예제 #1
0
        /// <summary>Lays out this background.</summary>
        internal void Layout(LayoutBox box, Renderman renderer)
        {
            if (Image == null || !Image.Loaded)
            {
                // Reject the visibility state change.
                ImageLocation = null;
                Text.Include();
                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(Text.RenderData, box, out trueImageWidth, out trueImageHeight);

            if (ImageLocation == null)
            {
                // Tell it that it's going on screen:
                Image.GoingOnDisplay(Text.RenderData);

                // Create an isolated location:
                ImageLocation = new AtlasLocation(trueImageWidth, trueImageHeight);
            }

            // Isolate the text:
            Text.Isolate();
        }
예제 #2
0
        internal override bool NowOnScreen()
        {
            if (Image == null || !Image.Loaded)
            {
                // Reject the visibility state change.
                ImageLocation = null;
                return(false);
            }

            // Tell it that it's going on screen:
            Image.GoingOnDisplay(RenderData);

            // Must be PictureFormat to go onto the atlas:
            PictureFormat picture = Image.Contents as PictureFormat;

            if (picture == null)
            {
                // Reject the visibility state change (only available to images).
                ImageLocation = null;
                return(false);
            }

            if (Isolated)
            {
                if (ImageLocation != null)
                {
                    ImageLocation.DecreaseUsage();
                    ImageLocation = null;
                }
                return(true);
            }

            ImageLocation = RequireImage(Image);

            return(true);
        }
예제 #3
0
        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;
            }
        }