mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
200 lines
5.5 KiB
C++
200 lines
5.5 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/guiToolboxButtonCtrl.h"
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#include "console/console.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "console/consoleTypes.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(GuiToolboxButtonCtrl);
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ConsoleDocClass( GuiToolboxButtonCtrl,
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"@brief Unimplemented GUI control meant to interact with Toolbox.\n\n"
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"For Torque 3D editors only, soon to be deprecated\n\n"
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"@internal"
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);
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//-------------------------------------
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GuiToolboxButtonCtrl::GuiToolboxButtonCtrl()
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{
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INIT_ASSET(NormalBitmap);
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INIT_ASSET(LoweredBitmap);
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INIT_ASSET(HoverBitmap);
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setMinExtent(Point2I(16,16));
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setExtent(48, 48);
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mButtonType = ButtonTypeRadio;
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mTipHoverTime = 100;
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}
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//-------------------------------------
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void GuiToolboxButtonCtrl::initPersistFields()
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{
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docsURL;
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INITPERSISTFIELD_IMAGEASSET(NormalBitmap, GuiToolboxButtonCtrl, "");
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INITPERSISTFIELD_IMAGEASSET(LoweredBitmap, GuiToolboxButtonCtrl, "");
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INITPERSISTFIELD_IMAGEASSET(HoverBitmap, GuiToolboxButtonCtrl, "");
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Parent::initPersistFields();
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}
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//-------------------------------------
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bool GuiToolboxButtonCtrl::onWake()
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{
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if (! Parent::onWake())
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return false;
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setActive( true );
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setNormalBitmap( getNormalBitmap() );
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setLoweredBitmap( getLoweredBitmap() );
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setHoverBitmap( getHoverBitmap() );
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return true;
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}
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//-------------------------------------
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void GuiToolboxButtonCtrl::onSleep()
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{
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Parent::onSleep();
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}
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//-------------------------------------
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void GuiToolboxButtonCtrl::inspectPostApply()
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{
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// if the extent is set to (0,0) in the gui editor and appy hit, this control will
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// set it's extent to be exactly the size of the normal bitmap (if present)
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Parent::inspectPostApply();
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if ((getWidth() == 0) && (getHeight() == 0) && mNormalBitmap)
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{
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setExtent(mNormalBitmap->getWidth(), mNormalBitmap->getHeight());
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}
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}
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//-------------------------------------
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void GuiToolboxButtonCtrl::setNormalBitmap( StringTableEntry bitmapName )
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{
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_setNormalBitmap(bitmapName);
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if(!isAwake())
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return;
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setUpdate();
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}
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void GuiToolboxButtonCtrl::setLoweredBitmap( StringTableEntry bitmapName )
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{
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_setLoweredBitmap(bitmapName);
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if(!isAwake())
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return;
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setUpdate();
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}
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void GuiToolboxButtonCtrl::setHoverBitmap( StringTableEntry bitmapName )
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{
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_setHoverBitmap(bitmapName);
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if(!isAwake())
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return;
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setUpdate();
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}
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//-------------------------------------
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void GuiToolboxButtonCtrl::onRender(Point2I offset, const RectI& updateRect)
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{
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// Only render the state rect (hover/down) if we're active
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if (mActive)
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{
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RectI r(offset, getExtent());
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if ( mDepressed || mStateOn )
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renderStateRect( mLoweredBitmap , r );
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else if ( mHighlighted )
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renderStateRect( mHoverBitmap , r );
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}
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// Now render the image
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if( mNormalBitmap )
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{
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renderButton(mNormalBitmap, offset, updateRect );
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return;
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}
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Point2I textPos = offset;
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if( mDepressed )
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textPos += Point2I(1,1);
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// Make sure we take the profile's textOffset into account.
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textPos += mProfile->mTextOffset;
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GFX->getDrawUtil()->setBitmapModulation( mProfile->mFontColor );
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renderJustifiedText(textPos, getExtent(), mButtonText);
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}
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void GuiToolboxButtonCtrl::renderStateRect( GFXTexHandle &texture, const RectI& rect )
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{
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if (texture)
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{
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->drawBitmapStretch( texture, rect );
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}
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}
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//------------------------------------------------------------------------------
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void GuiToolboxButtonCtrl::renderButton(GFXTexHandle &texture, Point2I &offset, const RectI& updateRect)
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{
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if (texture)
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{
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Point2I finalOffset = offset;
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finalOffset.x += ( ( getWidth() / 2 ) - ( texture.getWidth() / 2 ) );
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finalOffset.y += ( ( getHeight() / 2 ) - ( texture.getHeight() / 2 ) );
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->drawBitmap(texture, finalOffset);
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renderChildControls( offset, updateRect);
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}
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}
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DEF_ASSET_BINDS(GuiToolboxButtonCtrl, NormalBitmap);
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DEF_ASSET_BINDS(GuiToolboxButtonCtrl, LoweredBitmap);
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DEF_ASSET_BINDS(GuiToolboxButtonCtrl, HoverBitmap);
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