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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 20:10:32 +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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parent
39c2cc09fc
commit
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9 changed files with 654 additions and 170 deletions
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@ -108,7 +108,13 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
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RectI winRect;
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winRect.point = offset;
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winRect.extent = getExtent();
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drawer->drawRectFill(winRect, mProfile->mFillColor);
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ColorI border = mProfile->mBorderColor;
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if (mSelected)
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border = mProfile->mBorderColorSEL;
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drawer->drawRoundedRect(15.0f, winRect, mProfile->mFillColor, 3.0f, border);
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// draw header
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ColorI header(50, 50, 50, 128);
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@ -148,7 +154,7 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
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U32 headerSize = 30;
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headRect.point = offset;
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headRect.extent = Point2I(getExtent().x, headerSize);
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drawer->drawRectFill(headRect, header);
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drawer->drawRoundedRect(15.0f, headRect, header);
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// draw header text.
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U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
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@ -157,14 +163,6 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
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drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
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drawer->clearBitmapModulation();
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ColorI border = mProfile->mBorderColor;
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if (mSelected)
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border = mProfile->mBorderColorSEL;
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drawer->drawRect(winRect, border);
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if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
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{
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U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
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@ -175,7 +173,7 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
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drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
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if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
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input->pos = Point2I(-(nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
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input->pos = Point2I(-(nodeSize / 2) + 1, slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
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slotPos.y += textPadY;
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}
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