/// <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(); }
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); }
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; } }