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Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption Removed unneeded MainEditor mockup module Removed some unused/duplicate image assets from the tools
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1708 changed files with 19619 additions and 4596 deletions
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@ -30,6 +30,7 @@
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#include "gfx/gfxTextureManager.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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/// The GuiIconButtonCtrl draws an icon and text caption within a normal
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/// button control with several layout options.
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@ -41,8 +42,9 @@ private:
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protected:
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StringTableEntry mBitmapName;
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GFXTexHandle mTextureNormal;
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DECLARE_IMAGEASSET(GuiIconButtonCtrl, Bitmap, onImageChanged, GFXTexturePersistentSRGBProfile);
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DECLARE_IMAGEASSET_SETGET(GuiIconButtonCtrl, Bitmap);
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S32 mIconLocation;
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S32 mTextLocation;
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S32 mTextMargin;
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@ -57,10 +59,6 @@ protected:
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/// Calculate extent based on icon size, text width, and layout options.
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bool mAutoSize;
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// Optional bitmap to be displayed when the proper bitmap cannot be found
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StringTableEntry mErrorBitmapName;
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GFXTexHandle mErrorTextureHandle;
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void renderButton( Point2I &offset, const RectI& updateRect);
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enum
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@ -114,6 +112,8 @@ public:
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void setErrorBitmap(const char *name);
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void onRender(Point2I offset, const RectI &updateRect);
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void onImageChanged() {}
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};
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typedef GuiIconButtonCtrl::TextLocation GuiIconButtonTextLocation;
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