| #include "rive/constraints/constraint.hpp" | |
| #include "rive/hittest_command_path.hpp" | |
| #include "rive/shapes/deformer.hpp" | |
| #include "rive/shapes/path.hpp" | |
| #include "rive/shapes/points_path.hpp" | |
| #include "rive/shapes/shape.hpp" | |
| #include "rive/shapes/clipping_shape.hpp" | |
| #include "rive/shapes/paint/blend_mode.hpp" | |
| #include "rive/shapes/paint/shape_paint.hpp" | |
| #include "rive/shapes/path_composer.hpp" | |
| #include "rive/artboard.hpp" | |
| #include "rive/clip_result.hpp" | |
| #include "rive/math/contour_measure.hpp" | |
| #include "rive/math/raw_path.hpp" | |
| #include "rive/profiler/profiler_macros.h" | |
| #include <algorithm> | |
| using namespace rive; | |
| Shape::Shape() : m_PathComposer(this) {} | |
| void Shape::addPath(Path* path) | |
| { | |
| // Make sure the path is not already in the shape. | |
| assert(std::find(m_Paths.begin(), m_Paths.end(), path) == m_Paths.end()); | |
| m_Paths.push_back(path); | |
| } | |
| void Shape::addFlags(PathFlags flags) { m_pathFlags |= flags; } | |
| bool Shape::isFlagged(PathFlags flags) const | |
| { | |
| return (int)(pathFlags() & flags) != 0x00; | |
| } | |
| bool Shape::canDeferPathUpdate() | |
| { | |
| auto canDefer = | |
| renderOpacity() == 0 && | |
| !isFlagged(PathFlags::clipping | PathFlags::neverDeferUpdate); | |
| if (canDefer) | |
| { | |
| // If we have a dependent Skin, don't defer the update | |
| for (auto d : dependents()) | |
| { | |
| if (d->is<PointsPath>() && d->as<PointsPath>()->skin() != nullptr) | |
| { | |
| return false; | |
| } | |
| } | |
| } | |
| return canDefer; | |
| } | |
| void Shape::update(ComponentDirt value) | |
| { | |
| Super::update(value); | |
| if (hasDirt(value, ComponentDirt::RenderOpacity)) | |
| { | |
| propagateOpacity(renderOpacity()); | |
| } | |
| } | |
| bool Shape::collapse(bool value) | |
| { | |
| if (!Super::collapse(value)) | |
| { | |
| return false; | |
| } | |
| m_PathComposer.collapse(value); | |
| return true; | |
| } | |
| float Shape::length() | |
| { | |
| if (m_WorldLength < 0) | |
| { | |
| float l = 0; | |
| for (auto path : m_Paths) | |
| { | |
| const bool pathDirty = path->hasDirt(ComponentDirt::Path | | |
| ComponentDirt::WorldTransform | | |
| ComponentDirt::NSlicer); | |
| RawPath temp; | |
| const RawPath& base = | |
| pathDirty ? (path->buildPath(temp), temp) : path->rawPath(); | |
| RawPath source = base.transform(path->pathTransform()); | |
| ContourMeasureIter iter(&source); | |
| while (auto contour = iter.next()) | |
| { | |
| l += contour->length(); | |
| } | |
| } | |
| m_WorldLength = l; | |
| } | |
| return m_WorldLength; | |
| } | |
| void Shape::pathChanged() | |
| { | |
| m_PathComposer.addDirt(ComponentDirt::Path, true); | |
| m_WorldLength = -1; | |
| for (auto constraint : constraints()) | |
| { | |
| constraint->addDirt(ComponentDirt::Path); | |
| } | |
| invalidateStrokeEffects(); | |
| } | |
| void Shape::addToRenderPath(RenderPath* path, const Mat2D& transform) | |
| { | |
| if (isFlagged(PathFlags::local)) | |
| { | |
| path->addPath(m_PathComposer.localPath()->renderPath(this), | |
| transform * worldTransform()); | |
| } | |
| else | |
| { | |
| path->addPath(m_PathComposer.worldPath()->renderPath(this), transform); | |
| } | |
| } | |
| void Shape::addToRawPath(RawPath& path, const Mat2D* transform) | |
| { | |
| if (isFlagged(PathFlags::local)) | |
| { | |
| Mat2D xform = transform == nullptr ? worldTransform() | |
| : (*transform) * worldTransform(); | |
| path.addPath(*m_PathComposer.localPath()->rawPath(), &xform); | |
| } | |
| else | |
| { | |
| path.addPath(*m_PathComposer.worldPath()->rawPath(), transform); | |
| } | |
| } | |
| void Shape::draw(Renderer* renderer) | |
| { | |
| RIVE_PROF_SCOPE_L(2) | |
