/// <summary>Draws the given Emoji character.</summary> public void DrawEmoji(Glyph character, ref float left, Renderman renderer) { if (!character.Image.Loaded) { return; } BoxRegion screenRegion = renderer.CurrentRegion; float top = renderer.TopOffset; // It's an image (e.g. Emoji). AtlasLocation locatedAt = RequireImage(character.Image); if (locatedAt == null) { // It needs to be isolated. Big emoji image! return; } if (CharacterProviders.FixHeight) { // Set the region: screenRegion.Set(left, top, locatedAt.Width, locatedAt.Height); } else { screenRegion.Set(left, top, FontSize, FontSize); } if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // Ensure correct batch: renderer.SetupBatch(this, locatedAt.Atlas, null); // If the two overlap, this means it's actually visible. MeshBlock block = Add(renderer); // Set it's colour: block.SetColour(renderer.ColorOverlay); // And clip our meshblock to fit within boundary: block.TextUV = null; block.ImageUV = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, locatedAt, block.ImageUV); block.Done(renderer.Transform); } left += (character.AdvanceWidth) + LetterSpacing; if (character.Charcode == (int)' ') { left += WordSpacing; } }
public override void Paint() { MeshBlock block = FirstBlock; while (block != null) { block.SetColour(FontColour); block.Paint(); block = block.LocalBlockAfter; } }
public override void Paint() { // Any meshes in this elements queue should now change colour: Color colour = Element.Style.Computed.ColorOverlay; MeshBlock block = FirstBlock; while (block != null) { block.SetColour(colour); block.Paint(); block = block.LocalBlockAfter; } }
public override void Paint() { // Get the computed style: ComputedStyle computed = Element.Style.Computed; // Any meshes in my queue should now change colour: MeshBlock block = FirstBlock; if (Colour == null || Colour.Length == 1) { // Most common case. This is a single colour border. // Get the default colour - that's the same as the text colour: Color colour = Color.black; // Does this border have a colour? if (Colour == null) { // Grab the text colour if there is one: if (computed.Text != null) { // It's the same as the font colour: colour = computed.Text.FontColour; } else { // Nope - We need to set alpha: colour.a = computed.ColorOverlay.a; } } else { colour = Colour[0]; } // For each block, set the colour: while (block != null) { block.SetColour(colour); block.Paint(); block = block.LocalBlockAfter; } return; } }
/// <summary>Draws an underline (or a strikethrough).</summary> public virtual void DrawUnderline(Renderman renderer) { // Ensure we have a batch: renderer.SetupBatch(this, null, null); // And get our block ready: MeshBlock block = Add(renderer); // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Set the colour: block.SetColour(renderer.FontColour); // Set the verts: block.SetClipped(renderer.ClippingBoundary, renderer.CurrentRegion, renderer, renderer.TextDepth); // Ok! block.Done(renderer.Transform); }
internal override void Layout(LayoutBox box, Renderman renderer) { if (Image == null || !Image.Loaded) { return; } if (Clipping == BackgroundClipping.Text) { return; } if (Image.Contents.Isolate || renderer.RenderMode == RenderMode.NoAtlas || Filtering != FilterMode.Point || ForcedIsolate) { // SPA is an animation format, so we need a custom texture atlas to deal with it. // This is because the frames of any animation would quickly exhaust our global texture atlas. // So to get a custom atlas, we must isolate this property. Isolate(); } else { // Reverse isolation, if we are isolated already: Include(); } // Get the full shape of the element: float width; float height; float minX; float minY; if (renderer.ViewportBackground) { // Applying to whole background: BoxRegion viewport = renderer.Viewport; minY = (int)viewport.Y; minX = (int)viewport.X; width = (int)viewport.Width; height = (int)viewport.Height; renderer.ViewportBackground = false; } else { width = (int)(box.PaddedWidth); height = (int)(box.PaddedHeight); minY = (int)(box.Y + box.Border.Top); minX = (int)(box.X + box.Border.Left); } if (width == 0 || height == 0) { if (Visible) { SetVisibility(false); } return; } // Tell the image that the box has likely changed - this allows it to redraw (e.g. SVGs): float trueImageWidth; float trueImageHeight; Image.Contents.OnLayout(RenderData, box, out trueImageWidth, out trueImageHeight); BoxRegion boundary = new BoxRegion(minX, minY, width, height); if (!boundary.Overlaps(renderer.ClippingBoundary)) { if (Visible) { SetVisibility(false); } return; } else if (!Visible) { // ImageLocation will allocate here if it's needed. SetVisibility(true); } boundary.ClipBy(renderer.ClippingBoundary); // Texture time - get it's location on that atlas: AtlasLocation locatedAt = ImageLocation; if (locatedAt == null) { // We're not using the atlas here. if (!Isolated) { Isolate(); } locatedAt = new AtlasLocation(trueImageWidth, trueImageHeight); } // Isolation is all done - safe to setup the batch now: renderer.SetupBatch(this, locatedAt.Atlas, null); // Great - Use locatedAt.Width/locatedAt.Height - this removes any risk of overflowing into some other image. int imageCountX = 1; int imageCountY = 1; float imageWidth = trueImageWidth * RenderData.ValueScale; float imageHeight = trueImageHeight * RenderData.ValueScale; bool autoX = false; bool autoY = false; if (SizeX != null) { if (SizeX.IsAuto) { autoX = true; } else { imageWidth = SizeX.GetDecimal(RenderData, Css.Properties.BackgroundSize.GlobalPropertyX); } } if (SizeY != null) { if (SizeY.IsAuto) { autoY = true; } else { imageHeight = SizeY.GetDecimal(RenderData, Css.Properties.BackgroundSize.GlobalPropertyY); } } if (autoX) { imageWidth = imageHeight * trueImageWidth / trueImageHeight; } else if (autoY) { imageHeight = imageWidth * trueImageHeight / trueImageWidth; } // offsetX and offsetY are the images position offset from where it should be (e.g. x of -200 means it's 200px left) // Apply the offset origin: float offsetX = OffsetOriginX * (width - imageWidth); float offsetY = OffsetOriginY * (height - imageHeight); float offset; // Resolve the offset values, if there is any: if (OffsetX != null) { offset = OffsetX.GetDecimal(RenderData, ValueAxis.X); if (OffsetOriginX == 1f) { offsetX -= offset; } else { offsetX += offset; } } if (OffsetY != null) { offset = OffsetY.GetDecimal(RenderData, ValueAxis.Y); if (OffsetOriginY == 1f) { offsetY -= offset; } else { offsetY += offset; } } if (RepeatX) { // Get the rounded up number of images: imageCountX = (int)Math.Ceiling(width / imageWidth); if (offsetX != 0) { // If we have an offset, another image is introduced. imageCountX++; } } if (RepeatY) { // Get the