mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Also adds a sanity check when applying the type suffix to see if it's already there to avoid needless doubleups Fixes offsetting/positioning behavior on icon buttons to actually respect the icon position variable Adds sanity checks to ensure we're not trying to utilize a in-process-of-deleting decoy dummy Fixes handling of sliders in option menus to properly store and test unapplied values Fixes handling of display device setting to properly store and test unapplied values Adds additional logic to creation of shape and material asset previews to attempt to force-load dependencies to improve likelihood that they'll actually be loaded when we go to generate the preview. Temp disables creating cubemap 'assets' via the RMB context menu in the AB
443 lines
15 KiB
C++
443 lines
15 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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//-------------------------------------
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//
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// Icon Button Control
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// Draws the bitmap within a special button control. Only a single bitmap is used and the
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// button will be drawn in a highlighted mode when the mouse hovers over it or when it
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// has been clicked.
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//
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// Use mTextLocation to choose where within the button the text will be drawn, if at all.
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// Use mTextMargin to set the text away from the button sides or from the bitmap.
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// Use mButtonMargin to set everything away from the button sides.
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// Use mErrorBitmapName to set the name of a bitmap to draw if the main bitmap cannot be found.
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// Use mFitBitmapToButton to force the bitmap to fill the entire button extent. Usually used
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// with no button text defined.
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//
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//
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#include "platform/platform.h"
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#include "gui/buttons/guiIconButtonCtrl.h"
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#include "console/console.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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#include "console/engineAPI.h"
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static const ColorI colorWhite(255,255,255);
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static const ColorI colorBlack(0,0,0);
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IMPLEMENT_CONOBJECT(GuiIconButtonCtrl);
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ConsoleDocClass( GuiIconButtonCtrl,
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"@brief Draws the bitmap within a special button control. Only a single bitmap is used and the\n"
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"button will be drawn in a highlighted mode when the mouse hovers over it or when it\n"
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"has been clicked.\n\n"
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"@tsexample\n"
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"new GuiIconButtonCtrl(TestIconButton)\n"
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"{\n"
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" buttonMargin = \"4 4\";\n"
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" iconBitmap = \"art/gui/lagIcon.png\";\n"
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" iconLocation = \"Center\";\n"
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" sizeIconToButton = \"0\";\n"
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" makeIconSquare = \"1\";\n"
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" textLocation = \"Bottom\";\n"
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" textMargin = \"-2\";\n"
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" autoSize = \"0\";\n"
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" text = \"Lag Icon\";\n"
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" textID = \"\"STR_LAG\"\";\n"
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" buttonType = \"PushButton\";\n"
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" profile = \"GuiIconButtonProfile\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see GuiControl\n"
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"@see GuiButtonCtrl\n\n"
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"@ingroup GuiCore\n"
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);
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GuiIconButtonCtrl::GuiIconButtonCtrl()
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{
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INIT_ASSET(Bitmap);
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mTextLocation = TextLocLeft;
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mIconLocation = IconLocLeft;
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mTextMargin = 4;
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mButtonMargin.set(4,4);
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mFitBitmapToButton = false;
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mMakeIconSquare = false;
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mAutoSize = false;
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setExtent(140, 30);
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}
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ImplementEnumType( GuiIconButtonTextLocation,
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"\n\n"
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"@ingroup GuiImages" )
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{ GuiIconButtonCtrl::TextLocNone, "None" },
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{ GuiIconButtonCtrl::TextLocBottom, "Bottom" },
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{ GuiIconButtonCtrl::TextLocRight, "Right" },
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{ GuiIconButtonCtrl::TextLocTop, "Top" },
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{ GuiIconButtonCtrl::TextLocLeft, "Left" },
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{ GuiIconButtonCtrl::TextLocCenter, "Center" },
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EndImplementEnumType;
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ImplementEnumType( GuiIconButtonIconLocation,
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"\n\n"
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"@ingroup GuiImages" )
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{ GuiIconButtonCtrl::IconLocNone, "None" },
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{ GuiIconButtonCtrl::IconLocLeft, "Left" },
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{ GuiIconButtonCtrl::IconLocRight, "Right" },
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{ GuiIconButtonCtrl::IconLocCenter, "Center" }
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EndImplementEnumType;
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void GuiIconButtonCtrl::initPersistFields()
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{
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addField( "buttonMargin", TypePoint2I, Offset( mButtonMargin, GuiIconButtonCtrl ),"Margin area around the button.\n");
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addProtectedField( "iconBitmap", TypeImageFilename, Offset( mBitmapName, GuiIconButtonCtrl ), &_setBitmapData, &defaultProtectedGetFn, "Bitmap file for the icon to display on the button.\n", AbstractClassRep::FIELD_HideInInspectors);
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INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiIconButtonCtrl, "Bitmap file for the icon to display on the button.\n");
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addField( "iconLocation", TYPEID< IconLocation >(), Offset( mIconLocation, GuiIconButtonCtrl ),"Where to place the icon on the control. Options are 0 (None), 1 (Left), 2 (Right), 3 (Center).\n");
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addField( "sizeIconToButton", TypeBool, Offset( mFitBitmapToButton, GuiIconButtonCtrl ),"If true, the icon will be scaled to be the same size as the button.\n");
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addField( "makeIconSquare", TypeBool, Offset( mMakeIconSquare, GuiIconButtonCtrl ),"If true, will make sure the icon is square.\n");
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addField( "textLocation", TYPEID< TextLocation >(), Offset( mTextLocation, GuiIconButtonCtrl ),"Where to place the text on the control.\n"
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"Options are 0 (None), 1 (Bottom), 2 (Right), 3 (Top), 4 (Left), 5 (Center).\n");
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addField( "textMargin", TypeS32, Offset( mTextMargin, GuiIconButtonCtrl ),"Margin between the icon and the text.\n");
