Torque3D/Engine/source/gui/buttons/guiIconButtonCtrl.cpp
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

415 lines
14 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.
//-----------------------------------------------------------------------------
//-------------------------------------
//
// Icon Button Control
// Draws the bitmap within a special button control. Only a single bitmap is used and the
// button will be drawn in a highlighted mode when the mouse hovers over it or when it
// has been clicked.
//
// Use mTextLocation to choose where within the button the text will be drawn, if at all.
// Use mTextMargin to set the text away from the button sides or from the bitmap.
// Use mButtonMargin to set everything away from the button sides.
// Use mErrorBitmapName to set the name of a bitmap to draw if the main bitmap cannot be found.
// Use mFitBitmapToButton to force the bitmap to fill the entire button extent. Usually used
// with no button text defined.
//
//
#include "platform/platform.h"
#include "gui/buttons/guiIconButtonCtrl.h"
#include "console/console.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "console/consoleTypes.h"
#include "gui/core/guiCanvas.h"
#include "gui/core/guiDefaultControlRender.h"
#include "console/engineAPI.h"
static const ColorI colorWhite(255,255,255);
static const ColorI colorBlack(0,0,0);
IMPLEMENT_CONOBJECT(GuiIconButtonCtrl);
ConsoleDocClass( GuiIconButtonCtrl,
"@brief Draws the bitmap within a special button control. Only a single bitmap is used and the\n"
"button will be drawn in a highlighted mode when the mouse hovers over it or when it\n"
"has been clicked.\n\n"
"@tsexample\n"
"new GuiIconButtonCtrl(TestIconButton)\n"
"{\n"
" buttonMargin = \"4 4\";\n"
" iconBitmap = \"art/gui/lagIcon.png\";\n"
" iconLocation = \"Center\";\n"
" sizeIconToButton = \"0\";\n"
" makeIconSquare = \"1\";\n"
" textLocation = \"Bottom\";\n"
" textMargin = \"-2\";\n"
" autoSize = \"0\";\n"
" text = \"Lag Icon\";\n"
" textID = \"\"STR_LAG\"\";\n"
" buttonType = \"PushButton\";\n"
" profile = \"GuiIconButtonProfile\";\n"
"};\n"
"@endtsexample\n\n"
"@see GuiControl\n"
"@see GuiButtonCtrl\n\n"
"@ingroup GuiCore\n"
);
GuiIconButtonCtrl::GuiIconButtonCtrl()
{
INIT_IMAGEASSET(Bitmap);
mTextLocation = TextLocLeft;
mIconLocation = IconLocLeft;
mTextMargin = 4;
mButtonMargin.set(4,4);
mFitBitmapToButton = false;
mMakeIconSquare = false;
mAutoSize = false;
setExtent(140, 30);
}
ImplementEnumType( GuiIconButtonTextLocation,
"\n\n"
"@ingroup GuiImages" )
{ GuiIconButtonCtrl::TextLocNone, "None" },
{ GuiIconButtonCtrl::TextLocBottom, "Bottom" },
{ GuiIconButtonCtrl::TextLocRight, "Right" },
{ GuiIconButtonCtrl::TextLocTop, "Top" },
{ GuiIconButtonCtrl::TextLocLeft, "Left" },
{ GuiIconButtonCtrl::TextLocCenter, "Center" },
EndImplementEnumType;
ImplementEnumType( GuiIconButtonIconLocation,
"\n\n"
"@ingroup GuiImages" )
{ GuiIconButtonCtrl::IconLocNone, "None" },
{ GuiIconButtonCtrl::IconLocLeft, "Left" },
{ GuiIconButtonCtrl::IconLocRight, "Right" },
{ GuiIconButtonCtrl::IconLocCenter, "Center" }
EndImplementEnumType;
void GuiIconButtonCtrl::initPersistFields()
{
addField( "buttonMargin", TypePoint2I, Offset( mButtonMargin, GuiIconButtonCtrl ),"Margin area around the button.\n");
INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiIconButtonCtrl, "Bitmap file for the icon to display on the button.\n");
addProtectedField( "iconBitmap", TypeImageFilename, Offset( mBitmapName, GuiIconButtonCtrl ), &_setBitmapData, &defaultProtectedGetFn, "Bitmap file for the icon to display on the button.\n", AbstractClassRep::FIELD_HideInInspectors);
