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

786 lines
28 KiB
C++

// 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 "Window.h"
#include "resources/TextureResource.h"
#include "utils/CImgUtil.h"
#include "utils/StringUtil.h"
ImageComponent::ImageComponent(bool forceLoad, bool dynamic)
: mRenderer {Renderer::getInstance()}
, mTargetSize {0, 0}
, mFlipX {false}
, mFlipY {false}
, mTargetIsMax {false}
, mScalableNonAspect {false}
, mTileWidth {0.0f}
, mTileHeight {0.0f}
, mColorShift {0xFFFFFFFF}
, mColorShiftEnd {0xFFFFFFFF}
, mColorGradientHorizontal {true}
, mFadeOpacity {0.0f}
, mReflectionsFalloff {0.0f}
, mFading {false}
, mForceLoad {forceLoad}
, mDynamic {dynamic}
, mRotateByTargetSize {false}
, mLinearInterpolation {false}
, mMipmapping {false}
, mTileHorizontalAlignment {ALIGN_LEFT}
, mTileVerticalAlignment {ALIGN_BOTTOM}
, mTopLeftCrop {0.0f, 0.0f}
, mBottomRightCrop {1.0f, 1.0f}
, mClipRegion {0.0f, 0.0f, 0.0f, 0.0f}
{
updateColors();
}
void ImageComponent::setImage(const 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;
}
else if (Utils::FileSystem::isDirectory(path)) {
LOG(LogError) << "ImageComponent: Path is a directory and not a file: \"" << path << "\"";
return;
}
const bool isScalable {
(path != "" && path.length() > 4) ?
Utils::String::toLower(path.substr(path.size() - 4, std::string::npos)) == ".svg" :
false};
// Create an initial blank texture if needed.
if (path.empty() || !ResourceManager::getInstance().fileExists(path)) {
if (mDefaultPath.empty() || !ResourceManager::getInstance().fileExists(mDefaultPath))
mTexture.reset();
else
mTexture = TextureResource::get(mDefaultPath, tile, mForceLoad, mDynamic,
mLinearInterpolation, mMipmapping);
resize(true);
}
else {
// For raster images we just load and resize but for SVG images we first need to resize
// without rasterizing in order to calculate the correct image size. Then we delete and
// reload the texture at the requested size in order to add a valid cache entry. Finally
// we perform the actual rasterization to have the cache entry updated with the proper
// texture. For SVG images this requires that every call to setImage is made only after
// a call to setResize or setMaxSize (so the requested size is known upfront).
if (isScalable) {
mTexture = TextureResource::get(path, tile, mForceLoad, mDynamic, mLinearInterpolation,
mMipmapping, 0, 0, 0.0f, 0.0f);
if (tile && (mTileWidth == 0.0f || mTileHeight == 0.0f))
setTileAxes();
resize(false);
mTexture.reset();
mTexture = TextureResource::get(path, tile, mForceLoad, mDynamic, mLinearInterpolation,
mMipmapping, static_cast<size_t>(mSize.x),
static_cast<size_t>(mSize.y), mTileWidth, mTileHeight);
mTexture->setScalableNonAspect(mScalableNonAspect);
mTexture->rasterizeAt(mSize.x, mSize.y);
onSizeChanged();
}
else {
mTexture = TextureResource::get(path, tile, mForceLoad, mDynamic, mLinearInterpolation,
mMipmapping, 0, 0, mTileWidth, mTileHeight);
if (tile && (mTileWidth == 0.0f || mTileHeight == 0.0f))
setTileAxes();
resize(true);
}
}
}
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<TextureResource>& texture, bool resizeTexture)
{
mTexture = texture;
if (resizeTexture)
resize();
}
void ImageComponent::setResize(float width, float height)
{
mTargetSize = glm::vec2 {width, height};
mTargetIsMax = false;
resize();
}
void ImageComponent::setResize(float width, float height, bool rasterize)
{
mTargetSize = glm::vec2 {width, height};
mTargetIsMax = false;
resize(rasterize);
}
void ImageComponent::setMaxSize(const float width, const float height)
{
mTargetSize = glm::vec2 {width, height};
mTargetIsMax = true;
resize();
}
void ImageComponent::cropLeft(const float percent)
{
assert(percent >= 0.0f && percent <= 1.0f);
mTopLeftCrop.x = percent;
}
void ImageComponent::cropTop(const float percent)
{
