mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs. this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
130 lines
4.1 KiB
C++
130 lines
4.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/utility/guiRenderTargetVizCtrl.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gui/core/guiCanvas.h"
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#include "gui/core/guiDefaultControlRender.h"
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#include "T3D/camera.h"
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IMPLEMENT_CONOBJECT(GuiRenderTargetVizCtrl);
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ConsoleDocClass(GuiRenderTargetVizCtrl,
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"@brief The most widely used button class.\n\n"
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"GuiRenderTargetVizCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n"
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"This grants GuiRenderTargetVizCtrl the versatility to be either of the 3 button types.\n\n"
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"@tsexample\n"
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"// Create a PushButton GuiRenderTargetVizCtrl that calls randomFunction when clicked\n"
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"%button = new GuiRenderTargetVizCtrl()\n"
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"{\n"
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" profile = \"GuiButtonProfile\";\n"
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" buttonType = \"PushButton\";\n"
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" command = \"randomFunction();\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup GuiButtons"
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);
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//-----------------------------------------------------------------------------
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GuiRenderTargetVizCtrl::GuiRenderTargetVizCtrl()
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{
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mTargetName = StringTable->EmptyString();
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mTarget = NULL;
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mTargetTexture = NULL;
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mCameraObject = NULL;
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}
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//-----------------------------------------------------------------------------
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bool GuiRenderTargetVizCtrl::onWake()
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{
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if (!Parent::onWake())
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return false;
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return true;
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}
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void GuiRenderTargetVizCtrl::initPersistFields()
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{
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docsURL;
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Parent::initPersistFields();
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addField("RenderTargetName", TypeString, Offset(mTargetName, GuiRenderTargetVizCtrl), "");
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addField("cameraObject", TypeSimObjectPtr, Offset(mCameraObject, GuiRenderTargetVizCtrl), "");
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}
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//-----------------------------------------------------------------------------
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void GuiRenderTargetVizCtrl::onRender(Point2I offset,
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const RectI& updateRect)
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{
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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RectI boundsRect(offset, getExtent());
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//Draw backdrop
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GFX->getDrawUtil()->drawRectFill(boundsRect, ColorI::BLACK);
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if (mCameraObject != NULL)
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{
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Camera* camObject = dynamic_cast<Camera*>(mCameraObject);
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camObject = dynamic_cast<Camera*>(camObject->getClientObject());
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if (camObject)
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{
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GFXTexHandle targ = camObject->getCameraRenderTarget();
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if (targ)
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{
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Point2I size = Point2I(targ->getWidth(), targ->getHeight());
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drawer->drawBitmapStretchSR(targ, boundsRect, RectI(Point2I::Zero, size));
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}
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return;
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}
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}
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else if (mTargetName == StringTable->EmptyString())
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return;
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NamedTexTarget* namedTarget = NamedTexTarget::find(mTargetName);
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if (namedTarget)
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{
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GFXTextureObject* theTex = namedTarget->getTexture(0);
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RectI viewport = namedTarget->getViewport();
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drawer->drawBitmapStretchSR(theTex, boundsRect, viewport);
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}
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}
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