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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 22:53:47 +00:00
extra draw gui
add the extra functions for drawing gui elements RoundedRectangle: All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners Draw thick line: draws a line thicker than 1 pixel, uses a geometry shader to do this Draw Circle: Draws a circle with a border parameter.
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39c2cc09fc
commit
c9d70de609
9 changed files with 654 additions and 170 deletions
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@ -134,45 +134,6 @@ void GuiShaderEditor::onPreRender()
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setUpdate();
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}
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void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness, ColorI col1, ColorI col2)
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{
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Point2F dir = Point2F(pt2.x - pt1.x, pt2.y - pt1.y);
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if (dir == Point2F::Zero)
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return;
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Point2F unitDir = dir / mSqrt(dir.x * dir.x + dir.y * dir.y);
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Point2F unitPerp(-unitDir.y, unitDir.x);
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Point2F offset = (thickness / 2.0f) * unitPerp;
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GFX->setStateBlock(mDefaultGuiSB);
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Point2F lT = Point2F(pt1.x, pt1.y) + offset;
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Point2F lB = Point2F(pt1.x, pt1.y) - offset;
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Point2F rT = Point2F(pt2.x, pt2.y) + offset;
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Point2F rB = Point2F(pt2.x, pt2.y) - offset;
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PrimBuild::begin(GFXTriangleStrip, 4);
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// top left.
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PrimBuild::color(col1);
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PrimBuild::vertex2f(lT.x, lT.y);
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// bottom left.
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PrimBuild::color(col1);
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PrimBuild::vertex2f(lB.x, lB.y);
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// top right.
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PrimBuild::color(col2);
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PrimBuild::vertex2f(rT.x, rT.y);
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// bottom right.
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PrimBuild::color(col2);
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PrimBuild::vertex2f(rB.x, rB.y);
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PrimBuild::end();
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}
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void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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// Save the current clip rect
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@ -224,17 +185,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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if (node->mSelected)
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border = mProfile->mBorderColorSEL;
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(input))
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{
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fill = ColorI::WHITE;
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}
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drawer->drawRectFill(socketRect, fill);
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
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}
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for (NodeOutput* output : node->mOutputNodes)
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@ -246,9 +204,8 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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if (node->mSelected)
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border = mProfile->mBorderColorSEL;
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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if(node->mSelected)
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border = mProfile->mBorderColorSEL;
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(output))
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@ -256,7 +213,8 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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fill = ColorI::WHITE;
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}
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drawer->drawRectFill(socketRect, fill);
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
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}
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}
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}
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@ -292,7 +250,7 @@ void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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end += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawThickLine(start, end, mNodeSize/3);
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drawer->drawThickLine(start, end,ColorI(255,255,255,255), (F32)mNodeSize/3);
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}
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// Restore the clip rect to what it was at the start
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@ -328,11 +286,12 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawThickLine(start, mLastMousePos + offset, mNodeSize/3);
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drawer->drawThickLine(start, mLastMousePos + offset, ColorI(255, 255, 255, 255), (F32)mNodeSize / 3);
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// draw socket overlay over the top of the line.
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sockActive.inset(1, 1);
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drawer->drawRectFill(sockActive, ColorI(255, 255, 255));
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drawer->drawCircleFill(sockActive, ColorI(255, 255, 255), mNodeSize / 2);
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}
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}
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// Draw selection rectangle last so it is rendered on top.
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