mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-21 12:25:30 +00:00
Eye dropper functionality
Adds eye dropper functionality adds eye dropper button image supplied by jeff adds a few missing asset files (due to in asset browser scan and add all loose files)
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parent
d5d7f9b91b
commit
46192c3709
46 changed files with 292 additions and 106 deletions
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@ -29,6 +29,7 @@
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#include "gui/controls/guiColorPicker.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "postFx/postEffectManager.h"
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IMPLEMENT_CONOBJECT(GuiColorPickerCtrl);
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@ -47,15 +48,23 @@ GuiColorPickerCtrl::GuiColorPickerCtrl()
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mActive = true;
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mSelectorGap = 1;
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mActionOnMove = false;
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mDropperActive = false;
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mShowReticle = true;
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mSelectedHue = 0;
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mSelectedAlpha = 255;
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mSelectedSaturation = 100;
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mSelectedBrightness = 100;
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eyeDropperPos = Point2I::Zero;
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eyeDropperCap = NULL;
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}
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GuiColorPickerCtrl::~GuiColorPickerCtrl()
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{
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if (eyeDropperCap != NULL)
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{
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delete eyeDropperCap;
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eyeDropperCap = NULL;
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}
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}
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ImplementEnumType( GuiColorPickMode,
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@ -314,6 +323,32 @@ void GuiColorPickerCtrl::renderAlphaSelector(RectI& bounds)
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GFX->getDrawUtil()->drawRectFill(selectorRect, currentColor, 2.0f, ColorI::WHITE);
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}
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void GuiColorPickerCtrl::renderEyeDropper()
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{
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if (eyeDropperCap != NULL)
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{
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GFX->getDrawUtil()->drawBitmap(eyeHandle, getRoot()->getPosition());
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Point2I resolution = getRoot()->getExtent();
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Point2I magnifierSize(100, 100);
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Point2I magnifierPosition = eyeDropperPos + Point2I(20, 20);
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// Adjust position to ensure magnifier stays on screen
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if (magnifierPosition.x + magnifierSize.x > resolution.x)
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magnifierPosition.x = eyeDropperPos.x - magnifierSize.x - 20;
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if (magnifierPosition.y + magnifierSize.y > resolution.y)
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magnifierPosition.y = eyeDropperPos.y - magnifierSize.y - 20;
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RectI magnifierBounds(magnifierPosition, magnifierSize);
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ColorI currentColor;
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currentColor.set(ColorI::Hsb(mSelectedHue, mSelectedSaturation, mSelectedBrightness));
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currentColor.alpha = mSelectedAlpha;
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GFX->getDrawUtil()->drawRectFill(magnifierBounds, currentColor, 2.0f, ColorI::BLACK);
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}
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}
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void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
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{
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if (mStateBlock.isNull())
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@ -356,6 +391,15 @@ void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
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if (mShowReticle) renderAlphaSelector(boundsRect);
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break;
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}
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case GuiColorPickerCtrl::pDropperBackground:
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{
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if (mDropperActive)
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{
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// Render the magnified view of our currently selected color.
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renderEyeDropper();
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}
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break;
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}
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default:
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break;
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}
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@ -364,72 +408,31 @@ void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
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renderChildControls(offset, updateRect);
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}
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Point2I GuiColorPickerCtrl::findColor(const LinearColorF & color, const Point2I& offset, const Point2I& resolution, GBitmap& bmp)
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{
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Point2I ext = getExtent();
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Point2I closestPos(-1, -1);
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/* Debugging
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char filename[256];
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dSprintf( filename, 256, "%s.%s", "colorPickerTest", "png" );
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// Open up the file on disk.
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FileStream fs;
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if ( !fs.open( filename, Torque::FS::File::Write ) )
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Con::errorf( "GuiObjectView::saveAsImage() - Failed to open output file '%s'!", filename );
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else
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{
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// Write it and close.
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bmp.writeBitmap( "png", fs );
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fs.close();
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}
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*/
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ColorI tmp;
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U32 buf_x;
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U32 buf_y;
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LinearColorF curColor;
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F32 val(10000.0f);
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F32 closestVal(10000.0f);
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bool closestSet = false;
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for (S32 x = 0; x < ext.x; x++)
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{
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for (S32 y = 0; y < ext.y; y++)
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{
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buf_x = offset.x + x;
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buf_y = (resolution.y - (offset.y + y));
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buf_y = resolution.y - buf_y;
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//Get the color at that position
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bmp.getColor(buf_x, buf_y, tmp);
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curColor = (LinearColorF)tmp;
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//Evaluate how close the color is to our desired color
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val = mFabs(color.red - curColor.red) + mFabs(color.green - curColor.green) + mFabs(color.blue - curColor.blue);
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if (!closestSet)
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{
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closestVal = val;
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closestPos.set(x, y);
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closestSet = true;
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}
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else if (val < closestVal)
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{
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closestVal = val;
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closestPos.set(x, y);
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}
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}
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}
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return closestPos;
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}
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void GuiColorPickerCtrl::onMouseDown(const GuiEvent &event)
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{
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if (!mActive)
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return;
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// we need to do this first.
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if (mDisplayMode == GuiColorPickerCtrl::pDropperBackground) {
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if (mDropperActive)
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{
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mDropperActive = false;
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//getRoot()->pushObjectToBack(this);
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onAction();
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mouseUnlock();
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if (eyeDropperCap != NULL)
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{
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delete eyeDropperCap;
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eyeDropperCap = NULL;
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}
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}
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return;
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}
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mouseLock(this);
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@ -574,6 +577,29 @@ void GuiColorPickerCtrl::onMouseDragged(const GuiEvent &event)
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void GuiColorPickerCtrl::onMouseMove(const GuiEvent &event)
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{
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if (mDisplayMode != pDropperBackground)
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return;
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if (!mDropperActive)
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return;
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// should not need globalToLocal as we are capturing the whole screen.
