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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Merge pull request #637 from Azaezel/alpha40/guiRotation
blatantly ganked from T2D; adds rotation as an option for drawbitmap
This commit is contained in:
commit
e0e3ebc69d
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@ -303,54 +303,54 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2F &ptDraw, const UTF16 *in_
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//-----------------------------------------------------------------------------
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// Draw Bitmaps
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//-----------------------------------------------------------------------------
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void GFXDrawUtil::drawBitmap( GFXTextureObject* texture, const Point2I &in_rAt, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmap( GFXTextureObject* texture, const Point2I &in_rAt, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
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{
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drawBitmap(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),in_flip,filter,in_wrap);
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drawBitmap(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),in_flip,filter,in_wrap, angle);
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}
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void GFXDrawUtil::drawBitmapStretch( GFXTextureObject* texture, const RectI &dstRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmapStretch( GFXTextureObject* texture, const RectI &dstRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
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{
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drawBitmapStretch(texture,RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y),in_flip,filter,in_wrap);
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drawBitmapStretch(texture,RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y),in_flip,filter,in_wrap, angle);
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}
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void GFXDrawUtil::drawBitmapSR( GFXTextureObject* texture, const Point2I &in_rAt, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmapSR( GFXTextureObject* texture, const Point2I &in_rAt, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
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{
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drawBitmapSR(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y),in_flip,filter,in_wrap);
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drawBitmapSR(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y),in_flip,filter,in_wrap, angle);
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}
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void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject *texture, const RectI &dstRect, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject *texture, const RectI &dstRect, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/, F32 angle)
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{
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RectF dstRectF = RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y);
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RectF srcRectF = RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y);
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drawBitmapStretchSR(texture,dstRectF,srcRectF,in_flip,filter,in_wrap);
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drawBitmapStretchSR(texture,dstRectF,srcRectF,in_flip,filter,in_wrap, angle);
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}
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void GFXDrawUtil::drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
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{
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AssertFatal( texture != 0, "No texture specified for drawBitmap()" );
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RectI subRegion( 0, 0, texture->mBitmapSize.x, texture->mBitmapSize.y );
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RectI stretch( in_rAt.x, in_rAt.y, texture->mBitmapSize.x, texture->mBitmapSize.y );
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drawBitmapStretchSR( texture, stretch, subRegion, in_flip, filter, in_wrap );
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drawBitmapStretchSR( texture, stretch, subRegion, in_flip, filter, in_wrap, angle);
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}
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void GFXDrawUtil::drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
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{
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AssertFatal( texture != 0, "No texture specified for drawBitmapStretch()" );
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RectF subRegion( 0.f, 0.f, (F32)texture->mBitmapSize.x, (F32)texture->mBitmapSize.y );
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drawBitmapStretchSR( texture, dstRect, subRegion, in_flip, filter, in_wrap );
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drawBitmapStretchSR( texture, dstRect, subRegion, in_flip, filter, in_wrap, angle);
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}
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void GFXDrawUtil::drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
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{
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AssertFatal( texture != 0, "No texture specified for drawBitmapSR()" );
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RectF stretch( in_rAt.x, in_rAt.y, srcRect.len_x(), srcRect.len_y() );
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drawBitmapStretchSR( texture, stretch, srcRect, in_flip, filter, in_wrap );
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drawBitmapStretchSR( texture, stretch, srcRect, in_flip, filter, in_wrap, angle);
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}
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void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &dstRect, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
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void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &dstRect, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/, F32 angle)
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{
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// Sanity if no texture is specified.
