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Engine directory for ticket #1
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Engine/source/gui/buttons/guiSwatchButtonCtrl.cpp
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123
Engine/source/gui/buttons/guiSwatchButtonCtrl.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/guiSwatchButtonCtrl.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 "gui/core/guiDefaultControlRender.h"
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IMPLEMENT_CONOBJECT( GuiSwatchButtonCtrl );
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ConsoleDocClass( GuiSwatchButtonCtrl,
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"@brief A button that is used to represent color; often used in correlation with a color picker.\n\n"
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"A swatch button is a push button that uses its color field to designate the color drawn over an image, on top of a button.\n\n"
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"The color itself is a float value stored inside the GuiSwatchButtonCtrl::color field. The texture path that represents\n"
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"the image underlying the color is stored inside the GuiSwatchButtonCtrl::bitmap field.\n"
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"The default value assigned toGuiSwatchButtonCtrl::color is \"1 1 1 1\"( White ). The default/fallback image assigned to \n"
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"GuiSwatchButtonCtrl::bitmap is \"core/art/gui/images/transp_grid\".\n\n"
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"@tsexample\n"
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"// Create a GuiSwatchButtonCtrl that calls randomFunction with its current color when clicked\n"
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"%swatchButton = new GuiSwatchButtonCtrl()\n"
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"{\n"
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" profile = \"GuiInspectorSwatchButtonProfile\";\n"
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" command = \"randomFunction( $ThisControl.color );\";\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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GuiSwatchButtonCtrl::GuiSwatchButtonCtrl()
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: mSwatchColor( 1, 1, 1, 1 )
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{
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mButtonText = StringTable->insert( "" );
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setExtent(140, 30);
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static StringTableEntry sProfile = StringTable->insert( "profile" );
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setDataField( sProfile, NULL, "GuiInspectorSwatchButtonProfile" );
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}
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void GuiSwatchButtonCtrl::initPersistFields()
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{
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addField( "color", TypeColorF, Offset( mSwatchColor, GuiSwatchButtonCtrl ), "The foreground color of GuiSwatchButtonCtrl" );
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Parent::initPersistFields();
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}
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bool GuiSwatchButtonCtrl::onWake()
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{
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if ( !Parent::onWake() )
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return false;
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if ( mGrid.isNull() )
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mGrid.set( "core/art/gui/images/transp_grid", &GFXDefaultGUIProfile, avar("%s() - mGrid (line %d)", __FUNCTION__, __LINE__) );
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return true;
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}
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void GuiSwatchButtonCtrl::onRender( Point2I offset, const RectI &updateRect )
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{
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bool highlight = mMouseOver;
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ColorI backColor = mSwatchColor;
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ColorI borderColor = mActive ? ( highlight ? mProfile->mBorderColorHL : mProfile->mBorderColor ) : mProfile->mBorderColorNA;
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RectI renderRect( offset, getExtent() );
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if ( !highlight )
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renderRect.inset( 1, 1 );
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GFXDrawUtil *drawer = GFX->getDrawUtil();
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drawer->clearBitmapModulation();
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// Draw background transparency grid texture...
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if ( mGrid.isValid() )
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drawer->drawBitmapStretch( mGrid, renderRect );
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// Draw swatch color as fill...
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drawer->drawRectFill( renderRect, mSwatchColor );
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// Draw any borders...
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drawer->drawRect( renderRect, borderColor );
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}
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//-----------------------------------------------------------------------------
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DefineEngineMethod( GuiSwatchButtonCtrl, setColor, void, ( const char* newColor ),,
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"Set the color of the swatch control.\n"
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"@param newColor The new color string given to the swatch control in float format \"r g b a\".\n"
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"@note It's also important to note that when setColor is called causes\n"
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"the control's altCommand field to be executed." )
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{
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object->setField( "color", newColor );
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object->execAltConsoleCallback();
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}
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