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eyeDropperPos = globalToLocalCoord(event.mousePoint);
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if (eyeDropperCap != NULL)
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{
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// Sample the pixel color at the mouse position. Mouse position should translate directly.
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ColorI sampledColor;
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eyeDropperCap->getColor(eyeDropperPos.x, eyeDropperPos.y, sampledColor);
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// Convert the sampled color to HSB
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ColorI::Hsb hsb = sampledColor.getHSB();
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mSelectedHue = hsb.hue;
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mSelectedSaturation = hsb.sat;
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mSelectedBrightness = hsb.brightness;
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mSelectedAlpha = sampledColor.alpha;
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}
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}
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void GuiColorPickerCtrl::onMouseEnter(const GuiEvent &event)
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@ -587,6 +613,15 @@ void GuiColorPickerCtrl::onMouseLeave(const GuiEvent &)
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mMouseOver = false;
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}
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void GuiColorPickerCtrl::onMouseUp(const GuiEvent&)
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{
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//if we released the mouse within this control, perform the action
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if (mActive && mMouseDown)
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mMouseDown = false;
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mouseUnlock();
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}
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void GuiColorPickerCtrl::setSelectedHue(const F64& hueValue)
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{
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if (hueValue < 0)
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@ -656,13 +691,34 @@ void GuiColorPickerCtrl::setSelectedAlpha(const F64& alphaValue)
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mSelectedAlpha = alphaValue;
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}
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void GuiColorPickerCtrl::onMouseUp(const GuiEvent &)
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void GuiColorPickerCtrl::activateEyeDropper()
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{
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//if we released the mouse within this control, perform the action
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if (mActive && mMouseDown)
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mMouseDown = false;
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// Make sure we are a pDropperBackground
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if (mDisplayMode == GuiColorPickerCtrl::pDropperBackground)
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{
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mouseLock(this); // take over!
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mouseUnlock();
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setFirstResponder(); // we need this to be first responder regardless.
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//getRoot()->bringObjectToFront(this);
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mDropperActive = true;
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// Set up our resolution.
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Point2I resolution = getRoot()->getExtent();
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// Texture handle to resolve the target to.
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eyeHandle.set(resolution.x, resolution.y, GFXFormatR8G8B8A8_SRGB, &GFXRenderTargetSRGBProfile, avar("%s() - bb (line %d)", __FUNCTION__, __LINE__));
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// Get our active render target (should be backbuffer).
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eyeHandle = PFXMGR->getBackBufferTex();
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if (eyeHandle.isValid())
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{
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eyeDropperCap = new GBitmap(eyeHandle.getWidth(), eyeHandle.getHeight(), false, GFXFormatR8G8B8A8);
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eyeHandle.copyToBmp(eyeDropperCap);
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}
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}
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}
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/// <summary>
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@ -673,6 +729,14 @@ DefineEngineMethod(GuiColorPickerCtrl, executeUpdate, void, (), , "Execute the o
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object->onAction();
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}
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/// <summary>
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/// This command should only be used with guiColorPicker in pDropperBackground mode.
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/// </summary>
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DefineEngineMethod(GuiColorPickerCtrl, activateEyeDropper, void, (), , "Activate the dropper mode.")
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{
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object->activateEyeDropper();
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}
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DefineEngineMethod(GuiColorPickerCtrl, setSelectedHue, void, (F64 hueValue), , "Sets the selected hue value should be 0-360.")
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{
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object->setSelectedHue(hueValue);
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@ -108,23 +108,27 @@ class GuiColorPickerCtrl : public GuiControl
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/// <param name="bounds">The bounds of the ctrl.</param>
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void renderAlphaSelector(RectI& bounds);
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void renderEyeDropper();
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/// @name Core Variables
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/// @{
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PickMode mDisplayMode; ///< Current color display mode of the selector
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PickMode mDisplayMode; ///< Current color display mode of the selector
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SelectorMode mSelectorMode; ///< Current color display mode of the selector
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F64 mSelectedHue;
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F64 mSelectedSaturation;
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F64 mSelectedBrightness;
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F64 mSelectedAlpha;
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Point2I eyeDropperPos;
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GBitmap* eyeDropperCap;
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GFXTexHandle eyeHandle;
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bool mMouseOver; ///< Mouse is over?
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bool mMouseDown; ///< Mouse button down?
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bool mActionOnMove; ///< Perform onAction() when position has changed?
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bool mShowReticle; ///< Show reticle on render
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bool mDropperActive; ///< Is the eye dropper active?
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bool mMouseOver; ///< Mouse is over?
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bool mMouseDown; ///< Mouse button down?
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bool mActionOnMove; ///< Perform onAction() when position has changed?
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bool mShowReticle; ///< Show reticle on render
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Point2I findColor(const LinearColorF & color, const Point2I& offset, const Point2I& resolution, GBitmap& bmp);
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S32 mSelectorGap; ///< The half-way "gap" between the selector pos and where the selector is allowed to draw.
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S32 mSelectorGap; ///< The half-way "gap" between the selector pos and where the selector is allowed to draw.
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GFXStateBlockRef mStateBlock;
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/// @}
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@ -181,6 +185,9 @@ class GuiColorPickerCtrl : public GuiControl
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/// <param name="alphaValue">Alpha value, 0 - 255.</param>
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void setSelectedAlpha(const F64& alphaValue);
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F64 getSelectedAlpha() { return mSelectedAlpha; }
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void activateEyeDropper();
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};
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typedef GuiColorPickerCtrl::PickMode GuiColorPickMode;
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