rounded up number of images: imageCountY = (int)Math.Ceiling(height / imageHeight); if (offsetY != 0) { // If we have an offset, another image is introduced. imageCountY++; } } float blockX = minX + offsetX; float blockY = minY + offsetY; if (RepeatX && offsetX > 0) { // We're repeating and the image is offset by a +ve number. // This means a small gap, OffsetX px wide, is open on this left side. // So to fill it, we need to offset this first image by a much bigger number - the value imageWidth-OffsetX. blockX -= (imageWidth - offsetX); // This results in the first image having OffsetX pixels exposed in the box - this is what we want. } if (RepeatY && offsetY > 0) { // Similar thing to above: blockY -= (imageHeight - offsetY); } BoxRegion screenRegion = new BoxRegion(); bool first = true; float startX = blockX; Color colour = renderer.ColorOverlay; float zIndex = (RenderData.computedStyle.ZIndex - 0.003f); Transformation transform = renderer.Transform; for (int y = 0; y < imageCountY; y++) { for (int x = 0; x < imageCountX; x++) { // Draw at blockX/blockY. screenRegion.Set(blockX, blockY, imageWidth, imageHeight); if (screenRegion.Overlaps(boundary)) { // If the two overlap, this means it's actually visible. MeshBlock block = Add(renderer); if (first) { first = false; if (Isolated) { // Set current material: SetBatchMaterial(renderer, Image.Contents.GetImageMaterial(renderer.CurrentShaderSet.Isolated)); } } // Set its colour: block.SetColour(colour); // And clip our meshblock to fit within boundary: block.TextUV = null; block.ImageUV = block.SetClipped(boundary, screenRegion, renderer, zIndex, locatedAt, block.ImageUV); block.Done(transform); } blockX += imageWidth; } blockX = startX; blockY += imageHeight; } }
internal override void Layout(LayoutBox box, Renderman renderer) { // Dimensions: float width = box.Width; float height = box.Height; if (Renderer == null) { // Create the FWUI now: Renderer = new FlatWorldUI("#Internal-PowerUI-Raster-" + RasterID, (int)width, (int)height); RasterID++; if (Filter != null) { // Set source: Filter.Set("source0", Renderer.Texture); } // Grab the output texture: Output = Renderer.Texture; } // Does the given renderer belong to the worldUI? if (renderer == Renderer.Renderer) { // Yes! We're actually drawing the element. return; } // Next we'll draw the rastered image. // It's essentially just the output from the renderer. // Get the top left inner corner (inside margin and border): float top = box.Y; float left = box.X; // Update the FlatWorldUI next: UpdateRenderer(box, width, height); // Always isolated: Isolate(); // Make sure the renderer stalls and doesn't draw anything else of this element or its kids. renderer.StallStatus = 2; // Setup boundary: BoxRegion boundary = new BoxRegion(left, top, width, height); if (!boundary.Overlaps(renderer.ClippingBoundary)) { if (Visible) { SetVisibility(false); } return; } else if (!Visible) { // ImageLocation will allocate here if it's needed. SetVisibility(true); } // Texture time - get its location on that atlas: if (LocatedAt == null) { LocatedAt = new AtlasLocation(width, height); } else { // Dimensions changed? int w = (int)width; int h = (int)height; if (LocatedAt.Width != w || LocatedAt.Height != h) { // Update it: LocatedAt.UpdateFixed(width, height); } } boundary.ClipBy(renderer.ClippingBoundary); // Ensure we have a batch: renderer.SetupBatch(this, null, null); if (Material == null) { // Create the material now using the isolated shader: Material = new Material(renderer.CurrentShaderSet.Isolated); // Hook up the output: Material.SetTexture("_MainTex", Output); } // Allocate the block: MeshBlock block = Add(renderer); // Set current material: SetBatchMaterial(renderer, Material); // Set the (overlay) colour: block.SetColour(renderer.ColorOverlay); block.TextUV = null; // Z-index (same as a background-image): float zIndex = (RenderData.computedStyle.ZIndex - 0.003f); BoxRegion screenRegion = new BoxRegion(); screenRegion.Set(left, top, width, height); // Setup the block: block.ImageUV = block.SetClipped(boundary, screenRegion, renderer, zIndex, LocatedAt, block.ImageUV); // Flush it: block.Done(renderer.Transform); }
/// <summary>Draws a character and advances the pen onwards.</summary> protected virtual void DrawCharacter(ref float left, Renderman renderer) { BoxRegion screenRegion = renderer.CurrentRegion; Color fontColour = renderer.FontColour; float top = renderer.TopOffset; int index = renderer.CharacterIndex; Glyph character = Text.Characters[index]; if (character == null) { return; } if (Text.Kerning != null) { left += Text.Kerning[index] * Text.FontSize; } AtlasLocation locatedAt; if (character.Image != null) { DrawEmoji(character, ref left, renderer); return; } // Get atlas location: locatedAt = character.Location; // Does this character have a visual glyph? E.g. a space does not. if (locatedAt != null) { float y = top + renderer.TextAscender - ((character.Height + character.MinY) * Text.FontSize); float scaleFactor = renderer.TextScaleFactor; screenRegion.Set(left + (character.LeftSideBearing * Text.FontSize), y, locatedAt.Width * scaleFactor, locatedAt.Height * scaleFactor); if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // True if this character is visible. // Ensure correct batch: renderer.SetupBatch(this, null, locatedAt.Atlas); MeshBlock block = Add(renderer); block.SetColour(fontColour); block.ApplyOutline(); // And clip our meshblock to fit within boundary: block.ImageUV = null; block.TextUV = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, locatedAt, block.TextUV); block.Done(renderer.Transform); } } left += (character.AdvanceWidth * Text.FontSize) + Text.LetterSpacing; if (character.Charcode == (int)' ') { left += Text.WordSpacing; } }
/// <summary>Draws a character with x-inverted UV's. Used for rendering e.g. "1 < 2" in right-to-left.</summary> protected virtual void DrawInvertCharacter(ref float left, Renderman renderer) { BoxRegion screenRegion = renderer.CurrentRegion; float top = renderer.TopOffset; int index = renderer.CharacterIndex; Glyph character = Text.Characters[index]; if (character == null) { return; } if (Text.Kerning != null) { left += Text.Kerning[index] * Text.FontSize; } // Get atlas location (if it has one): AtlasLocation locatedAt = character.Location; if (locatedAt != null) { // We're on the atlas! float y = top + renderer.TextAscender - ((character.Height + character.MinY) * Text.FontSize); float scaleFactor = renderer.TextScaleFactor; screenRegion.Set(left + (character.LeftSideBearing * Text.FontSize), y, locatedAt.Width * scaleFactor, locatedAt.Height * scaleFactor); if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // True if this character is visible. // Ensure correct batch: renderer.SetupBatch(this, null, locatedAt.Atlas); MeshBlock block = Add(renderer); block.SetColour(renderer.FontColour); block.ApplyOutline(); // And clip our meshblock to fit within boundary: block.ImageUV = null; UVBlock uvs = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, locatedAt, block.TextUV); if (uvs.Shared) { uvs = new UVBlock(uvs); } // Invert along X: float temp = uvs.MinX; uvs.MinX = uvs.MaxX; uvs.MaxX = temp; // Assign to the block: block.TextUV = uvs; block.Done(renderer.Transform); } } left += (character.AdvanceWidth * Text.FontSize) + Text.LetterSpacing; if (character.Charcode == (int)' ') { left += Text.WordSpacing; } }
