mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 14:00:39 +00:00
gui image asset refactor
bitmap button popup ctrl ex
This commit is contained in:
parent
f519cff6ff
commit
4d893f51cf
6 changed files with 95 additions and 75 deletions
|
|
@ -49,7 +49,7 @@
|
|||
/// To implement different handlers for the modifier states, use the "onDefaultClick",
|
||||
/// "onCtrlClick", "onAltClick", and "onShiftClick" methods.
|
||||
///
|
||||
class GuiBitmapButtonCtrl : public GuiButtonCtrl
|
||||
class GuiBitmapButtonCtrl : public GuiButtonCtrl, protected AssetPtrCallback
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
@ -118,9 +118,35 @@ class GuiBitmapButtonCtrl : public GuiButtonCtrl
|
|||
///
|
||||
BitmapMode mBitmapMode;
|
||||
|
||||
DECLARE_IMAGEASSET(GuiBitmapButtonCtrl, Bitmap, onBitmapChange, GFXDefaultGUIProfile);
|
||||
DECLARE_ASSET_SETGET(GuiBitmapButtonCtrl, Bitmap);
|
||||
|
||||
private: AssetPtr<ImageAsset> mBitmapAsset; public: void _setBitmap(StringTableEntry _in) {
|
||||
if (mBitmapAsset.getAssetId() == _in) return; if (!AssetDatabase.isDeclaredAsset(_in)) {
|
||||
StringTableEntry imageAssetId = ImageAsset::smNoImageAssetFallback; AssetQuery query; S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, _in); if (foundAssetcount != 0) {
|
||||
imageAssetId = query.mAssetList[0];
|
||||
} mBitmapAsset = imageAssetId;
|
||||
}
|
||||
else {
|
||||
mBitmapAsset = _in;
|
||||
mBitmapName = _in;
|
||||
mBitmap = getBitmap();
|
||||
}
|
||||
}; inline StringTableEntry _getBitmap(void) const {
|
||||
return mBitmapAsset.getAssetId();
|
||||
} GFXTexHandle getBitmap() {
|
||||
return mBitmapAsset.notNull() ? mBitmapAsset->getTexture(&GFXDefaultGUIProfile) : 0;
|
||||
} AssetPtr<ImageAsset> getBitmapAsset(void) {
|
||||
return mBitmapAsset;
|
||||
} static bool _setBitmapData(void* obj, const char* index, const char* data) {
|
||||
static_cast<GuiBitmapButtonCtrl*>(obj)->_setBitmap(_getStringTable()->insert(data)); return false;
|
||||
}
|
||||
protected:
|
||||
|
||||
void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
|
||||
{
|
||||
setBitmap(mBitmapName);
|
||||
}
|
||||
|
||||
GFXTexHandle mBitmap;
|
||||
StringTableEntry mBitmapName;
|
||||
/// alpha masking
|
||||
bool mMasked;
|
||||
|
||||
|
|
@ -158,11 +184,6 @@ class GuiBitmapButtonCtrl : public GuiButtonCtrl
|
|||
|
||||
/// @}
|
||||
|
||||
void onBitmapChange()
|
||||
{
|
||||
setBitmap(getBitmap());
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
GuiBitmapButtonCtrl();
|
||||
|
|
@ -185,14 +206,6 @@ class GuiBitmapButtonCtrl : public GuiButtonCtrl
|
|||
DECLARE_CONOBJECT(GuiBitmapButtonCtrl);
|
||||
DECLARE_DESCRIPTION( "A button control rendered entirely from bitmaps.\n"
|
||||
"The individual button states are represented with separate bitmaps." );
|
||||
|
||||
//Basically a wrapper function to do our special state handling setup when the fields change
|
||||
static bool _setBitmapFieldData(void* obj, const char* index, const char* data)
|
||||
{
|
||||
GuiBitmapButtonCtrl* object = static_cast<GuiBitmapButtonCtrl*>(obj);
|
||||
object->setBitmap(StringTable->insert(data));
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
typedef GuiBitmapButtonCtrl::BitmapMode GuiBitmapMode;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue