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Engine directory for ticket #1
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Engine/source/gui/controls/guiBitmapBorderCtrl.cpp
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Engine/source/gui/controls/guiBitmapBorderCtrl.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/core/guiControl.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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// [rene 11/09/09] Why does this not use the bitmap array from its profile?
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/// Renders a skinned border.
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class GuiBitmapBorderCtrl : public GuiControl
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{
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typedef GuiControl Parent;
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enum {
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BorderTopLeft,
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BorderTopRight,
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BorderTop,
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BorderLeft,
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BorderRight,
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BorderBottomLeft,
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BorderBottom,
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BorderBottomRight,
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NumBitmaps
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};
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RectI *mBitmapBounds; ///< bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
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GFXTexHandle mTextureObject;
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public:
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bool onWake();
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void onSleep();
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void onRender(Point2I offset, const RectI &updateRect);
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DECLARE_CONOBJECT(GuiBitmapBorderCtrl);
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DECLARE_CATEGORY( "Gui Images" );
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DECLARE_DESCRIPTION( "A control that renders a skinned border." );
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};
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IMPLEMENT_CONOBJECT(GuiBitmapBorderCtrl);
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ConsoleDocClass( GuiBitmapBorderCtrl,
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"@brief A control that renders a skinned border specified in its profile.\n\n"
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"This control uses the bitmap specified in it's profile (GuiControlProfile::bitmapName). It takes this image and breaks up aspects of it "
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"to skin the border of this control with. It is also important to set GuiControlProfile::hasBitmapArray to true on the profile as well.\n\n"
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"The bitmap referenced should be broken up into a 3 x 3 grid (using the top left color pixel as a border color between each of the images) "
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"in which it will map to the following places:\n"
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"1 = Top Left Corner\n"
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"2 = Top Right Corner\n"
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"3 = Top Center\n"
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"4 = Left Center\n"
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"5 = Right Center\n"
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"6 = Bottom Left Corner\n"
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"7 = Bottom Center\n"
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"8 = Bottom Right Corner\n"
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"0 = Nothing\n\n"
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"1 2 3\n"
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"4 5 0\n"
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"6 7 8\n\n"
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"@tsexample\n"
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"singleton GuiControlProfile (BorderGUIProfile)\n"
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"{\n"
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" bitmap = \"core/art/gui/images/borderArray\";\n"
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" hasBitmapArray = true;\n"
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" opaque = false;\n"
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"};\n\n"
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"new GuiBitmapBorderCtrl(BitmapBorderGUI)\n"
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"{\n"
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" profile = \"BorderGUIProfile\";\n"
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" position = \"0 0\";\n"
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" extent = \"400 40\";\n"
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" visible = \"1\";\n"
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"};"
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"@endtsexample\n\n"
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"@see GuiControlProfile::bitmapName\n"
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"@see GuiControlProfile::hasBitmapArray\n\n"
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"@ingroup GuiImages"
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);
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bool GuiBitmapBorderCtrl::onWake()
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{
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if (! Parent::onWake())
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return false;
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//get the texture for the close, minimize, and maximize buttons
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mBitmapBounds = NULL;
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mTextureObject = mProfile->mTextureObject;
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if( mProfile->constructBitmapArray() >= NumBitmaps )
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mBitmapBounds = mProfile->mBitmapArrayRects.address();
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else
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Con::errorf( "GuiBitmapBorderCtrl: Could not construct bitmap array for profile '%s'", mProfile->getName() );
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return true;
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}
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void GuiBitmapBorderCtrl::onSleep()
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{
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mTextureObject = NULL;
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mBitmapBounds = NULL;
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Parent::onSleep();
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}
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void GuiBitmapBorderCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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renderChildControls( offset, updateRect );
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if( mBitmapBounds )
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{
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GFX->setClipRect(updateRect);
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//draw the outline
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RectI winRect;
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winRect.point = offset;
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winRect.extent = getExtent();
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winRect.point.x += mBitmapBounds[BorderLeft].extent.x;
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winRect.point.y += mBitmapBounds[BorderTop].extent.y;
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winRect.extent.x -= mBitmapBounds[BorderLeft].extent.x + mBitmapBounds[BorderRight].extent.x;
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winRect.extent.y -= mBitmapBounds[BorderTop].extent.y + mBitmapBounds[BorderBottom].extent.y;
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if(mProfile->mOpaque)
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GFX->getDrawUtil()->drawRectFill(winRect, mProfile->mFillColor);
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->drawBitmapSR(mTextureObject, offset, mBitmapBounds[BorderTopLeft]);
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GFX->getDrawUtil()->drawBitmapSR(mTextureObject, Point2I(offset.x + getWidth() - mBitmapBounds[BorderTopRight].extent.x, offset.y),
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mBitmapBounds[BorderTopRight]);
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RectI destRect;
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destRect.point.x = offset.x + mBitmapBounds[BorderTopLeft].extent.x;
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destRect.point.y = offset.y;
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destRect.extent.x = getWidth() - mBitmapBounds[BorderTopLeft].extent.x - mBitmapBounds[BorderTopRight].extent.x;
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destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
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RectI stretchRect = mBitmapBounds[BorderTop];
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stretchRect.inset(1,0);
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GFX->getDrawUtil()->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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destRect.point.x = offset.x;
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destRect.point.y = offset.y + mBitmapBounds[BorderTopLeft].extent.y;
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destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
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destRect.extent.y = getHeight() - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
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stretchRect = mBitmapBounds[BorderLeft];
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stretchRect.inset(0,1);
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GFX->getDrawUtil()->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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destRect.point.x = offset.x + getWidth() - mBitmapBounds[BorderRight].extent.x;
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destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
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destRect.point.y = offset.y + mBitmapBounds[BorderTopRight].extent.y;
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destRect.extent.y = getHeight() - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
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stretchRect = mBitmapBounds[BorderRight];
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stretchRect.inset(0,1);
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GFX->getDrawUtil()->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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GFX->getDrawUtil()->drawBitmapSR(mTextureObject, offset + Point2I(0, getHeight() - mBitmapBounds[BorderBottomLeft].extent.y), mBitmapBounds[BorderBottomLeft]);
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GFX->getDrawUtil()->drawBitmapSR(mTextureObject, offset + getExtent() - mBitmapBounds[BorderBottomRight].extent, mBitmapBounds[BorderBottomRight]);
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destRect.point.x = offset.x + mBitmapBounds[BorderBottomLeft].extent.x;
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destRect.extent.x = getWidth() - mBitmapBounds[BorderBottomLeft].extent.x - mBitmapBounds[BorderBottomRight].extent.x;
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destRect.point.y = offset.y + getHeight() - mBitmapBounds[BorderBottom].extent.y;
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destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
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stretchRect = mBitmapBounds[BorderBottom];
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stretchRect.inset(1,0);
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GFX->getDrawUtil()->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
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}
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}
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