public void Render(LayoutBox box, Renderman renderer, float cornerX, float cornerY) { if (OuterArc == null) { RecomputeArcs(box.Border); } else if (InnerArc == null) { RecomputeInnerArc(box.Border); } // Get the z-Index: float zIndex = RoundCorners.Computed.MaxZIndex + 0.006f; // Figure out where half way is (divide by 2): int halfway = (BlocksRequired >> 1); Color colour = Colour; // Grab the clipping boundary: BoxRegion clip = renderer.ClippingBoundary; // Make it relative to the corners location: float minClipX = clip.X - cornerX; float minClipY = clip.Y - cornerY; float maxClipX = clip.MaxX - cornerX; float maxClipY = clip.MaxY - cornerY; // For each block.. for (int i = 0; i < BlocksRequired; i++) { // Read the outer arc: Vector2 outerPointA = OuterArc[i]; // Figure out the bounding box (constant for a particular block). float minX = outerPointA.x; float maxX = minX; float minY = outerPointA.y; float maxY = minY; Vector2 outerPointB = OuterArc[i + 1]; // Update the bounding box: if (outerPointB.x < minX) { minX = outerPointB.x; } else if (outerPointB.x > maxX) { maxX = outerPointB.x; } if (outerPointB.y < minY) { minY = outerPointB.y; } else if (outerPointB.y > maxY) { maxY = outerPointB.y; } // Line segment A->B on the "outer" arc. // Read the inner arc: Vector2 innerPointA = InnerArc[i]; // Update the bounding box: if (innerPointA.x < minX) { minX = innerPointA.x; } else if (innerPointA.x > maxX) { maxX = innerPointA.x; } if (innerPointA.y < minY) { minY = innerPointA.y; } else if (innerPointA.y > maxY) { maxY = innerPointA.y; } Vector2 innerPointB = InnerArc[i + 1]; // Update the bounding box: if (innerPointB.x < minX) { minX = innerPointB.x; } else if (innerPointB.x > maxX) { maxX = innerPointB.x; } if (innerPointB.y < minY) { minY = innerPointB.y; } else if (innerPointB.y > maxY) { maxY = innerPointB.y; } // How does our bounding box compare to the clipping region? if (maxX < minClipX) { continue; } else if (minX > maxClipX) { continue; } if (maxY < minClipY) { continue; } else if (minY > maxClipY) { continue; } // Line segment A->B on the "inner" arc. // Get a block: MeshBlock block = Border.Add(renderer); // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Get the border colour: if (i == halfway) { // Get the next colour: if (Border.BaseColour != null && Border.BaseColour.Count != 1) { colour = Border.BaseColour[ToIndex].GetColour(Border.RenderData, Css.Properties.BorderColor.GlobalProperty) * renderer.ColorOverlay; } } // Set the border colour: block.SetColour(colour); // Apply the block region: block.VertexTopLeft = renderer.PixelToWorldUnit(cornerX + outerPointA.x, cornerY + outerPointA.y, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(cornerX + outerPointB.x, cornerY + outerPointB.y, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(cornerX + innerPointA.x, cornerY + innerPointA.y, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(cornerX + innerPointB.x, cornerY + innerPointB.y, zIndex); block.Done(renderer.Transform); } }
internal override void Layout(LayoutBox box, Renderman renderer) { // Does the boxes text region overlap our selected range? if (box.TextEnd <= StartIndex || EndIndex <= box.TextStart) { return; } // It overlaps! We need to figure out which section we're selecting (and how large it is). // Get the top left inner corner (inside margin and border): // Assume we've selected the whole thing; we remove from the start and remove from the end if needed. float width = box.PaddedWidth; float height = box.PaddedHeight; float top = box.Y + box.Border.Top; float left = box.X + box.Border.Left; float fs = Text.FontSize; // If the selected indices totally contain the box.. if (StartIndex > box.TextStart) { // Trim the start. We need to chop off the width of these characters. float characterWidth = 0f; int max = StartIndex; if (max > Text.Characters.Length) { max = Text.Characters.Length; } for (int i = box.TextStart; i < max; i++) { InfiniText.Glyph character = Text.Characters[i]; if (character == null) { continue; } // Advance over the glyph: if (Text.Kerning != null) { characterWidth += Text.Kerning[i] * fs; } characterWidth += (character.AdvanceWidth * fs) + Text.LetterSpacing; if (character.Charcode == (int)' ') { characterWidth += Text.WordSpacing; } } // Chop it off: left += characterWidth; width -= characterWidth; } if (EndIndex < box.TextEnd) { // Trim the end. We need to chop off the width of these characters. float characterWidth = 0f; int max = box.TextEnd; if (max > Text.Characters.Length) { max = Text.Characters.Length; } for (int i = EndIndex; i < max; i++) { InfiniText.Glyph character = Text.Characters[i]; if (character == null) { continue; } // Advance over the glyph: if (Text.Kerning != null) { characterWidth += Text.Kerning[i] * fs; } characterWidth += (character.AdvanceWidth * fs) + Text.LetterSpacing; if (character.Charcode == (int)' ') { characterWidth += Text.WordSpacing; } } // Chop it off: width -= characterWidth; } // Is it clipped? if (renderer.IsInvisible(left, top, width, height)) { // Totally not visible. return; } // Ensure we have a batch (doesn't change graphics or font thus both nulls): renderer.SetupBatch(this, null, null); // Allocate the block: MeshBlock block = Add(renderer); // Using firstblock as our block here. // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Set the colour: block.SetColour(BaseColour); // And finally sort out the verts: block.SetClipped(renderer.ClippingBoundary, new BoxRegion(left, top, width, height), renderer, RenderData.computedStyle.ZIndex - 0.004f); // Flush it: block.Done(renderer.Transform); }
protected override void Layout() { if (Image == null || !Image.Loaded()) { return; } if (Clipping == BackgroundClipping.Text) { return; } Renderman renderer = Element.Document.Renderer; if (Image.Animated || Image.IsDynamic || renderer.RenderMode == RenderMode.NoAtlas || Filtering != FilterMode.Point || ForcedIsolate) { // SPA is an animation format, so we need a custom texture atlas to deal with it. // This is because the frames of any animation would quickly exhaust our global texture atlas. // So to get a custom atlas, we must isolate this property. Isolate(); } else if (Image.IsVideo) { // Similarly with a video, we need to isolate it aswell. Isolate(); #if !MOBILE if (!Image.Video.isPlaying && Element["autoplay"] != null) { // Play now: Image.Video.Play(); // Fire an onplay event: Element.Run("onplay"); // Clear: Element["autoplay"] = null; } #endif } else { // Reverse isolation, if we are isolated already: Include(); } ComputedStyle computed = Element.Style.Computed; // Get the full shape of the element: int width = computed.PaddedWidth; int height = computed.PaddedHeight; int minY = computed.OffsetTop + computed.BorderTop; int minX = computed.OffsetLeft + computed.BorderLeft; if (width == 0 || height == 0) { if (Visible) { SetVisibility(false); } return; } BoxRegion boundary = new BoxRegion(minX, minY, width, height); if (!boundary.Overlaps(renderer.ClippingBoundary)) { if (Visible) { SetVisibility(false); } return; } else if (!Visible) { // ImageLocation will allocate here if it's needed. SetVisibility(true); } boundary.ClipBy(renderer.ClippingBoundary); // Texture time - get it's location on that atlas: AtlasLocation locatedAt = ImageLocation; if (locatedAt == null) { // We're not using the atlas here. if (!Isolated) { Isolate(); } int imgWidth = Image.Width(); int imgHeight = Image.Height(); locatedAt = new AtlasLocation(0, 0, imgWidth, imgHeight, imgWidth, imgHeight); } // Isolation is all done - safe to setup the batch now: SetupBatch(locatedAt.Atlas, null); // Great - Use locatedAt.Width/locatedAt.Height - this removes any risk of overflowing into some other image. int imageCountX = 1; int imageCountY = 1; int trueImageWidth = locatedAt.Width; int trueImageHeight = locatedAt.Height; int imageWidth = trueImageWidth; int imageHeight = trueImageHeight; bool autoX = false; bool autoY = false; if (Image.PixelPerfect) { imageWidth = (int)(imageWidth * ScreenInfo.ResolutionScale); imageHeight = (int)(imageWidth * ScreenInfo.ResolutionScale); } if (SizeX != null) { if (SizeX.Single != 0f) { imageWidth = (int)(width * SizeX.Single); } else if (SizeX.PX != 0) { imageWidth = SizeX.PX; } else if (SizeX.IsAuto()) { autoX = true; } } if (SizeY != null) { if (SizeY.Single != 0f) { imageHeight = (int)(height * SizeY.Single); } else if (SizeY.PX != 0) { imageHeight = SizeY.PX; } else if (SizeY.IsAuto()) { autoY = true; } } if (autoX) { imageWidth = imageHeight * trueImageWidth / trueImageHeight; } else if (autoY) { imageHeight = imageWidth * trueImageHeight / trueImageWidth; } // offsetX and offsetY are the images position offset from where it should be (e.g. x of -200 means it's 200px left) // Resolve the true offset values: int offsetX = 0; int offsetY = 0; if (OffsetX != null) { // Resolve a potential mixed % and px: offsetX = OffsetX.GetMixed(width - imageWidth); } if (OffsetY != null) { // Resolve a potential mixed % and px: offsetY = OffsetY.GetMixed(height - imageHeight); } if (RepeatX) { // Get the rounded up number of images: imageCountX = (width - 1) / imageWidth + 1; if (offsetX != 0) { // If we have an offset, another image is introduced. imageCountX++; } } if (RepeatY) { // Get the rounded up number of images: imageCountY = (height - 1) / imageHeight + 1; if (offsetY != 0) { // If we have an offset, another image is introduced. imageCountY++; } } int blockX = minX + offsetX; int blockY = minY + offsetY; if (RepeatX && offsetX > 0) { // We're repeating and the image is offset by a +ve number. // This means a small gap, OffsetX px wide, is open on this left side. // So to fill it, we need to offset this first image by a much bigger number - the value imageWidth-OffsetX. blockX -= (imageWidth - offsetX); // This results in the first image having OffsetX pixels exposed in the box - this is what we want. } if (RepeatY && offsetY > 0) { // Similar thing to above: blockY -= (imageHeight - offsetY); } BoxRegion screenRegion = new BoxRegion(); bool first = true; int startX = blockX; Color colour = computed.ColorOverlay; float zIndex = (computed.ZIndex - 0.003f); for (int y = 0; y < imageCountY; y++) { for (int x = 0; x < imageCountX; x++) { // Draw at blockX/blockY. screenRegion.Set(blockX, blockY, imageWidth, imageHeight); if (screenRegion.Overlaps(boundary)) { // If the two overlap, this means it's actually visible. MeshBlock block = Add(); if (Image.Animated && first) { first = false; // Make sure we have an instance: Image.GoingOnDisplay(); block.ParentMesh.SetMaterial(Image.Animation.AnimatedMaterial); } else if (Image.IsVideo && first) { first = false; block.ParentMesh.SetMaterial(Image.VideoMaterial); } else if (Isolated && first) { first = false; block.ParentMesh.SetMaterial(Image.ImageMaterial); } // Set it's colour: block.SetColour(colour); // And clip our meshblock to fit within boundary: block.TextUV = null; block.ImageUV = block.SetClipped(boundary, screenRegion, renderer, zIndex, locatedAt, block.ImageUV); } blockX += imageWidth; } blockX = startX; blockY += imageHeight; } }
/// <summary>Draws a character with x-inverted UV's. Used for rendering e.g. "1 < 2" in right-to-left.</summary> private void DrawInvertCharacter(int index, ref float left, float top, Renderman renderer, float zIndex, BoxRegion screenRegion) { Glyph character = Characters[index]; if (character == null) { return; } if (Kerning != null) { left += Kerning[index] * FontSize; } if (character.Space) { left += SpaceSize + LetterSpacing; return; } float y = top + Ascender - ((character.Height + character.MinY) * FontSize); AtlasLocation locatedAt = character.Location; if (locatedAt == null) { // Not in font. return; } screenRegion.Set(left + (character.LeftSideBearing * FontSize), y, locatedAt.Width * ScaleFactor, locatedAt.Height * ScaleFactor); if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // True if this character is visible. // Ensure correct batch: SetupBatch(null, locatedAt.Atlas); MeshBlock block = Add(); block.SetColour(FontColour); // And clip our meshblock to fit within boundary: block.ImageUV = null; UVBlock uvs = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, zIndex, locatedAt, block.TextUV); if (uvs.Shared) { uvs = new UVBlock(uvs); } // Invert along X: float temp = uvs.MinX; uvs.MinX = uvs.MaxX; uvs.MaxX = temp; // Assign to the block: block.TextUV = uvs; } left += (character.AdvanceWidth * FontSize) + LetterSpacing; }
