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https://github.com/TorqueGameEngines/Torque3D.git
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Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.
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a858d8624e
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82 changed files with 1451 additions and 951 deletions
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@ -126,7 +126,8 @@ void GuiIconButtonCtrl::initPersistFields()
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docsURL;
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addField( "buttonMargin", TypePoint2I, Offset( mButtonMargin, GuiIconButtonCtrl ),"Margin area around the button.\n");
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INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiIconButtonCtrl, "Bitmap file for the icon to display on the button.\n");
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ADD_FIELD("bitmapAsset", TypeImageAssetRef, Offset(mBitmapAssetRef, GuiIconButtonCtrl))
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.doc("Bitmap asset for the icon to display on the button.");
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addField( "iconLocation", TYPEID< IconLocation >(), Offset( mIconLocation, GuiIconButtonCtrl ),"Where to place the icon on the control. Options are 0 (None), 1 (Left), 2 (Right), 3 (Center).\n");
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addField( "sizeIconToButton", TypeBool, Offset( mFitBitmapToButton, GuiIconButtonCtrl ),"If true, the icon will be scaled to be the same size as the button.\n");
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@ -200,6 +201,21 @@ bool GuiIconButtonCtrl::resize(const Point2I &newPosition, const Point2I &newExt
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return Parent::resize( newPosition, autoExtent );
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}
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void GuiIconButtonCtrl::_setBitmap(StringTableEntry _in)
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{
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if (mBitmapAssetRef.assetId == _in)
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return;
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if (ImageAsset::isNamedTarget(_in))
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{
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mBitmapAssetRef.assetId = _in;
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mBitmapAssetRef.assetPtr = ImageAsset::getNamedTargetAssetPtr(_in);
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return;
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}
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mBitmapAssetRef = _in;
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}
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void GuiIconButtonCtrl::setBitmap(const char *name)
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{
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_setBitmap(name);
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@ -463,10 +479,12 @@ void GuiIconButtonCtrl::renderBitmapArray(RectI &bounds, S32 state)
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}
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}
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DefineEngineMethod(GuiIconButtonCtrl, getBitmap, StringTableEntry, (), , "get name") {
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return object->getBitmapFile();
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}DefineEngineMethod(GuiIconButtonCtrl, getBitmapAsset, StringTableEntry, (), , assetText(Bitmap, asset reference)) {
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return object->_getBitmap();
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}DefineEngineMethod(GuiIconButtonCtrl, setBitmap, void, (const char* assetName), , assetText(Bitmap, assignment.first tries asset then flat file.)) {
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DefineEngineMethod(GuiIconButtonCtrl, getBitmapAsset, StringTableEntry, (), , "Get the Bitmap asset reference.")
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{
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return object->getBitmapAssetId();
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}
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DefineEngineMethod(GuiIconButtonCtrl, setBitmap, void, (const char* assetName), , "Bitmap assignment. First tries asset then flat file.")
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{
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object->setBitmap(StringTable->insert(assetName));
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}
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