text: //
  // Copyright (c) 2017-2020 the rbfx project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  #pragma once
  
  #include "../RmlUI/RmlTextureComponent.h"
  
  namespace Urho3D
  {
  
  class RmlUI;
  class Texture2D;
  
  /// Renders off-screen UI into a texture.
  class URHO3D_API RmlMaterialComponent : public RmlTextureComponent
  {
      URHO3D_OBJECT(RmlMaterialComponent, RmlTextureComponent);
  public:
      /// Construct.
      explicit RmlMaterialComponent(Context* context);
      /// Destruct.
      ~RmlMaterialComponent() override = default;
  
      /// Registers object with the engine.
      static void RegisterObject(Context* context);
  
      /// Sets a name of virtual texture resource. Virtual texture gets created if/when component is added to the node.
      void SetVirtualMaterialName(const ea::string& name);
      /// Returns a name of virtual texture resource.
      const ea::string& GetMaterialTextureName() const { return virtualMaterialName_; }
      /// Return material which renders UI on to objects.
      Material* GetMaterial() { return material_; }
      /// Return true if mouse position is remapped on to UI rendered on to sibling StaticModel.
      bool GetRemapMousePositions() const { return remapMousePos_; }
      /// Enable or disable mouse position remapping on to sibling StaticModel.
      void SetRemapMousePositions(bool enable) { remapMousePos_ = enable; }
  
  protected:
      /// Handle component being added to Node or removed from it.
      void OnNodeSet(Node* node) override;
      /// Convert screen coordinates to context-local coordinates of RmlUI instance.
      void TranslateMousePos(IntVector2& screenPos) override;
      /// Handle updates of virtual resource name.
      void OnVirtualMaterialNameSet();
  
      /// Material managed by this component.
      SharedPtr<Material> material_;
      /// Name of virtual material resource.
      ea::string virtualMaterialName_;
      /// Flag indicating that this component remaps mouse position on to a sibling StaticModel if present.
      bool remapMousePos_ = true;
  };
  
  }
  