protected override void Layout() { if (Characters == null || FontToDraw == null || Characters.Length == 0) { return; } // The blocks we allocate here come from FontToDraw. // They use the same renderer and same layout service, but just a different mesh. // This is to enable potentially very large font atlases with multiple fonts. ComputedStyle computed = Element.Style.Computed; Renderman renderer = Element.Document.Renderer; float top = computed.OffsetTop + computed.StyleOffsetTop; float left = computed.OffsetLeft + computed.StyleOffsetLeft; // Should we auto-alias the text? // Note that this property "drags" to following elements which is correct. // We don't really want to break batching chains for aliasing. if (Alias == float.MaxValue) { // Yep! Note all values here are const. float aliasing = Fonts.AutoAliasOffset - ((FontSize - Fonts.AutoAliasRelative) * Fonts.AutoAliasRamp); if (aliasing > 0.1f) { renderer.FontAliasing = aliasing; } } else { // Write aliasing: renderer.FontAliasing = Alias; } if (Extrude != 0f) { // Compute the extrude now: if (Text3D == null) { Text3D = Get3D(FontSize, FontColour, ref left, ref top); } else { // Update it. } return; } else { Text3D = null; } if (!AllWhitespace) { // Firstly, make sure the batch is using the right font texture. // This may generate a new batch if the font doesn't match the previous or existing font. // Get the full shape of the element: int width = computed.PaddedWidth; int height = computed.PaddedHeight; int minY = computed.OffsetTop + computed.BorderTop; int minX = computed.OffsetLeft + computed.BorderLeft; BoxRegion boundary = new BoxRegion(minX, minY, width, height); if (!boundary.Overlaps(renderer.ClippingBoundary)) { if (Visible) { SetVisibility(false); } return; } else if (!Visible) { // ImageLocation will allocate here if it's needed. SetVisibility(true); } } float zIndex = computed.ZIndex; BoxRegion screenRegion = new BoxRegion(); // First up, underline. if (TextLine != null) { // We have one. Locate it next. float lineWeight = (FontToDraw.StrikeSize * FontSize); float yOffset = 0f; switch (TextLine.Type) { case TextLineType.Underline: yOffset = Ascender + lineWeight; break; case TextLineType.StrikeThrough: yOffset = (FontToDraw.StrikeOffset * FontSize); yOffset = Ascender - yOffset; break; case TextLineType.Overline: yOffset = (lineWeight * 2f); break; } Color lineColour = FontColour; if (TextLine.ColourOverride) { lineColour = TextLine.Colour; } screenRegion.Set(left, top + yOffset, computed.PixelWidth, lineWeight); if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // Ensure we have a batch: SetupBatch(null, null); // This region is visible. Clip it: screenRegion.ClipBy(renderer.ClippingBoundary); // And get our block ready: MeshBlock block = Add(); // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Set the colour: block.SetColour(lineColour); block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, zIndex); } } // Next, render the characters. // If we're rendering from right to left, flip the punctuation over. // Is the word itself rightwards? bool rightwardWord = false; if (StartPunctuationCount < Characters.Length) { // Is the first actual character a rightwards one? Glyph firstChar = Characters[StartPunctuationCount]; if (firstChar != null) { rightwardWord = firstChar.Rightwards; } } // Right to left (e.g. arabic): if (computed.DrawDirection == DirectionType.RTL) { int end = Characters.Length - EndPunctuationCount; // Draw the punctuation from the end of the string first, backwards: if (EndPunctuationCount > 0) { for (int i = Characters.Length - 1; i >= end; i--) { DrawInvertCharacter(i, ref left, top, renderer, zIndex, screenRegion); } } if (rightwardWord) { // Render the word itself backwards. for (int i = end - 1; i >= StartPunctuationCount; i--) { DrawCharacter(i, ref left, top, renderer, zIndex, screenRegion); } } else { // Draw the middle characters: for (int i = StartPunctuationCount; i < end; i++) { DrawCharacter(i, ref left, top, renderer, zIndex, screenRegion); } } // Draw the punctuation from the start of the string last, backwards: if (StartPunctuationCount > 0) { for (int i = StartPunctuationCount - 1; i >= 0; i--) { DrawInvertCharacter(i, ref left, top, renderer, zIndex, screenRegion); } } } else if (rightwardWord) { // Render the word itself backwards. for (int i = Characters.Length - 1; i >= 0; i--) { DrawCharacter(i, ref left, top, renderer, zIndex, screenRegion); } } else { // Draw it as is. for (int i = 0; i < Characters.Length; i++) { DrawCharacter(i, ref left, top, renderer, zIndex, screenRegion); } } }
protected override void Layout() { if (Corners != null) { Corners.PreLayout(); } ComputedStyle computed = Element.Style.Computed; // Find the zIndex: // NB: At same depth as BGColour - right at the back. float zIndex = (computed.ZIndex - 0.006f); // Get the co-ord of the top edge: int top = computed.OffsetTop; int left = computed.OffsetLeft; // And the dimensions of the lines: // Note: boxwidth doesn't include the left/right widths to prevent overlapping. int boxWidth = computed.PaddedWidth; int boxHeight = computed.PaddedHeight + WidthTop + WidthBottom; BoxRegion screenRegion = new BoxRegion(); Renderman renderer = Element.Document.Renderer; // Get the default colour - that's the same as the text colour: Color colour = Color.black; // Is the border multicoloured? bool multiColour = false; // Does this border have a colour? if (Colour == null) { // Grab the text colour if there is one: if (computed.Text != null) { // It's the same as the font colour: colour = computed.Text.FontColour; } else { // Nope - We need to set alpha: colour.a = computed.ColorOverlay.a; } } else if (Colour.Length == 1) { colour = Colour[0]; } else { multiColour = true; } for (int i = 0; i < 4; i++) { int lineHeight = 0; int lineWidth = 0; // Co-ords of the top-left corner for our box: int cornerY = top; int cornerX = left; if (i == 0 || i == 2) { // Top or bottom: lineWidth = boxWidth; lineHeight = BorderWidth(i); } else { lineWidth = BorderWidth(i); lineHeight = boxHeight; } // Does this border have multiple colours? if (multiColour) { colour = Colour[i]; } if (Corners != null) { Corners.Layout(i, ref cornerX, ref cornerY, ref lineWidth, ref lineHeight); } else { switch (i) { case 0: // Top: cornerX += WidthLeft; break; case 1: // Right: cornerX += boxWidth + WidthLeft; break; case 2: // Bottom: cornerY += boxHeight - WidthBottom; cornerX += WidthLeft; break; } } screenRegion.Set(cornerX, cornerY, lineWidth, lineHeight); if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // This region is visible. Clip it: screenRegion.ClipBy(renderer.ClippingBoundary); // Ensure we have a batch (doesn't change graphics or font textures, thus both null): SetupBatch(null, null); // And get our block ready: MeshBlock block = Add(); // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Set the border colour: block.SetColour(colour); block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, zIndex); } } }
