Torque3D/Engine/source/gui/game/guiChunkedBitmapCtrl.cpp
2012-09-19 11:15:01 -04:00

202 lines
6.8 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "gfx/bitmap/gBitmap.h"
#include "gui/core/guiControl.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxTextureHandle.h"
#include "gfx/gfxDrawUtil.h"
#include "console/engineAPI.h"
class GuiChunkedBitmapCtrl : public GuiControl
{
private:
typedef GuiControl Parent;
void renderRegion(const Point2I &offset, const Point2I &extent);
protected:
StringTableEntry mBitmapName;
GFXTexHandle mTexHandle;
bool mUseVariable;
bool mTile;
public:
//creation methods
DECLARE_CONOBJECT(GuiChunkedBitmapCtrl);
DECLARE_CATEGORY( "Gui Images" );
GuiChunkedBitmapCtrl();
static void initPersistFields();
//Parental methods
bool onWake();
void onSleep();
void setBitmap(const char *name);
void onRender(Point2I offset, const RectI &updateRect);
};
IMPLEMENT_CONOBJECT(GuiChunkedBitmapCtrl);
ConsoleDocClass( GuiChunkedBitmapCtrl,
"@brief This is a control that will render a specified bitmap or a bitmap specified in a referenced variable.\n\n"
"This control allows you to either set a bitmap with the \"bitmap\" field or with the setBitmap method. You can also choose "
"to reference a variable in the \"variable\" field such as \"$image\" and then set \"useVariable\" to true. This will cause it to "
"synchronize the variable with the bitmap displayed (if the variable holds a valid image). You can then change the variable and "
"effectively changed the displayed image.\n\n"
"@tsexample\n"
"$image = \"anotherbackground.png\";\n"
"new GuiChunkedBitmapCtrl(ChunkedBitmap)\n"
"{\n"
" bitmap = \"background.png\";\n"
" variable = \"$image\";\n"
" useVariable = false;\n"
"}\n\n"
"// This will result in the control rendering \"background.png\"\n"
"// If we now set the useVariable to true it will now render \"anotherbackground.png\"\n"
"ChunkedBitmap.useVariable = true;\n"
"@endtsexample\n\n"
"@see GuiControl::variable\n\n"
"@ingroup GuiImages\n"
);
void GuiChunkedBitmapCtrl::initPersistFields()
{
addGroup("GuiChunkedBitmapCtrl");
addField( "bitmap", TypeFilename, Offset( mBitmapName, GuiChunkedBitmapCtrl ), "This is the bitmap to render to the control." );
addField( "useVariable", TypeBool, Offset( mUseVariable, GuiChunkedBitmapCtrl ), "This decides whether to use the \"bitmap\" file "
"or a bitmap stored in \"variable\"");
addField( "tile", TypeBool, Offset( mTile, GuiChunkedBitmapCtrl ), "This is no longer in use");
endGroup("GuiChunkedBitmapCtrl");
Parent::initPersistFields();
}
DefineEngineMethod( GuiChunkedBitmapCtrl, setBitmap, void, (const char* filename),,
"@brief Set the image rendered in this control.\n\n"
"@param filename The image name you want to set\n"
"@tsexample\n"
"ChunkedBitmap.setBitmap(\"images/background.png\");"
"@endtsexample\n\n")
{
object->setBitmap( filename );
}
GuiChunkedBitmapCtrl::GuiChunkedBitmapCtrl()
{
mBitmapName = StringTable->insert("");
mUseVariable = false;
mTile = false;
}
void GuiChunkedBitmapCtrl::setBitmap(const char *name)
{
bool awake = mAwake;
if(awake)
onSleep();
mBitmapName = StringTable->insert(name);
if(awake)
onWake();
setUpdate();
}
bool GuiChunkedBitmapCtrl::onWake()
{
if(!Parent::onWake())
return false;
if( !mTexHandle
&& ( ( mBitmapName && mBitmapName[ 0 ] )
|| ( mUseVariable && mConsoleVariable && mConsoleVariable[ 0 ] ) ) )
{
if ( mUseVariable )
mTexHandle.set( Con::getVariable( mConsoleVariable ), &GFXDefaultGUIProfile, avar("%s() - mTexHandle (line %d)", __FUNCTION__, __LINE__) );
else
mTexHandle.set( mBitmapName, &GFXDefaultGUIProfile, avar("%s() - mTexHandle (line %d)", __FUNCTION__, __LINE__) );
}
return true;
}
void GuiChunkedBitmapCtrl::onSleep()
{
mTexHandle = NULL;
Parent::onSleep();
}
void GuiChunkedBitmapCtrl::renderRegion(const Point2I &offset, const Point2I &extent)
{
/*
U32 widthCount = mTexHandle.getTextureCountWidth();
U32 heightCount = mTexHandle.getTextureCountHeight();
if(!widthCount || !heightCount)
return;
F32 widthScale = F32(extent.x) / F32(mTexHandle.getWidth());
F32 heightScale = F32(extent.y) / F32(mTexHandle.getHeight());
GFX->setBitmapModulation(ColorF(1,1,1));
for(U32 i = 0; i < widthCount; i++)
{
for(U32 j = 0; j < heightCount; j++)
{
GFXTexHandle t = mTexHandle.getSubTexture(i, j);
RectI stretchRegion;
stretchRegion.point.x = (S32)(i * 256 * widthScale + offset.x);
stretchRegion.point.y = (S32)(j * 256 * heightScale + offset.y);
if(i == widthCount - 1)
stretchRegion.extent.x = extent.x + offset.x - stretchRegion.point.x;
else
stretchRegion.extent.x = (S32)((i * 256 + t.getWidth() ) * widthScale + offset.x - stretchRegion.point.x);
if(j == heightCount - 1)
stretchRegion.extent.y = extent.y + offset.y - stretchRegion.point.y;
else
stretchRegion.extent.y = (S32)((j * 256 + t.getHeight()) * heightScale + offset.y - stretchRegion.point.y);
GFX->drawBitmapStretch(t, stretchRegion);
}
}
*/
}
void GuiChunkedBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
{
if( mTexHandle )
{
RectI boundsRect( offset, getExtent());
GFX->getDrawUtil()->drawBitmapStretch( mTexHandle, boundsRect, GFXBitmapFlip_None, GFXTextureFilterLinear );
}
renderChildControls(offset, updateRect);
}