Torque3D/Engine/source/gui/game/guiChunkedBitmapCtrl.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

177 lines
6.3 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 "console/console.h"
#include "console/consoleTypes.h"
#include "gfx/bitmap/gBitmap.h"
#include "gui/core/guiControl.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxTextureHandle.h"
#include "gfx/gfxDrawUtil.h"
#include "console/engineAPI.h"
#include "guiChunkedBitmapCtrl.h"
IMPLEMENT_CONOBJECT(GuiChunkedBitmapCtrl);
ConsoleDocClass( GuiChunkedBitmapCtrl,
"@brief This is a control that will render a specified bitmap or a bitmap specified in a referenced variable.\n\n"
"This control allows you to either set a bitmap with the \"bitmap\" field or with the setBitmap method. You can also choose "
"to reference a variable in the \"variable\" field such as \"$image\" and then set \"useVariable\" to true. This will cause it to "
"synchronize the variable with the bitmap displayed (if the variable holds a valid image). You can then change the variable and "
"effectively changed the displayed image.\n\n"
"@tsexample\n"
"$image = \"anotherbackground.png\";\n"
"new GuiChunkedBitmapCtrl(ChunkedBitmap)\n"
"{\n"
" bitmap = \"background.png\";\n"
" variable = \"$image\";\n"
" useVariable = false;\n"
"}\n\n"
"// This will result in the control rendering \"background.png\"\n"
"// If we now set the useVariable to true it will now render \"anotherbackground.png\"\n"
"ChunkedBitmap.useVariable = true;\n"
"@endtsexample\n\n"
"@see GuiControl::variable\n\n"
"@ingroup GuiImages\n"
);
void GuiChunkedBitmapCtrl::initPersistFields()
{
addGroup("GuiChunkedBitmapCtrl");
INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiChunkedBitmapCtrl, "This is the bitmap to render to the control.");
addField( "useVariable", TypeBool, Offset( mUseVariable, GuiChunkedBitmapCtrl ), "This decides whether to use the \"bitmap\" file "
"or a bitmap stored in \"variable\"");
addField( "tile", TypeBool, Offset( mTile, GuiChunkedBitmapCtrl ), "This is no longer in use", AbstractClassRep::FIELD_HideInInspectors);
endGroup("GuiChunkedBitmapCtrl");
Parent::initPersistFields();
}
DefineEngineMethod( GuiChunkedBitmapCtrl, setBitmap, void, (const char* filename),,
"@brief Set the image rendered in this control.\n\n"
"@param filename The image name you want to set\n"
"@tsexample\n"
"ChunkedBitmap.setBitmap(\"images/background.png\");"
"@endtsexample\n\n")
{
object->setBitmap( filename );
}
GuiChunkedBitmapCtrl::GuiChunkedBitmapCtrl()
{
INIT_IMAGEASSET(Bitmap);
mUseVariable = false;
mTile = false;
}
void GuiChunkedBitmapCtrl::setBitmap(const char *name)
{
bool awake = mAwake;
if(awake)
onSleep();
_setBitmap(StringTable->insert(name));
if(awake)
onWake();
setUpdate();
}
bool GuiChunkedBitmapCtrl::onWake()
{
if(!Parent::onWake())
return false;
if( !mBitmap
&& ( ( mBitmapName && mBitmapName[ 0 ] )
|| ( mUseVariable && mConsoleVariable && mConsoleVariable[ 0 ] ) ) )
{
if ( mUseVariable )
mBitmap.set( Con::getVariable( mConsoleVariable ), &GFXDefaultGUIProfile, avar("%s() - mTexHandle (line %d)", __FUNCTION__, __LINE__) );
else
mBitmap.set( mBitmapName, &GFXDefaultGUIProfile, avar("%s() - mTexHandle (line %d)", __FUNCTION__, __LINE__) );
}
return true;
}
void GuiChunkedBitmapCtrl::onSleep()
{
Parent::onSleep();
}
void GuiChunkedBitmapCtrl::renderRegion(const Point2I &offset, const Point2I &extent)
{
/*
U32 widthCount = mTexHandle.getTextureCountWidth();
U32 heightCount = mTexHandle.getTextureCountHeight();
if(!widthCount || !heightCount)
return;
F32 widthScale = F32(extent.x) / F32(mTexHandle.getWidth());
F32 heightScale = F32(extent.y) / F32(mTexHandle.getHeight());
GFX->setBitmapModulation(LinearColorF(1,1,1));
for(U32 i = 0; i < widthCount; i++)
{
for(U32 j = 0; j < heightCount; j++)
{
GFXTexHandle t = mTexHandle.getSubTexture(i, j);
RectI stretchRegion;
stretchRegion.point.x = (S32)(i * 256 * widthScale + offset.x);
stretchRegion.point.y = (S32)(j * 256 * heightScale + offset.y);
if(i == widthCount - 1)
stretchRegion.extent.x = extent.x + offset.x - stretchRegion.point.x;
else
stretchRegion.extent.x = (S32)((i * 256 + t.getWidth() ) * widthScale + offset.x - stretchRegion.point.x);
if(j == heightCount - 1)
stretchRegion.extent.y = extent.y + offset.y - stretchRegion.point.y;
else
stretchRegion.extent.y = (S32)((j * 256 + t.getHeight()) * heightScale + offset.y - stretchRegion.point.y);
GFX->drawBitmapStretch(t, stretchRegion);
}
}
*/
}
void GuiChunkedBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
{
if( mBitmap )
{
RectI boundsRect( offset, getExtent());
GFX->getDrawUtil()->drawBitmapStretch(mBitmap, boundsRect, GFXBitmapFlip_None, GFXTextureFilterLinear );
}
renderChildControls(offset, updateRect);
}