Torque3D/Engine/source/gui/game/guiIdleCamFadeBitmapCtrl.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

191 lines
5.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/controls/guiBitmapCtrl.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
class GuiIdleCamFadeBitmapCtrl : public GuiBitmapCtrl
{
typedef GuiBitmapCtrl Parent;
public:
DECLARE_CONOBJECT(GuiIdleCamFadeBitmapCtrl);
DECLARE_CATEGORY( "Gui Images" );
U32 wakeTime;
bool done;
U32 fadeinTime;
U32 fadeoutTime;
bool doFadeIn;
bool doFadeOut;
GuiIdleCamFadeBitmapCtrl()
{
wakeTime = 0;
fadeinTime = 1000;
fadeoutTime = 1000;
done = false;
doFadeIn = false;
doFadeOut = false;
}
void onPreRender()
{
Parent::onPreRender();
setUpdate();
}
void onMouseDown(const GuiEvent &)
{
Con::executef(this, "click");
}
bool onKeyDown(const GuiEvent &)
{
Con::executef(this, "click");
return true;
}
bool onWake()
{
if(!Parent::onWake())
return false;
wakeTime = Platform::getRealMilliseconds();
return true;
}
void fadeIn()
{
wakeTime = Platform::getRealMilliseconds();
doFadeIn = true;
doFadeOut = false;
done = false;
}
void fadeOut()
{
wakeTime = Platform::getRealMilliseconds();
doFadeIn = false;
doFadeOut = true;
done = false;
}
void onRender(Point2I offset, const RectI &updateRect)
{
U32 elapsed = Platform::getRealMilliseconds() - wakeTime;
U32 alpha;
if (doFadeOut && elapsed < fadeoutTime)
{
// fade out
alpha = 255 - (255 * (F32(elapsed) / F32(fadeoutTime)));
}
else if (doFadeIn && elapsed < fadeinTime)
{
// fade in
alpha = 255 * F32(elapsed) / F32(fadeinTime);
}
else
{
// done state
alpha = doFadeIn ? 255 : 0;
done = true;
}
ColorI color(255,255,255,alpha);
if (mBitmap)
{
GFX->getDrawUtil()->setBitmapModulation(color);
if(mWrap)
{
GFXTextureObject* texture = mBitmap;
RectI srcRegion;
RectI dstRegion;
F32 xdone = ((F32)getExtent().x/(F32)texture->mBitmapSize.x)+1;
F32 ydone = ((F32)getExtent().y/(F32)texture->mBitmapSize.y)+1;
S32 xshift = mStartPoint.x%texture->mBitmapSize.x;
S32 yshift = mStartPoint.y%texture->mBitmapSize.y;
for(S32 y = 0; y < ydone; ++y)
for(S32 x = 0; x < xdone; ++x)
{
srcRegion.set(0,0,texture->mBitmapSize.x,texture->mBitmapSize.y);
dstRegion.set( ((texture->mBitmapSize.x*x)+offset.x)-xshift,
((texture->mBitmapSize.y*y)+offset.y)-yshift,
texture->mBitmapSize.x,
texture->mBitmapSize.y);
GFX->getDrawUtil()->drawBitmapStretchSR(texture,dstRegion, srcRegion);
}
}
else
{
RectI rect(offset, getExtent());
GFX->getDrawUtil()->drawBitmapStretch(mBitmap, rect);
}
}
if (mProfile->mBorder || !mBitmap)
{
RectI rect(offset.x, offset.y, getExtent().x, getExtent().y);
ColorI borderCol(mProfile->mBorderColor);
borderCol.alpha = alpha;
GFX->getDrawUtil()->drawRect(rect, borderCol);
}
renderChildControls(offset, updateRect);
}
static void initPersistFields()
{
addField("fadeinTime", TypeS32, Offset(fadeinTime, GuiIdleCamFadeBitmapCtrl));
addField("fadeoutTime", TypeS32, Offset(fadeoutTime, GuiIdleCamFadeBitmapCtrl));
addField("done", TypeBool, Offset(done, GuiIdleCamFadeBitmapCtrl));
Parent::initPersistFields();
}
};
IMPLEMENT_CONOBJECT(GuiIdleCamFadeBitmapCtrl);
ConsoleDocClass( GuiIdleCamFadeBitmapCtrl,
"@brief GUI that will fade the current view in and out.\n\n"
"Main difference between this and FadeinBitmap is this appears to "
"fade based on the source texture.\n\n"
"This is going to be deprecated, and any useful code ported to FadeinBitmap\n\n"
"@internal");
DefineEngineMethod(GuiIdleCamFadeBitmapCtrl, fadeIn, void, (), , "()"
"@internal")
{
object->fadeIn();
}
DefineEngineMethod(GuiIdleCamFadeBitmapCtrl, fadeOut, void, (), , "()"
"@internal")
{
object->fadeOut();
}