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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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@ -27,6 +27,7 @@
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#include "gui/core/guiControl.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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/// Renders a bitmap.
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class GuiBitmapCtrl : public GuiControl
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{
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@ -38,11 +39,9 @@ class GuiBitmapCtrl : public GuiControl
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/// Name of the bitmap file. If this is 'texhandle' the bitmap is not loaded
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/// from a file but rather set explicitly on the control.
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String mBitmapName;
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/// Loaded texture.
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GFXTexHandle mTextureObject;
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DECLARE_IMAGEASSET(GuiBitmapCtrl, Bitmap, onImageChanged, GFXDefaultGUIProfile);
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DECLARE_IMAGEASSET_SETGET(GuiBitmapCtrl, Bitmap);
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Point2I mStartPoint;
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ColorI mColor;
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@ -52,6 +51,8 @@ class GuiBitmapCtrl : public GuiControl
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static bool setBitmapName( void *object, const char *index, const char *data );
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static const char *getBitmapName( void *obj, const char *data );
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void onImageChanged() {}
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public:
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GuiBitmapCtrl();
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@ -72,7 +73,7 @@ class GuiBitmapCtrl : public GuiControl
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DECLARE_CONOBJECT( GuiBitmapCtrl );
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DECLARE_CATEGORY( "Gui Images" );
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DECLARE_DESCRIPTION( "A control that displays a single, static image from a file.\n"
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DECLARE_DESCRIPTION( "A control that displays a single, static image from a file.n"
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"The bitmap can either be tiled or stretched inside the control." );
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};
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