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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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82 changed files with 1451 additions and 951 deletions
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@ -98,7 +98,8 @@ void GuiMissionAreaCtrl::initPersistFields()
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docsURL;
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addField( "squareBitmap", TypeBool, Offset(mSquareBitmap, GuiMissionAreaCtrl));
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INITPERSISTFIELD_IMAGEASSET(HandleBitmap, GuiMissionAreaCtrl, "Bitmap for the mission area handles.\n");
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ADD_FIELD("handleBitmapAsset", TypeImageAssetRef, Offset(mHandleBitmapAssetRef, GuiMissionAreaCtrl))
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.doc("Bitmap asset for the mission area handles.\n");
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addField( "missionBoundsColor", TypeColorI, Offset(mMissionBoundsColor, GuiMissionAreaCtrl));
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addField( "cameraColor", TypeColorI, Offset(mCameraColor, GuiMissionAreaCtrl));
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@ -122,7 +123,7 @@ bool GuiMissionAreaCtrl::onAdd()
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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mBlendStateBlock = GFX->createStateBlock( desc );
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if (!mHandleBitmapAsset.isNull())
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if (mHandleBitmapAssetRef.notNull())
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{
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mHandleTextureSize = Point2I(getHandleBitmap()->getWidth(), getHandleBitmap()->getHeight());
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mHandleTextureHalfSize = Point2F(mHandleTextureSize.x, mHandleTextureSize.y) * 0.5f;
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