Torque3D/Engine/source/gui/buttons/guiBitmapButtonCtrl.h

211 lines
6.6 KiB
C
Raw Normal View History

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.
//-----------------------------------------------------------------------------
#ifndef _GUIBITMAPBUTTON_H_
#define _GUIBITMAPBUTTON_H_
#ifndef _GUIBUTTONCTRL_H_
#include "gui/buttons/guiButtonCtrl.h"
#endif
#ifndef _GFXTEXTUREMANAGER_H_
#include "gfx/gfxTextureManager.h"
#endif
/// A button control that uses bitmaps as its different button states.
///
/// Set 'bitmap' console field to base name of bitmaps to use. This control will
///
/// append '_n' for normal
/// append '_h' for highlighted
/// append '_d' for depressed
/// append '_i' for inactive
///
/// If a bitmap cannot be found it will use the default bitmap to render.
///
/// Additionally, a bitmap button can be made to react to keyboard modifiers. These can be
/// either CTRL/CMD, ALT, or SHIFT (but no combination of them.) To assign a different bitmap
/// for a modifier state, prepend "_ctrl", _"alt", or "_shift" to the state postfix.
///
/// To implement different handlers for the modifier states, use the "onDefaultClick",
/// "onCtrlClick", "onAltClick", and "onShiftClick" methods.
///
class GuiBitmapButtonCtrl : public GuiButtonCtrl
{
public:
typedef GuiButtonCtrl Parent;
enum BitmapMode
{
BitmapStretched,
BitmapCentered,
};
protected:
enum Modifier
{
ModifierNone,
ModifierCtrl,
ModifierAlt,
ModifierShift,
NumModifiers
};
enum State
{
NORMAL,
HILIGHT,
DEPRESSED,
INACTIVE
};
struct Textures
{
/// Texture for normal state.
StringTableEntry mTextureNormalAssetId;
AssetPtr<ImageAsset> mTextureNormalAsset;
2012-09-19 15:15:01 +00:00
GFXTexHandle mTextureNormal;
/// Texture for highlight state.
StringTableEntry mTextureHilightAssetId;
AssetPtr<ImageAsset> mTextureHilightAsset;
2012-09-19 15:15:01 +00:00
GFXTexHandle mTextureHilight;
/// Texture for depressed state.
StringTableEntry mTextureDepressedAssetId;
AssetPtr<ImageAsset> mTextureDepressedAsset;
2012-09-19 15:15:01 +00:00
GFXTexHandle mTextureDepressed;
/// Texture for inactive state.
StringTableEntry mTextureInactiveAssetId;
AssetPtr<ImageAsset> mTextureInactiveAsset;
2012-09-19 15:15:01 +00:00
GFXTexHandle mTextureInactive;
};
/// Make control extents equal to bitmap size.
bool mAutoFitExtents;
/// Allow switching out images according to modifier presses.
bool mUseModifiers;
/// Allow switching images according to mouse states. On by default.
/// Switch off when not needed as it otherwise results in a lot of costly
/// texture loads.
bool mUseStates;
///
BitmapMode mBitmapMode;
DECLARE_IMAGEASSET(GuiBitmapButtonCtrl, Bitmap, onBitmapChange, GFXDefaultGUIProfile);
DECLARE_ASSET_SETGET(GuiBitmapButtonCtrl, Bitmap);
2012-09-19 15:15:01 +00:00
/// alpha masking
bool mMasked;
2012-09-19 15:15:01 +00:00
///
Textures mTextures[ NumModifiers ];
virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect );
static bool _setAutoFitExtents( void *object, const char *index, const char *data );
//static bool _setBitmap( void *object, const char *index, const char *data );
2012-09-19 15:15:01 +00:00
State getState() const
{
if( mActive )
{
if( mDepressed || mStateOn ) return DEPRESSED;
if( mMouseOver ) return HILIGHT;
return NORMAL;
}
else
return INACTIVE;
}
Modifier getCurrentModifier();
GFXTexHandle& getTextureForCurrentState();
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onDefaultClick, () );
DECLARE_CALLBACK( void, onCtrlClick, () );
DECLARE_CALLBACK( void, onAltClick, () );
DECLARE_CALLBACK( void, onShiftClick, () );
/// @}
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 22:40:15 +00:00
void onBitmapChange()
{
setBitmap(getBitmap());
}
2012-09-19 15:15:01 +00:00
public:
GuiBitmapButtonCtrl();
void setAutoFitExtents( bool state );
void setBitmap( StringTableEntry name );
2012-09-19 15:15:01 +00:00
void setBitmapHandles( GFXTexHandle normal, GFXTexHandle highlighted, GFXTexHandle depressed, GFXTexHandle inactive );
//Parent methods
virtual bool onWake();
virtual void onSleep();
virtual void onAction();
virtual void inspectPostApply();
virtual void onRender(Point2I offset, const RectI &updateRect);
static void initPersistFields();
bool pointInControl(const Point2I& parentCoordPoint);
2012-09-19 15:15:01 +00:00
DECLARE_CONOBJECT(GuiBitmapButtonCtrl);
DECLARE_DESCRIPTION( "A button control rendered entirely from bitmaps.\n"
"The individual button states are represented with separate bitmaps." );
};
typedef GuiBitmapButtonCtrl::BitmapMode GuiBitmapMode;
DefineEnumType( GuiBitmapMode );
/// Extension of GuiBitmapButtonCtrl that also display a text label on the button.
class GuiBitmapButtonTextCtrl : public GuiBitmapButtonCtrl
{
public:
typedef GuiBitmapButtonCtrl Parent;
protected:
virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect );
public:
DECLARE_CONOBJECT( GuiBitmapButtonTextCtrl );
DECLARE_DESCRIPTION( "An extension of GuiBitmapButtonCtrl that also renders a text\n"
"label on the button." );
};
#endif //_GUI_BITMAP_BUTTON_CTRL_H