assert(percent >= 0.0f && percent <= 1.0f);
mTopLeftCrop.y = percent;
}
void ImageComponent::cropRight(const float percent)
{
assert(percent >= 0.0f && percent <= 1.0f);
mBottomRightCrop.x = 1.0f - percent;
}
void ImageComponent::cropBot(const float percent)
{
assert(percent >= 0.0f && percent <= 1.0f);
mBottomRightCrop.y = 1.0f - percent;
}
void ImageComponent::crop(const float left, const float top, const float right, const 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(const float maxSizeX, const float maxSizeY)
{
if (mSize == glm::vec2 {0.0f, 0.0f})
return;
std::vector<unsigned char> imageRGBA {mTexture.get()->getRawRGBAData()};
if (imageRGBA.size() == 0)
return;
glm::ivec2 imageSize {mTexture.get()->getSize()};
cimg_library::CImg<unsigned char> imageCImg(imageSize.x, imageSize.y, 1, 4, 0);
int paddingCoords[4] {0, 0, 0, 0};
// 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<float>(paddingCoords[0]) / static_cast<float>(imageSize.x)};
float cropTop {static_cast<float>(paddingCoords[1]) / static_cast<float>(imageSize.y)};
float cropRight {static_cast<float>(paddingCoords[2]) / static_cast<float>(imageSize.x)};
float cropBottom {static_cast<float>(paddingCoords[3]) / static_cast<float>(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::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(float opacity)
{
mOpacity = opacity;
updateColors();
}
void ImageComponent::setSaturation(float saturation)
{
mSaturation = saturation;
updateColors();
}
void ImageComponent::setDimming(float dimming)
{
// Set dimming value.
mDimming = dimming;
}
void ImageComponent::setClipRegion(const glm::vec4& clipRegion)
{
if (mVertices[0].clipregion == clipRegion)
return;
mClipRegion = clipRegion;
if (mClipRegion == glm::vec4 {0.0f, 0.0f, 0.0f, 0.0f}) {
if (mVertices[0].shaderFlags & Renderer::ShaderFlags::CLIPPING) {
mVertices[0].shaderFlags ^= Renderer::ShaderFlags::CLIPPING;
mVertices[1].shaderFlags ^= Renderer::ShaderFlags::CLIPPING;
mVertices[2].shaderFlags ^= Renderer::ShaderFlags::CLIPPING;
mVertices[3].shaderFlags ^= Renderer::ShaderFlags::CLIPPING;
}
}
else {
mVertices[0].shaderFlags |= Renderer::ShaderFlags::CLIPPING;
mVertices[1].shaderFlags |= Renderer::ShaderFlags::CLIPPING;
mVertices[2].shaderFlags |= Renderer::ShaderFlags::CLIPPING;
mVertices[3].shaderFlags |= Renderer::ShaderFlags::CLIPPING;
}
mVertices[0].clipregion = clipRegion;
mVertices[1].clipregion = clipRegion;
mVertices[2].clipregion = clipRegion;
mVertices[3].clipregion = clipRegion;
}
void ImageComponent::setFlipX(bool state)
{
mFlipX = state;
updateVertices();
}
void ImageComponent::setFlipY(bool state)
{
mFlipY = state;
updateVertices();
}
glm::ivec2 ImageComponent::getTextureSize() const
{
if (mTexture)
return mTexture->getSize();
else
return glm::ivec2 {0, 0};
}
glm::vec2 ImageComponent::getSize() const
{
return GuiComponent::getSize() * (mBottomRightCrop - mTopLeftCrop);
}
void ImageComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible() || mThemeOpacity == 0.0f || mTexture == nullptr ||
mTargetSize == glm::vec2 {0.0f, 0.0f} || mSize == glm::vec2 {0.0f, 0.0f})
return;
glm::mat4 trans {parentTrans * getTransform()};
mRenderer->setMatrix(trans);
if (mTexture && mOpacity > 0.0f) {
if (Settings::getInstance()->getBool("DebugImage")) {
glm::vec2 targetSizePos {
glm::round((mTargetSize - mSize) * mOrigin * glm::vec2 {-1.0f})};
mRenderer->drawRect(targetSizePos.x, targetSizePos.y, mTargetSize.x, mTargetSize.y,
0xFF000033, 0xFF000033);
if (mClipRegion == glm::vec4 {0.0f, 0.0f, 0.0f, 0.0f})
mRenderer->drawRect(0.0f, 0.0f, std::round(mSize.x), std::round(mSize.y),
0xFF000033, 0xFF000033);
else
mRenderer->drawRect(mClipRegion.x, mClipRegion.y, mClipRegion.z - mClipRegion.x,
mClipRegion.w - mClipRegion.y, 0xFF000033, 0xFF000033);
}
// An image with zero size would normally indicate a corrupt image file.
