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#pragma once
#include "pre.hpp"
#include "system_headers.hpp"
#include <functional>
#include "base.hpp"
#include "ui/ui_base.hpp"
namespace cru::ui::render
{
/* About Render Object
*
* Render object is a concrete subclass of RenderObject class.
* It represents a painting action on a d2d render target. By
* overriding "Draw" virtual method, it can customize its painting
* action.
*
* Render object may have implicit children to form a tree.
* RenderObject class doesn't provide any method to access children.
* Instead any concrete render object manage their own child model
* and interface and optionally call Draw on children so when root
* call Draw descendants' Draw will be called recursively.
*
* Related render objects of a control are a subtree of the whole tree.
* So render objects can be composed easily to form a whole control.
*
* Render object may do no actual drawing but perform particular
* actions on render target. Like ClipRenderObject apply a clip on
* render target, MatrixRenderObject apply a matrix on render
* target.
*/
struct IRenderHost : Interface
{
virtual void InvalidateRender() = 0;
};
class RenderObject : public Object
{
protected:
RenderObject() = default;
public:
RenderObject(const RenderObject& other) = delete;
RenderObject(RenderObject&& other) = delete;
RenderObject& operator=(const RenderObject& other) = delete;
RenderObject& operator=(RenderObject&& other) = delete;
~RenderObject() override = default;
virtual void Draw(ID2D1RenderTarget* render_target) = 0;
IRenderHost* GetRenderHost() const
{
return render_host_;
}
void SetRenderHost(IRenderHost* new_render_host);
protected:
virtual void OnRenderHostChanged(IRenderHost* old_render_host, IRenderHost* new_render_host);
void InvalidateRenderHost();
private:
IRenderHost* render_host_ = nullptr;
};
// It is subclass duty to call child's Draw.
class SingleChildRenderObject : public RenderObject
{
protected:
SingleChildRenderObject() = default;
public:
SingleChildRenderObject(const SingleChildRenderObject& other) = delete;
SingleChildRenderObject(SingleChildRenderObject&& other) = delete;
SingleChildRenderObject& operator=(const SingleChildRenderObject& other) = delete;
SingleChildRenderObject& operator=(SingleChildRenderObject&& other) = delete;
~SingleChildRenderObject();
RenderObject* GetChild() const
{
return child_;
}
void SetChild(RenderObject* new_child);
protected:
void OnRenderHostChanged(IRenderHost* old_render_host, IRenderHost* new_render_host) override;
virtual void OnChildChange(RenderObject* old_child, RenderObject* new_object);
private:
RenderObject* child_ = nullptr;
};
class ClipRenderObject final : public SingleChildRenderObject
{
public:
explicit ClipRenderObject(Microsoft::WRL::ComPtr<ID2D1Geometry> clip_geometry = nullptr);
ClipRenderObject(const ClipRenderObject& other) = delete;
ClipRenderObject(ClipRenderObject&& other) = delete;
ClipRenderObject& operator=(const ClipRenderObject& other) = delete;
ClipRenderObject& operator=(ClipRenderObject&& other) = delete;
~ClipRenderObject() = default;
Microsoft::WRL::ComPtr<ID2D1Geometry> GetClipGeometry() const
{
return clip_geometry_;
}
void SetClipGeometry(Microsoft::WRL::ComPtr<ID2D1Geometry> new_clip_geometry);
void Draw(ID2D1RenderTarget* render_target) override final;
private:
Microsoft::WRL::ComPtr<ID2D1Geometry> clip_geometry_;
};
class MatrixRenderObject: public SingleChildRenderObject
{
private:
static void ApplyAppendMatrix(ID2D1RenderTarget* render_target, const D2D1_MATRIX_3X2_F& matrix);
static void ApplySetMatrix(ID2D1RenderTarget* render_target, const D2D1_MATRIX_3X2_F& matrix);
public:
using MatrixApplier = std::function<void(ID2D1RenderTarget*, const D2D1_MATRIX_3X2_F&)>;
static const MatrixApplier append_applier;
static const MatrixApplier set_applier;
explicit MatrixRenderObject(const D2D1_MATRIX_3X2_F& matrix = D2D1::Matrix3x2F::Identity(),
MatrixApplier applier = append_applier);
MatrixRenderObject(const MatrixRenderObject& other) = delete;
MatrixRenderObject(MatrixRenderObject&& other) = delete;
MatrixRenderObject& operator=(const MatrixRenderObject& other) = delete;
MatrixRenderObject& operator=(MatrixRenderObject&& other) = delete;
~MatrixRenderObject() = default;
D2D1_MATRIX_3X2_F GetMatrix() const
{
return matrix_;
}
void SetMatrix(const D2D1_MATRIX_3X2_F& new_matrix);
MatrixApplier GetMatrixApplier() const
{
return applier_;
}
void SetMatrixApplier(MatrixApplier applier);
void Draw(ID2D1RenderTarget* render_target) override final;
private:
D2D1_MATRIX_3X2_F matrix_;
MatrixApplier applier_;
};
class OffsetRenderObject : public MatrixRenderObject
{
public:
OffsetRenderObject(const float offset_x, const float offset_y) : MatrixRenderObject(D2D1::Matrix3x2F::Translation(offset_x, offset_y))
{
}
};
class ControlRenderObject : public RenderObject
{
public:
ControlRenderObject() = default;
ControlRenderObject(const ControlRenderObject& other) = delete;
ControlRenderObject(ControlRenderObject&& other) = delete;
ControlRenderObject& operator=(const ControlRenderObject& other) = delete;
ControlRenderObject& operator=(ControlRenderObject&& other) = delete;
~ControlRenderObject() override = default;
};
}
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