Torque3D/Templates/Full/game/tools/base/utils/swatchButtons.ed.cs
thecelloman ceff8d72e0 Tools GuiProfile Separation.
This effectively duplicates (where necessary) and moves tools specific GuiProfiles out of the core and into the tools.  This will allow future modifications to either the game guis or tools guis that use these profiles to not conflict with each other.
2013-03-18 06:38:48 -04:00

99 lines
3.7 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.
//-----------------------------------------------------------------------------
// Common functionality for GuiSwatchButtonCtrls.
//
// Note that for the mouse-event related functionality, "useMouseEvents" must be set
// to true.
//---------------------------------------------------------------------------------------------
function GuiSwatchButtonCtrl::onMouseDragged( %this )
{
%payload = new GuiSwatchButtonCtrl();
%payload.assignFieldsFrom( %this );
%payload.position = "0 0 ";
%payload.dragSourceControl = %this;
%xOffset = getWord( %payload.extent, 0 ) / 2;
%yOffset = getWord( %payload.extent, 1 ) / 2;
%cursorpos = Canvas.getCursorPos();
%xPos = getWord( %cursorpos, 0 ) - %xOffset;
%yPos = getWord( %cursorpos, 1 ) - %yOffset;
// Create the drag control.
%ctrl = new GuiDragAndDropControl()
{
canSaveDynamicFields = "0";
Profile = "ToolsGuiSolidDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = %xPos SPC %yPos;
extent = %payload.extent;
MinExtent = "4 4";
canSave = "1";
Visible = "1";
hovertime = "1000";
deleteOnMouseUp = true;
class = "GuiDragAndDropControlType_ColorSwatch";
};
%ctrl.add( %payload );
// Start drag.
Canvas.getContent().add( %ctrl );
%ctrl.startDragging( %xOffset, %yOffset );
}
//---------------------------------------------------------------------------------------------
function GuiSwatchButtonCtrl::onControlDropped( %this, %payload, %position )
{
if( !%payload.parentGroup.isInNamespaceHierarchy( "GuiDragAndDropControlType_ColorSwatch" ) )
return;
// If dropped on same button whence we came from,
// do nothing.
if( %payload.dragSourceControl == %this )
return;
// If a swatch button control is dropped onto this control,
// copy it's color.
if( %payload.isMemberOfClass( "GuiSwatchButtonCtrl" ) )
{
// If the swatch button is part of a color-type inspector field,
// remember the inspector field so we can later set the color
// through it.
if( %this.parentGroup.isMemberOfClass( "GuiInspectorTypeColorI" ) )
%this.parentGroup.apply( ColorFloatToInt( %payload.color ) );
else if( %this.parentGroup.isMemberOfClass( "GuiInspectorTypeColorF" ) )
%this.parentGroup.apply( %payload.color );
else
%this.setColor( %payload.color );
}
}