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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
adds bitmap coloration to: guibitmapctrl, guibitmapbarctrl, guianimbitmapctrl (and guicrosshairhud by way of inheritance)
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b012ffff17
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f8368cd7e9
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@ -269,6 +269,7 @@ void guiAnimBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
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}
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->setBitmapModulation(mColor);
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GFXTextureObject* texture = mTextureObject;
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@ -58,6 +58,7 @@ void GuiBitmapBarCtrl::onRender(Point2I offset, const RectI &updateRect)
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if (mTextureObject)
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{
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->setBitmapModulation(mColor);
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F32 pct = (mPercent / 100.0);
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GFXTextureObject* texture = mTextureObject;
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Point2I modifiedSRC;
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@ -56,7 +56,8 @@ ConsoleDocClass( GuiBitmapCtrl,
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GuiBitmapCtrl::GuiBitmapCtrl(void)
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: mBitmapName(),
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mStartPoint( 0, 0 ),
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mWrap( false )
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mWrap( false ),
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mColor(ColorI::WHITE)
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{
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}
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@ -78,7 +79,8 @@ void GuiBitmapCtrl::initPersistFields()
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addProtectedField( "bitmap", TypeImageFilename, Offset( mBitmapName, GuiBitmapCtrl ),
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&setBitmapName, &defaultProtectedGetFn,
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"The bitmap file to display in the control." );
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"The bitmap file to display in the control.");
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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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@ -169,6 +171,7 @@ void GuiBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
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if (mTextureObject)
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{
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->setBitmapModulation(mColor);
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if(mWrap)
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{
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// We manually draw each repeat because non power of two textures will
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@ -44,6 +44,7 @@ class GuiBitmapCtrl : public GuiControl
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GFXTexHandle mTextureObject;
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Point2I mStartPoint;
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ColorI mColor;
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/// If true, bitmap tiles inside control. Otherwise stretches.
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bool mWrap;
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