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if(!texture)
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@ -395,6 +395,30 @@ void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &d
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verts[2].texCoord.set( texLeft, texBottom );
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verts[3].texCoord.set( texRight, texBottom );
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if (angle != 0.0f)
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{
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U32 i = 0;
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Point3F points[4];
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points[0] = Point3F(-dstRect.extent.x / 2.0f, -dstRect.extent.y / 2.0f, 0.0);
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points[1] = Point3F(dstRect.extent.x / 2.0f, -dstRect.extent.y / 2.0f, 0.0);
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points[2] = Point3F(-dstRect.extent.x / 2.0f, dstRect.extent.y / 2.0f, 0.0);
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points[3] = Point3F(dstRect.extent.x / 2.0f, dstRect.extent.y / 2.0f, 0.0);
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//calc center by taking position+extent/2
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Point3F offset(dstRect.point.x + dstRect.extent.x / 2.0f,
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dstRect.point.y + dstRect.extent.y / 2.0f, 0.0);
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//rotate points by mulitplying by a rotation matrix
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MatrixF rotMatrix(EulerF(0.0, 0.0, mDegToRad(angle)));
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for (i = 0; i < 4; i++)
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{
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rotMatrix.mulP(points[i]);
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points[i] += offset;
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verts[i].point = points[i];
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}
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}
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verts.unlock();
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mDevice->setVertexBuffer( verts );
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@ -1641,4 +1665,4 @@ void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &m
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mDevice->setVertexBuffer( verts );
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mDevice->setupGenericShaders();
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mDevice->drawPrimitive( GFXLineList, 0, 3 );
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}
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}
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@ -93,15 +93,15 @@ public:
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//-----------------------------------------------------------------------------
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// Draw Bitmaps
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//-----------------------------------------------------------------------------
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void drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmapStretchSR( GFXTextureObject*texture, const RectF &dstRect, const RectF &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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void drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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void drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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void drawBitmapStretchSR( GFXTextureObject*texture, const RectF &dstRect, const RectF &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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void drawBitmap( GFXTextureObject*texture, const Point2I &in_rAt, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmapSR( GFXTextureObject*texture, const Point2I &in_rAt, const RectI &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmapStretch( GFXTextureObject*texture, const RectI &dstRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmapStretchSR( GFXTextureObject*texture, const RectI &dstRect, const RectI &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true );
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void drawBitmap( GFXTextureObject*texture, const Point2I &in_rAt, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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void drawBitmapSR( GFXTextureObject*texture, const Point2I &in_rAt, const RectI &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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void drawBitmapStretch( GFXTextureObject*texture, const RectI &dstRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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void drawBitmapStretchSR( GFXTextureObject*texture, const RectI &dstRect, const RectI &srcRect, const GFXBitmapFlip in_flip = GFXBitmapFlip_None, const GFXTextureFilterType filter = GFXTextureFilterPoint , bool in_wrap = true, F32 angle = 0.0f);
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//-----------------------------------------------------------------------------
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// Draw 3D Shapes
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@ -58,6 +58,7 @@ ConsoleDocClass( GuiBitmapCtrl,
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GuiBitmapCtrl::GuiBitmapCtrl(void)
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: mStartPoint( 0, 0 ),
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mColor(ColorI::WHITE),
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mAngle(0),
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mWrap( false )
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{
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INIT_ASSET(Bitmap);
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@ -83,6 +84,8 @@ void GuiBitmapCtrl::initPersistFields()
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addField("color", TypeColorI, Offset(mColor, GuiBitmapCtrl),"color mul");
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addField( "wrap", TypeBool, Offset( mWrap, GuiBitmapCtrl ),
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"If true, the bitmap is tiled inside the control rather than stretched to fit." );
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addField("angle", TypeF32, Offset(mAngle, GuiBitmapCtrl), "rotation");
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endGroup( "Bitmap" );
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@ -187,14 +190,14 @@ void GuiBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
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((texture->mBitmapSize.y*y)+offset.y)-yshift,
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texture->mBitmapSize.x,
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texture->mBitmapSize.y);
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GFX->getDrawUtil()->drawBitmapStretchSR(texture,dstRegion, srcRegion, GFXBitmapFlip_None, GFXTextureFilterLinear);
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GFX->getDrawUtil()->drawBitmapStretchSR(texture, dstRegion, srcRegion, GFXBitmapFlip_None, GFXTextureFilterLinear, mAngle);
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}
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}
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else
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{
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RectI rect(offset, getExtent());
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GFX->getDrawUtil()->drawBitmapStretch(mBitmap, rect, GFXBitmapFlip_None, GFXTextureFilterLinear, false);
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GFX->getDrawUtil()->drawBitmapStretch(mBitmap, rect, GFXBitmapFlip_None, GFXTextureFilterLinear, false, mAngle);
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}
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}
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@ -44,7 +44,8 @@ class GuiBitmapCtrl : public GuiControl
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Point2I mStartPoint;
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ColorI mColor;
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F32 mAngle;
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/// If true, bitmap tiles inside control. Otherwise stretches.
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bool mWrap;
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