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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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@ -3696,7 +3696,7 @@ void GuiTreeViewCtrl::onRenderCell(Point2I offset, Point2I cell, bool, bool )
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{
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drawRect.point.x -= mTabSize;
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if ( parent->mNext )
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drawer->drawBitmapSR( mProfile->mTextureObject, drawRect.point, mProfile->mBitmapArrayRects[BmpLine] );
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drawer->drawBitmapSR( mProfile->mBitmap, drawRect.point, mProfile->mBitmapArrayRects[BmpLine] );
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parent = parent->mParent;
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}
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@ -3707,7 +3707,7 @@ void GuiTreeViewCtrl::onRenderCell(Point2I offset, Point2I cell, bool, bool )
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// First, draw the rollover glow, if it's an inner node.
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if ( item->isParent() && item->mState.test( Item::MouseOverBmp ) )
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drawer->drawBitmapSR( mProfile->mTextureObject, drawRect.point, mProfile->mBitmapArrayRects[BmpGlow] );
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drawer->drawBitmapSR( mProfile->mBitmap, drawRect.point, mProfile->mBitmapArrayRects[BmpGlow] );
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// Now, do we draw a treeview-selected item or an item dependent one?
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S32 newOffset = 0; // This is stored so we can render glow, then update render pos.
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@ -3752,7 +3752,7 @@ void GuiTreeViewCtrl::onRenderCell(Point2I offset, Point2I cell, bool, bool )
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if( ( bitmap >= 0 ) && ( bitmap < mProfile->mBitmapArrayRects.size() ) )
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{
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if( drawBitmap )
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drawer->drawBitmapSR( mProfile->mTextureObject, drawRect.point, mProfile->mBitmapArrayRects[bitmap] );
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drawer->drawBitmapSR( mProfile->getBitmapResource(), drawRect.point, mProfile->mBitmapArrayRects[bitmap] );
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newOffset = mProfile->mBitmapArrayRects[bitmap].extent.x;
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}
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