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

124 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/buttons/guiButtonCtrl.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"
IMPLEMENT_CONOBJECT(GuiButtonCtrl);
ConsoleDocClass( GuiButtonCtrl,
"@brief The most widely used button class.\n\n"
"GuiButtonCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n"
"This grants GuiButtonCtrl the versatility to be either of the 3 button types.\n\n"
"@tsexample\n"
"// Create a PushButton GuiButtonCtrl that calls randomFunction when clicked\n"
"%button = new GuiButtonCtrl()\n"
"{\n"
" profile = \"GuiButtonProfile\";\n"
" buttonType = \"PushButton\";\n"
" command = \"randomFunction();\";\n"
"};\n"
"@endtsexample\n\n"
"@ingroup GuiButtons"
);
//-----------------------------------------------------------------------------
GuiButtonCtrl::GuiButtonCtrl()
{
setExtent(140, 30);
mButtonText = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
bool GuiButtonCtrl::onWake()
{
if( !Parent::onWake() )
return false;
// Button Theme?
if( mProfile->constructBitmapArray() >= 36 )
mHasTheme = true;
else
mHasTheme = false;
return true;
}
//-----------------------------------------------------------------------------
void GuiButtonCtrl::onRender(Point2I offset,
const RectI& updateRect)
{
bool highlight = mMouseOver;
bool depressed = mDepressed;
ColorI fontColor = mActive ? ( highlight ? mProfile->mFontColorHL : mProfile->mFontColor ) : mProfile->mFontColorNA;
ColorI fillColor = mActive ? ( highlight ? mProfile->mFillColorHL : mProfile->mFillColor ) : mProfile->mFillColorNA;
ColorI borderColor = mActive ? ( highlight ? mProfile->mBorderColorHL : mProfile->mBorderColor ) : mProfile->mBorderColorNA;
RectI boundsRect(offset, getExtent());
if( !mHasTheme )
{
if( mProfile->mBorder != 0 )
renderFilledBorder( boundsRect, borderColor, fillColor, mProfile->mBorderThickness );
else
GFX->getDrawUtil()->drawRectFill( boundsRect, fillColor );
}
else
{
S32 indexMultiplier = 1;
if( !mActive )
indexMultiplier = 4;
else if ( mDepressed || mStateOn )
indexMultiplier = 2;
else if ( mMouseOver )
indexMultiplier = 3;
renderSizableBitmapBordersFilled( boundsRect, indexMultiplier, mProfile );
}
Point2I textPos = offset;
if( depressed )
textPos += Point2I( 1, 1 );
GFX->getDrawUtil()->setBitmapModulation( fontColor );
renderJustifiedText( textPos, getExtent(), mButtonText );
//render the children
renderChildControls( offset, updateRect);
}