// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // ImageComponent.cpp // // Handles images: loading, resizing, cropping, color shifting etc. // #include "components/ImageComponent.h" #include "Log.h" #include "Settings.h" #include "ThemeData.h" #include "resources/TextureResource.h" #include "utils/CImgUtil.h" Vector2i ImageComponent::getTextureSize() const { if (mTexture) return mTexture->getSize(); else return Vector2i::Zero(); } glm::vec2 ImageComponent::getSize() const { return GuiComponent::getSize() * (mBottomRightCrop - mTopLeftCrop); } ImageComponent::ImageComponent(Window* window, bool forceLoad, bool dynamic) : GuiComponent(window) , mTargetIsMax(false) , mTargetIsMin(false) , mFlipX(false) , mFlipY(false) , mTargetSize(0, 0) , mColorShift(0xFFFFFFFF) , mColorShiftEnd(0xFFFFFFFF) , mColorGradientHorizontal(true) , mForceLoad(forceLoad) , mDynamic(dynamic) , mFadeOpacity(0) , mFading(false) , mRotateByTargetSize(false) , mTopLeftCrop(0.0f, 0.0f) , mBottomRightCrop(1.0f, 1.0f) { updateColors(); } void ImageComponent::resize() { if (!mTexture) return; const glm::vec2 textureSize = mTexture->getSourceImageSize(); if (textureSize == glm::vec2({})) return; if (mTexture->isTiled()) { mSize = mTargetSize; } else { // SVG rasterization is determined by height and rasterization is done in terms of pixels. // If rounding is off enough in the rasterization step (for images with extreme aspect // ratios), it can cause cutoff when the aspect ratio breaks. // So we always make sure the resultant height is an integer to make sure cutoff doesn't // happen, and scale width from that (you'll see this scattered throughout the function). // It's important to use floorf rather than round for this, as we never want to round up // since that can lead to the cutoff just described. if (mTargetIsMax) { mSize = textureSize; glm::vec2 resizeScale((mTargetSize.x / mSize.x), (mTargetSize.y / mSize.y)); if (resizeScale.x < resizeScale.y) { // This will be mTargetSize.x. We can't exceed it, nor be lower than it. mSize.x *= resizeScale.x; // We need to make sure we're not creating an image larger than max size. mSize.y = std::min(floorf(mSize.y *= resizeScale.x), mTargetSize.y); } else { // This will be mTargetSize.y(). We can't exceed it. mSize.y = floorf(mSize.y * resizeScale.y); // For SVG rasterization, always calculate width from rounded height (see comment // above). We need to make sure we're not creating an image larger than max size. mSize.x = std::min((mSize.y / textureSize.y) * textureSize.x, mTargetSize.x); } } else if (mTargetIsMin) { mSize = textureSize; glm::vec2 resizeScale((mTargetSize.x / mSize.x), (mTargetSize.y / mSize.y)); if (resizeScale.x > resizeScale.y) { mSize.x *= resizeScale.x; mSize.y *= resizeScale.x; float cropPercent = (mSize.y - mTargetSize.y) / (mSize.y * 2.0f); crop(0.0f, cropPercent, 0.0f, cropPercent); } else { mSize.x *= resizeScale.y; mSize.y *= resizeScale.y; float cropPercent = (mSize.x - mTargetSize.x) / (mSize.x * 2.0f); crop(cropPercent, 0.0f, cropPercent, 0.0f); } // For SVG rasterization, always calculate width from rounded height (see comment // above). We need to make sure we're not creating an image smaller than min size. mSize.y = std::max(floorf(mSize.y), mTargetSize.y); mSize.x = std::max((mSize.y / textureSize.y) * textureSize.x, mTargetSize.x); } else { // If both components are set, we just stretch. // If no components are set, we don't resize at all. mSize = mTargetSize == glm::vec2({}) ? textureSize : mTargetSize; // If