#include "Image.hpp" #include "../Renderer.hpp" #include CImage::CImage(const Vector2D& viewport_, COutput* output_, const std::string& resourceID_, const std::unordered_map& props) : viewport(viewport_), resourceID(resourceID_), output(output_), shadow(this, props, viewport_) { size = std::any_cast(props.at("size")); rounding = std::any_cast(props.at("rounding")); border = std::any_cast(props.at("border_size")); color = std::any_cast(props.at("border_color")); pos = std::any_cast(props.at("position")); halign = std::any_cast(props.at("halign")); valign = std::any_cast(props.at("valign")); angle = std::any_cast(props.at("rotate")); angle = angle * M_PI / 180.0; } bool CImage::draw(const SRenderData& data) { if (resourceID.empty()) return false; if (!asset) asset = g_pRenderer->asyncResourceGatherer->getAssetByID(resourceID); if (!asset) return true; if (asset->texture.m_iType == TEXTURE_INVALID) { g_pRenderer->asyncResourceGatherer->unloadAsset(asset); resourceID = ""; return false; } if (!imageFB.isAllocated()) { const Vector2D TEXSIZE = asset->texture.m_vSize; const float SCALEX = size / TEXSIZE.x; const float SCALEY = size / TEXSIZE.y; // image with borders offset CBox texbox = {{border, border}, TEXSIZE}; texbox.w *= std::max(SCALEX, SCALEY); texbox.h *= std::max(SCALEX, SCALEY); const bool ALLOWROUND = rounding > -1 && rounding < std::min(texbox.w, texbox.h) / 2.0; // plus borders if any CBox borderBox = {{}, {texbox.w + border * 2.0, texbox.h + border * 2.0}}; borderBox.round(); imageFB.alloc(borderBox.w, borderBox.h, true); g_pRenderer->pushFb(imageFB.m_iFb); if (border > 0) g_pRenderer->renderRect(borderBox, color, ALLOWROUND ? rounding : std::min(borderBox.w, borderBox.h) / 2.0); texbox.round(); g_pRenderer->renderTexture(texbox, asset->texture, 1.0, ALLOWROUND ? rounding : std::min(texbox.w, texbox.h) / 2.0, WL_OUTPUT_TRANSFORM_NORMAL); g_pRenderer->popFb(); } CTexture* tex = &imageFB.m_cTex; CBox texbox = {{}, tex->m_vSize}; if (firstRender) { firstRender = false; shadow.markShadowDirty(); } shadow.draw(data); const auto TEXPOS = posFromHVAlign(viewport, tex->m_vSize, pos, halign, valign, angle); texbox.x = TEXPOS.x; texbox.y = TEXPOS.y; texbox.round(); texbox.rot = angle; g_pRenderer->renderTexture(texbox, *tex, data.opacity, 0, WL_OUTPUT_TRANSFORM_FLIPPED_180); return data.opacity < 1.0; }