| auto needsSaveOperation = m_needsSaveOperation || m_ShapePaints.size() > 1; | |
| for (auto shapePaint : m_ShapePaints) | |
| { | |
| if (!shapePaint->isVisible()) | |
| { | |
| continue; | |
| } | |
| auto shapePaintPath = shapePaint->pickPath(this); | |
| if (shapePaintPath == nullptr) | |
| { | |
| continue; | |
| } | |
| shapePaint->draw(renderer, | |
| shapePaintPath, | |
| worldTransform(), | |
| false, | |
| nullptr, | |
| needsSaveOperation); | |
| } | |
| } | |
| bool Shape::hitTestAABB(const Vec2D& position) | |
| { | |
| return worldBounds().contains(position); | |
| } | |
| bool Shape::hitTestHiFi(const Vec2D& position, float hitRadius) | |
| { | |
| auto hitArea = AABB(position.x - hitRadius, | |
| position.y - hitRadius, | |
| position.x + hitRadius, | |
| position.y + hitRadius) | |
| .round(); | |
| HitTestCommandPath tester(hitArea); | |
| for (auto path : m_Paths) | |
| { | |
| if (!path->isCollapsed()) | |
| { | |
| tester.setXform(path->pathTransform()); | |
| path->rawPath().addTo(&tester); | |
| } | |
| } | |
| return tester.wasHit(); | |
| } | |
| Core* Shape::hitTest(HitInfo* hinfo, const Mat2D& xform) | |
| { | |
| if (renderOpacity() == 0.0f) | |
| { | |
| return nullptr; | |
| } | |
| // TODO: clip: | |
| const bool shapeIsLocal = | |
| isFlagged(PathFlags::local | PathFlags::localClockwise); | |
| for (auto rit = m_ShapePaints.rbegin(); rit != m_ShapePaints.rend(); ++rit) | |
| { | |
| auto shapePaint = *rit; | |
| if (shapePaint->isTranslucent()) | |
| { | |
| continue; | |
| } | |
| if (!shapePaint->isVisible()) | |
| { | |
| continue; | |
| } | |
| auto paintIsLocal = | |
| shapePaint->isFlagged(PathFlags::local | PathFlags::localClockwise); | |
| auto mx = xform; | |
| if (paintIsLocal) | |
| { | |
| mx *= worldTransform(); | |
| } | |
| HitTestCommandPath tester(hinfo->area); | |
| for (auto path : m_Paths) | |
| { | |
| if (shapeIsLocal) | |
| { | |
| tester.setXform(xform * path->pathTransform()); | |
| } | |
| else | |
| { | |
| tester.setXform(mx * path->pathTransform()); | |
| } | |
| path->rawPath().addTo(&tester); | |
| } | |
| if (tester.wasHit()) | |
| { | |
| return this; | |
| } | |
| } | |
| return nullptr; | |
| } | |
| bool Shape::hitTestPoint(const Vec2D& position, | |
| bool skipOnUnclipped, | |
| bool isPrimaryHit) | |
| { | |
| // If we're NOT the primary hit test, don't perform the AABB hit test | |
| // just keep walking up the tree | |
| if (!isPrimaryHit) | |
| { | |
| return Component::hitTestPoint(position, skipOnUnclipped, isPrimaryHit); | |
| } | |
| // Only perform the AABB hit test if we're the primary hit test | |
| // This prevents walking up the tree and having another shape return a | |
| // false hit test because we're not hitting their AABB | |
| if (hitTestAABB(position) && | |
| Component::hitTestPoint(position, skipOnUnclipped, isPrimaryHit)) | |
| { | |
| return hitTestHiFi(position, 2); | |
| } | |
| return false; | |
| } | |
| void Shape::buildDependencies() | |
| { | |
| // Make sure to propagate the call to PathComposer as it's no longer part of | |
| // Core and owned only by the Shape. | |
| m_PathComposer.buildDependencies(); | |
| Super::buildDependencies(); | |
| // Set the blend mode on all the shape paints. If we ever animate this | |
| // property, we'll need to update it in the update cycle/mark dirty when the | |
| // blend mode changes. | |
| for (auto paint : m_ShapePaints) | |
| { | |
| paint->blendMode(blendMode()); | |
| } | |
| } | |
| StatusCode Shape::onAddedDirty(CoreContext* context) | |
| { | |
| auto code = Super::onAddedDirty(context); | |
| if (code != StatusCode::Ok) | |
| { | |
| return code; | |
| } | |
| // This ensures context propagates to path composer too. | |
| return m_PathComposer.onAddedDirty(context); | |
