Torque3D/Engine/source/gui/utility/guiRenderTargetVizCtrl.cpp

130 lines
4.1 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/utility/guiRenderTargetVizCtrl.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gui/core/guiCanvas.h"
#include "gui/core/guiDefaultControlRender.h"
#include "T3D/camera.h"
IMPLEMENT_CONOBJECT(GuiRenderTargetVizCtrl);
ConsoleDocClass(GuiRenderTargetVizCtrl,
"@brief The most widely used button class.\n\n"
"GuiRenderTargetVizCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n"
"This grants GuiRenderTargetVizCtrl the versatility to be either of the 3 button types.\n\n"
"@tsexample\n"
"// Create a PushButton GuiRenderTargetVizCtrl that calls randomFunction when clicked\n"
"%button = new GuiRenderTargetVizCtrl()\n"
"{\n"
" profile = \"GuiButtonProfile\";\n"
" buttonType = \"PushButton\";\n"
" command = \"randomFunction();\";\n"
"};\n"
"@endtsexample\n\n"
"@ingroup GuiButtons"
);
//-----------------------------------------------------------------------------
GuiRenderTargetVizCtrl::GuiRenderTargetVizCtrl()
{
mTargetName = StringTable->EmptyString();
mTarget = nullptr;
mTargetTexture = nullptr;
mCameraObject = nullptr;
}
//-----------------------------------------------------------------------------
bool GuiRenderTargetVizCtrl::onWake()
{
if (!Parent::onWake())
return false;
return true;
}
void GuiRenderTargetVizCtrl::initPersistFields()
{
docsURL;
Parent::initPersistFields();
addField("RenderTargetName", TypeString, Offset(mTargetName, GuiRenderTargetVizCtrl), "");
addField("cameraObject", TypeSimObjectPtr, Offset(mCameraObject, GuiRenderTargetVizCtrl), "");
}
//-----------------------------------------------------------------------------
void GuiRenderTargetVizCtrl::onRender(Point2I offset,
const RectI& updateRect)
{
GFXDrawUtil* drawer = GFX->getDrawUtil();
RectI boundsRect(offset, getExtent());
//Draw backdrop
GFX->getDrawUtil()->drawRectFill(boundsRect, ColorI::BLACK);
if (mCameraObject != nullptr)
{
Camera* camObject = dynamic_cast<Camera*>(mCameraObject);
camObject = dynamic_cast<Camera*>(camObject->getClientObject());
if (camObject)
{
GFXTexHandle targ = camObject->getCameraRenderTarget();
if (targ)
{
Point2I size = Point2I(targ->getWidth(), targ->getHeight());
drawer->drawBitmapStretchSR(targ, boundsRect, RectI(Point2I::Zero, size));
}
return;
}
}
else if (mTargetName == StringTable->EmptyString())
return;
NamedTexTarget* namedTarget = NamedTexTarget::find(mTargetName);
if (namedTarget)
{
GFXTextureObject* theTex = namedTarget->getTexture(0);
RectI viewport = namedTarget->getViewport();
drawer->drawBitmapStretchSR(theTex, boundsRect, viewport);
}
}