Torque3D/Engine/source/gui/controls/guiBitmapCtrl.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

81 lines
2.8 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 _GUIBITMAPCTRL_H_
#define _GUIBITMAPCTRL_H_
#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
#include "T3D/assets/ImageAsset.h"
/// Renders a bitmap.
class GuiBitmapCtrl : public GuiControl
{
public:
typedef GuiControl Parent;
protected:
/// Name of the bitmap file. If this is 'texhandle' the bitmap is not loaded
/// from a file but rather set explicitly on the control.
DECLARE_IMAGEASSET(GuiBitmapCtrl, Bitmap, onImageChanged, GFXDefaultGUIProfile);
DECLARE_IMAGEASSET_SETGET(GuiBitmapCtrl, Bitmap);
Point2I mStartPoint;
ColorI mColor;
/// If true, bitmap tiles inside control. Otherwise stretches.
bool mWrap;
static bool setBitmapName( void *object, const char *index, const char *data );
static const char *getBitmapName( void *obj, const char *data );
void onImageChanged() {}
public:
GuiBitmapCtrl();
static void initPersistFields();
void setBitmap(const char *name,bool resize = false);
void setBitmapHandle(GFXTexHandle handle, bool resize = false);
// GuiControl.
bool onWake();
void onSleep();
void inspectPostApply();
void updateSizing();
void onRender(Point2I offset, const RectI &updateRect);
void setValue(S32 x, S32 y);
DECLARE_CONOBJECT( GuiBitmapCtrl );
DECLARE_CATEGORY( "Gui Images" );
DECLARE_DESCRIPTION( "A control that displays a single, static image from a file.n"
"The bitmap can either be tiled or stretched inside the control." );
};
#endif