Torque3D/Engine/source/gui/game/guiIdleCamFadeBitmapCtrl.cpp
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

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() override
{
Parent::onPreRender();
setUpdate();
}
void onMouseDown(const GuiEvent &) override
{
Con::executef(this, "click");
}
bool onKeyDown(const GuiEvent &) override
{
Con::executef(this, "click");
return true;
}
bool onWake() override
{
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) override
{
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();
}