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70d0057295
User changes are marked with blue and scraper changes with red.
459 lines
14 KiB
C++
459 lines
14 KiB
C++
//
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// ImageComponent.cpp
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//
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// Handles images: loading, resizing, cropping, color shifting etc.
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//
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#include "components/ImageComponent.h"
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#include "resources/TextureResource.h"
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#include "Log.h"
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#include "Settings.h"
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#include "ThemeData.h"
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Vector2i ImageComponent::getTextureSize() const
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{
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if (mTexture)
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return mTexture->getSize();
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else
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return Vector2i::Zero();
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}
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Vector2f ImageComponent::getSize() const
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{
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return GuiComponent::getSize() * (mBottomRightCrop - mTopLeftCrop);
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}
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ImageComponent::ImageComponent(
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Window* window,
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bool forceLoad,
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bool dynamic)
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: GuiComponent(window),
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mTargetIsMax(false),
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mTargetIsMin(false),
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mFlipX(false),
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mFlipY(false),
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mTargetSize(0, 0),
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mColorShift(0xFFFFFFFF),
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mColorShiftEnd(0xFFFFFFFF),
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mColorGradientHorizontal(true),
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mForceLoad(forceLoad),
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mDynamic(dynamic),
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mFadeOpacity(0),
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mFading(false),
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mRotateByTargetSize(false),
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mTopLeftCrop(0.0f, 0.0f),
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mBottomRightCrop(1.0f, 1.0f)
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{
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updateColors();
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}
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ImageComponent::~ImageComponent()
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{
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}
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void ImageComponent::resize()
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{
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if (!mTexture)
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return;
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const Vector2f textureSize = mTexture->getSourceImageSize();
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if (textureSize == Vector2f::Zero())
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return;
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if (mTexture->isTiled()) {
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mSize = mTargetSize;
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}
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else {
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// SVG rasterization is determined by height and rasterization is done in terms of pixels.
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// If rounding is off enough in the rasterization step (for images with extreme aspect
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// ratios), it can cause cutoff when the aspect ratio breaks.
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// So we always make sure the resultant height is an integer to make sure cutoff doesn't
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// happen, and scale width from that (you'll see this scattered throughout the function).
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// This is probably not the best way, so if you're familiar with this problem and have a
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// better solution, please make a pull request!
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if (mTargetIsMax) {
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mSize = textureSize;
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Vector2f resizeScale((mTargetSize.x() / mSize.x()), (mTargetSize.y() / mSize.y()));
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if (resizeScale.x() < resizeScale.y()) {
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// This will be mTargetSize.x(). We can't exceed it, nor be lower than it.
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mSize[0] *= resizeScale.x();
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// We need to make sure we're not creating an image larger than max size.
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mSize[1] = Math::min(Math::round(mSize[1] *= resizeScale.x()), mTargetSize.y());
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}
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else {
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// This will be mTargetSize.y(). We can't exceed it.
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mSize[1] = Math::round(mSize[1] * resizeScale.y());
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// For SVG rasterization, always calculate width from rounded height (see comment
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// above). We need to make sure we're not creating an image larger than max size.
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mSize[0] = Math::min((mSize[1] / textureSize.y()) * textureSize.x(),
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mTargetSize.x());
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}
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}
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else if (mTargetIsMin) {
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mSize = textureSize;
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Vector2f resizeScale((mTargetSize.x() / mSize.x()), (mTargetSize.y() / mSize.y()));
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if (resizeScale.x() > resizeScale.y()) {
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mSize[0] *= resizeScale.x();
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mSize[1] *= resizeScale.x();
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float cropPercent = (mSize.y() - mTargetSize.y()) / (mSize.y() * 2);
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crop(0, cropPercent, 0, cropPercent);
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}
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else {
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mSize[0] *= resizeScale.y();
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mSize[1] *= resizeScale.y();
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float cropPercent = (mSize.x() - mTargetSize.x()) / (mSize.x() * 2);
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crop(cropPercent, 0, cropPercent, 0);
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}
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// For SVG rasterization, always calculate width from rounded height (see comment
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// above). We need to make sure we're not creating an image smaller than min size.
