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#include "render_object.hpp"
#include <utility>
namespace cru::ui::render
{
void RenderObject::SetRenderHost(IRenderHost* new_render_host)
{
if (new_render_host == render_host_)
return;
const auto old = render_host_;
render_host_ = new_render_host;
OnRenderHostChanged(old, new_render_host);
}
void RenderObject::OnRenderHostChanged(IRenderHost* old_render_host, IRenderHost* new_render_host)
{
}
void RenderObject::InvalidateRenderHost()
{
if (render_host_ != nullptr)
render_host_->InvalidateRender();
}
SingleChildRenderObject::~SingleChildRenderObject()
{
delete child_;
}
void SingleChildRenderObject::SetChild(RenderObject* new_child)
{
const auto old = child_;
if (old)
old->SetRenderHost(nullptr);
child_ = new_child;
if (new_child)
new_child->SetRenderHost(GetRenderHost());
OnChildChange(old, new_child);
InvalidateRenderHost();
}
void SingleChildRenderObject::OnRenderHostChanged(IRenderHost* old_render_host, IRenderHost* new_render_host)
{
if (child_)
child_->SetRenderHost(new_render_host);
}
void SingleChildRenderObject::OnChildChange(RenderObject* old_child, RenderObject* new_object)
{
}
ClipRenderObject::ClipRenderObject(Microsoft::WRL::ComPtr<ID2D1Geometry> clip_geometry)
: clip_geometry_(std::move(clip_geometry))
{
}
void ClipRenderObject::SetClipGeometry(Microsoft::WRL::ComPtr<ID2D1Geometry> new_clip_geometry)
{
clip_geometry_ = std::move(new_clip_geometry);
InvalidateRenderHost();
}
void ClipRenderObject::Draw(ID2D1RenderTarget* render_target)
{
if (clip_geometry_ != nullptr)
render_target->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), clip_geometry_.Get()), nullptr);
const auto child = GetChild();
if (child != nullptr)
child->Draw(render_target);
if (clip_geometry_ != nullptr)
render_target->PopLayer();
}
void MatrixRenderObject::ApplyAppendMatrix(ID2D1RenderTarget* render_target, const D2D1_MATRIX_3X2_F& matrix)
{
D2D1::Matrix3x2F old_matrix;
render_target->GetTransform(&old_matrix);
render_target->SetTransform(old_matrix * matrix);
}
void MatrixRenderObject::ApplySetMatrix(ID2D1RenderTarget* render_target, const D2D1_MATRIX_3X2_F& matrix)
{
render_target->SetTransform(matrix);
}
MatrixRenderObject::MatrixRenderObject(const D2D1_MATRIX_3X2_F& matrix, MatrixApplier applier)
: matrix_(matrix), applier_(std::move(applier))
{
}
void MatrixRenderObject::SetMatrix(const D2D1_MATRIX_3X2_F& new_matrix)
{
matrix_ = new_matrix;
InvalidateRenderHost();
}
void MatrixRenderObject::SetMatrixApplier(MatrixApplier applier)
{
applier_ = std::move(applier);
InvalidateRenderHost();
}
void MatrixRenderObject::Draw(ID2D1RenderTarget* render_target)
{
D2D1_MATRIX_3X2_F old_matrix;
render_target->GetTransform(&old_matrix);
applier_(render_target, matrix_);
const auto child = GetChild();
if (child)
child->Draw(render_target);
render_target->SetTransform(&old_matrix);
}
void OffsetRenderObject::SetOffsetX(const float new_offset_x)
{
offset_x_ = new_offset_x;
SetMatrix(D2D1::Matrix3x2F::Translation(offset_x_, offset_y_));
}
void OffsetRenderObject::SetOffsetY(const float new_offset_y)
{
offset_y_ = new_offset_y;
SetMatrix(D2D1::Matrix3x2F::Translation(offset_x_, offset_y_));
}
const MatrixRenderObject::MatrixApplier MatrixRenderObject::append_applier(ApplyAppendMatrix);
const MatrixRenderObject::MatrixApplier MatrixRenderObject::set_applier(ApplySetMatrix);
}
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