResource::get(mPath, false, false, false, false, false,
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static_cast<size_t>(texSize.x), static_cast<size_t>(texSize.y));
mTexture->rasterizeAt(texSize.x, texSize.y);
if (mTexture->getSize() == glm::ivec2 {0, 0}) {
LOG(LogError) << "NinePatchComponent has no texture";
return;
}
mVertices = std::make_unique<std::vector<Renderer::Vertex>>(6 * 9);
const float imgSizeX[3] {relCornerSize.x, mSize.x - relCornerSize.x * 2.0f, relCornerSize.x};
const float imgSizeY[3] {relCornerSize.y, mSize.y - relCornerSize.y * 2.0f, relCornerSize.y};
const float imgPosX[3] {0, imgSizeX[0], imgSizeX[0] + imgSizeX[1]};
const float imgPosY[3] {0, imgSizeY[0], imgSizeY[0] + imgSizeY[1]};
// The "1 +" in posY and "-" in sizeY is to deal with texture coordinates having a bottom
// left corner origin vs. verticies having a top left origin.
// clang-format off
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const float texSizeX[3] {relCornerSize.x / texSize.x, (texSize.x - relCornerSize.x * 2.0f) / texSize.x, relCornerSize.x / texSize.x};
const float texSizeY[3] {-relCornerSize.y / texSize.y, -(texSize.y - relCornerSize.y * 2.0f) / texSize.y, -relCornerSize.y / texSize.y};
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const float texPosX[3] {0.0f, texSizeX[0], texSizeX[0] + texSizeX[1]};
const float texPosY[3] {1.0f, 1.0f + texSizeY[0], 1.0f + texSizeY[0] + texSizeY[1]};
// clang-format on
int v {0};
for (int slice {0}; slice < 9; ++slice) {
const int sliceX {slice % 3};
const int sliceY {slice / 3};
const glm::vec2 imgPos {imgPosX[sliceX], imgPosY[sliceY]};
const glm::vec2 imgSize {imgSizeX[sliceX], imgSizeY[sliceY]};
const glm::vec2 texPos {texPosX[sliceX], texPosY[sliceY]};
const glm::vec2 texSizeSlice {texSizeX[sliceX], texSizeY[sliceY]};
// clang-format off
(*mVertices)[v + 1] = {{imgPos.x , imgPos.y }, {texPos.x, texPos.y }, 0};
(*mVertices)[v + 2] = {{imgPos.x , imgPos.y + imgSize.y}, {texPos.x, texPos.y + texSizeSlice.y}, 0};
(*mVertices)[v + 3] = {{imgPos.x + imgSize.x, imgPos.y }, {texPos.x + texSizeSlice.x, texPos.y }, 0};
(*mVertices)[v + 4] = {{imgPos.x + imgSize.x, imgPos.y + imgSize.y}, {texPos.x + texSizeSlice.x, texPos.y + texSizeSlice.y}, 0};
// clang-format on
// Round vertices.
for (int i {1}; i < 5; ++i)
(*mVertices)[v + i].position = glm::round((*mVertices)[v + i].position);
// Make duplicates of first and last vertex so this can be rendered as a triangle strip.
(*mVertices)[v + 0] = (*mVertices)[v + 1];
(*mVertices)[v + 5] = (*mVertices)[v + 4];
v += 6;
}
updateColors();
}
void NinePatchComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible())
return;
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glm::mat4 trans {parentTrans * getTransform()};
if (mTexture && mVertices != nullptr) {
mRenderer->setMatrix(trans);
(*mVertices)[0].opacity = mOpacity;
(*mVertices)[0].shaderFlags = Renderer::ShaderFlags::PREMULTIPLIED;
mTexture->bind();
mRenderer->drawTriangleStrips(&mVertices->at(0), 6 * 9);
}
renderChildren(trans);
}
void NinePatchComponent::fitTo(glm::vec2 size, glm::vec3 position, glm::vec2 padding)
{
size += padding;
position[0] -= padding.x / 2.0f;
position[1] -= padding.y / 2.0f;
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setSize(size + mCornerSize * 2.0f);
setPosition(position.x + glm::mix(-mCornerSize.x, mCornerSize.x, mOrigin.x),
position.y + glm::mix(-mCornerSize.y, mCornerSize.y, mOrigin.y));
}
void NinePatchComponent::setImagePath(const std::string& path)
{
mPath = path;
buildVertices();
}
void NinePatchComponent::setFrameColor(unsigned int frameColor)
{
mFrameColor = frameColor;
updateColors();
}