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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 15:44:36 +00:00
Added padding to GuiShapeNameHud labels.
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4d3851c3cb
commit
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1 changed files with 8 additions and 4 deletions
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@ -60,6 +60,8 @@ class GuiShapeNameHud : public GuiControl {
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bool mShowLabelFrame;
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bool mShowLabelFrame;
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bool mShowLabelFill;
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bool mShowLabelFill;
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Point2I mLabelPadding;
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protected:
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protected:
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void drawName( Point2I offset, const char *buf, F32 opacity);
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void drawName( Point2I offset, const char *buf, F32 opacity);
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@ -119,6 +121,7 @@ GuiShapeNameHud::GuiShapeNameHud()
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mShowFrame = mShowFill = true;
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mShowFrame = mShowFill = true;
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mVerticalOffset = 0.5f;
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mVerticalOffset = 0.5f;
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mDistanceFade = 0.1f;
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mDistanceFade = 0.1f;
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mLabelPadding.set(0, 0);
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}
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}
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void GuiShapeNameHud::initPersistFields()
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void GuiShapeNameHud::initPersistFields()
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@ -136,6 +139,7 @@ void GuiShapeNameHud::initPersistFields()
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ), "If true, we draw the frame of the control." );
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ), "If true, we draw the frame of the control." );
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addField( "showLabelFill", TypeBool, Offset( mShowLabelFill, GuiShapeNameHud ), "If true, we draw a background for each shape name label." );
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addField( "showLabelFill", TypeBool, Offset( mShowLabelFill, GuiShapeNameHud ), "If true, we draw a background for each shape name label." );
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addField( "showLabelFrame", TypeBool, Offset( mShowLabelFrame, GuiShapeNameHud ), "If true, we draw a frame around each shape name label." );
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addField( "showLabelFrame", TypeBool, Offset( mShowLabelFrame, GuiShapeNameHud ), "If true, we draw a frame around each shape name label." );
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addField( "labelPadding", TypePoint2I, Offset( mLabelPadding, GuiShapeNameHud ), "The padding (in pixels) between the label text and the frame." );
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addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ), "Amount to vertically offset the control in relation to the ShapeBase object in focus." );
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addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ), "Amount to vertically offset the control in relation to the ShapeBase object in focus." );
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addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ), "Visibility distance (how far the player must be from the ShapeBase object in focus) for this control to render." );
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addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ), "Visibility distance (how far the player must be from the ShapeBase object in focus) for this control to render." );
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endGroup("Misc");
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endGroup("Misc");
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@ -286,13 +290,13 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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/// @param opacity Opacity of name (a fraction).
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/// @param opacity Opacity of name (a fraction).
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void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
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void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
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{
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{
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F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name);
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F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name) + mLabelPadding.x * 2;
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F32 height = mProfile->mFont->getHeight();
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F32 height = mProfile->mFont->getHeight() + mLabelPadding.y * 2;
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Point2I extent = Point2I(width, height);
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Point2I extent = Point2I(width, height);
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// Center the name
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// Center the name
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offset.x -= width / 2;
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offset.x -= width / 2;
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offset.y -= height;
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offset.y -= height / 2;
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// Background fill first
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// Background fill first
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if (mShowLabelFill)
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if (mShowLabelFill)
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@ -301,7 +305,7 @@ void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
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// Deal with opacity and draw.
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// Deal with opacity and draw.
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mTextColor.alpha = opacity;
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mTextColor.alpha = opacity;
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GFX->getDrawUtil()->setBitmapModulation(mTextColor);
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GFX->getDrawUtil()->setBitmapModulation(mTextColor);
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GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name);
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GFX->getDrawUtil()->drawText(mProfile->mFont, offset + mLabelPadding, name);
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->clearBitmapModulation();
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// Border last
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// Border last
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