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

192 lines
5.4 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()
{
setMinExtent(Point2I(16,16));
setExtent(48, 48);
mButtonType = ButtonTypeRadio;
mTipHoverTime = 100;
}
//-------------------------------------
void GuiToolboxButtonCtrl::initPersistFields()
{
docsURL;
INITPERSISTFIELD_IMAGEASSET(NormalBitmap, GuiToolboxButtonCtrl, "");
INITPERSISTFIELD_IMAGEASSET(LoweredBitmap, GuiToolboxButtonCtrl, "");
INITPERSISTFIELD_IMAGEASSET(HoverBitmap, GuiToolboxButtonCtrl, "");
Parent::initPersistFields();
}
//-------------------------------------
bool GuiToolboxButtonCtrl::onWake()
{
if (! Parent::onWake())
return false;
setActive( true );
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) && mNormalBitmapAsset.notNull())
{
setExtent(getNormalBitmap()->getWidth(), getNormalBitmap()->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( getLoweredBitmap(), r);
else if ( mHighlighted )
renderStateRect( getHoverBitmap(), r);
}
// Now render the image
if( mNormalBitmapAsset.notNull() )
{
renderButton(getNormalBitmap(), 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_ASSET_BINDS_REFACTOR(GuiToolboxButtonCtrl, NormalBitmap)
DEF_ASSET_BINDS_REFACTOR(GuiToolboxButtonCtrl, LoweredBitmap)
DEF_ASSET_BINDS_REFACTOR(GuiToolboxButtonCtrl, HoverBitmap)