mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-08 21:24:34 +00:00
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
commit
34e3f78a22
82 changed files with 1451 additions and 951 deletions
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@ -62,6 +62,51 @@ GuiGameSettingsCtrl::GuiGameSettingsCtrl() :
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mCallbackOnY = mCallbackOnA;
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}
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void GuiGameSettingsCtrl::setKeybindBitmap(StringTableEntry _in)
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{
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if (mKeybindBitmapAssetRef.assetId == _in)
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return;
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if (ImageAsset::isNamedTarget(_in))
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{
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mKeybindBitmapAssetRef.assetId = _in;
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mKeybindBitmapAssetRef.assetPtr = ImageAsset::getNamedTargetAssetPtr(_in);
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return;
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}
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mKeybindBitmapAssetRef = _in;
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}
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void GuiGameSettingsCtrl::setPreviousBitmap(StringTableEntry _in)
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{
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if (mPreviousBitmapAssetRef.assetId == _in)
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return;
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if (ImageAsset::isNamedTarget(_in))
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{
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mPreviousBitmapAssetRef.assetId = _in;
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mPreviousBitmapAssetRef.assetPtr = ImageAsset::getNamedTargetAssetPtr(_in);
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return;
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}
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mPreviousBitmapAssetRef = _in;
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}
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void GuiGameSettingsCtrl::setNextBitmap(StringTableEntry _in)
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{
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if (mNextBitmapAssetRef.assetId == _in)
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return;
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if (ImageAsset::isNamedTarget(_in))
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{
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mNextBitmapAssetRef.assetId = _in;
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mNextBitmapAssetRef.assetPtr = ImageAsset::getNamedTargetAssetPtr(_in);
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return;
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}
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mNextBitmapAssetRef = _in;
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}
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GuiGameSettingsCtrl::~GuiGameSettingsCtrl()
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{
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mOptions.clear();
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@ -430,7 +475,7 @@ void GuiGameSettingsCtrl::setKeybindSetting(const char* label, const char* bitma
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{
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static StringTableEntry DELIM = StringTable->insert("\t", true);
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_setKeybindBitmap(StringTable->insert(bitmapName));
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setKeybindBitmap(StringTable->insert(bitmapName));
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//if(mBitmap != StringTable->EmptyString())
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// mBitmapTex.set(mBitmap, &GFXDefaultGUIProfile, avar("%s() - mTextureObject (line %d)", __FUNCTION__, __LINE__));
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@ -828,9 +873,12 @@ IMPLEMENT_CALLBACK(GuiGameSettingsCtrl, onAxisEvent, void, (const char* device,
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void GuiGameSettingsCtrl::initPersistFields()
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{
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docsURL;
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INITPERSISTFIELD_IMAGEASSET(KeybindBitmap, GuiGameSettingsCtrl, "Bitmap used to display the bound key for this keybind option.");
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INITPERSISTFIELD_IMAGEASSET(PreviousBitmap, GuiGameSettingsCtrl, "Bitmap used for the previous button when in list mode.");
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INITPERSISTFIELD_IMAGEASSET(NextBitmap, GuiGameSettingsCtrl, "Bitmap used for the next button when in list mode.");
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ADD_FIELD("keybindBitmapAsset", TypeImageAssetRef, Offset(mKeybindBitmapAssetRef, GuiGameSettingsCtrl))
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.doc("Bitmap asset used to display the bound key for this keybind option.");
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ADD_FIELD("previousBitmapAsset", TypeImageAssetRef, Offset(mPreviousBitmapAssetRef, GuiGameSettingsCtrl))
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.doc("Bitmap asset used for the previous button when in list mode.");
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ADD_FIELD("nextBitmapAsset", TypeImageAssetRef, Offset(mNextBitmapAssetRef, GuiGameSettingsCtrl))
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.doc("Bitmap asset used for the next button when in list mode.");
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addFieldV("arrowSize", TypeRangedS32, Offset(mArrowSize, GuiGameSettingsCtrl), &CommonValidators::PositiveInt,
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"Size of the arrow buttons' extents");
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