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");
addField( "sizeIconToButton", TypeBool, Offset( mFitBitmapToButton, GuiIconButtonCtrl ),"If true, the icon will be scaled to be the same size as the button.\n");
addField( "makeIconSquare", TypeBool, Offset( mMakeIconSquare, GuiIconButtonCtrl ),"If true, will make sure the icon is square.\n");
addField( "textLocation", TYPEID< TextLocation >(), Offset( mTextLocation, GuiIconButtonCtrl ),"Where to place the text on the control.\n"
"Options are 0 (None), 1 (Bottom), 2 (Right), 3 (Top), 4 (Left), 5 (Center).\n");
addField( "textMargin", TypeS32, Offset( mTextMargin, GuiIconButtonCtrl ),"Margin between the icon and the text.\n");
addField( "autoSize", TypeBool, Offset( mAutoSize, GuiIconButtonCtrl ),"If true, the text and icon will be automatically sized to the size of the control.\n");
Parent::initPersistFields();
}
bool GuiIconButtonCtrl::onWake()
{
if (! Parent::onWake())
return false;
setActive(true);
setBitmap(mBitmapName);
if( mProfile )
mProfile->constructBitmapArray();
return true;
}
void GuiIconButtonCtrl::onSleep()
{
Parent::onSleep();
}
void GuiIconButtonCtrl::inspectPostApply()
{
Parent::inspectPostApply();
}
void GuiIconButtonCtrl::onStaticModified(const char* slotName, const char* newValue)
{
if ( isProperlyAdded() && !dStricmp(slotName, "autoSize") )
resize( getPosition(), getExtent() );
}
bool GuiIconButtonCtrl::resize(const Point2I &newPosition, const Point2I &newExtent)
{
if ( !mAutoSize || !mProfile->mFont )
return Parent::resize( newPosition, newExtent );
Point2I autoExtent( mMinExtent );
if ( mIconLocation != IconLocNone )
{
autoExtent.y = mBitmap.getHeight() + mButtonMargin.y * 2;
autoExtent.x = mBitmap.getWidth() + mButtonMargin.x * 2;
}
if ( mTextLocation != TextLocNone && mButtonText && mButtonText[0] )
{
U32 strWidth = mProfile->mFont->getStrWidthPrecise( mButtonText );
if ( mTextLocation == TextLocLeft || mTextLocation == TextLocRight )
{
autoExtent.x += strWidth + mTextMargin * 2;
}
else // Top, Bottom, Center
{
strWidth += mTextMargin * 2;
if ( strWidth > autoExtent.x )
autoExtent.x = strWidth;
}
}
return Parent::resize( newPosition, autoExtent );
}
void GuiIconButtonCtrl::setBitmap(const char *name)
{
if(!isAwake())
return;
_setBitmap(getBitmap());
// So that extent is recalculated if autoSize is set.
resize( getPosition(), getExtent() );
setUpdate();
}
void GuiIconButtonCtrl::onRender(Point2I offset, const RectI& updateRect)
{
renderButton( offset, updateRect);
}
void GuiIconButtonCtrl::renderButton( Point2I &offset, const RectI& updateRect )
{
bool highlight = mMouseOver;
bool depressed = mDepressed;
ColorI fontColor = mActive ? (highlight ? mProfile->mFontColorHL : mProfile->mFontColor) : mProfile->mFontColorNA;
RectI boundsRect(offset, getExtent());
GFXDrawUtil *drawer = GFX->getDrawUtil();
if (mDepressed || mStateOn)
{
// If there is a bitmap array then render using it.
// Otherwise use a standard fill.
if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
renderBitmapArray(boundsRect, statePressed);
else
renderSlightlyLoweredBox(boundsRect, mProfile);
}
else if(mMouseOver && mActive)
{
// If there is a bitmap array then render using it.
// Otherwise use a standard fill.
if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
renderBitmapArray(boundsRect, stateMouseOver);
else
renderSlightlyRaisedBox(boundsRect, mProfile);
}
else
{
// If there is a bitmap array then render using it.
