Torque3D/Engine/source/gui/controls/guiBitmapBorderCtrl.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

200 lines
7.4 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/core/guiControl.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
// [rene 11/09/09] Why does this not use the bitmap array from its profile?
/// Renders a skinned border.
class GuiBitmapBorderCtrl : public GuiControl
{
typedef GuiControl Parent;
enum {
BorderTopLeft,
BorderTopRight,
BorderTop,
BorderLeft,
BorderRight,
BorderBottomLeft,
BorderBottom,
BorderBottomRight,
NumBitmaps
};
RectI *mBitmapBounds; ///< bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
GFXTexHandle mTextureObject;
public:
bool onWake();
void onSleep();
void onRender(Point2I offset, const RectI &updateRect);
DECLARE_CONOBJECT(GuiBitmapBorderCtrl);
DECLARE_CATEGORY( "Gui Images" );
DECLARE_DESCRIPTION( "A control that renders a skinned border." );
};
IMPLEMENT_CONOBJECT(GuiBitmapBorderCtrl);
ConsoleDocClass( GuiBitmapBorderCtrl,
"@brief A control that renders a skinned border specified in its profile.\n\n"
"This control uses the bitmap specified in it's profile (GuiControlProfile::bitmapName). It takes this image and breaks up aspects of it "
"to skin the border of this control with. It is also important to set GuiControlProfile::hasBitmapArray to true on the profile as well.\n\n"
"The bitmap referenced should be broken up into a 3 x 3 grid (using the top left color pixel as a border color between each of the images) "
"in which it will map to the following places:\n"
"1 = Top Left Corner\n"
"2 = Top Right Corner\n"
"3 = Top Center\n"
"4 = Left Center\n"
"5 = Right Center\n"
"6 = Bottom Left Corner\n"
"7 = Bottom Center\n"
"8 = Bottom Right Corner\n"
"0 = Nothing\n\n"
"1 2 3\n"
"4 5 0\n"
"6 7 8\n\n"
"@tsexample\n"
"singleton GuiControlProfile (BorderGUIProfile)\n"
"{\n"
" bitmap = \"core/art/gui/images/borderArray\";\n"
" hasBitmapArray = true;\n"
" opaque = false;\n"
"};\n\n"
"new GuiBitmapBorderCtrl(BitmapBorderGUI)\n"
"{\n"
" profile = \"BorderGUIProfile\";\n"
" position = \"0 0\";\n"
" extent = \"400 40\";\n"
" visible = \"1\";\n"
"};"
"@endtsexample\n\n"
"@see GuiControlProfile::bitmapName\n"
"@see GuiControlProfile::hasBitmapArray\n\n"
"@ingroup GuiImages"
);
bool GuiBitmapBorderCtrl::onWake()
{
if (! Parent::onWake())
return false;
//get the texture for the close, minimize, and maximize buttons
mBitmapBounds = NULL;
mTextureObject = mProfile->getBitmapResource();
if( mProfile->constructBitmapArray() >= NumBitmaps )
mBitmapBounds = mProfile->mBitmapArrayRects.address();
else
Con::errorf( "GuiBitmapBorderCtrl: Could not construct bitmap array for profile '%s'", mProfile->getName() );
return true;
}
void GuiBitmapBorderCtrl::onSleep()
{
mTextureObject = NULL;
mBitmapBounds = NULL;
Parent::onSleep();
}
void GuiBitmapBorderCtrl::onRender(Point2I offset, const RectI &updateRect)
{
renderChildControls( offset, updateRect );
if( mBitmapBounds )
{
GFX->setClipRect(updateRect);
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
//draw the outline
RectI winRect;
winRect.point = offset;
winRect.extent = getExtent();
winRect.point.x += mBitmapBounds[BorderLeft].extent.x;
winRect.point.y += mBitmapBounds[BorderTop].extent.y;
winRect.extent.x -= mBitmapBounds[BorderLeft].extent.x + mBitmapBounds[BorderRight].extent.x;
winRect.extent.y -= mBitmapBounds[BorderTop].extent.y + mBitmapBounds[BorderBottom].extent.y;
if(mProfile->mOpaque)
drawUtil->drawRectFill(winRect, mProfile->mFillColor);
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, offset, mBitmapBounds[BorderTopLeft]);
drawUtil->drawBitmapSR(mTextureObject, Point2I(offset.x + getWidth() - mBitmapBounds[BorderTopRight].extent.x, offset.y),
mBitmapBounds[BorderTopRight]);
RectI destRect;
destRect.point.x = offset.x + mBitmapBounds[BorderTopLeft].extent.x;
destRect.point.y = offset.y;
destRect.extent.x = getWidth() - mBitmapBounds[BorderTopLeft].extent.x - mBitmapBounds[BorderTopRight].extent.x;
destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
RectI stretchRect = mBitmapBounds[BorderTop];
stretchRect.inset(1,0);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
destRect.point.x = offset.x;
destRect.point.y = offset.y + mBitmapBounds[BorderTopLeft].extent.y;
destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
destRect.extent.y = getHeight() - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
stretchRect = mBitmapBounds[BorderLeft];
stretchRect.inset(0,1);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
destRect.point.x = offset.x + getWidth() - mBitmapBounds[BorderRight].extent.x;
destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
destRect.point.y = offset.y + mBitmapBounds[BorderTopRight].extent.y;
destRect.extent.y = getHeight() - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
stretchRect = mBitmapBounds[BorderRight];
stretchRect.inset(0,1);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
drawUtil->drawBitmapSR(mTextureObject, offset + Point2I(0, getHeight() - mBitmapBounds[BorderBottomLeft].extent.y), mBitmapBounds[BorderBottomLeft]);
drawUtil->drawBitmapSR(mTextureObject, offset + getExtent() - mBitmapBounds[BorderBottomRight].extent, mBitmapBounds[BorderBottomRight]);
destRect.point.x = offset.x + mBitmapBounds[BorderBottomLeft].extent.x;
destRect.extent.x = getWidth() - mBitmapBounds[BorderBottomLeft].extent.x - mBitmapBounds[BorderBottomRight].extent.x;
destRect.point.y = offset.y + getHeight() - mBitmapBounds[BorderBottom].extent.y;
destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
stretchRect = mBitmapBounds[BorderBottom];
stretchRect.inset(1,0);
drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
}
}