public void Render(float alpha, float cornerX, float cornerY) { // Grab the renderer: Renderman renderer = RoundCorners.Renderer; // Get the z-Index: float zIndex = renderer.Depth + 0.006f; // Figure out where half way is (divide by 2): int halfway = (BlocksRequired >> 1); Color colour; if (Border.Colour == null) { if (RoundCorners.Computed.Text != null) { // Same as the font colour: colour = RoundCorners.Computed.Text.FontColour; } else { // Get the default colour: colour = Color.black; // Alpha is required: colour.a = alpha; } } else if (Border.Colour.Length == 1) { // Get the only colour: colour = Border.Colour[0]; } else { // Get the first colour: colour = Border.Colour[FromIndex]; } // Grab the clipping boundary: BoxRegion clip = renderer.ClippingBoundary; // Make it relative to the corners location: float minClipX = clip.X - cornerX; float minClipY = clip.Y - cornerY; float maxClipX = clip.MaxX - cornerX; float maxClipY = clip.MaxY - cornerY; // For each block.. for (int i = 0; i < BlocksRequired; i++) { // Get a block: MeshBlock block = Border.Add(); // Read the outer arc: Vector2 outerPointA = OuterArc[i]; // Figure out the bounding box (constant for a particular block). float minX = outerPointA.x; float maxX = minX; float minY = outerPointA.y; float maxY = minY; Vector2 outerPointB = OuterArc[i + 1]; // Update the bounding box: if (outerPointB.x < minX) { minX = outerPointB.x; } else if (outerPointB.x > maxX) { maxX = outerPointB.x; } if (outerPointB.y < minY) { minY = outerPointB.y; } else if (outerPointB.y > maxY) { maxY = outerPointB.y; } // Line segment A->B on the "outer" arc. // Read the inner arc: Vector2 innerPointA = InnerArc[i]; // Update the bounding box: if (innerPointA.x < minX) { minX = innerPointA.x; } else if (innerPointA.x > maxX) { maxX = innerPointA.x; } if (innerPointA.y < minY) { minY = innerPointA.y; } else if (innerPointA.y > maxY) { maxY = innerPointA.y; } Vector2 innerPointB = InnerArc[i + 1]; // Update the bounding box: if (innerPointB.x < minX) { minX = innerPointB.x; } else if (innerPointB.x > maxX) { maxX = innerPointB.x; } if (innerPointB.y < minY) { minY = innerPointB.y; } else if (innerPointB.y > maxY) { maxY = innerPointB.y; } // How does our bounding box compare to the clipping region? if (maxX < minClipX) { continue; } else if (minX > maxClipX) { continue; } if (maxY < minClipY) { continue; } else if (minY > maxClipY) { continue; } // Line segment A->B on the "inner" arc. // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Get the border colour: if (i == halfway) { // Get the next colour: if (Border.Colour != null && Border.Colour.Length != 1) { colour = Border.Colour[ToIndex]; } } // Set the border colour: block.SetColour(colour); // Apply the block region: block.VertexTopLeft = renderer.PixelToWorldUnit(cornerX + outerPointA.x, cornerY + outerPointA.y, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(cornerX + outerPointB.x, cornerY + outerPointB.y, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(cornerX + innerPointA.x, cornerY + innerPointA.y, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(cornerX + innerPointB.x, cornerY + innerPointB.y, zIndex); } }
/// <summary>Renders the inverse of this corner for the border.</summary> public void RenderInverse(float cornerX, float cornerY) { // Grab the renderer: Renderman renderer = RoundCorners.Renderer; // Get the z-Index: float zIndex = renderer.Depth + 0.004f; // Grab the size of the outer arc array: int arcSize = OuterArc.Length; int currentIndex = 0; // Resolve the corner: Vector3 corner = renderer.PixelToWorldUnit(cornerX, cornerY, zIndex); // Ensure a batch is available: InverseBorder.SetupBatch(null, null); // For each inverse block: for (int i = 0; i < InverseBlocksRequired; i++) { // Get a block: MeshBlock block = InverseBorder.Add(); // Set the clear colour: block.SetColour(Color.clear); // Always going to be space to sample two. Sample the first: Vector2 outerPoint = OuterArc[currentIndex]; // Apply the triangle: block.VertexTopRight = corner; // Apply the first: block.VertexTopLeft = renderer.PixelToWorldUnit(cornerX + outerPoint.x, cornerY + outerPoint.y, zIndex); // Sample the second: outerPoint = OuterArc[currentIndex + 1]; // Apply the second: block.VertexBottomLeft = renderer.PixelToWorldUnit(cornerX + outerPoint.x, cornerY + outerPoint.y, zIndex); if ((currentIndex + 2) >= arcSize) { // Match the previous vertex: block.VertexBottomRight = block.VertexBottomLeft; } else { // Grab the next point along: outerPoint = OuterArc[currentIndex + 2]; // Resolve and apply the third: block.VertexBottomRight = renderer.PixelToWorldUnit(cornerX + outerPoint.x, cornerY + outerPoint.y, zIndex); } // Move index along: currentIndex += 2; } }
/// <summary>Draws a character with x-inverted UV's. Used for rendering e.g. "1 < 2" in right-to-left.</summary> protected virtual void DrawInvertCharacter(ref float left, Renderman renderer) { BoxRegion screenRegion = renderer.CurrentRegion; float top = renderer.TopOffset; int index = renderer.CharacterIndex; Glyph character = Characters[index]; if (character == null) { return; } if (Kerning != null) { left += Kerning[index] * FontSize; } // Get atlas location (if it has one): AtlasLocation locatedAt = character.Location; if (locatedAt != null) { // We're on the atlas! float y = top + renderer.TextAscender - ((character.Height + character.MinY) * FontSize); float scaleFactor = renderer.TextScaleFactor; screenRegion.Set(left + (character.LeftSideBearing * FontSize), y, locatedAt.Width * scaleFactor, locatedAt.Height * scaleFactor); if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // True if this character is visible. // Ensure correct batch: renderer.SetupBatch(this, null, locatedAt.Atlas); MeshBlock block = Add(renderer); block.SetColour(renderer.FontColour); block.ApplyOutline(); // And clip our meshblock to fit within boundary: // Clip our meshblock to fit within boundary: if (Background != null && Isolated) { // Setup the batch material for this char: Material imageMaterial = Background.Image.Contents.GetImageMaterial(renderer.CurrentShaderSet.Normal); SetBatchMaterial(renderer, imageMaterial); // Reapply text atlas: renderer.CurrentBatch.SetFontAtlas(locatedAt.Atlas); // Apply the image UV's (we're always isolated so these can tile by going out of range): block.ImageUV = block.SetClipped( renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, Background.ImageLocation, block.ImageUV ); } else { block.ImageUV = null; } UVBlock uvs = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, locatedAt, block.TextUV); if (uvs.Shared) { uvs = new UVBlock(uvs); } // Invert along X: float temp = uvs.MinX; uvs.MinX = uvs.MaxX; uvs.MaxX = temp; // Assign to the block: block.TextUV = uvs; block.Done(renderer.Transform); } } left += (character.AdvanceWidth * FontSize) + LetterSpacing; if (character.Charcode == (int)' ') { left += WordSpacing; } }
