0ad/source/gui/GUIRenderer.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

347 lines
11 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GUIRenderer.h"
#include "graphics/Canvas2D.h"
#include "graphics/TextureManager.h"
#include "gui/CGUI.h"
#include "gui/CGUISprite.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "i18n/L10n.h"
#include "lib/tex/tex.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Filesystem.h"
#include "renderer/Renderer.h"
using namespace GUIRenderer;
DrawCalls::DrawCalls()
{
}
// DrawCalls needs to be copyable, so it can be used in other copyable types.
// But actually copying data is hard, since we'd need to avoid losing track of
// who owns various pointers, so instead we just return an empty list.
// The list should get filled in again (by GUIRenderer::UpdateDrawCallCache)
// before it's used for rendering. (TODO: Is this class actually used safely
// in practice?)
DrawCalls::DrawCalls(const DrawCalls&)
: std::vector<SDrawCall>()
{
}
DrawCalls& DrawCalls::operator=(const DrawCalls&)
{
return *this;
}
void GUIRenderer::UpdateDrawCallCache(const CGUI& pGUI, DrawCalls& Calls, const CStr& SpriteName, const CRect& Size, std::map<CStr, std::unique_ptr<const CGUISprite>>& Sprites)
{
// This is called only when something has changed (like the size of the
// sprite), so it doesn't need to be particularly efficient.
// Clean up the old data
Calls.clear();
// If this object has zero size, there's nothing to render. (This happens
// with e.g. tooltips that have zero size before they're first drawn, so
// it isn't necessarily an error.)
if (Size.left == Size.right && Size.top == Size.bottom)
return;
std::map<CStr, std::unique_ptr<const CGUISprite>>::iterator it(Sprites.find(SpriteName));
if (it == Sprites.end())
{
/*
* Sprite not found. Check whether this a special sprite,
* and if so create a new sprite:
* "stretched:filename.ext" - stretched image
* "stretched:grayscale:filename.ext" - stretched grayscale image.
* "cropped:0.5, 0.25" - stretch this ratio (x,y) of the top left of the image
* "color:r g b a" - solid color
* > "textureAsMask" - when using color, use the (optional) texture alpha channel as mask.
* These can be combined, but they must be separated by a ":"
* so you can have a white overlay over an stretched grayscale image with:
* "grayscale:color:255 255 255 100:stretched:filename.ext"
*/
// Check that this can be a special sprite.
if (SpriteName.ReverseFind(":") == -1 && SpriteName.Find("color(") == -1)
{
LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
return;
}
auto sprite = std::make_unique<CGUISprite>();
VfsPath TextureName = VfsPath("art/textures/ui") / wstring_from_utf8(SpriteName.AfterLast(":"));
if (SpriteName.Find("stretched:") != -1)
{
// TODO: Should check (nicely) that this is a valid file?
auto image = std::make_unique<SGUIImage>();
image->m_TextureName = TextureName;
if (SpriteName.Find("grayscale:") != -1)
{
image->m_Effects = std::make_shared<SGUIImageEffects>();
image->m_Effects->m_Greyscale = true;
}
sprite->AddImage(std::move(image));
}
else if (SpriteName.Find("cropped:") != -1)
{
// TODO: Should check (nicely) that this is a valid file?
auto image = std::make_unique<SGUIImage>();
const bool centered = SpriteName.Find("center:") != -1;
CStr info = SpriteName.AfterLast("cropped:").BeforeFirst(":");
double xRatio = info.BeforeFirst(",").ToDouble();
double yRatio = info.AfterLast(",").ToDouble();
const CRect percentSize = centered
? CRect(50 - 50 / xRatio, 50 - 50 / yRatio, 50 + 50 / xRatio, 50 + 50 / yRatio)
: CRect(0, 0, 100 / xRatio, 100 / yRatio);
image->m_TextureSize = CGUISize(CRect(0, 0, 0, 0), percentSize);
image->m_TextureName = TextureName;
if (SpriteName.Find("grayscale:") != -1)
{
image->m_Effects = std::make_shared<SGUIImageEffects>();
image->m_Effects->m_Greyscale = true;
}
sprite->AddImage(std::move(image));
}
if (SpriteName.Find("color:") != -1)
{
CStrW value = wstring_from_utf8(SpriteName.AfterLast("color:").BeforeFirst(":"));
auto image = std::make_unique<SGUIImage>();
CGUIColor* color;
// If we are using a mask, this is an effect.
// Otherwise we can fallback to the "back color" attribute
// TODO: we are assuming there is a filename here.
if (SpriteName.Find("textureAsMask:") != -1)
{
image->m_TextureName = TextureName;
image->m_Effects = std::make_shared<SGUIImageEffects>();
color = &image->m_Effects->m_SolidColor;
}
else
color = &image->m_BackColor;
// Check color is valid
if (!CGUI::ParseString<CGUIColor>(&pGUI, value, *color))
{
LOGERROR("GUI: Error parsing sprite 'color' (\"%s\")", utf8_from_wstring(value));
return;
}
sprite->AddImage(std::move(image));
}
if (sprite->m_Images.empty())
{
LOGERROR("Trying to use a sprite that doesn't exist (\"%s\").", SpriteName.c_str());
return;
}
it = Sprites.emplace(SpriteName, std::move(sprite)).first;
}
Calls.reserve(it->second->m_Images.size());
// Iterate through all the sprite's images, loading the texture and
// calculating the texture coordinates
std::vector<std::unique_ptr<SGUIImage>>::const_iterator cit;
for (cit = it->second->m_Images.begin(); cit != it->second->m_Images.end(); ++cit)
{
SDrawCall Call(cit->get()); // pointers are safe since we never modify sprites/images after startup
CRect ObjectSize = (*cit)->m_Size.GetSize(Size);
if (ObjectSize.GetWidth() == 0.0 || ObjectSize.GetHeight() == 0.0)
{
// Zero sized object. Don't report as an error, since it's common for e.g. hitpoint bars.
