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Engine directory for ticket #1
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193
Engine/source/gui/buttons/guiBitmapButtonCtrl.h
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Engine/source/gui/buttons/guiBitmapButtonCtrl.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUIBITMAPBUTTON_H_
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#define _GUIBITMAPBUTTON_H_
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#ifndef _GUIBUTTONCTRL_H_
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#include "gui/buttons/guiButtonCtrl.h"
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#endif
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#ifndef _GFXTEXTUREMANAGER_H_
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#include "gfx/gfxTextureManager.h"
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#endif
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/// A button control that uses bitmaps as its different button states.
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///
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/// Set 'bitmap' console field to base name of bitmaps to use. This control will
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///
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/// append '_n' for normal
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/// append '_h' for highlighted
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/// append '_d' for depressed
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/// append '_i' for inactive
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///
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/// If a bitmap cannot be found it will use the default bitmap to render.
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///
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/// Additionally, a bitmap button can be made to react to keyboard modifiers. These can be
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/// either CTRL/CMD, ALT, or SHIFT (but no combination of them.) To assign a different bitmap
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/// for a modifier state, prepend "_ctrl", _"alt", or "_shift" to the state postfix.
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///
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/// To implement different handlers for the modifier states, use the "onDefaultClick",
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/// "onCtrlClick", "onAltClick", and "onShiftClick" methods.
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///
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class GuiBitmapButtonCtrl : public GuiButtonCtrl
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{
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public:
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typedef GuiButtonCtrl Parent;
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enum BitmapMode
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{
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BitmapStretched,
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BitmapCentered,
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};
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protected:
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enum Modifier
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{
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ModifierNone,
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ModifierCtrl,
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ModifierAlt,
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ModifierShift,
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NumModifiers
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};
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enum State
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{
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NORMAL,
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HILIGHT,
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DEPRESSED,
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INACTIVE
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};
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struct Textures
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{
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/// Texture for normal state.
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GFXTexHandle mTextureNormal;
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/// Texture for highlight state.
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GFXTexHandle mTextureHilight;
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/// Texture for depressed state.
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GFXTexHandle mTextureDepressed;
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/// Texture for inactive state.
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GFXTexHandle mTextureInactive;
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};
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/// Make control extents equal to bitmap size.
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bool mAutoFitExtents;
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/// Allow switching out images according to modifier presses.
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bool mUseModifiers;
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/// Allow switching images according to mouse states. On by default.
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/// Switch off when not needed as it otherwise results in a lot of costly
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/// texture loads.
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bool mUseStates;
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///
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BitmapMode mBitmapMode;
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/// File name for bitmap.
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String mBitmapName;
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///
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Textures mTextures[ NumModifiers ];
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virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect );
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static bool _setAutoFitExtents( void *object, const char *index, const char *data );
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static bool _setBitmap( void *object, const char *index, const char *data );
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State getState() const
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{
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if( mActive )
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{
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if( mDepressed || mStateOn ) return DEPRESSED;
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if( mMouseOver ) return HILIGHT;
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return NORMAL;
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}
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else
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return INACTIVE;
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}
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Modifier getCurrentModifier();
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GFXTexHandle& getTextureForCurrentState();
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onDefaultClick, () );
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DECLARE_CALLBACK( void, onCtrlClick, () );
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DECLARE_CALLBACK( void, onAltClick, () );
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DECLARE_CALLBACK( void, onShiftClick, () );
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/// @}
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public:
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GuiBitmapButtonCtrl();
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void setAutoFitExtents( bool state );
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void setBitmap( const String& name );
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void setBitmapHandles( GFXTexHandle normal, GFXTexHandle highlighted, GFXTexHandle depressed, GFXTexHandle inactive );
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//Parent methods
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virtual bool onWake();
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virtual void onSleep();
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virtual void onAction();
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virtual void inspectPostApply();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiBitmapButtonCtrl);
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DECLARE_DESCRIPTION( "A button control rendered entirely from bitmaps.\n"
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"The individual button states are represented with separate bitmaps." );
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};
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typedef GuiBitmapButtonCtrl::BitmapMode GuiBitmapMode;
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DefineEnumType( GuiBitmapMode );
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/// Extension of GuiBitmapButtonCtrl that also display a text label on the button.
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class GuiBitmapButtonTextCtrl : public GuiBitmapButtonCtrl
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{
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public:
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typedef GuiBitmapButtonCtrl Parent;
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protected:
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virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect );
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public:
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DECLARE_CONOBJECT( GuiBitmapButtonTextCtrl );
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DECLARE_DESCRIPTION( "An extension of GuiBitmapButtonCtrl that also renders a text\n"
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"label on the button." );
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};
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#endif //_GUI_BITMAP_BUTTON_CTRL_H
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