mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
131 lines
4.2 KiB
C++
131 lines
4.2 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 = nullptr;
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mTargetTexture = nullptr;
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mCameraObject = nullptr;
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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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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 != nullptr)
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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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bool servObj = camObject->isServerObject();
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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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