only one component is set, we resize in a way that maintains aspect ratio. // For SVG rasterization, we always calculate width from rounded height (see // comment above). if (!mTargetSize.x && mTargetSize.y) { mSize.y = floorf(mTargetSize.y); mSize.x = (mSize.y / textureSize.y) * textureSize.x; } else if (mTargetSize.x && !mTargetSize.y) { mSize.y = floorf((mTargetSize.x / textureSize.x) * textureSize.y); mSize.x = (mSize.y / textureSize.y) * textureSize.x; } } } mSize.x = floorf(mSize.x); mSize.y = floorf(mSize.y); // mSize.y() should already be rounded. mTexture->rasterizeAt(static_cast(mSize.x), static_cast(mSize.y)); onSizeChanged(); } void ImageComponent::setImage(std::string path, bool tile) { // Always load bundled graphic resources statically, unless mForceLoad has been set. // This eliminates annoying texture pop-in problems that would otherwise occur. if (!mForceLoad && (path[0] == ':') && (path[1] == '/')) { mDynamic = false; } if (path.empty() || !ResourceManager::getInstance()->fileExists(path)) { if (mDefaultPath.empty() || !ResourceManager::getInstance()->fileExists(mDefaultPath)) mTexture.reset(); else mTexture = TextureResource::get(mDefaultPath, tile, mForceLoad, mDynamic); } else { mTexture = TextureResource::get(path, tile, mForceLoad, mDynamic); } resize(); } void ImageComponent::setImage(const char* data, size_t length, bool tile) { mTexture.reset(); mTexture = TextureResource::get("", tile); mTexture->initFromMemory(data, length); resize(); } void ImageComponent::setImage(const std::shared_ptr& texture) { mTexture = texture; resize(); } void ImageComponent::setResize(float width, float height) { mTargetSize = glm::vec2(width, height); mTargetIsMax = false; mTargetIsMin = false; resize(); } void ImageComponent::setMaxSize(float width, float height) { mTargetSize = glm::vec2(width, height); mTargetIsMax = true; mTargetIsMin = false; resize(); } void ImageComponent::setMinSize(float width, float height) { mTargetSize = glm::vec2(width, height); mTargetIsMax = false; mTargetIsMin = true; resize(); } void ImageComponent::cropLeft(float percent) { assert(percent >= 0.0f && percent <= 1.0f); mTopLeftCrop.x = percent; } void ImageComponent::cropTop(float percent) { assert(percent >= 0.0f && percent <= 1.0f); mTopLeftCrop.y = percent; } void ImageComponent::cropRight(float percent) { assert(percent >= 0.0f && percent <= 1.0f); mBottomRightCrop.x = 1.0f - percent; } void ImageComponent::cropBot(float percent) { assert(percent >= 0.0f && percent <= 1.0f); mBottomRightCrop.y = 1.0f - percent; } void ImageComponent::crop(float left, float top, float right, float bot) { cropLeft(left); cropTop(top); cropRight(right); cropBot(bot); } void ImageComponent::uncrop() { // Remove any applied crop. crop(0.0f, 0.0f, 0.0f, 0.0f); } void ImageComponent::cropTransparentPadding(float maxSizeX, float maxSizeY) { if (mSize == glm::vec2({})) return; std::vector imageRGBA = mTexture.get()->getRawRGBAData(); if (imageRGBA.size() == 0) return; Vector2i imageSize = mTexture.get()->getSize(); cimg_library::CImg imageCImg(imageSize.x(), imageSize.y(), 1, 4, 0); int paddingCoords[4] = {}; // We need to convert our RGBA data to the CImg internal format as CImg does not interleave // the pixels (as in RGBARGBARGBA). Utils::CImg::convertRGBAToCImg(imageRGBA, imageCImg); // This will give us the coordinates for the fully transparent areas. Utils::CImg::getTransparentPaddingCoords(imageCImg, paddingCoords); glm::vec2 originalSize = mSize; float cropLeft = static_cast(paddingCoords[0]) / static_cast(imageSize.x()); float cropTop = static_cast(paddingCoords[1]) / static_cast(imageSize.y()); float cropRight = static_cast(paddingCoords[2]) / static_cast(imageSize.x()); float cropBottom = static_cast(paddingCoords[3]) / static_cast(imageSize.y()); crop(cropLeft, cropTop, cropRight, cropBottom); // Cropping the image obviously leads to a reduction in size, so we need to determine // how much to scale up after cropping to keep within the max size restrictions that // were passed as arguments. mSize.x -= mSize.x * (cropLeft + cropRight); mSize.y -= mSize.y * (cropTop + cropBottom); float scaleFactor = originalSize.y / mSize.y; if (scaleFactor * mSize.x < maxSizeX) scaleFactor = maxSizeX / mSize.x; if (scaleFactor * mSize.y < maxSizeY) scaleFactor = maxSizeY / mSize.y; if (scaleFactor * mSize.x > maxSizeX) scaleFactor = maxSizeX / mSize.x; if (scaleFactor * mSize.y > maxSizeY) scaleFactor = maxSizeY / mSize.y; setResize(mSize.x * scaleFactor, mSize.y * scaleFactor); updateVertices(); } void ImageComponent::setFlipX(bool flip) { mFlipX = flip; updateVertices(); } void ImageComponent::setFlipY(bool flip) { mFlipY = flip; updateVertices(); } void ImageComponent::setColorShift(unsigned int color) { mColorShift = color; mColorShiftEnd = color; updateColors(); } void ImageComponent::setColorShiftEnd(unsigned int color) { mColorShiftEnd = color; updateColors(); } void ImageComponent::setColorGradientHorizontal(bool horizontal) { mColorGradientHorizontal = horizontal; updateColors(); } void ImageComponent::setOpacity(unsigned char opacity) { mOpacity = opacity; updateColors(); } void ImageComponent::setSaturation(float saturation) { mSaturation = saturation; updateColors(); } void ImageComponent::updateVertices() { if (!mTexture || !mTexture->isInitialized()) return; // We go through this mess to make sure everything is properly rounded. // If we just round vertices at the end, edge cases occur near sizes of 0.5. const glm::vec2 topLeft = { 0.0f, 0.0f }; const glm::vec2 bottomRight = mSize; const float px = mTexture->isTiled() ? mSize.x / getTextureSize().x() : 1.0f; const float py = mTexture->isTiled() ? mSize.y / getTextureSize().y() : 1.0f; // clang-format off mVertices[0] = { { topLeft.x, topLeft.y }, { mTopLeftCrop.x, py - mTopLeftCrop.y }, 0 }; mVertices[1] = { { topLeft.x, bottomRight.y }, { mTopLeftCrop.x, 1.0f - mBottomRightCrop.y }, 0 }; mVertices[2] = { { bottomRight.x, topLeft.y }, { mBottomRightCrop.x * px, py - mTopLeftCrop.y }, 0 }; mVertices[3] = { { bottomRight.x, bottomRight.y }, { mBottomRightCrop.x * px, 1.0f - mBottomRightCrop.y }, 0 }; // clang-format on updateColors(); // Round vertices. for (int i = 0; i < 4; i++) mVertices[i].pos = glm::round(mVertices[i].pos); if (mFlipX) { for (int i = 0; i < 4; i++) mVertices[i].tex[0] = px - mVertices[i].tex[0]; } if (mFlipY) { for (int i = 0; i < 4; i++) mVertices[i].tex[1] = py - mVertices[i].tex[1]; } } void ImageComponent::updateColors() { const float opacity = (mOpacity * (mFading ? mFadeOpacity / 255.0f : 1.0f)) / 255.0f; const unsigned int color = Renderer::convertRGBAToABGR( (mColorShift & 0xFFFFFF00) | static_cast((mColorShift & 0xFF) * opacity)); const unsigned int colorEnd = Renderer::convertRGBAToABGR((mColorShiftEnd & 0xFFFFFF00) | static_cast((mColorShiftEnd & 0xFF) * opacity)); mVertices[0].col = color; mVertices[1].col = mColorGradientHorizontal ? colorEnd : color; mVertices[2].col = mColorGradientHorizontal ? color : colorEnd; mVertices[3].col = colorEnd; } void