continue; // i.e. don't continue with this image
}
Call.m_Vertices = ObjectSize;
if ((*cit)->m_RoundCoordinates)
{
// Round the vertex coordinates to integers, to avoid ugly filtering artifacts
Call.m_Vertices.left = (int)(Call.m_Vertices.left + 0.5f);
Call.m_Vertices.right = (int)(Call.m_Vertices.right + 0.5f);
Call.m_Vertices.top = (int)(Call.m_Vertices.top + 0.5f);
Call.m_Vertices.bottom = (int)(Call.m_Vertices.bottom + 0.5f);
}
bool hasTexture = false;
if (!(*cit)->m_TextureName.empty())
{
CTextureProperties textureProps(g_L10n.LocalizePath((*cit)->m_TextureName));
textureProps.SetAddressMode((*cit)->m_AddressMode);
textureProps.SetIgnoreQuality(true);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
hasTexture = true;
Call.m_Texture = texture;
Call.m_ObjectSize = ObjectSize;
}
Call.m_BackColor = &(*cit)->m_BackColor;
Call.m_GrayscaleFactor = 0.0f;
if (!hasTexture)
{
Call.m_ColorAdd = *Call.m_BackColor;
Call.m_ColorMultiply = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_Texture = g_Renderer.GetTextureManager().GetTransparentTexture();
}
else if ((*cit)->m_Effects)
{
if ((*cit)->m_Effects->m_AddColor != CGUIColor())
{
const CColor color = (*cit)->m_Effects->m_AddColor;
Call.m_ColorAdd = CColor(color.r, color.g, color.b, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
else if ((*cit)->m_Effects->m_Greyscale)
{
Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
Call.m_GrayscaleFactor = 1.0f;
}
else if ((*cit)->m_Effects->m_SolidColor != CGUIColor())
{
const CColor color = (*cit)->m_Effects->m_SolidColor;
Call.m_ColorAdd = CColor(color.r, color.g, color.b, 0.0f);
Call.m_ColorMultiply = CColor(0.0f, 0.0f, 0.0f, color.a);
}
else /* Slight confusion - why no effects? */
{
Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
}
else
{
Call.m_ColorAdd = CColor(0.0f, 0.0f, 0.0f, 0.0f);
Call.m_ColorMultiply = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
Calls.push_back(Call);
}
}
CRect SDrawCall::ComputeTexCoords() const
{
float TexWidth = m_Texture->GetWidth();
float TexHeight = m_Texture->GetHeight();
if (!TexWidth || !TexHeight)
return CRect(0, 0, 1, 1);
// Textures are positioned by defining a rectangular block of the
// texture (usually the whole texture), and a rectangular block on
// the screen. The texture is positioned to make those blocks line up.
// Get the screen's position/size for the block
CRect BlockScreen = m_Image->m_TextureSize.GetSize(m_ObjectSize);
if (m_Image->m_FixedHAspectRatio)
BlockScreen.right = BlockScreen.left + BlockScreen.GetHeight() * m_Image->m_FixedHAspectRatio;
// Get the texture's position/size for the block:
CRect BlockTex;
// "real_texture_placement" overrides everything
if (m_Image->m_TexturePlacementInFile != CRect())
BlockTex = m_Image->m_TexturePlacementInFile;
// Use the whole texture
else
BlockTex = CRect(0, 0, TexWidth, TexHeight);
// When rendering, BlockTex will be transformed onto BlockScreen.
// Also, TexCoords will be transformed onto ObjectSize (giving the
// UV coords at each vertex of the object). We know everything
// except for TexCoords, so calculate it:
CVector2D translation(BlockTex.TopLeft()-BlockScreen.TopLeft());
float ScaleW = BlockTex.GetWidth()/BlockScreen.GetWidth();
float ScaleH = BlockTex.GetHeight()/BlockScreen.GetHeight();
CRect TexCoords (
// Resize (translating to/from the origin, so the
// topleft corner stays in the same place)
(m_ObjectSize-m_ObjectSize.TopLeft())
.Scale(ScaleW, ScaleH)
+ m_ObjectSize.TopLeft()
// Translate from BlockTex to BlockScreen
+ translation
);
// The tex coords need to be scaled so that (texwidth,texheight) is
// mapped onto (1,1)
TexCoords.left /= TexWidth;
TexCoords.right /= TexWidth;
TexCoords.top /= TexHeight;
TexCoords.bottom /= TexHeight;
return TexCoords;
}
void GUIRenderer::Draw(DrawCalls& Calls, CCanvas2D& canvas)
{
if (Calls.empty())
return;
// Called every frame, to draw the object (based on cached calculations)
// Iterate through each DrawCall, and execute whatever drawing code is being called
for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
{
// A hack to get a correct backend texture size.
cit->m_Texture->UploadBackendTextureIfNeeded(g_Renderer.GetDeviceCommandContext());
CRect texCoords = cit->ComputeTexCoords().Scale(
cit->m_Texture->GetWidth(), cit->m_Texture->GetHeight());
// Ensure the quad has the correct winding order
CRect rect = cit->m_Vertices;
if (rect.right < rect.left)
{
std::swap(rect.right, rect.left);
std::swap(texCoords.right, texCoords.left);
}
if (rect.bottom < rect.top)
{
std::swap(rect.bottom, rect.top);
std::swap(texCoords.bottom, texCoords.top);
}
canvas.DrawTexture(cit->m_Texture,
rect, texCoords, cit->m_ColorMultiply, cit->m_ColorAdd, cit->m_GrayscaleFactor);
}
}