mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
70 lines
2.4 KiB
C++
70 lines
2.4 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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#ifndef _GUISWATCHBUTTONCTRL_H_
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#define _GUISWATCHBUTTONCTRL_H_
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#ifndef _GUIBUTTONBASECTRL_H_
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#include "gui/buttons/guiButtonBaseCtrl.h"
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#endif
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/// A color swatch button.
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///
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class GuiSwatchButtonCtrl : public GuiButtonBaseCtrl
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{
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public:
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typedef GuiButtonBaseCtrl Parent;
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protected:
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/// The color to display on the button.
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LinearColorF mSwatchColor;
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/// Bitmap used for mGrid
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String mGridBitmap;
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/// Background texture that will show through with transparent colors.
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GFXTexHandle mGrid;
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public:
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GuiSwatchButtonCtrl();
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/// Return the color displayed in the swatch.
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LinearColorF getColor() { return mSwatchColor; }
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/// Set the color to display in the swatch.
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void setColor( const LinearColorF &color ) { mSwatchColor = color; }
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// GuiButtonBaseCtrl
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virtual bool onWake();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiSwatchButtonCtrl );
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DECLARE_DESCRIPTION( "A color swatch button." );
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};
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#endif // _GUISWATCHBUTTONCTRL_H_
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