ImageComponent::render(const glm::mat4& parentTrans) { if (!isVisible()) return; glm::mat4 trans = parentTrans * getTransform(); Renderer::setMatrix(trans); if (mTexture && mOpacity > 0) { if (Settings::getInstance()->getBool("DebugImage")) { glm::vec2 targetSizePos = (mTargetSize - mSize) * mOrigin * glm::vec2(-1.0f); Renderer::drawRect(targetSizePos.x, targetSizePos.y, mTargetSize.x, mTargetSize.y, 0xFF000033, 0xFF000033); Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0xFF000033, 0xFF000033); } // An image with zero size would normally indicate a corrupt image file. if (mTexture->isInitialized() && mTexture->getSize() != 0) { // Actually draw the image. // The bind() function returns false if the texture is not currently loaded. A blank // texture is bound in this case but we want to handle a fade so it doesn't just // 'jump' in when it finally loads. fadeIn(mTexture->bind()); #if defined(USE_OPENGL_21) if (mSaturation < 1.0) { mVertices[0].shaders = Renderer::SHADER_DESATURATE; mVertices[0].saturation = mSaturation; } #endif Renderer::drawTriangleStrips(&mVertices[0], 4, trans); } else { if (!mTexture) { LOG(LogError) << "Image texture is not initialized"; } else { std::string textureFilePath = mTexture->getTextureFilePath(); if (textureFilePath != "") { LOG(LogError) << "Image texture for file \"" << textureFilePath << "\" has zero size"; } else { LOG(LogError) << "Image texture has zero size"; } } mTexture.reset(); } } GuiComponent::renderChildren(trans); } void ImageComponent::fadeIn(bool textureLoaded) { if (!mForceLoad) { if (!textureLoaded) { // Start the fade if this is the first time we've encountered the unloaded texture. if (!mFading) { // Start with a zero opacity and flag it as fading. mFadeOpacity = 0; mFading = true; updateColors(); } } else if (mFading) { // The texture is loaded and we need to fade it in. The fade is based on the frame // rate and is 1/4 second if running at 60 frames per second although the actual // value is not that important. int opacity = mFadeOpacity + 255 / 15; // See if we've finished fading. if (opacity >= 255) { mFadeOpacity = 255; mFading = false; } else { mFadeOpacity = static_cast(opacity); } updateColors(); } } } void ImageComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { using namespace ThemeFlags; GuiComponent::applyTheme(theme, view, element, (properties ^ ThemeFlags::SIZE) | ((properties & (ThemeFlags::SIZE | POSITION)) ? ORIGIN : 0)); const ThemeData::ThemeElement* elem = theme->getElement(view, element, "image"); if (!elem) return; glm::vec2 scale = getParent() ? getParent()->getSize() : glm::vec2(static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())); if (properties & ThemeFlags::SIZE) { if (elem->has("size")) setResize(elem->get("size") * scale); else if (elem->has("maxSize")) setMaxSize(elem->get("maxSize") * scale); else if (elem->has("minSize")) setMinSize(elem->get("minSize") * scale); } if (elem->has("default")) setDefaultImage(elem->get("default")); if (properties & PATH && elem->has("path")) { bool tile = (elem->has("tile") && elem->get("tile")); setImage(elem->get("path"), tile); } if (properties & COLOR) { if (elem->has("color")) setColorShift(elem->get("color")); if (elem->has("colorEnd")) setColorShiftEnd(elem->get("colorEnd")); if (elem->has("gradientType")) setColorGradientHorizontal( !(elem->get("gradientType").compare("horizontal"))); } } std::vector ImageComponent::getHelpPrompts() { std::vector ret; ret.push_back(HelpPrompt("a", "select")); return ret; }