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path: root/src/mgui/image.c
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#include "../../include/mgui/image.h"
#include "../../include/resource_loader.h"
#include "../../include/common.h"
#include "../../include/alloc.h"
#include "../../include/async_image.h"
#include <mgl/mgl.h>
#include <mgl/window/event.h>
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>

/* TODO: Support network files */
/* TODO: Set a target size and use that for calculating size and resize image to that */

static mgl_vec2i wrap_to_size_x(mgl_vec2i size, int clamp_size) {
    mgl_vec2i new_size;
    if(size.x == 0) {
        new_size.x = 0;
        new_size.y = 0;
        return new_size;
    }
    float size_ratio = (float)size.y / (float)size.x;
    new_size.x = clamp_size;
    new_size.y = new_size.x * size_ratio;
    return new_size;
}   

static mgl_vec2i wrap_to_size_y(mgl_vec2i size, int clamp_size) {
    mgl_vec2i new_size;
    if(size.y == 0) {
        new_size.x = 0;
        new_size.y = 0;
        return new_size;
    }
    float size_ratio = (float)size.x / (float)size.y;
    new_size.y = clamp_size;
    new_size.x = new_size.y * size_ratio;
    return new_size;
}   

static mgl_vec2i wrap_to_size(const mgl_vec2i size, const mgl_vec2i clamp_size) {
    mgl_vec2i new_size = wrap_to_size_x(size, clamp_size.x);
    if(new_size.y > clamp_size.y)
        new_size = wrap_to_size_y(size, clamp_size.y);
    return new_size;
}

static mgl_vec2i clamp_to_size(mgl_vec2i size, mgl_vec2i clamp_size) {
    mgl_vec2i new_size = size;
    if(size.x > clamp_size.x || size.y > clamp_size.y)
        new_size = wrap_to_size(new_size, clamp_size);
    return new_size;
}

mgui_image* mgui_image_create(const char *filepath) {
    mgui_image *image = mgui_alloc(sizeof(mgui_image));
    mgui_widget_init(&image->widget, MGUI_WIDGET_IMAGE);
    mgl_sprite_init(&image->sprite, NULL);
    image->max_size = (mgl_vec2i){ 0, 0 };

    if(filepath) {
        image->async_image = mgui_async_image_get_by_path(filepath);
        if(image->async_image->state == MGUI_ASYNC_IMAGE_APPLIED)
            mgl_sprite_set_texture(&image->sprite, &image->async_image->texture);
    } else {
        image->async_image = NULL;
    }

    return image;
}

void mgui_image_destroy(mgui_image *image) {
    if(image->async_image)
        mgui_async_image_unref(image->async_image);
    image->sprite.texture = NULL;
    mgui_free(image);
}

mgui_widget* mgui_image_to_widget(mgui_image *list) {
    return &list->widget;
}

mgui_image* mgui_widget_to_image(mgui_widget *widget) {
    assert(widget->type == MGUI_WIDGET_IMAGE);
    return (mgui_image*)widget;
}

void mgui_image_set_position(mgui_image *self, mgl_vec2i position) {
    mgl_sprite_set_position(&self->sprite, (mgl_vec2f){ position.x, position.y });
}

void mgui_image_calculate_size(mgui_image *self, mgl_vec2i max_size) {
    self->max_size = max_size;
    if(self->sprite.texture) {
        const mgl_vec2i texture_size = (mgl_vec2i){ self->sprite.texture->width, self->sprite.texture->height };
        const mgl_vec2i new_size = clamp_to_size(texture_size, max_size);

        self->sprite.scale.x = (float)new_size.x / (float)texture_size.x;
        self->sprite.scale.y = (float)new_size.y / (float)texture_size.y;

        self->widget.size = new_size;
    } else {
        self->widget.size = (mgl_vec2i){ 1, 1 };
    }
}

void mgui_image_on_event(mgui_image *self, mgl_window *window, mgl_event *event) {
    (void)self;
    (void)window;
    (void)event;
    /* TODO: Implement */
}

void mgui_image_draw(mgui_image *self, mgl_window *window) {
    if(self->async_image && mgui_rectangle_intersects_with_scissor((mgl_vec2i){ self->sprite.position.x, self->sprite.position.y }, self->widget.size, window)) {
        mgui_async_image_update(self->async_image);
        if(self->async_image->state == MGUI_ASYNC_IMAGE_APPLIED) {
            mgl_sprite_set_texture(&self->sprite, &self->async_image->texture);
            /* TODO: Check if this is correct when taking margin into consideration */
            mgui_image_calculate_size(self, self->max_size);
            if(self->sprite.texture && self->sprite.texture->id)
                mgl_sprite_draw(mgl_get_context(), &self->sprite);
        }
    }
}