| } | |
| StatusCode Shape::onAddedClean(CoreContext* context) | |
| { | |
| StatusCode code = Super::onAddedClean(context); | |
| if (code != StatusCode::Ok) | |
| { | |
| return code; | |
| } | |
| // Find the deformer, if any. | |
| m_deformer = nullptr; | |
| for (auto currentParent = parent(); currentParent != nullptr; | |
| currentParent = currentParent->parent()) | |
| { | |
| RenderPathDeformer* deformer = RenderPathDeformer::from(currentParent); | |
| if (deformer) | |
| { | |
| m_deformer = deformer; | |
| return StatusCode::Ok; | |
| } | |
| } | |
| return StatusCode::Ok; | |
| } | |
| bool Shape::isEmpty() | |
| { | |
| for (auto path : m_Paths) | |
| { | |
| if (!path->isHidden() && !path->isCollapsed()) | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| bool Shape::willDraw() { return Super::willDraw() && renderOpacity() != 0.0f; } | |
| // Do constraints need to be marked as dirty too? From tests it doesn't seem | |
| // they do. | |
| void Shape::pathCollapseChanged() { m_PathComposer.pathCollapseChanged(); } | |
| class ComputeBoundsCommandPath : public CommandPath | |
| { | |
| public: | |
| ComputeBoundsCommandPath() {} | |
| AABB bounds(const Mat2D& xform) | |
| { | |
| m_rawPath.transformInPlace(xform); | |
| return m_rawPath.bounds(); | |
| } | |
| void rewind() override { m_rawPath.rewind(); } | |
| void fillRule(FillRule value) override {} | |
| void addPath(CommandPath* path, const Mat2D& transform) override | |
| { | |
| assert(false); | |
| } | |
| void moveTo(float x, float y) override { m_rawPath.moveTo(x, y); } | |
| void lineTo(float x, float y) override { m_rawPath.lineTo(x, y); } | |
| void cubicTo(float ox, float oy, float ix, float iy, float x, float y) | |
| override | |
| { | |
| m_rawPath.cubicTo(ox, oy, ix, iy, x, y); | |
| } | |
| void close() override { m_rawPath.close(); } | |
| RenderPath* renderPath() override | |
| { | |
| assert(false); | |
| return nullptr; | |
| } | |
| const RenderPath* renderPath() const override | |
| { | |
| assert(false); | |
| return nullptr; | |
| } | |
| private: | |
| RawPath m_rawPath; | |
| }; | |
| AABB Shape::computeWorldBounds(const Mat2D* xform) const | |
| { | |
| bool first = true; | |
| AABB computedBounds = AABB::forExpansion(); | |
| ComputeBoundsCommandPath boundsCalculator; | |
| for (auto path : m_Paths) | |
| { | |
| if (path->isCollapsed()) | |
| { | |
| continue; | |
| } | |
| path->rawPath().addTo(&boundsCalculator); | |
| AABB aabb = boundsCalculator.bounds( | |
| xform == nullptr ? path->pathTransform() | |
| : path->pathTransform() * *xform); | |
| if (first) | |
| { | |
| first = false; | |
| computedBounds = aabb; | |
| } | |
| else | |
| { | |
| computedBounds.expand(aabb); | |
| } | |
| boundsCalculator.rewind(); | |
| } | |
| return computedBounds; | |
| } | |
| AABB Shape::computeLocalBounds() const | |
| { | |
| const Mat2D& world = worldTransform(); | |
| Mat2D inverseWorld = world.invertOrIdentity(); | |
| return computeWorldBounds(&inverseWorld); | |
| } | |
| Vec2D Shape::measureLayout(float width, | |
| LayoutMeasureMode widthMode, | |
| float height, | |
| LayoutMeasureMode heightMode) | |
| { | |
| Vec2D size = Vec2D(); | |
| for (auto path : m_Paths) | |
| { | |
| Vec2D measured = | |
| path->measureLayout(width, widthMode, height, heightMode); | |
| size = | |
| Vec2D(std::max(size.x, measured.x), std::max(size.y, measured.y)); | |
| } | |
| return size; | |
| } | |
| ShapePaintPath* Shape::worldPath() { return m_PathComposer.worldPath(); } | |
| ShapePaintPath* Shape::localPath() { return m_PathComposer.localPath(); } | |
| ShapePaintPath* Shape::localClockwisePath() | |
| { | |
| return m_PathComposer.localClockwisePath(); | |
| } | |
| Component* Shape::pathBuilder() { return &m_PathComposer; } |