Torque3D/Engine/source/gui/buttons/guiToolboxButtonCtrl.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

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