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Engine directory for ticket #1
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207
Engine/source/gui/buttons/guiCheckBoxCtrl.cpp
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207
Engine/source/gui/buttons/guiCheckBoxCtrl.cpp
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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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#include "platform/platform.h"
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#include "gui/buttons/guiCheckBoxCtrl.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gui/core/guiCanvas.h"
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#include "sfx/sfxSystem.h"
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#include "sfx/sfxTrack.h"
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IMPLEMENT_CONOBJECT( GuiCheckBoxCtrl );
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ConsoleDocClass( GuiCheckBoxCtrl,
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"@brief A named checkbox that can be toggled on and off.\n\n"
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"A GuiCheckBoxCtrl displays a text label next to a checkbox that can be toggled on and off by the user. "
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"Checkboxes are usually used to present boolean choices like, for example, a switch to toggle fullscreen "
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"video on and off.\n\n"
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"@tsexample\n"
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"// Create a checkbox that allows to toggle fullscreen on and off.\n"
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"new GuiCheckBoxCtrl( FullscreenToggle )\n"
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"{\n"
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" text = \"Fullscreen\";\n"
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"};\n"
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"\n"
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"// Set the initial state to match the current fullscreen setting.\n"
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"FullscreenToggle.setStateOn( Canvas.isFullscreen() );\n"
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"\n"
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"// Define function to be called when checkbox state is toggled.\n"
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"function FullscreenToggle::onClick( %this )\n"
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"{\n"
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" Canvas.toggleFullscreen();\n"
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"}\n"
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"@endtsexample\n\n"
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"@ingroup GuiButtons"
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);
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//-----------------------------------------------------------------------------
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GuiCheckBoxCtrl::GuiCheckBoxCtrl()
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{
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setExtent(140, 30);
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mStateOn = false;
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mIndent = 0;
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mButtonType = ButtonTypeCheck;
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}
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//-----------------------------------------------------------------------------
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bool GuiCheckBoxCtrl::onWake()
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{
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if(!Parent::onWake())
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return false;
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// make sure there is a bitmap array for this control type
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// if it is declared as such in the control
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if( !mProfile->mBitmapArrayRects.size() && !mProfile->constructBitmapArray() )
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{
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Con::errorf( "GuiCheckBoxCtrl::onWake - failed to create bitmap array from profile '%s'", mProfile->getName() );
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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void GuiCheckBoxCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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// RLP/Sickhead NOTE: New/experimental code
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// for notifying the GuiCheckBoxCtrl of changes
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// to its mConsoleVariable's state.
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if ( mConsoleVariable[0] )
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{
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bool stateOn = Con::getBoolVariable( mConsoleVariable );
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if ( stateOn != mStateOn )
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mStateOn = stateOn;
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}
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ColorI backColor = mActive ? mProfile->mFillColor : mProfile->mFillColorNA;
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ColorI fontColor = mActive ? (mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor) : mProfile->mFontColorNA;
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ColorI insideBorderColor = isFirstResponder() ? mProfile->mBorderColorHL : mProfile->mBorderColor;
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// just draw the check box and the text:
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S32 xOffset = 0;
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GFX->getDrawUtil()->clearBitmapModulation();
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if(mProfile->mBitmapArrayRects.size() >= 4)
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{
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S32 index = mStateOn;
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if(!mActive)
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{
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if(mProfile->mBitmapArrayRects.size() >= 6)
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{
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// New style checkbox bitmap with 6 images
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index = 4 + mStateOn;
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}
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else
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{
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// Old style checkbox bitmap
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index = 2;
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}
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}
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else if(mDepressed)
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{
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index += 2;
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}
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xOffset = mProfile->mBitmapArrayRects[0].extent.x + 2 + mIndent;
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S32 y = (getHeight() - mProfile->mBitmapArrayRects[0].extent.y) / 2;
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GFX->getDrawUtil()->drawBitmapSR(mProfile->mTextureObject, offset + Point2I(mIndent, y), mProfile->mBitmapArrayRects[index]);
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}
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if(mButtonText[0] != '\0')
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{
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GFX->getDrawUtil()->setBitmapModulation( fontColor );
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renderJustifiedText(Point2I(offset.x + xOffset, offset.y),
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Point2I(getWidth() - getHeight(), getHeight()),
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mButtonText);
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}
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//render the children
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renderChildControls(offset, updateRect);
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}
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//-----------------------------------------------------------------------------
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void GuiCheckBoxCtrl::autoSize()
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{
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U32 width, height;
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U32 bmpArrayRect0Width = 0;
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if( !mAwake )
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{
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mProfile->incLoadCount();
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if( !mProfile->mBitmapArrayRects.size() )
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mProfile->constructBitmapArray();
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if( mProfile->mBitmapArrayRects.size() )
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bmpArrayRect0Width = mProfile->mBitmapArrayRects[ 0 ].extent.x;
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}
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U32 bmpWidth = bmpArrayRect0Width + 2 + mIndent;
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U32 strWidth = mProfile->mFont->getStrWidthPrecise( mButtonText );
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width = bmpWidth + strWidth + 2;
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U32 bmpHeight = mProfile->mBitmapArrayRects[0].extent.y;
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U32 fontHeight = mProfile->mFont->getHeight();
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height = getMax( bmpHeight, fontHeight ) + 4;
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setExtent( width, height );
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if( !mAwake )
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mProfile->decLoadCount();
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}
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//=============================================================================
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// API.
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//=============================================================================
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// MARK: ---- API ----
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//-----------------------------------------------------------------------------
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DefineEngineMethod( GuiCheckBoxCtrl, setStateOn, void, ( bool newState ),,
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"Set whether the checkbox is ticked or not.\n"
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"@param newState If true the box will be checked, if false, it will be unchecked.\n\n"
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"@note This method will @b not trigger the command associated with the control. To toggle the "
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"checkbox state as if the user had clicked the control, use performClick()." )
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{
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object->setStateOn( newState );
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}
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//-----------------------------------------------------------------------------
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DefineEngineMethod( GuiCheckBoxCtrl, isStateOn, bool, (),,
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"Test whether the checkbox is currently checked.\n"
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"@return True if the checkbox is currently ticked, false otherwise.\n" )
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{
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return object->getStateOn();
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}
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