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addField( "autoSize", TypeBool, Offset( mAutoSize, GuiIconButtonCtrl ),"If true, the text and icon will be automatically sized to the size of the control.\n");
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Parent::initPersistFields();
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}
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bool GuiIconButtonCtrl::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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setBitmap(mBitmapName);
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if( mProfile )
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mProfile->constructBitmapArray();
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return true;
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}
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void GuiIconButtonCtrl::onSleep()
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{
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Parent::onSleep();
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}
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void GuiIconButtonCtrl::inspectPostApply()
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{
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Parent::inspectPostApply();
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}
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void GuiIconButtonCtrl::onStaticModified(const char* slotName, const char* newValue)
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{
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if ( isProperlyAdded() && !dStricmp(slotName, "autoSize") )
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resize( getPosition(), getExtent() );
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}
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bool GuiIconButtonCtrl::resize(const Point2I &newPosition, const Point2I &newExtent)
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{
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if ( !mAutoSize || !mProfile->mFont )
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return Parent::resize( newPosition, newExtent );
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Point2I autoExtent( mMinExtent );
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if ( mIconLocation != IconLocNone )
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{
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autoExtent.y = mBitmap.getHeight() + mButtonMargin.y * 2;
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autoExtent.x = mBitmap.getWidth() + mButtonMargin.x * 2;
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}
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if ( mTextLocation != TextLocNone && mButtonText && mButtonText[0] )
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{
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U32 strWidth = mProfile->mFont->getStrWidthPrecise( mButtonText );
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if ( mTextLocation == TextLocLeft || mTextLocation == TextLocRight )
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{
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autoExtent.x += strWidth + mTextMargin * 2;
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}
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else // Top, Bottom, Center
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{
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strWidth += mTextMargin * 2;
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if ( strWidth > autoExtent.x )
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autoExtent.x = strWidth;
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}
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}
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return Parent::resize( newPosition, autoExtent );
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}
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void GuiIconButtonCtrl::setBitmap(const char *name)
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{
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if(!isAwake())
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return;
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_setBitmap(getBitmap());
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// So that extent is recalculated if autoSize is set.
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resize( getPosition(), getExtent() );
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setUpdate();
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}
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void GuiIconButtonCtrl::onRender(Point2I offset, const RectI& updateRect)
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{
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renderButton( offset, updateRect);
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}
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void GuiIconButtonCtrl::renderButton( Point2I &offset, 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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RectI boundsRect(offset, getExtent());
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GFXDrawUtil *drawer = GFX->getDrawUtil();
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if (mDepressed || mStateOn)
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{
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// If there is a bitmap array then render using it.
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// Otherwise use a standard fill.
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if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
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renderBitmapArray(boundsRect, statePressed);
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else
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renderSlightlyLoweredBox(boundsRect, mProfile);
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}
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else if(mHighlighted && mActive)
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{
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// If there is a bitmap array then render using it.
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// Otherwise use a standard fill.
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if (mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
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{
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renderBitmapArray(boundsRect, stateMouseOver);
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}
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else
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{
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drawer->drawRectFill(boundsRect, mProfile->mFillColorHL);
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drawer->drawRect(boundsRect, mProfile->mBorderColorHL);
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}
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}
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else
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{
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// If there is a bitmap array then render using it.
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// Otherwise use a standard fill.
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if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
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{
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if(mActive)
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renderBitmapArray(boundsRect, stateNormal);
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else
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renderBitmapArray(boundsRect, stateDisabled);
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}
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else
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{
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if (mActive)
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{
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drawer->drawRectFill(boundsRect, mProfile->mFillColor);
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drawer->drawRect(boundsRect, mProfile->mBorderColor);
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}
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else
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{
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drawer->drawRectFill(boundsRect, mProfile->mFillColorNA);
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drawer->drawRect(boundsRect, mProfile->mBorderColorNA);
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}
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}
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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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RectI iconRect( 0, 0, 0, 0 );
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// Render the icon
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if ( mBitmap && mIconLocation != GuiIconButtonCtrl::IconLocNone )
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{
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// Render the normal bitmap
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drawer->clearBitmapModulation();
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// Maintain the bitmap size or fill the button?