// Otherwise use a standard fill.
if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
{
if(mActive)
renderBitmapArray(boundsRect, stateNormal);
else
renderBitmapArray(boundsRect, stateDisabled);
}
else
{
drawer->drawRectFill(boundsRect, mProfile->mFillColorNA);
drawer->drawRect(boundsRect, mProfile->mBorderColorNA);
}
}
Point2I textPos = offset;
if(depressed)
textPos += Point2I(1,1);
RectI iconRect( 0, 0, 0, 0 );
// Render the icon
if ( mBitmap && mIconLocation != GuiIconButtonCtrl::IconLocNone )
{
// Render the normal bitmap
drawer->clearBitmapModulation();
// Maintain the bitmap size or fill the button?
if ( !mFitBitmapToButton )
{
Point2I textureSize(mBitmap->getWidth(), mBitmap->getHeight() );
iconRect.set( offset + mButtonMargin, textureSize );
if ( mIconLocation == IconLocRight )
{
iconRect.point.x = ( offset.x + getWidth() ) - ( mButtonMargin.x + textureSize.x );
iconRect.point.y = offset.y + ( getHeight() - textureSize.y ) / 2;
}
else if ( mIconLocation == IconLocLeft )
{
iconRect.point.x = offset.x + mButtonMargin.x;
iconRect.point.y = offset.y + ( getHeight() - textureSize.y ) / 2;
}
else if ( mIconLocation == IconLocCenter )
{
iconRect.point.x = offset.x + ( getWidth() - textureSize.x ) / 2;
iconRect.point.y = offset.y + ( getHeight() - textureSize.y ) / 2;
}
drawer->drawBitmapStretch(mBitmap, iconRect );
}
else
{
iconRect.set( offset + mButtonMargin, getExtent() - (mButtonMargin * 2) );
if ( mMakeIconSquare )
{
// Square the icon to the smaller axis extent.
if ( iconRect.extent.x < iconRect.extent.y )
iconRect.extent.y = iconRect.extent.x;
else
iconRect.extent.x = iconRect.extent.y;
}
drawer->drawBitmapStretch( mBitmap, iconRect );
}
}
// Render text
if ( mTextLocation != TextLocNone )
{
// Clip text to fit (appends ...),
// pad some space to keep it off our border
String text( mButtonText );
S32 textWidth = clipText( text, getWidth() - 4 - mTextMargin );
drawer->setBitmapModulation( fontColor );
if ( mTextLocation == TextLocRight )
{
Point2I start( mTextMargin, ( getHeight() - mProfile->mFont->getHeight() ) / 2 );
if (mBitmap && mIconLocation != IconLocNone )
{
start.x = iconRect.extent.x + mButtonMargin.x + mTextMargin;
}
drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
}
if ( mTextLocation == TextLocLeft )
{
Point2I start( mTextMargin, ( getHeight() - mProfile->mFont->getHeight() ) / 2 );
drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
}
if ( mTextLocation == TextLocCenter )
{
Point2I start;
if (mBitmap && mIconLocation == IconLocLeft )
{
start.set( ( getWidth() - textWidth - iconRect.extent.x ) / 2 + iconRect.extent.x,
( getHeight() - mProfile->mFont->getHeight() ) / 2 );
}
else
start.set( ( getWidth() - textWidth ) / 2, ( getHeight() - mProfile->mFont->getHeight() ) / 2 );
drawer->setBitmapModulation( fontColor );
drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
}
if ( mTextLocation == TextLocBottom )
{
Point2I start;
start.set( ( getWidth() - textWidth ) / 2, getHeight() - mProfile->mFont->getHeight() - mTextMargin );
// If the text is longer then the box size
// it will get clipped, force Left Justify
if( textWidth > getWidth() )
start.x = 0;
drawer->setBitmapModulation( fontColor );
drawer->drawText( mProfile->mFont, start + offset, text, mProfile->mFontColors );
}
}
renderChildControls( offset, updateRect);
}
// Draw the bitmap array's borders according to the button's state.
void GuiIconButtonCtrl::renderBitmapArray(RectI &bounds, S32 state)
{
switch(state)
{
case stateNormal:
if(mProfile->mBorder == -2)
renderSizableBitmapBordersFilled(bounds, 1, mProfile);
else
renderFixedBitmapBordersFilled(bounds, 1, mProfile);
break;
case stateMouseOver:
if(mProfile->mBorder == -2)
renderSizableBitmapBordersFilled(bounds, 2, mProfile);
else
renderFixedBitmapBordersFilled(bounds, 2, mProfile);
break;
case statePressed:
if(mProfile->mBorder == -2)
renderSizableBitmapBordersFilled(bounds, 3, mProfile);
else
renderFixedBitmapBordersFilled(bounds, 3, mProfile);
break;
case stateDisabled:
if(mProfile->mBorder == -2)
renderSizableBitmapBordersFilled(bounds, 4, mProfile);
else
renderFixedBitmapBordersFilled(bounds, 4, mProfile);
break;
}
}
DEF_IMAGEASSET_BINDS(GuiIconButtonCtrl, Bitmap);