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Engine directory for ticket #1
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Engine/source/gui/game/guiChunkedBitmapCtrl.cpp
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201
Engine/source/gui/game/guiChunkedBitmapCtrl.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 "console/console.h"
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#include "console/consoleTypes.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gui/core/guiControl.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTextureHandle.h"
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#include "gfx/gfxDrawUtil.h"
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#include "console/engineAPI.h"
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class GuiChunkedBitmapCtrl : public GuiControl
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{
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private:
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typedef GuiControl Parent;
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void renderRegion(const Point2I &offset, const Point2I &extent);
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protected:
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StringTableEntry mBitmapName;
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GFXTexHandle mTexHandle;
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bool mUseVariable;
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bool mTile;
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public:
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//creation methods
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DECLARE_CONOBJECT(GuiChunkedBitmapCtrl);
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DECLARE_CATEGORY( "Gui Images" );
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GuiChunkedBitmapCtrl();
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static void initPersistFields();
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//Parental methods
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bool onWake();
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void onSleep();
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void setBitmap(const char *name);
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void onRender(Point2I offset, const RectI &updateRect);
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};
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IMPLEMENT_CONOBJECT(GuiChunkedBitmapCtrl);
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ConsoleDocClass( GuiChunkedBitmapCtrl,
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"@brief This is a control that will render a specified bitmap or a bitmap specified in a referenced variable.\n\n"
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"This control allows you to either set a bitmap with the \"bitmap\" field or with the setBitmap method. You can also choose "
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"to reference a variable in the \"variable\" field such as \"$image\" and then set \"useVariable\" to true. This will cause it to "
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"synchronize the variable with the bitmap displayed (if the variable holds a valid image). You can then change the variable and "
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"effectively changed the displayed image.\n\n"
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"@tsexample\n"
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"$image = \"anotherbackground.png\";\n"
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"new GuiChunkedBitmapCtrl(ChunkedBitmap)\n"
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"{\n"
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" bitmap = \"background.png\";\n"
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" variable = \"$image\";\n"
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" useVariable = false;\n"
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"}\n\n"
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"// This will result in the control rendering \"background.png\"\n"
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"// If we now set the useVariable to true it will now render \"anotherbackground.png\"\n"
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"ChunkedBitmap.useVariable = true;\n"
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"@endtsexample\n\n"
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"@see GuiControl::variable\n\n"
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"@ingroup GuiImages\n"
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);
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void GuiChunkedBitmapCtrl::initPersistFields()
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{
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addGroup("GuiChunkedBitmapCtrl");
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addField( "bitmap", TypeFilename, Offset( mBitmapName, 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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addField( "tile", TypeBool, Offset( mTile, GuiChunkedBitmapCtrl ), "This is no longer in use");
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endGroup("GuiChunkedBitmapCtrl");
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Parent::initPersistFields();
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}
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DefineEngineMethod( GuiChunkedBitmapCtrl, setBitmap, void, (const char* filename),,
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"@brief Set the image rendered in this control.\n\n"
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"@param filename The image name you want to set\n"
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"@tsexample\n"
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"ChunkedBitmap.setBitmap(\"images/background.png\");"
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"@endtsexample\n\n")
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{
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object->setBitmap( filename );
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}
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GuiChunkedBitmapCtrl::GuiChunkedBitmapCtrl()
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{
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mBitmapName = StringTable->insert("");
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mUseVariable = false;
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mTile = false;
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}
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void GuiChunkedBitmapCtrl::setBitmap(const char *name)
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{
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bool awake = mAwake;
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if(awake)
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onSleep();
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mBitmapName = StringTable->insert(name);
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if(awake)
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onWake();
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setUpdate();
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}
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bool GuiChunkedBitmapCtrl::onWake()
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{
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if(!Parent::onWake())
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return false;
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if( !mTexHandle
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&& ( ( mBitmapName && mBitmapName[ 0 ] )
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|| ( mUseVariable && mConsoleVariable && mConsoleVariable[ 0 ] ) ) )
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{
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if ( mUseVariable )
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mTexHandle.set( Con::getVariable( mConsoleVariable ), &GFXDefaultGUIProfile, avar("%s() - mTexHandle (line %d)", __FUNCTION__, __LINE__) );
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else
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mTexHandle.set( mBitmapName, &GFXDefaultGUIProfile, avar("%s() - mTexHandle (line %d)", __FUNCTION__, __LINE__) );
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}
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return true;
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}
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void GuiChunkedBitmapCtrl::onSleep()
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{
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mTexHandle = NULL;
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Parent::onSleep();
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}
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void GuiChunkedBitmapCtrl::renderRegion(const Point2I &offset, const Point2I &extent)
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{
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/*
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U32 widthCount = mTexHandle.getTextureCountWidth();
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U32 heightCount = mTexHandle.getTextureCountHeight();
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if(!widthCount || !heightCount)
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return;
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F32 widthScale = F32(extent.x) / F32(mTexHandle.getWidth());
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F32 heightScale = F32(extent.y) / F32(mTexHandle.getHeight());
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GFX->setBitmapModulation(ColorF(1,1,1));
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for(U32 i = 0; i < widthCount; i++)
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{
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for(U32 j = 0; j < heightCount; j++)
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{
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GFXTexHandle t = mTexHandle.getSubTexture(i, j);
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RectI stretchRegion;
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stretchRegion.point.x = (S32)(i * 256 * widthScale + offset.x);
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stretchRegion.point.y = (S32)(j * 256 * heightScale + offset.y);
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if(i == widthCount - 1)
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stretchRegion.extent.x = extent.x + offset.x - stretchRegion.point.x;
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else
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stretchRegion.extent.x = (S32)((i * 256 + t.getWidth() ) * widthScale + offset.x - stretchRegion.point.x);
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if(j == heightCount - 1)
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stretchRegion.extent.y = extent.y + offset.y - stretchRegion.point.y;
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else
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stretchRegion.extent.y = (S32)((j * 256 + t.getHeight()) * heightScale + offset.y - stretchRegion.point.y);
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GFX->drawBitmapStretch(t, stretchRegion);
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}
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}
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*/
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}
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void GuiChunkedBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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if( mTexHandle )
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{
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RectI boundsRect( offset, getExtent());
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GFX->getDrawUtil()->drawBitmapStretch( mTexHandle, boundsRect, GFXBitmapFlip_None, GFXTextureFilterLinear );
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}
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renderChildControls(offset, updateRect);
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}
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