/// <summary>Draws a character and advances the pen onwards.</summary> private void DrawCharacter(int index, ref float left, float top, Renderman renderer, float zIndex, BoxRegion screenRegion) { Glyph character = Characters[index]; if (character == null) { return; } if (Kerning != null) { left += Kerning[index] * FontSize; } AtlasLocation locatedAt; if (character.Image != null) { if (!character.Image.Loaded()) { return; } // It's an image (e.g. Emoji). locatedAt = RequireImage(character.Image); if (locatedAt == null) { // It needs to be isolated. Big emoji image! return; } if (CharacterProviders.FixHeight) { // Set the region: screenRegion.Set(left, top, locatedAt.Width, locatedAt.Height); } else { screenRegion.Set(left, top, FontSize, FontSize); } if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // Ensure correct batch: SetupBatch(locatedAt.Atlas, null); // If the two overlap, this means it's actually visible. MeshBlock block = Add(); // Set it's colour: block.SetColour(Element.Style.Computed.ColorOverlay); // And clip our meshblock to fit within boundary: block.TextUV = null; block.ImageUV = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, zIndex, locatedAt, block.ImageUV); } left += (character.AdvanceWidth) + LetterSpacing; return; } else if (character.Space) { left += SpaceSize + LetterSpacing; return; } locatedAt = character.Location; if (locatedAt == null) { // Not in font. return; } float y = top + Ascender - ((character.Height + character.MinY) * FontSize); screenRegion.Set(left + (character.LeftSideBearing * FontSize), y, locatedAt.Width * ScaleFactor, locatedAt.Height * ScaleFactor); if (screenRegion.Overlaps(renderer.ClippingBoundary)) { // True if this character is visible. // Ensure correct batch: SetupBatch(null, locatedAt.Atlas); MeshBlock block = Add(); block.SetColour(FontColour); // And clip our meshblock to fit within boundary: block.ImageUV = null; block.TextUV = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, zIndex, locatedAt, block.TextUV); } left += (character.AdvanceWidth * FontSize) + LetterSpacing; }
internal override void Layout(LayoutBox box, Renderman renderer) { float width; float height; float top; float left; bool clip = true; if (renderer.ViewportBackground) { // Applying to whole background: BoxRegion viewport = renderer.Viewport; top = viewport.Y; left = viewport.X; width = viewport.Width; height = viewport.Height; renderer.ViewportBackground = false; clip = false; } else { // Get the top left inner corner (inside margin and border): width = box.PaddedWidth; height = box.PaddedHeight; top = box.Y + box.Border.Top; left = box.X + box.Border.Left; // Is it clipped? if (renderer.IsInvisible(left, top, width, height)) { // Totally not visible. return; } } // Ensure we have a batch (doesn't change graphics or font thus both nulls): renderer.SetupBatch(this, null, null); // Allocate the block: MeshBlock block = Add(renderer); // Using firstblock as our block here. // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Set the (overlay) colour: block.SetColour(BaseColour * renderer.ColorOverlay); // And finally sort out the verts: if (clip) { block.SetClipped(renderer.ClippingBoundary, new BoxRegion(left, top, width, height), renderer, RenderData.computedStyle.ZIndex - 0.006f); } else { block.ApplyVertices(new BoxRegion(left, top, width, height), renderer, RenderData.computedStyle.ZIndex - 0.006f); } // Flush it: block.Done(renderer.Transform); }
/// <summary>Renders the inverse of this corner for the border.</summary> public void RenderInverse(LayoutBox box, Renderman renderer, float cornerX, float cornerY) { float scale = RoundCorners.Computed.RenderData.ValueScale; if (scale != ValueScale) { // Value scale has changed - reset the radius: Radius = Radius * scale / ValueScale; ValueScale = scale; } if (OuterArc == null) { RecomputeArcs(box.Border); } else if (InnerArc == null) { RecomputeInnerArc(box.Border); } // Get the z-Index: float zIndex = RoundCorners.Computed.MaxZIndex + 0.004f; // Grab the size of the outer arc array: int arcSize = OuterArc.Length; int currentIndex = 0; // Resolve the corner: Vector3 corner = renderer.PixelToWorldUnit(cornerX, cornerY, zIndex); // Ensure a batch is available: renderer.SetupBatch(InverseBorder, null, null); // For each inverse block: for (int i = 0; i < InverseBlocksRequired; i++) { // Get a block: MeshBlock block = InverseBorder.Add(renderer); // Set the clear colour: block.SetColour(Color.clear); // Always going to be space to sample two. Sample the first: Vector2 outerPoint = InnerArc[currentIndex]; // Apply the triangle: block.VertexTopRight = corner; // Apply the first: block.VertexTopLeft = renderer.PixelToWorldUnit(cornerX + outerPoint.x, cornerY + outerPoint.y, zIndex); // Sample the second: outerPoint = InnerArc[currentIndex + 1]; // Apply the second: block.VertexBottomLeft = renderer.PixelToWorldUnit(cornerX + outerPoint.x, cornerY + outerPoint.y, zIndex); if ((currentIndex + 2) >= arcSize) { // Match the previous vertex: block.VertexBottomRight = block.VertexBottomLeft; } else { // Grab the next point along: outerPoint = InnerArc[currentIndex + 2]; // Resolve and apply the third: block.VertexBottomRight = renderer.PixelToWorldUnit(cornerX + outerPoint.x, cornerY + outerPoint.y, zIndex); } block.Done(renderer.Transform); // Move index along: currentIndex += 2; } }
