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https://github.com/TorqueGameEngines/Torque3D.git
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review notes from Az
Should render fallback for namedTarget if namedTarget fails Add safety around namedtarget getTexture to stop assert Missing assets should revert to fallback image and print a warning to console Remove REFACTOR tag from all macros.
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b707b2e2b7
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60 changed files with 189 additions and 164 deletions
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@ -67,7 +67,7 @@ void GuiChunkedBitmapCtrl::initPersistFields()
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{
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docsURL;
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addGroup("GuiChunkedBitmapCtrl");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Bitmap, GuiChunkedBitmapCtrl, "This is the bitmap to render to the control.");
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INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiChunkedBitmapCtrl, "This is the bitmap to render to the control.");
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addField( "useVariable", TypeBool, Offset( mUseVariable, GuiChunkedBitmapCtrl ), "This decides whether to use the \"bitmap\" file "
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"or a bitmap stored in \"variable\"");
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@ -17,7 +17,7 @@ private:
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protected:
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DECLARE_IMAGEASSET_REFACTOR(GuiChunkedBitmapCtrl, Bitmap, GFXDefaultGUIProfile)
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DECLARE_IMAGEASSET(GuiChunkedBitmapCtrl, Bitmap, GFXDefaultGUIProfile)
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bool mUseVariable;
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bool mTile;
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@ -131,7 +131,7 @@ GuiProgressBitmapCtrl::GuiProgressBitmapCtrl()
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void GuiProgressBitmapCtrl::initPersistFields()
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{
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docsURL;
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Bitmap, GuiProgressBitmapCtrl, "Bitmap file to use for rendering the progress bar.\n\n"
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INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiProgressBitmapCtrl, "Bitmap file to use for rendering the progress bar.\n\n"
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"If the profile assigned to the control already has a bitmap assigned, this property need not be "
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"set in which case the bitmap from the profile is used.");
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@ -47,7 +47,7 @@ class GuiProgressBitmapCtrl : public GuiTextCtrl
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F32 mProgress;
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DECLARE_IMAGEASSET_REFACTOR(GuiProgressBitmapCtrl, Bitmap, GFXDefaultGUIProfile)
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DECLARE_IMAGEASSET(GuiProgressBitmapCtrl, Bitmap, GFXDefaultGUIProfile)
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bool mUseVariable;
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bool mTile;
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