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mSize[1] = Math::max(Math::round(mSize[1]), mTargetSize.y());
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mSize[0] = Math::max((mSize[1] / textureSize.y()) * textureSize.x(), mTargetSize.x());
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}
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else {
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// If both components are set, we just stretch.
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// If no components are set, we don't resize at all.
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mSize = mTargetSize == Vector2f::Zero() ? textureSize : mTargetSize;
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// If only one component is set, we resize in a way that maintains aspect ratio.
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// For SVG rasterization, we always calculate width from rounded height (see
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// comment above).
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if (!mTargetSize.x() && mTargetSize.y()) {
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mSize[1] = Math::round(mTargetSize.y());
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mSize[0] = (mSize.y() / textureSize.y()) * textureSize.x();
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}
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else if (mTargetSize.x() && !mTargetSize.y()) {
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mSize[1] = Math::round((mTargetSize.x() / textureSize.x()) * textureSize.y());
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mSize[0] = (mSize.y() / textureSize.y()) * textureSize.x();
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}
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}
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}
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mSize[0] = Math::round(mSize.x());
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mSize[1] = Math::round(mSize.y());
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// mSize.y() should already be rounded.
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mTexture->rasterizeAt((size_t)mSize.x(), (size_t)mSize.y());
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onSizeChanged();
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}
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void ImageComponent::onSizeChanged()
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{
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updateVertices();
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}
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void ImageComponent::setDefaultImage(std::string path)
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{
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mDefaultPath = path;
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}
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void ImageComponent::setImage(std::string path, bool tile)
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{
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if (path.empty() || !ResourceManager::getInstance()->fileExists(path)) {
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if (mDefaultPath.empty() || !ResourceManager::getInstance()->fileExists(mDefaultPath))
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mTexture.reset();
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else
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mTexture = TextureResource::get(mDefaultPath, tile, mForceLoad, mDynamic);
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}
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else {
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mTexture = TextureResource::get(path, tile, mForceLoad, mDynamic);
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}
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resize();
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}
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void ImageComponent::setImage(const char* path, size_t length, bool tile)
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{
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mTexture.reset();
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mTexture = TextureResource::get("", tile);
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mTexture->initFromMemory(path, length);
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resize();
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}
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void ImageComponent::setImage(const std::shared_ptr<TextureResource>& texture)
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{
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mTexture = texture;
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resize();
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}
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void ImageComponent::setResize(float width, float height)
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{
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mTargetSize = Vector2f(width, height);
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mTargetIsMax = false;
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mTargetIsMin = false;
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resize();
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}
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void ImageComponent::setMaxSize(float width, float height)
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{
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mTargetSize = Vector2f(width, height);
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mTargetIsMax = true;
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mTargetIsMin = false;
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resize();
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}
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void ImageComponent::setMinSize(float width, float height)
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{
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mTargetSize = Vector2f(width, height);
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mTargetIsMax = false;
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mTargetIsMin = true;
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resize();
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}
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Vector2f ImageComponent::getRotationSize() const
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{
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return mRotateByTargetSize ? mTargetSize : mSize;
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}
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void ImageComponent::setRotateByTargetSize(bool rotate)
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{
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mRotateByTargetSize = rotate;
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}
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void ImageComponent::cropLeft(float percent)
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{
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assert(percent >= 0.0f && percent <= 1.0f);
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mTopLeftCrop.x() = percent;
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}
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void ImageComponent::cropTop(float percent)
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{
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assert(percent >= 0.0f && percent <= 1.0f);
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mTopLeftCrop.y() = percent;
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}
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void ImageComponent::cropRight(float percent)
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{
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assert(percent >= 0.0f && percent <= 1.0f);
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mBottomRightCrop.x() = 1.0f - percent;
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}
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void ImageComponent::cropBot(float percent)
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{