if (mTexture->getSize() != glm::ivec2 {}) {
// 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. The exception is if the cached background is
// getting invalidated, in which case we want to make sure to not get a partially
// faded texture rendered onto the new background.
if (mWindow->isInvalidatingCachedBackground())
mTexture->bind();
else
fadeIn(mTexture->bind());
mVertices->saturation = mSaturation * mThemeSaturation;
mVertices->opacity = mThemeOpacity;
mVertices->dimming = mDimming;
mVertices->reflectionsFalloff = mReflectionsFalloff;
mRenderer->drawTriangleStrips(&mVertices[0], 4);
}
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::applyTheme(const std::shared_ptr<ThemeData>& 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(Renderer::getScreenWidth(), Renderer::getScreenHeight())};
bool noMax {false};
if (properties & ThemeFlags::SIZE) {
if (elem->has("size")) {
glm::vec2 imageSize {elem->get<glm::vec2>("size")};
if (imageSize == glm::vec2 {0.0f, 0.0f}) {
LOG(LogWarning) << "ImageComponent: Invalid theme configuration, property \"size\" "
"for element \""
<< element.substr(6) << "\" is set to zero";
imageSize = {0.001f, 0.001f};
}
if (imageSize.x > 0.0f)
imageSize.x = glm::clamp(imageSize.x, 0.001f, 3.0f);
if (imageSize.y > 0.0f)
imageSize.y = glm::clamp(imageSize.y, 0.001f, 3.0f);
setResize(imageSize * scale);
if (imageSize.x != 0.0f && imageSize.y != 0.0f)
noMax = true;
}
else if (elem->has("maxSize")) {
glm::vec2 imageMaxSize {elem->get<glm::vec2>("maxSize")};
imageMaxSize.x = glm::clamp(imageMaxSize.x, 0.001f, 3.0f);
imageMaxSize.y = glm::clamp(imageMaxSize.y, 0.001f, 3.0f);
setMaxSize(imageMaxSize * scale);
}
}
if (elem->has("interpolation")) {
const std::string interpolation {elem->get<std::string>("interpolation")};
if (interpolation == "linear") {
mLinearInterpolation = true;
}
else if (interpolation == "nearest") {
mLinearInterpolation = false;
}
else {
mLinearInterpolation = false;
LOG(LogWarning) << "ImageComponent: Invalid theme configuration, property "
"\"interpolation\" for element \""
<< element.substr(6) << "\" defined as \"" << interpolation << "\"";
}
}
if (elem->has("default"))
setDefaultImage(elem->get<std::string>("default"));
bool tile {elem->has("tile") && elem->get<bool>("tile")};
if (properties & PATH && elem->has("path")) {
const std::string path {elem->get<std::string>("path")};
if (!tile && !theme->isLegacyTheme() && noMax && path.length() > 4 &&
Utils::String::toLower(path.substr(path.size() - 4, std::string::npos)) == ".svg") {
mScalableNonAspect = true;
}
if (tile && elem->has("tileSize")) {
glm::vec2 tileSize {elem->get<glm::vec2>("tileSize")};
if (tileSize.x == 0.0f && tileSize.y == 0.0f) {
LOG(LogWarning)
<< "ImageComponent: Invalid theme configuration, property \"tileSize\" "
"for element \""
<< element.substr(6) << "\" is set to zero";
tile = false;
}
else {
tileSize.x = glm::clamp(tileSize.x, 0.0f, 1.0f);
tileSize.y = glm::clamp(tileSize.y, 0.0f, 1.0f);
mTileWidth = tileSize.x * scale.x;
mTileHeight = tileSize.y * scale.y;
if (mTileWidth != 0.0f && mTileHeight != 0.0f)
mScalableNonAspect = true;
}
}
setImage(path, tile);
}
bool updateAlignment {false};
if (elem->has("tileHorizontalAlignment")) {
const std::string alignment {elem->get<std::string>("tileHorizontalAlignment")};
updateAlignment = true;
if (alignment == "left") {
mTileHorizontalAlignment = ALIGN_LEFT;
}
else if (alignment == "right") {
mTileHorizontalAlignment = ALIGN_RIGHT;
}
else {
LOG(LogWarning) << "ImageComponent: Invalid theme configuration, property "
"\"tileHorizontalAlignment\" for element \""
<< element.substr(6) << "\" defined as \"" << alignment << "\"";
mTileHorizontalAlignment = ALIGN_LEFT;
}
}
if (elem->has("tileVerticalAlignment")) {
const std::string alignment {elem->get<std::string>("tileVerticalAlignment")};