internal override void Layout(LayoutBox box, Renderman renderer) { if (Corners != null) { Corners.PreLayout(); } ComputedStyle computed = RenderData.computedStyle; // Find the zIndex: // NB: At same depth as BGColour - right at the back. float zIndex = (computed.ZIndex - 0.006f); // Get the co-ord of the top edge: float top = box.Y; float left = box.X; // Get the border widths: BoxStyle width = box.Border; // Move top by the widths: top += width.Top; left += width.Left; // And the dimensions of the lines: float boxWidth = box.PaddedWidth; float boxHeight = box.PaddedHeight; // Get the other dimensions: float topY = top - width.Top; float right = left + boxWidth; float rightX = right + width.Right; float bottom = top + boxHeight; float bottomY = bottom + width.Bottom; float leftX = left - width.Left; int segment = renderer.Segment; Transformation transform = renderer.Transform; BoxRegion screenRegion = new BoxRegion(); // Get the default colour - that's the same as the text colour: Color colour = Color.black; // Is the border multicoloured? bool multiColour = false; // Does this border have a colour? if (BaseColour == null) { // Grab the text colour if there is one: if (RenderData.Text != null) { // It's the same as the font colour: colour = RenderData.Text.BaseColour * renderer.ColorOverlay; } else { // Nope - We need to set alpha: colour.a = renderer.ColorOverlay.a; } } else if (BaseColour.Count == 1) { colour = BaseColour[0].GetColour(RenderData, Css.Properties.BorderColor.GlobalProperty) * renderer.ColorOverlay; } else { multiColour = true; } // Handle border-radius: if (Corners != null) { for (int i = 0; i < 4; i++) { if (multiColour) { colour = BaseColour[i].GetColour(RenderData, Css.Properties.BorderColor.GlobalProperty) * renderer.ColorOverlay; } Corners.Layout(colour, box, renderer, i); } } // Get clipper: BoxRegion clip = renderer.ClippingBoundary; float origLeftX = leftX; float origTopY = topY; float origBottomY = bottomY; float origRightX = rightX; // top and topY: if (top < clip.Y) { top = clip.Y; } else if (top > clip.MaxY) { top = clip.MaxY; } if (topY < clip.Y) { topY = clip.Y; } // bottom and bottomY: if (bottom > clip.MaxY) { bottom = clip.MaxY; } else if (bottom < clip.Y) { bottom = clip.Y; } if (bottomY > clip.MaxY) { bottomY = clip.MaxY; } // right and rightX: if (right < clip.X) { right = clip.X; } else if (right > clip.MaxX) { right = clip.MaxX; } // rightX vs clip.MaxX if (rightX > clip.MaxX) { rightX = clip.MaxX; } // left and leftX: if (left < clip.X) { left = clip.X; } else if (left > clip.MaxX) { left = clip.MaxX; } if (leftX < clip.X) { leftX = clip.X; } float cornerPointA; float cornerPointB; for (int i = 0; i < 4; i++) { // Does this border have multiple colours? if (multiColour) { colour = BaseColour[i].GetColour(RenderData, Css.Properties.BorderColor.GlobalProperty) * renderer.ColorOverlay; } // Add to region: switch (i) { case 0: // Top. screenRegion.SetPoints(leftX, topY, rightX, top); break; case 1: // Right. // We only draw the right border if 'segment' includes 'end' if ((segment & LineBoxSegment.End) == 0) { goto NextLine; } screenRegion.SetPoints(right, topY, rightX, bottomY); break; case 2: // Bottom. screenRegion.SetPoints(leftX, bottom, rightX, bottomY); break; case 3: // Left. // Similarly, we only draw left if segment includes 'start': if ((segment & LineBoxSegment.Start) == 0) { goto NextLine; } screenRegion.SetPoints(leftX, topY, left, bottomY); break; } if (screenRegion.Overlaps(clip)) { // It's visible. // Ensure we have a batch (doesn't change graphics or font textures, thus both null): renderer.SetupBatch(this, null, null); // And get our block ready: MeshBlock block = Add(renderer); // Set the UV to that of the solid block colour pixel: block.SetSolidColourUV(); // Set the border colour: block.SetColour(colour); // Apply verts: switch (i) { case 0: // Top: if (Corners == null) { block.VertexTopLeft = renderer.PixelToWorldUnit(leftX, topY, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(rightX, topY, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(left, top, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(right, top, zIndex); } else { // Top left/right corners: cornerPointA = origLeftX + Corners.TopLeftRadius; cornerPointB = origRightX - Corners.TopRightRadius; if (cornerPointA < clip.X) { cornerPointA = clip.X; } if (cornerPointB > clip.MaxX) { cornerPointB = clip.MaxX; } // Note that we use leftX/rightX for all of them. // That's because the corner has a 'straight' edge. block.VertexTopLeft = renderer.PixelToWorldUnit(cornerPointA, topY, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(cornerPointB, topY, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(cornerPointA, top, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(cornerPointB, top, zIndex); } break; case 1: // Right: if (Corners == null) { block.VertexTopLeft = renderer.PixelToWorldUnit(right, top, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(rightX, topY, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(right, bottom, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(rightX, bottomY, zIndex); } else { // Top right/ bottom right corners: cornerPointA = origTopY + Corners.TopRightRadius; cornerPointB = origBottomY - Corners.BottomRightRadius; if (cornerPointA < clip.Y) { cornerPointA = clip.Y; } if (cornerPointB > clip.MaxY) { cornerPointB = clip.MaxY; } // Note that we use topY/bottomY for all of them. block.VertexTopLeft = renderer.PixelToWorldUnit(right, cornerPointA, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(rightX, cornerPointA, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(right, cornerPointB, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(rightX, cornerPointB, zIndex); } break; case 2: // Bottom: if (Corners == null) { block.VertexTopLeft = renderer.PixelToWorldUnit(left, bottom, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(right, bottom, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(leftX, bottomY, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(rightX, bottomY, zIndex); } else { // Bottom left/ bottom right corners: // Note that we use leftX/rightX for all of them. cornerPointA = origLeftX + Corners.BottomLeftRadius; cornerPointB = origRightX - Corners.BottomRightRadius; if (cornerPointA < clip.X) { cornerPointA = clip.X; } if (cornerPointB > clip.MaxX) { cornerPointB = clip.MaxX; } block.VertexTopLeft = renderer.PixelToWorldUnit(cornerPointA, bottom, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(cornerPointB, bottom, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(cornerPointA, bottomY, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(cornerPointB, bottomY, zIndex); } break; case 3: // Left: if (Corners == null) { block.VertexTopLeft = renderer.PixelToWorldUnit(leftX, topY, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(left, top, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(leftX, bottomY, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(left, bottom, zIndex); } else { // Top right/ bottom right corners: cornerPointA = origTopY + Corners.TopLeftRadius; cornerPointB = origBottomY + width.Bottom - Corners.BottomLeftRadius; if (cornerPointA < clip.Y) { cornerPointA = clip.Y; } if (cornerPointB > clip.MaxY) { cornerPointB = clip.MaxY; } block.VertexTopLeft = renderer.PixelToWorldUnit(leftX, cornerPointA, zIndex); block.VertexTopRight = renderer.PixelToWorldUnit(left, cornerPointA, zIndex); block.VertexBottomLeft = renderer.PixelToWorldUnit(leftX, cornerPointB, zIndex); block.VertexBottomRight = renderer.PixelToWorldUnit(left, cornerPointB, zIndex); } break; } // Done! block.Done(transform); } NextLine: continue; } }