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assert(percent >= 0.0f && percent <= 1.0f);
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mBottomRightCrop.y() = 1.0f - percent;
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}
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void ImageComponent::crop(float left, float top, float right, float bot)
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{
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cropLeft(left);
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cropTop(top);
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cropRight(right);
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cropBot(bot);
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}
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void ImageComponent::uncrop()
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{
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crop(0, 0, 0, 0);
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}
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void ImageComponent::setFlipX(bool flip)
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{
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mFlipX = flip;
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updateVertices();
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}
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void ImageComponent::setFlipY(bool flip)
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{
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mFlipY = flip;
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updateVertices();
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}
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void ImageComponent::setColorShift(unsigned int color)
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{
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mColorShift = color;
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mColorShiftEnd = color;
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updateColors();
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}
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void ImageComponent::setColorShiftEnd(unsigned int color)
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{
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mColorShiftEnd = color;
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updateColors();
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}
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void ImageComponent::setColorGradientHorizontal(bool horizontal)
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{
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mColorGradientHorizontal = horizontal;
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updateColors();
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}
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void ImageComponent::setOpacity(unsigned char opacity)
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{
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mOpacity = opacity;
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updateColors();
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}
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void ImageComponent::updateVertices()
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{
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if (!mTexture || !mTexture->isInitialized())
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return;
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// We go through this mess to make sure everything is properly rounded.
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// If we just round vertices at the end, edge cases occur near sizes of 0.5.
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const Vector2f topLeft = { mSize * mTopLeftCrop };
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const Vector2f bottomRight = { mSize * mBottomRightCrop };
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const float px = mTexture->isTiled() ? mSize.x() / getTextureSize().x() : 1.0f;
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const float py = mTexture->isTiled() ? mSize.y() / getTextureSize().y() : 1.0f;
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mVertices[0] = { { topLeft.x(), topLeft.y() }, { mTopLeftCrop.x(), py - mTopLeftCrop.y() }, 0 };
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mVertices[1] = { { topLeft.x(), bottomRight.y() }, { mTopLeftCrop.x(), 1.0f - mBottomRightCrop.y() }, 0 };
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mVertices[2] = { { bottomRight.x(), topLeft.y() }, { mBottomRightCrop.x() * px, py - mTopLeftCrop.y() }, 0 };
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mVertices[3] = { { bottomRight.x(), bottomRight.y() }, { mBottomRightCrop.x() * px, 1.0f - mBottomRightCrop.y() }, 0 };
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updateColors();
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// Round vertices.
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for (int i = 0; i < 4; ++i)
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mVertices[i].pos.round();
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if (mFlipX) {
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for (int i = 0; i < 4; ++i)
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mVertices[i].tex[0] = px - mVertices[i].tex[0];
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}
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if (mFlipY) {
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for (int i = 0; i < 4; ++i)
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mVertices[i].tex[1] = py - mVertices[i].tex[1];
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}
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}
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void ImageComponent::updateColors()
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{
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const float opacity = (mOpacity * (mFading ? mFadeOpacity / 255.0 : 1.0)) / 255.0;
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const unsigned int color = Renderer::convertColor(mColorShift & 0xFFFFFF00 |
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(unsigned char)((mColorShift & 0xFF) * opacity));
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const unsigned int colorEnd = Renderer::convertColor(mColorShiftEnd & 0xFFFFFF00 |
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(unsigned char)((mColorShiftEnd & 0xFF) * opacity));
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mVertices[0].col = color;
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mVertices[1].col = mColorGradientHorizontal ? colorEnd : color;
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mVertices[2].col = mColorGradientHorizontal ? color : colorEnd;
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mVertices[3].col = colorEnd;
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}
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void ImageComponent::render(const Transform4x4f& parentTrans)
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{
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if (!isVisible())
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return;
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Transform4x4f trans = parentTrans * getTransform();
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Renderer::setMatrix(trans);
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if (mTexture && mOpacity > 0) {
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if (Settings::getInstance()->getBool("DebugImage")) {
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Vector2f targetSizePos = (mTargetSize - mSize) * mOrigin * -1;
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Renderer::drawRect(targetSizePos.x(), targetSizePos.y(), mTargetSize.x(),
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mTargetSize.y(), 0xFF000033, 0xFF000033);
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Renderer::drawRect(0.0f, 0.0f, mSize.x(), mSize.y(), 0x00000033, 0x00000033);
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}
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if (mTexture->isInitialized()) {
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// Actually draw the image.
