Torque3D/Engine/source/gui/controls/guiBitmapBorderCtrl.cpp

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//-----------------------------------------------------------------------------
// 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/core/guiControl.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
// [rene 11/09/09] Why does this not use the bitmap array from its profile?
/// Renders a skinned border.
class GuiBitmapBorderCtrl : public GuiControl
{
typedef GuiControl Parent;
enum {
BorderTopLeft,
BorderTopRight,
BorderTop,
BorderLeft,
BorderRight,
BorderBottomLeft,
BorderBottom,
BorderBottomRight,
NumBitmaps
};
RectI *mBitmapBounds; ///< bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
GFXTexHandle mTextureObject;
ColorI mColor;
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public:
GuiBitmapBorderCtrl();
static void initPersistFields();
bool onWake() override;
void onSleep() override;
void onRender(Point2I offset, const RectI &updateRect) override;
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DECLARE_CONOBJECT(GuiBitmapBorderCtrl);
DECLARE_CATEGORY( "Gui Images" );
DECLARE_DESCRIPTION( "A control that renders a skinned border." );
};
IMPLEMENT_CONOBJECT(GuiBitmapBorderCtrl);
ConsoleDocClass( GuiBitmapBorderCtrl,
"@brief A control that renders a skinned border specified in its profile.\n\n"
"This control uses the bitmap specified in it's profile (GuiControlProfile::bitmapName). It takes this image and breaks up aspects of it "
"to skin the border of this control with. It is also important to set GuiControlProfile::hasBitmapArray to true on the profile as well.\n\n"
"The bitmap referenced should be broken up into a 3 x 3 grid (using the top left color pixel as a border color between each of the images) "
"in which it will map to the following places:\n"
"1 = Top Left Corner\n"
"2 = Top Right Corner\n"
"3 = Top Center\n"
"4 = Left Center\n"
"5 = Right Center\n"
"6 = Bottom Left Corner\n"
"7 = Bottom Center\n"
"8 = Bottom Right Corner\n"
"0 = Nothing\n\n"
"1 2 3\n"
"4 5 0\n"
"6 7 8\n\n"
"@tsexample\n"
"singleton GuiControlProfile (BorderGUIProfile)\n"
"{\n"
" bitmap = \"core/art/gui/images/borderArray\";\n"
" hasBitmapArray = true;\n"
" opaque = false;\n"
"};\n\n"
"new GuiBitmapBorderCtrl(BitmapBorderGUI)\n"
"{\n"
" profile = \"BorderGUIProfile\";\n"
" position = \"0 0\";\n"
" extent = \"400 40\";\n"
" visible = \"1\";\n"
"};"
"@endtsexample\n\n"
"@see GuiControlProfile::bitmapName\n"
"@see GuiControlProfile::hasBitmapArray\n\n"
"@ingroup GuiImages"
);
GuiBitmapBorderCtrl::GuiBitmapBorderCtrl()
{
mColor.set(255,255,255, 255);
}
void GuiBitmapBorderCtrl::initPersistFields()
{
docsURL;
addGroup("Bitmap");
addField("color", TypeColorI, Offset(mColor, GuiBitmapBorderCtrl), "color mul");
endGroup("Bitmap");
Parent::initPersistFields();
}
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bool GuiBitmapBorderCtrl::onWake()
{
if (! Parent::onWake())
return false;
//get the texture for the close, minimize, and maximize buttons
mBitmapBounds = NULL;
mTextureObject = mProfile->getBitmapResource();
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if( mProfile->constructBitmapArray() >= NumBitmaps )
mBitmapBounds = mProfile->mBitmapArrayRects.address();
else
Con::errorf( "GuiBitmapBorderCtrl: Could not construct bitmap array for profile '%s'", mProfile->getName() );
return true;
}
void GuiBitmapBorderCtrl::onSleep()
{
mTextureObject = NULL;
mBitmapBounds = NULL;
Parent::onSleep();
}
void GuiBitmapBorderCtrl::onRender(Point2I offset, const RectI &updateRect)
{
renderChildControls( offset, updateRect );
if( mBitmapBounds )
{
GFX->setClipRect(updateRect);
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
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//draw the outline
RectI winRect;
winRect.point = offset;
winRect.extent = getExtent();
winRect.point.x += mBitmapBounds[BorderLeft].extent.x;
winRect.point.y += mBitmapBounds[BorderTop].extent.y;
winRect.extent.x -= mBitmapBounds[BorderLeft].extent.x + mBitmapBounds[BorderRight].extent.x;
winRect.extent.y -= mBitmapBounds[BorderTop].extent.y + mBitmapBounds[BorderBottom].extent.y;
if(mProfile->mOpaque)
drawUtil->drawRectFill(winRect, mProfile->mFillColor);
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drawUtil->clearBitmapModulation();
drawUtil->setBitmapModulation(mColor);
drawUtil->drawBitmapSR(mTextureObject, offset, mBitmapBounds[BorderTopLeft]);
drawUtil->drawBitmapSR(mTextureObject, Point2I(offset.x + getWidth() - mBitmapBounds[BorderTopRight].extent.x, offset.y),
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mBitmapBounds[BorderTopRight]);
RectI destRect;
destRect.point.x = offset.x + mBitmapBounds[BorderTopLeft].extent.x;
destRect.point.y = offset.y;
destRect.extent.x = getWidth() - mBitmapBounds[BorderTopLeft].extent.x - mBitmapBounds[BorderTopRight].extent.x;
destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
RectI stretchRect = mBitmapBounds[BorderTop];
stretchRect.inset(1,0);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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destRect.point.x = offset.x;
destRect.point.y = offset.y + mBitmapBounds[BorderTopLeft].extent.y;
destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
destRect.extent.y = getHeight() - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
stretchRect = mBitmapBounds[BorderLeft];
stretchRect.inset(0,1);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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destRect.point.x = offset.x + getWidth() - mBitmapBounds[BorderRight].extent.x;
destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
destRect.point.y = offset.y + mBitmapBounds[BorderTopRight].extent.y;
destRect.extent.y = getHeight() - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
stretchRect = mBitmapBounds[BorderRight];
stretchRect.inset(0,1);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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drawUtil->drawBitmapSR(mTextureObject, offset + Point2I(0, getHeight() - mBitmapBounds[BorderBottomLeft].extent.y), mBitmapBounds[BorderBottomLeft]);
drawUtil->drawBitmapSR(mTextureObject, offset + getExtent() - mBitmapBounds[BorderBottomRight].extent, mBitmapBounds[BorderBottomRight]);
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destRect.point.x = offset.x + mBitmapBounds[BorderBottomLeft].extent.x;
destRect.extent.x = getWidth() - mBitmapBounds[BorderBottomLeft].extent.x - mBitmapBounds[BorderBottomRight].extent.x;
destRect.point.y = offset.y + getHeight() - mBitmapBounds[BorderBottom].extent.y;
destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
stretchRect = mBitmapBounds[BorderBottom];
stretchRect.inset(1,0);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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}
}