updateAlignment = true;
if (alignment == "top") {
mTileVerticalAlignment = ALIGN_TOP;
}
else if (alignment == "bottom") {
mTileVerticalAlignment = ALIGN_BOTTOM;
}
else {
LOG(LogWarning) << "ImageComponent: Invalid theme configuration, property "
"\"tileVerticalAlignment\" for element \""
<< element.substr(6) << "\" defined as \"" << alignment << "\"";
mTileVerticalAlignment = ALIGN_TOP;
}
}
if (tile && updateAlignment)
updateVertices();
if (properties && elem->has("imageType")) {
std::string imageTypes {elem->get<std::string>("imageType")};
for (auto& character : imageTypes) {
if (std::isspace(character))
character = ',';
}
imageTypes = Utils::String::replace(imageTypes, ",,", ",");
mThemeImageTypes = Utils::String::delimitedStringToVector(imageTypes, ",");
if (mThemeImageTypes.empty()) {
LOG(LogError) << "ImageComponent: Invalid theme configuration, property \"imageType\" "
"for element \""
<< element.substr(6) << "\" contains no values";
}
for (std::string& type : mThemeImageTypes) {
if (std::find(supportedImageTypes.cbegin(), supportedImageTypes.cend(), type) ==
supportedImageTypes.cend()) {
LOG(LogError)
<< "ImageComponent: Invalid theme configuration, property \"imageType\" "
"for element \""
<< element.substr(6) << "\" defined as \"" << type << "\"";
mThemeImageTypes.clear();
break;
}
}
std::vector<std::string> sortedTypes {mThemeImageTypes};
std::stable_sort(sortedTypes.begin(), sortedTypes.end());
if (std::adjacent_find(sortedTypes.begin(), sortedTypes.end()) != sortedTypes.end()) {
LOG(LogError) << "ImageComponent: Invalid theme configuration, property \"imageType\" "
"for element \""
<< element.substr(6) << "\" contains duplicate values";
mThemeImageTypes.clear();
}
}
if (elem->has("metadataElement") && elem->get<bool>("metadataElement"))
mComponentThemeFlags |= ComponentThemeFlags::METADATA_ELEMENT;
if (properties & COLOR) {
if (elem->has("color"))
setColorShift(elem->get<unsigned int>("color"));
if (elem->has("colorEnd"))
setColorShiftEnd(elem->get<unsigned int>("colorEnd"));
if (elem->has("gradientType")) {
const std::string gradientType {elem->get<std::string>("gradientType")};
if (gradientType == "horizontal") {
setColorGradientHorizontal(true);
}
else if (gradientType == "vertical") {
setColorGradientHorizontal(false);
}
else {
setColorGradientHorizontal(true);
LOG(LogWarning) << "ImageComponent: Invalid theme configuration, property "
"\"gradientType\" for element \""
<< element.substr(6) << "\" defined as \"" << gradientType << "\"";
}
}
}
if (elem->has("scrollFadeIn") && elem->get<bool>("scrollFadeIn"))
mComponentThemeFlags |= ComponentThemeFlags::SCROLL_FADE_IN;
}
std::vector<HelpPrompt> ImageComponent::getHelpPrompts()
{
std::vector<HelpPrompt> ret;
ret.push_back(HelpPrompt("a", "select"));
return ret;
}
void ImageComponent::resize(bool rasterize)
{
if (!mTexture)
return;
const glm::vec2 textureSize {mTexture->getSourceImageSize()};
if (textureSize == glm::vec2 {0.0f, 0.0f})
return;
if (mTexture->isTiled()) {
mSize = mTargetSize;
}
else {
if (mTargetIsMax) {
// Maintain image aspect ratio.
mSize = textureSize;
glm::vec2 resizeScale {mTargetSize.x / mSize.x, mTargetSize.y / mSize.y};
if (resizeScale.x < resizeScale.y) {
// 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 to round accordingly to avoid such issues.
mSize.x *= resizeScale.x;
mSize.y = floorf(std::min(mSize.y * resizeScale.x, mTargetSize.y));
}
else {
// This will be mTargetSize.y(). We can't exceed it.
mSize.y *= resizeScale.y;
mSize.x = std::min((mSize.y / textureSize.y) * textureSize.x, mTargetSize.x);
}
}
else {
// If both axes are set we just stretch or squash, if no axes are set we do nothing.
mSize = mTargetSize == glm::vec2 {0.0f, 0.0f} ? textureSize : mTargetSize;
// If only one axis is set, we resize in a way that maintains aspect ratio.
