Torque3D/Engine/source/gui/game/guiProgressCtrl.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/game/guiProgressCtrl.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "gfx/gfxDrawUtil.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT(GuiProgressCtrl);
ConsoleDocClass( GuiProgressCtrl,
"@brief GUI Control which displays a horizontal bar which increases as the progress value of 0.0 - 1.0 increases.\n\n"
"@tsexample\n"
" new GuiProgressCtrl(JS_statusBar)\n"
" {\n"
" //Properties not specific to this control have been omitted from this example.\n"
" };\n\n"
"// Define the value to set the progress bar"
"%value = \"0.5f\"\n\n"
"// Set the value of the progress bar, from 0.0 - 1.0\n"
"%thisGuiProgressCtrl.setValue(%value);\n"
"// Get the value of the progress bar.\n"
"%progress = %thisGuiProgressCtrl.getValue();\n"
"@endtsexample\n\n"
"@see GuiTextCtrl\n"
"@see GuiControl\n\n"
"@ingroup GuiValues\n"
);
GuiProgressCtrl::GuiProgressCtrl()
{
mProgress = 0.0f;
}
const char* GuiProgressCtrl::getScriptValue()
{
char * ret = Con::getReturnBuffer(64);
dSprintf(ret, 64, "%g", mProgress);
return ret;
}
void GuiProgressCtrl::setScriptValue(const char *value)
{
//set the value
if (! value)
mProgress = 0.0f;
else
mProgress = dAtof(value);
//validate the value
mProgress = mClampF(mProgress, 0.f, 1.f);
setUpdate();
}
void GuiProgressCtrl::onPreRender()
{
const char * var = getVariable();
if(var)
{
F32 value = mClampF(dAtof(var), 0.f, 1.f);
if(value != mProgress)
{
mProgress = value;
setUpdate();
}
}
}
void GuiProgressCtrl::onRender(Point2I offset, const RectI &updateRect)
{
RectI ctrlRect(offset, getExtent());
//draw the progress
S32 width = (S32)((F32)(getWidth()) * mProgress);
if (width > 0)
{
RectI progressRect = ctrlRect;
progressRect.extent.x = width;
GFX->getDrawUtil()->drawRectFill(progressRect, mProfile->mFillColor);
}
//now draw the border
if (mProfile->mBorder)
GFX->getDrawUtil()->drawRect(ctrlRect, mProfile->mBorderColor);
Parent::onRender( offset, updateRect );
//render the children
renderChildControls(offset, updateRect);
}