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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +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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parent
a858d8624e
commit
34e3f78a22
82 changed files with 1451 additions and 951 deletions
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@ -67,7 +67,8 @@ void GuiChunkedBitmapCtrl::initPersistFields()
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{
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docsURL;
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addGroup("GuiChunkedBitmapCtrl");
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INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiChunkedBitmapCtrl, "This is the bitmap to render to the control.");
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ADD_FIELD("bitmapAsset", TypeImageAssetRef, Offset(mBitmapAssetRef, GuiChunkedBitmapCtrl))
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.doc("This is the bitmap asset to render to the control.");
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addField( "useVariable", TypeBool, Offset( mUseVariable, GuiChunkedBitmapCtrl ), "This decides whether to use the \"bitmap\" file "
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"or a bitmap stored in \"variable\"");
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@ -92,6 +93,21 @@ GuiChunkedBitmapCtrl::GuiChunkedBitmapCtrl()
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mTile = false;
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}
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void GuiChunkedBitmapCtrl::_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 GuiChunkedBitmapCtrl::setBitmap(const char *name)
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{
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bool awake = mAwake;
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@ -17,7 +17,7 @@ private:
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protected:
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DECLARE_IMAGEASSET(GuiChunkedBitmapCtrl, Bitmap, GFXDefaultGUIProfile)
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AssetRef<ImageAsset> mBitmapAssetRef;
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bool mUseVariable;
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bool mTile;
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@ -36,5 +36,9 @@ public:
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void setBitmap(const char *name);
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void _setBitmap(StringTableEntry _in);
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inline StringTableEntry getBitmapAssetId() const { return mBitmapAssetRef.getAssetId(); }
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GFXTexHandle getBitmap() { return mBitmapAssetRef.notNull() ? mBitmapAssetRef.assetPtr->getTexture(&GFXDefaultGUIProfile) : NULL; }
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void onRender(Point2I offset, const RectI &updateRect) override;
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};
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@ -131,15 +131,31 @@ GuiProgressBitmapCtrl::GuiProgressBitmapCtrl()
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void GuiProgressBitmapCtrl::initPersistFields()
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{
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docsURL;
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INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiProgressBitmapCtrl, "Bitmap file to use for rendering the progress bar.\n\n"
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ADD_FIELD("bitmapAsset", TypeImageAssetRef, Offset(mBitmapAssetRef, GuiProgressBitmapCtrl))
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.doc("Bitmap asset to use for rendering the progress bar.\n\n"
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"If the profile assigned to the control already has a bitmap assigned, this property need not be "
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"set in which case the bitmap from the profile is used.");
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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void GuiProgressBitmapCtrl::_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 GuiProgressBitmapCtrl::setBitmap( const char* name )
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{
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bool awake = mAwake;
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@ -47,7 +47,7 @@ class GuiProgressBitmapCtrl : public GuiTextCtrl
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F32 mProgress;
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DECLARE_IMAGEASSET(GuiProgressBitmapCtrl, Bitmap, GFXDefaultGUIProfile)
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AssetRef<ImageAsset> mBitmapAssetRef;
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bool mUseVariable;
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bool mTile;
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@ -59,6 +59,10 @@ class GuiProgressBitmapCtrl : public GuiTextCtrl
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GuiProgressBitmapCtrl();
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void setBitmap( const char* name );
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void _setBitmap(StringTableEntry _in);
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inline StringTableEntry getBitmapAssetId() const { return mBitmapAssetRef.getAssetId(); }
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GFXTexHandle getBitmap() { return mBitmapAssetRef.notNull() ? mBitmapAssetRef.assetPtr->getTexture(&GFXDefaultGUIProfile) : NULL; }
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//console related methods
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const char *getScriptValue() override;
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