mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
GuiShapeNameHud frame and fill rendering is now useful.
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c75d6feb20
commit
d80679fbf8
1 changed files with 14 additions and 10 deletions
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@ -144,10 +144,6 @@ void GuiShapeNameHud::initPersistFields()
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/// @param updateRect Extents of control.
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/// @param updateRect Extents of control.
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void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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{
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{
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// Background fill first
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if (mShowFill)
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
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// Must be in a TS Control
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// Must be in a TS Control
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GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
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GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
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if (!parent) return;
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if (!parent) return;
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@ -255,10 +251,6 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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// Restore control object collision
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// Restore control object collision
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control->enableCollision();
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control->enableCollision();
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// Border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
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}
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}
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@ -274,14 +266,26 @@ 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 height = mProfile->mFont->getHeight();
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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 -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
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offset.x -= width / 2;
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offset.y -= mProfile->mFont->getHeight();
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offset.y -= height;
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// Background fill first
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if (mShowFill)
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GFX->getDrawUtil()->drawRectFill(RectI(offset, extent), mFillColor);
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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, 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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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(RectI(offset, extent), mFrameColor);
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}
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}
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