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// The bind() function returns false if the texture is not currently loaded. A blank
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// texture is bound in this case but we want to handle a fade so it doesn't just
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// 'jump' in when it finally loads.
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fadeIn(mTexture->bind());
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Renderer::drawTriangleStrips(&mVertices[0], 4);
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}
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else {
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LOG(LogError) << "Image texture is not initialized!";
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mTexture.reset();
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}
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}
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GuiComponent::renderChildren(trans);
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}
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void ImageComponent::fadeIn(bool textureLoaded)
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{
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if (!mForceLoad) {
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if (!textureLoaded) {
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// Start the fade if this is the first time we've encountered the unloaded texture.
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if (!mFading) {
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// Start with a zero opacity and flag it as fading.
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mFadeOpacity = 0;
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mFading = true;
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updateColors();
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}
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}
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else if (mFading) {
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// The texture is loaded and we need to fade it in. The fade is based on the frame
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// rate and is 1/4 second if running at 60 frames per second although the actual
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// value is not that important.
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int opacity = mFadeOpacity + 255 / 15;
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// See if we've finished fading.
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if (opacity >= 255) {
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mFadeOpacity = 255;
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mFading = false;
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}
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else {
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mFadeOpacity = (unsigned char)opacity;
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}
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updateColors();
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}
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}
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}
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bool ImageComponent::hasImage()
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{
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return (bool)mTexture;
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}
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void ImageComponent::applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view,
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const std::string& element, unsigned int properties)
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{
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using namespace ThemeFlags;
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GuiComponent::applyTheme(theme, view, element, (properties ^ SIZE) |
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((properties & (SIZE | POSITION)) ? ORIGIN : 0));
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const ThemeData::ThemeElement* elem = theme->getElement(view, element, "image");
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if (!elem)
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return;
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Vector2f scale = getParent() ? getParent()->getSize() :
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Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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if (properties & ThemeFlags::SIZE) {
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if (elem->has("size"))
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setResize(elem->get<Vector2f>("size") * scale);
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else if (elem->has("maxSize"))
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setMaxSize(elem->get<Vector2f>("maxSize") * scale);
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else if (elem->has("minSize"))
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setMinSize(elem->get<Vector2f>("minSize") * scale);
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}
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if (elem->has("default"))
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setDefaultImage(elem->get<std::string>("default"));
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if (properties & PATH && elem->has("path")) {
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bool tile = (elem->has("tile") && elem->get<bool>("tile"));
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setImage(elem->get<std::string>("path"), tile);
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}
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if (properties & COLOR) {
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if (elem->has("color"))
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setColorShift(elem->get<unsigned int>("color"));
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if (elem->has("colorEnd"))
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setColorShiftEnd(elem->get<unsigned int>("colorEnd"));
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if (elem->has("gradientType"))
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setColorGradientHorizontal(!(elem->get<std::string>("gradientType").compare("horizontal")));
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}
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}
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std::vector<HelpPrompt> ImageComponent::getHelpPrompts()
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{
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std::vector<HelpPrompt> ret;
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ret.push_back(HelpPrompt("a", "select"));
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return ret;
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}
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