Torque3D/Engine/source/gui/buttons/guiIconButtonCtrl.h
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00

128 lines
3.8 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 _GUIICONBUTTON_H_
#define _GUIICONBUTTON_H_
#ifndef _GUIBUTTONCTRL_H_
#include "gui/buttons/guiButtonCtrl.h"
#endif
#ifndef GFX_Texture_Manager_H_
#include "gfx/gfxTextureManager.h"
#endif
#include "T3D/assets/ImageAsset.h"
/// The GuiIconButtonCtrl draws an icon and text caption within a normal
/// button control with several layout options.
///
class GuiIconButtonCtrl : public GuiButtonCtrl
{
private:
typedef GuiButtonCtrl Parent;
protected:
DECLARE_IMAGEASSET(GuiIconButtonCtrl, Bitmap, GFXDefaultGUIProfile)
S32 mIconLocation;
S32 mTextLocation;
S32 mTextMargin;
Point2I mButtonMargin;
/// Margin between the icon and the button border
S32 mBitmapMargin;
/// Make the bitmap fill the button extent.
bool mFitBitmapToButton;
/// Keep a square aspect ration on the icon.
bool mMakeIconSquare;
/// Calculate extent based on icon size, text width, and layout options.
bool mAutoSize;
void renderButton( Point2I &offset, const RectI& updateRect);
enum
{
stateNormal,
stateMouseOver,
statePressed,
stateDisabled,
};
void renderBitmapArray(RectI &bounds, S32 state);
public:
enum TextLocation
{
TextLocNone,
TextLocBottom,
TextLocRight,
TextLocTop,
TextLocLeft,
TextLocCenter,
};
enum IconLocation
{
IconLocNone,
IconLocLeft,
IconLocRight,
IconLocCenter
};
DECLARE_CONOBJECT(GuiIconButtonCtrl);
DECLARE_DESCRIPTION( "A button control that displays an icon on the button in addition\n"
"to the optional text label." );
GuiIconButtonCtrl();
static void initPersistFields();
//Parent methods
bool onWake() override;
void onSleep() override;
void inspectPostApply() override;
void onStaticModified(const char* slotName, const char* newValue = NULL) override;
bool resize(const Point2I &newPosition, const Point2I &newExtent) override;
void setBitmap(const char *name);
// Used to set the optional error bitmap
void setErrorBitmap(const char *name);
void onRender(Point2I offset, const RectI &updateRect) override;
void onImageChanged() {}
};
typedef GuiIconButtonCtrl::TextLocation GuiIconButtonTextLocation;
typedef GuiIconButtonCtrl::IconLocation GuiIconButtonIconLocation;
DefineEnumType( GuiIconButtonTextLocation );
DefineEnumType( GuiIconButtonIconLocation );
#endif //_GUIICONBUTTON_H_