Torque3D/Engine/source/gui/buttons/guiBitmapButtonCtrl.h
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

198 lines
6.1 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.
//-----------------------------------------------------------------------------
#ifndef _GUIBITMAPBUTTON_H_
#define _GUIBITMAPBUTTON_H_
#ifndef _GUIBUTTONCTRL_H_
#include "gui/buttons/guiButtonCtrl.h"
#endif
#ifndef _GFXTEXTUREMANAGER_H_
#include "gfx/gfxTextureManager.h"
#endif
/// A button control that uses bitmaps as its different button states.
///
/// Set 'bitmap' console field to base name of bitmaps to use. This control will
///
/// append '_n' for normal
/// append '_h' for highlighted
/// append '_d' for depressed
/// append '_i' for inactive
///
/// If a bitmap cannot be found it will use the default bitmap to render.
///
/// Additionally, a bitmap button can be made to react to keyboard modifiers. These can be
/// either CTRL/CMD, ALT, or SHIFT (but no combination of them.) To assign a different bitmap
/// for a modifier state, prepend "_ctrl", _"alt", or "_shift" to the state postfix.
///
/// To implement different handlers for the modifier states, use the "onDefaultClick",
/// "onCtrlClick", "onAltClick", and "onShiftClick" methods.
///
class GuiBitmapButtonCtrl : public GuiButtonCtrl
{
public:
typedef GuiButtonCtrl Parent;
enum BitmapMode
{
BitmapStretched,
BitmapCentered,
};
protected:
enum Modifier
{
ModifierNone,
ModifierCtrl,
ModifierAlt,
ModifierShift,
NumModifiers
};
enum State
{
NORMAL,
HILIGHT,
DEPRESSED,
INACTIVE
};
struct Textures
{
/// Texture for normal state.
GFXTexHandle mTextureNormal;
/// Texture for highlight state.
GFXTexHandle mTextureHilight;
/// Texture for depressed state.
GFXTexHandle mTextureDepressed;
/// Texture for inactive state.
GFXTexHandle mTextureInactive;
};
/// Make control extents equal to bitmap size.
bool mAutoFitExtents;
/// Allow switching out images according to modifier presses.
bool mUseModifiers;
/// Allow switching images according to mouse states. On by default.
/// Switch off when not needed as it otherwise results in a lot of costly
/// texture loads.
bool mUseStates;
///
BitmapMode mBitmapMode;
/// File name for bitmap.
StringTableEntry mBitmapName;
/// alpha masking
bool mMasked;
///
Textures mTextures[ NumModifiers ];
virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect );
static bool _setAutoFitExtents( void *object, const char *index, const char *data );
static bool _setBitmap( void *object, const char *index, const char *data );
State getState() const
{
if( mActive )
{
if( mDepressed || mStateOn ) return DEPRESSED;
if( mMouseOver ) return HILIGHT;
return NORMAL;
}
else
return INACTIVE;
}
Modifier getCurrentModifier();
GFXTexHandle& getTextureForCurrentState();
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onDefaultClick, () );
DECLARE_CALLBACK( void, onCtrlClick, () );
DECLARE_CALLBACK( void, onAltClick, () );
DECLARE_CALLBACK( void, onShiftClick, () );
/// @}
public:
GuiBitmapButtonCtrl();
void setAutoFitExtents( bool state );
void setBitmap( StringTableEntry name );
void setBitmapHandles( GFXTexHandle normal, GFXTexHandle highlighted, GFXTexHandle depressed, GFXTexHandle inactive );
//Parent methods
virtual bool onWake();
virtual void onSleep();
virtual void onAction();
virtual void inspectPostApply();
virtual void onRender(Point2I offset, const RectI &updateRect);
static void initPersistFields();
bool pointInControl(const Point2I& parentCoordPoint);
DECLARE_CONOBJECT(GuiBitmapButtonCtrl);
DECLARE_DESCRIPTION( "A button control rendered entirely from bitmaps.\n"
"The individual button states are represented with separate bitmaps." );
};
typedef GuiBitmapButtonCtrl::BitmapMode GuiBitmapMode;
DefineEnumType( GuiBitmapMode );
/// Extension of GuiBitmapButtonCtrl that also display a text label on the button.
class GuiBitmapButtonTextCtrl : public GuiBitmapButtonCtrl
{
public:
typedef GuiBitmapButtonCtrl Parent;
protected:
virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect );
public:
DECLARE_CONOBJECT( GuiBitmapButtonTextCtrl );
DECLARE_DESCRIPTION( "An extension of GuiBitmapButtonCtrl that also renders a text\n"
"label on the button." );
};
#endif //_GUI_BITMAP_BUTTON_CTRL_H