mirror of
https://github.com/RetroDECK/ES-DE.git
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a02a747c50
Made all components render using triangle strips
442 lines
12 KiB
C++
442 lines
12 KiB
C++
#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(Window* window, bool forceLoad, bool dynamic) : GuiComponent(window),
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mTargetIsMax(false), mTargetIsMin(false), mFlipX(false), mFlipY(false), mTargetSize(0, 0), mColorShift(0xFFFFFFFF),
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mForceLoad(forceLoad), mDynamic(dynamic), mFadeOpacity(0), mFading(false), mRotateByTargetSize(false),
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mTopLeftCrop(0.0f, 0.0f), 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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{
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mSize = mTargetSize;
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}else{
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// SVG rasterization is determined by height (see SVGResource.cpp), 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 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 happen, and scale width from that
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// (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 better solution, please make a pull request!
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if(mTargetIsMax)
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{
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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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{
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mSize[0] *= resizeScale.x(); // this will be mTargetSize.x(). We can't exceed it, nor be lower than it.
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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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}else{
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mSize[1] = Math::round(mSize[1] * resizeScale.y()); // this will be mTargetSize.y(). We can't exceed it.
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// for SVG rasterization, always calculate width from rounded height (see comment above)
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// 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(), mTargetSize.x());
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}
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}else if(mTargetIsMin)
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{
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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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{
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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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}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 above)
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// 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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}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 comment above)
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if(!mTargetSize.x() && mTargetSize.y())
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{
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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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}else if(mTargetSize.x() && !mTargetSize.y())
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{
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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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{
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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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} 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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// Grab the opacity from the color shift because we may need to apply it if
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// fading textures in
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mOpacity = color & 0xff;
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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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mColorShift = (mColorShift >> 8 << 8) | mOpacity;
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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 size = { Math::round(mSize.x()), Math::round(mSize.y()) };
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const Vector2f topLeft = { size * mTopLeftCrop };
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const Vector2f bottomRight = { size * 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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const unsigned int color = Renderer::convertColor(mColorShift);
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mVertices[0] = { { topLeft.x(), topLeft.y() }, { mTopLeftCrop.x(), py - mTopLeftCrop.y() }, color };
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mVertices[1] = { { topLeft.x(), bottomRight.y() }, { mTopLeftCrop.x(), 1.0f - mBottomRightCrop.y() }, color };
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mVertices[2] = { { bottomRight.x(), topLeft.y() }, { mBottomRightCrop.x() * px, py - mTopLeftCrop.y() }, color };
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mVertices[3] = { { bottomRight.x(), bottomRight.y() }, { mBottomRightCrop.x() * px, 1.0f - mBottomRightCrop.y() }, color };
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if(mFlipX)
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{
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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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{
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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 unsigned int color = Renderer::convertColor(mColorShift);
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for(int i = 0; i < 4; ++i)
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mVertices[i].col = color;
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}
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void ImageComponent::render(const Transform4x4f& parentTrans)
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{
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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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{
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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(), mTargetSize.y(), 0xFF000033);
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Renderer::drawRect(0.0f, 0.0f, mSize.x(), mSize.y(), 0x00000033);
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}
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if(mTexture->isInitialized())
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{
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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 'jump' in
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// when it finally loads
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fadeIn(mTexture->bind());
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Renderer::drawTriangleStrips(&mVertices[0], 4);
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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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{
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if (!textureLoaded)
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{
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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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{
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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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// Set the colours to be translucent
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mColorShift = (mColorShift >> 8 << 8) | 0;
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updateColors();
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}
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}
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else if (mFading)
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{
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// The texture is loaded and we need to fade it in. The fade is based on the frame rate
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// and is 1/4 second if running at 60 frames per second although the actual value is not
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// 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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{
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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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{
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mFadeOpacity = (unsigned char)opacity;
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}
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// Apply the combination of the target opacity and current fade
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float newOpacity = (float)mOpacity * ((float)mFadeOpacity / 255.0f);
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mColorShift = (mColorShift >> 8 << 8) | (unsigned char)newOpacity;
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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, const std::string& element, unsigned int properties)
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{
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using namespace ThemeFlags;
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const ThemeData::ThemeElement* elem = theme->getElement(view, element, "image");
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if(!elem)
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{
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return;
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}
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Vector2f scale = getParent() ? getParent()->getSize() : Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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if(properties & POSITION && elem->has("pos"))
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{
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Vector2f denormalized = elem->get<Vector2f>("pos") * scale;
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setPosition(Vector3f(denormalized.x(), denormalized.y(), 0));
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}
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if(properties & ThemeFlags::SIZE)
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{
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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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// position + size also implies origin
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if((properties & ORIGIN || (properties & POSITION && properties & ThemeFlags::SIZE)) && elem->has("origin"))
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setOrigin(elem->get<Vector2f>("origin"));
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if(elem->has("default")) {
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setDefaultImage(elem->get<std::string>("default"));
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}
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if(properties & PATH && elem->has("path"))
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{
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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 && elem->has("color"))
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setColorShift(elem->get<unsigned int>("color"));
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if(properties & ThemeFlags::ROTATION) {
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if(elem->has("rotation"))
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setRotationDegrees(elem->get<float>("rotation"));
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if(elem->has("rotationOrigin"))
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setRotationOrigin(elem->get<Vector2f>("rotationOrigin"));
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}
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if(properties & ThemeFlags::Z_INDEX && elem->has("zIndex"))
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setZIndex(elem->get<float>("zIndex"));
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else
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setZIndex(getDefaultZIndex());
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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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