mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
127 lines
4.1 KiB
C++
127 lines
4.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/buttons/guiButtonCtrl.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gui/core/guiCanvas.h"
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#include "gui/core/guiDefaultControlRender.h"
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IMPLEMENT_CONOBJECT(GuiButtonCtrl);
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ConsoleDocClass( GuiButtonCtrl,
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"@brief The most widely used button class.\n\n"
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"GuiButtonCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n"
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"This grants GuiButtonCtrl the versatility to be either of the 3 button types.\n\n"
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"@tsexample\n"
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"// Create a PushButton GuiButtonCtrl that calls randomFunction when clicked\n"
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"%button = new GuiButtonCtrl()\n"
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"{\n"
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" profile = \"GuiButtonProfile\";\n"
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" buttonType = \"PushButton\";\n"
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" command = \"randomFunction();\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup GuiButtons"
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);
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//-----------------------------------------------------------------------------
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GuiButtonCtrl::GuiButtonCtrl()
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{
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setExtent(140, 30);
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mButtonText = StringTable->EmptyString();
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mHasTheme = false;
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}
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//-----------------------------------------------------------------------------
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bool GuiButtonCtrl::onWake()
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{
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if( !Parent::onWake() )
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return false;
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// Button Theme?
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if( mProfile->constructBitmapArray() >= 36 )
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mHasTheme = true;
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else
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mHasTheme = false;
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return true;
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}
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//-----------------------------------------------------------------------------
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void GuiButtonCtrl::onRender(Point2I offset,
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const RectI& updateRect)
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{
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bool highlight = mHighlighted;
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bool depressed = mDepressed;
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ColorI fontColor = mActive ? ( highlight ? mProfile->mFontColorHL : mProfile->mFontColor ) : mProfile->mFontColorNA;
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ColorI fillColor = mActive ? ( highlight ? mProfile->mFillColorHL : mProfile->mFillColor ) : mProfile->mFillColorNA;
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ColorI borderColor = mActive ? ( highlight ? mProfile->mBorderColorHL : mProfile->mBorderColor ) : mProfile->mBorderColorNA;
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RectI boundsRect(offset, getExtent());
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if( !mHasTheme )
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{
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if( mProfile->mBorder != 0 )
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renderFilledBorder( boundsRect, borderColor, fillColor, mProfile->mBorderThickness );
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else
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GFX->getDrawUtil()->drawRectFill( boundsRect, fillColor );
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}
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else
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{
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S32 indexMultiplier = 1;
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if( !mActive )
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indexMultiplier = 4;
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else if ( mDepressed || mStateOn )
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indexMultiplier = 2;
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else if ( mHighlighted )
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indexMultiplier = 3;
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renderSizableBitmapBordersFilled( boundsRect, indexMultiplier, mProfile );
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}
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Point2I textPos = offset;
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if( depressed )
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textPos += Point2I( 1, 1 );
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GFX->getDrawUtil()->setBitmapModulation( fontColor );
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renderJustifiedText( textPos, getExtent(), mButtonText );
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//render the children
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renderChildControls( offset, updateRect);
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}
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