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if ( !mFitBitmapToButton )
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{
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Point2I textureSize(mBitmap->getWidth(), mBitmap->getHeight() );
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iconRect.set( offset + mButtonMargin, textureSize );
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if ( mIconLocation == IconLocRight )
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{
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iconRect.point.x = ( offset.x + getWidth() ) - ( mButtonMargin.x + textureSize.x );
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iconRect.point.y = offset.y + ( getHeight() - textureSize.y ) / 2;
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}
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else if ( mIconLocation == IconLocLeft )
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{
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iconRect.point.x = offset.x + mButtonMargin.x;
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iconRect.point.y = offset.y + ( getHeight() - textureSize.y ) / 2;
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}
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else if ( mIconLocation == IconLocCenter )
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{
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iconRect.point.x = offset.x + ( getWidth() - textureSize.x ) / 2;
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iconRect.point.y = offset.y + ( getHeight() - textureSize.y ) / 2;
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}
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drawer->drawBitmapStretch(mBitmap, iconRect );
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}
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else
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{
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iconRect.set( offset + mButtonMargin, getExtent() - (Point2I(mAbs(mButtonMargin.x), mAbs(mButtonMargin.y)) * 2) );
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if ( mMakeIconSquare )
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{
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// Square the icon to the smaller axis extent.
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if ( iconRect.extent.x < iconRect.extent.y )
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iconRect.extent.y = iconRect.extent.x;
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else
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iconRect.extent.x = iconRect.extent.y;
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}
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if (mIconLocation == IconLocRight)
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{
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iconRect.point.x = (offset.x + getWidth()) - iconRect.extent.x + mButtonMargin.x;
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}
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else if (mIconLocation == IconLocLeft)
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{
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//default state presumes left positioning
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}
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else if (mIconLocation == IconLocCenter)
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{
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iconRect.point.x = offset.x + (getWidth() / 2) - (iconRect.extent.x / 2) + mButtonMargin.x;
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iconRect.point.y = offset.y + (getHeight() / 2) - (iconRect.extent.y / 2) + mButtonMargin.y;
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}
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drawer->drawBitmapStretch( mBitmap, iconRect );
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}
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}
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// Render text
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if ( mTextLocation != TextLocNone )
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{
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// Clip text to fit (appends ...),
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// pad some space to keep it off our border
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String text( mButtonText );
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S32 textWidth = clipText( text, getWidth() - 4 - mTextMargin );
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drawer->setBitmapModulation( fontColor );
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if ( mTextLocation == TextLocRight )
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{
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Point2I start( mTextMargin, ( getHeight() - mProfile->mFont->getHeight() ) / 2 );
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if (mBitmap && mIconLocation != IconLocNone )
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{
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start.x = iconRect.extent.x + mButtonMargin.x + mTextMargin;
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}
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drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
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}
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if ( mTextLocation == TextLocLeft )
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{
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Point2I start( mTextMargin, ( getHeight() - mProfile->mFont->getHeight() ) / 2 );
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drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
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}
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if ( mTextLocation == TextLocCenter )
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{
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Point2I start;
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if (mBitmap && mIconLocation == IconLocLeft )
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{
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start.set( ( getWidth() - textWidth - iconRect.extent.x ) / 2 + iconRect.extent.x,
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( getHeight() - mProfile->mFont->getHeight() ) / 2 );
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}
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else
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start.set( ( getWidth() - textWidth ) / 2, ( getHeight() - mProfile->mFont->getHeight() ) / 2 );
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drawer->setBitmapModulation( fontColor );
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drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
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}
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if ( mTextLocation == TextLocBottom )
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{
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Point2I start;
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start.set( ( getWidth() - textWidth ) / 2, getHeight() - mProfile->mFont->getHeight() - mTextMargin );
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// If the text is longer then the box size
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// it will get clipped, force Left Justify
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if( textWidth > getWidth() )
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start.x = 0;
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drawer->setBitmapModulation( fontColor );
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drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
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}
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}
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renderChildControls( offset, updateRect);
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}
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// Draw the bitmap array's borders according to the button's state.
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void GuiIconButtonCtrl::renderBitmapArray(RectI &bounds, S32 state)
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{
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switch(state)
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{
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case stateNormal:
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if(mProfile->mBorder == -2)
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renderSizableBitmapBordersFilled(bounds, 1, mProfile);
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else
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renderFixedBitmapBordersFilled(bounds, 1, mProfile);
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break;
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case stateMouseOver:
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if(mProfile->mBorder == -2)
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renderSizableBitmapBordersFilled(bounds, 2, mProfile);
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else
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renderFixedBitmapBordersFilled(bounds, 2, mProfile);
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break;
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case statePressed:
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if(mProfile->mBorder == -2)
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renderSizableBitmapBordersFilled(bounds, 3, mProfile);
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else
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renderFixedBitmapBordersFilled(bounds, 3, mProfile);
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break;
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case stateDisabled:
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if(mProfile->mBorder == -2)
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renderSizableBitmapBordersFilled(bounds, 4, mProfile);
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else
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renderFixedBitmapBordersFilled(bounds, 4, mProfile);
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break;
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}
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}
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DEF_ASSET_BINDS(GuiIconButtonCtrl, Bitmap);
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