258 lines
8.1 KiB
C++
258 lines
8.1 KiB
C++
/**************************************************************************************************
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* This file is a part of Ultralight. *
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* *
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* See <https://ultralig.ht> for licensing and more. *
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* *
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* (C) 2024 Ultralight, Inc. *
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**************************************************************************************************/
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#pragma once
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#include <Ultralight/Defines.h>
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#include <Ultralight/Bitmap.h>
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#include <Ultralight/Geometry.h>
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#include <Ultralight/String.h>
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namespace ultralight {
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class ImageSourceListener;
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class ImageSourceProviderListener;
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///
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/// User-defined image source to display custom images on a web-page.
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///
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/// This API allows you to composite your own images into a web-page. This is useful for displaying
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/// in-game textures, external image assets, or other custom content.
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///
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/// ## ImageSource File Format
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///
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/// To use an ImageSource, you must first create an `.imgsrc` file containing a string identifying
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/// the image source. This string will be used to lookup the ImageSource from ImageSourceProvider
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/// when it is loaded on a web-page.
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///
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/// The file format is as follows:
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///
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/// ```
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/// IMGSRC-V1
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/// <identifier>
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/// ```
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///
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/// You can use the `.imgsrc` file anywhere in your web-page that typically accepts an image URL.
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/// For example:
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///
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/// ```html
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/// <img src="my_custom_image.imgsrc" />
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/// ```
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///
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/// ## Creating from a GPU Texture
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///
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/// To composite your own GPU texture on a web-page, you should first reserve a texture ID from
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/// GPUDriver::NextTextureId() and then create an ImageSource from that texture ID. Next, you should
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/// register the ImageSource with ImageSourceProvider using the identifier from the `.imgsrc` file.
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///
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/// When the image element is drawn on the web-page, the library will draw geometry using the
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/// specified texture ID and UV coordinates. You should bind your own texture when the specified
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/// texture ID is used.
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///
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//// @note If the GPU renderer is not enabled for the View or pixel data is needed for other
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/// purposes, the library will sample the backing bitmap instead.
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///
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/// ## Creating from a Bitmap
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///
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/// To composite your own bitmap on a web-page, you should create an ImageSource from a Bitmap.
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/// Next, you should register the ImageSource with ImageSourceProvider using the identifier from
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/// the `.imgsrc` file.
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///
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/// When the image element is drawn on the web-page, the library will sample this bitmap directly.
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///
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/// ## Invalidating Images
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///
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/// If you modify the texture or bitmap pixels after creating the ImageSource, you should call
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/// ImageSource::Invalidate() to notify the library that the image should be redrawn.
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///
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class UExport ImageSource : public RefCounted {
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public:
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///
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/// Create an ImageSource from a GPU texture with optional backing bitmap.
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///
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/// @param width The width of the image in pixels (used for layout).
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///
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/// @param height The height of the image in pixels (used for layout).
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///
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/// @param texture_id The GPU texture identifier to bind when drawing the quad for this image.
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/// This should be non-zero and obtained from GPUDriver::NextTextureId().
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///
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/// @param texture_uv The UV coordinates of the texture.
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///
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/// @param bitmap Optional backing bitmap for this image source. This is used when drawing
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/// the image using the CPU renderer or when pixel data is needed for other
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/// purposes. You should update this bitmap when the texture changes.
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///
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/// @return A new ImageSource instance.
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///
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static RefPtr<ImageSource> CreateFromTexture(uint32_t width, uint32_t height, uint32_t texture_id,
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const Rect& texture_uv,
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RefPtr<Bitmap> bitmap = nullptr);
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///
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/// Create an ImageSource from a Bitmap.
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///
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/// @param bitmap The backing bitmap for this image source.
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///
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/// @return A new ImageSource instance.
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///
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static RefPtr<ImageSource> CreateFromBitmap(RefPtr<Bitmap> bitmap);
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///
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/// Get the width of the image in pixels.
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///
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virtual uint32_t width() const = 0;
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///
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/// Get the height of the image in pixels.
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///
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virtual uint32_t height() const = 0;
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///
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/// Get the GPU texture identifier to bind when drawing the quad for this image.
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///
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/// @note This will be zero (0) if the image source was created from a bitmap.
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///
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virtual uint32_t texture_id() const = 0;
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///
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/// Get the UV coordinates of the texture.
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///
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virtual Rect texture_uv() const = 0;
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///
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/// Get the backing bitmap for this image source.
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///
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virtual RefPtr<Bitmap> bitmap() = 0;
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///
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/// Invalidate the image.
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///
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/// This will notify the library that the image has changed and should be redrawn.
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///
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virtual void Invalidate() = 0;
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///
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/// Add a listener to the image source.
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///
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/// @param listener The listener to add.
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///
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virtual void AddListener(ImageSourceListener* listener) = 0;
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///
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/// Remove a listener from the image source.
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///
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/// @param listener The listener to remove.
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///
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virtual void RemoveListener(ImageSourceListener* listener) = 0;
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protected:
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ImageSource() = default;
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virtual ~ImageSource() = default;
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ImageSource(const ImageSource&) = delete;
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void operator=(const ImageSource&) = delete;
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};
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///
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/// Listener for ImageSource events.
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///
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/// This is used to notify listeners when the image source is invalidated.
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///
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class UExport ImageSourceListener {
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public:
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virtual ~ImageSourceListener() = default;
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///
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/// Called when the image source is invalidated.
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///
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/// @param image_source The image source that was invalidated.
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///
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virtual void OnInvalidateImageSource(ImageSource* image_source) = 0;
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};
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///
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/// Maps image sources to string identifiers.
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///
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/// This is used to lookup ImageSource instances when they are requested by a web-page.
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///
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class UExport ImageSourceProvider {
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public:
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///
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/// Get the ImageSourceProvider singleton.
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///
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static ImageSourceProvider& instance();
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///
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/// Get an ImageSource by its identifier.
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///
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/// @param id The identifier of the image source.
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///
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/// @return The ImageSource instance or nullptr if not found.
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///
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virtual RefPtr<ImageSource> GetImageSource(const String& id) = 0;
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///
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/// Add an ImageSource to the provider.
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///
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/// @param id The identifier of the image source.
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///
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/// @param image_source The ImageSource instance.
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///
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virtual void AddImageSource(const String& id, RefPtr<ImageSource> image_source) = 0;
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///
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/// Remove an ImageSource from the provider.
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///
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/// @param id The identifier of the image source.
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///
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virtual void RemoveImageSource(const String& id) = 0;
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///
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/// Add a listener to the provider.
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///
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/// @param listener The listener to add.
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///
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virtual void AddListener(ImageSourceProviderListener* listener) = 0;
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///
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/// Remove a listener from the provider.
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///
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/// @param listener The listener to remove.
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///
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virtual void RemoveListener(ImageSourceProviderListener* listener) = 0;
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protected:
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virtual ~ImageSourceProvider() = default;
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};
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///
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/// Listener for ImageSourceProvider events.
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///
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/// This is used to notify listeners when an ImageSource is added or removed from the provider.
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///
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class ImageSourceProviderListener {
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public:
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virtual ~ImageSourceProviderListener() = default;
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///
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/// Called when an ImageSource is added to the provider.
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///
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/// @param id The identifier of the image source.
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///
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/// @param image_source The ImageSource instance.
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///
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virtual void OnAddImageSource(const String& id, RefPtr<ImageSource> image_source) = 0;
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///
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/// Called when an ImageSource is removed from the provider.
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///
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/// @param id The identifier of the image source.
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///
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virtual void OnRemoveImageSource(const String& id) = 0;
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};
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} // namespace ultralight
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