Torque3D/Engine/source/gui/buttons/guiSwatchButtonCtrl.h

70 lines
2.4 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.
//-----------------------------------------------------------------------------
#ifndef _GUISWATCHBUTTONCTRL_H_
#define _GUISWATCHBUTTONCTRL_H_
#ifndef _GUIBUTTONBASECTRL_H_
#include "gui/buttons/guiButtonBaseCtrl.h"
#endif
/// A color swatch button.
///
class GuiSwatchButtonCtrl : public GuiButtonBaseCtrl
{
public:
typedef GuiButtonBaseCtrl Parent;
protected:
/// The color to display on the button.
LinearColorF mSwatchColor;
/// Bitmap used for mGrid
String mGridBitmap;
/// Background texture that will show through with transparent colors.
GFXTexHandle mGrid;
public:
GuiSwatchButtonCtrl();
/// Return the color displayed in the swatch.
LinearColorF getColor() { return mSwatchColor; }
/// Set the color to display in the swatch.
void setColor( const LinearColorF &color ) { mSwatchColor = color; }
// GuiButtonBaseCtrl
virtual bool onWake();
virtual void onRender(Point2I offset, const RectI &updateRect);
static void initPersistFields();
DECLARE_CONOBJECT( GuiSwatchButtonCtrl );
DECLARE_DESCRIPTION( "A color swatch button." );
};
#endif // _GUISWATCHBUTTONCTRL_H_