if (!mTargetSize.x && mTargetSize.y) {
mSize.y = mTargetSize.y;
mSize.x = (mSize.y / textureSize.y) * textureSize.x;
}
else if (mTargetSize.x && !mTargetSize.y) {
mSize.y = (mTargetSize.x / textureSize.x) * textureSize.y;
mSize.x = (mSize.y / textureSize.y) * textureSize.x;
}
}
}
// Make sure sub-pixel values are not rounded to zero and that the size is not unreasonably
// large (which may be caused by a mistake in the theme configuration).
mSize.x = glm::clamp(mSize.x, 1.0f, mRenderer->getScreenWidth() * 3.0f);
mSize.y = glm::clamp(mSize.y, 1.0f, mRenderer->getScreenHeight() * 3.0f);
if (rasterize) {
mTexture->rasterizeAt(mSize.x, mSize.y);
onSizeChanged();
}
}
void ImageComponent::setTileAxes()
{
if (mTileWidth == 0.0f && mTileHeight == 0.0f) {
mTileWidth = static_cast<float>(mTexture->getSize().x);
mTileHeight = static_cast<float>(mTexture->getSize().y);
return;
}
const float ratio {mTexture->getSourceImageSize().x / mTexture->getSourceImageSize().y};
if (mTileWidth == 0.0f)
mTileWidth = std::round(mTileHeight * ratio);
else if (mTileHeight == 0.0f)
mTileHeight = std::round(mTileWidth / ratio);
}
void ImageComponent::updateVertices()
{
if (!mTexture)
return;
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};
if (mTileHeight == 0.0f) {
// 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
}
else {
// Resize and align tiled textures.
glm::vec2 topLeftAlign {mTopLeftCrop};
glm::vec2 bottomRightAlign {mBottomRightCrop};
const float pxA {mSize.x / mTileWidth};
const float pyA {mSize.y / mTileHeight};
if (mTileHorizontalAlignment == Alignment::ALIGN_RIGHT) {
float offsetX {pxA - std::floor(pxA)};
if (offsetX != 0.0f) {
const float moveX {(mTileWidth * offsetX) / mSize.x};
topLeftAlign.x -= moveX * pxA;
bottomRightAlign.x -= moveX;
}
}
if (mTileVerticalAlignment == Alignment::ALIGN_TOP) {
float offsetY {pyA - std::floor(pyA)};
if (offsetY != 0.0f) {
const float moveY {(mTileHeight * offsetY) / mSize.y};
topLeftAlign.y += moveY * pyA;
bottomRightAlign.y += moveY * pyA;
}
}
// clang-format off
mVertices[0] = {{topLeft.x, topLeft.y }, {topLeftAlign.x, pyA - topLeftAlign.y }, 0};
mVertices[1] = {{topLeft.x, bottomRight.y}, {topLeftAlign.x, 1.0f - bottomRightAlign.y}, 0};
mVertices[2] = {{bottomRight.x, topLeft.y }, {bottomRightAlign.x * pxA, pyA - topLeftAlign.y }, 0};
mVertices[3] = {{bottomRight.x, bottomRight.y}, {bottomRightAlign.x * pxA, 1.0f - bottomRightAlign.y}, 0};
// clang-format on
}
updateColors();
// We round the vertices already here in this component as we may otherwise end up with edge
// cases at sizes near 0.5.
for (int i = 0; i < 4; ++i)
mVertices[i].position = glm::round(mVertices[i].position);
if (mFlipX) {
for (int i = 0; i < 4; ++i)
mVertices[i].texcoord[0] = px - mVertices[i].texcoord[0];
}
if (mFlipY) {
for (int i = 0; i < 4; ++i)
mVertices[i].texcoord[1] = py - mVertices[i].texcoord[1];
}
setClipRegion(mClipRegion);
}
void ImageComponent::updateColors()
{
const float opacity {mOpacity * (mFading ? mFadeOpacity : 1.0f)};
const unsigned int color {(mColorShift & 0xFFFFFF00) |
static_cast<unsigned char>((mColorShift & 0xFF) * opacity)};
const unsigned int colorEnd {(mColorShiftEnd & 0xFFFFFF00) |
static_cast<unsigned char>((mColorShiftEnd & 0xFF) * opacity)};
mVertices[0].color = color;
mVertices[1].color = mColorGradientHorizontal ? color : colorEnd;
mVertices[2].color = mColorGradientHorizontal ? colorEnd : color;
mVertices[3].color = colorEnd;
}
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 = 0.0f;
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.
float opacity {mFadeOpacity + 1.0f / 15.0f};
// See if we've finished fading.
if (opacity >= 1.0f) {
mFadeOpacity = 1.0f;
mFading = false;
}
else {
mFadeOpacity = opacity;
}
updateColors();
}
}
}