guiBitmapBorderCtrl.cpp
Engine/source/gui/controls/guiBitmapBorderCtrl.cpp
Classes:
class
Renders a skinned border.
Public Functions
Detailed Description
Public Functions
ConsoleDocClass(GuiBitmapBorderCtrl )
IMPLEMENT_CONOBJECT(GuiBitmapBorderCtrl )
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#include "platform/platform.h" 25 26#include "gui/core/guiControl.h" 27#include "gfx/gfxDevice.h" 28#include "gfx/gfxDrawUtil.h" 29 30 31// [rene 11/09/09] Why does this not use the bitmap array from its profile? 32 33 34/// Renders a skinned border. 35class GuiBitmapBorderCtrl : public GuiControl 36{ 37 typedef GuiControl Parent; 38 39 enum { 40 BorderTopLeft, 41 BorderTopRight, 42 BorderTop, 43 BorderLeft, 44 BorderRight, 45 BorderBottomLeft, 46 BorderBottom, 47 BorderBottomRight, 48 NumBitmaps 49 }; 50 RectI *mBitmapBounds; ///< bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2] 51 GFXTexHandle mTextureObject; 52public: 53 bool onWake(); 54 void onSleep(); 55 void onRender(Point2I offset, const RectI &updateRect); 56 DECLARE_CONOBJECT(GuiBitmapBorderCtrl); 57 DECLARE_CATEGORY( "Gui Images" ); 58 DECLARE_DESCRIPTION( "A control that renders a skinned border." ); 59}; 60 61IMPLEMENT_CONOBJECT(GuiBitmapBorderCtrl); 62 63ConsoleDocClass( GuiBitmapBorderCtrl, 64 "@brief A control that renders a skinned border specified in its profile.\n\n" 65 66 "This control uses the bitmap specified in it's profile (GuiControlProfile::bitmapName). It takes this image and breaks up aspects of it " 67 "to skin the border of this control with. It is also important to set GuiControlProfile::hasBitmapArray to true on the profile as well.\n\n" 68 69 "The bitmap referenced should be broken up into a 3 x 3 grid (using the top left color pixel as a border color between each of the images) " 70 "in which it will map to the following places:\n" 71 "1 = Top Left Corner\n" 72 "2 = Top Right Corner\n" 73 "3 = Top Center\n" 74 "4 = Left Center\n" 75 "5 = Right Center\n" 76 "6 = Bottom Left Corner\n" 77 "7 = Bottom Center\n" 78 "8 = Bottom Right Corner\n" 79 "0 = Nothing\n\n" 80 81 "1 2 3\n" 82 "4 5 0\n" 83 "6 7 8\n\n" 84 85 "@tsexample\n" 86 "singleton GuiControlProfile (BorderGUIProfile)\n" 87 "{\n" 88 " bitmap = \"core/art/gui/images/borderArray\";\n" 89 " hasBitmapArray = true;\n" 90 " opaque = false;\n" 91 "};\n\n" 92 93 "new GuiBitmapBorderCtrl(BitmapBorderGUI)\n" 94 "{\n" 95 " profile = \"BorderGUIProfile\";\n" 96 " position = \"0 0\";\n" 97 " extent = \"400 40\";\n" 98 " visible = \"1\";\n" 99 "};" 100 "@endtsexample\n\n" 101 102 "@see GuiControlProfile::bitmapName\n" 103 "@see GuiControlProfile::hasBitmapArray\n\n" 104 105 "@ingroup GuiImages" 106); 107 108bool GuiBitmapBorderCtrl::onWake() 109{ 110 if (! Parent::onWake()) 111 return false; 112 113 //get the texture for the close, minimize, and maximize buttons 114 mBitmapBounds = NULL; 115 mTextureObject = mProfile->mTextureObject; 116 if( mProfile->constructBitmapArray() >= NumBitmaps ) 117 mBitmapBounds = mProfile->mBitmapArrayRects.address(); 118 else 119 Con::errorf( "GuiBitmapBorderCtrl: Could not construct bitmap array for profile '%s'", mProfile->getName() ); 120 121 return true; 122} 123 124void GuiBitmapBorderCtrl::onSleep() 125{ 126 mTextureObject = NULL; 127 mBitmapBounds = NULL; 128 129 Parent::onSleep(); 130} 131 132void GuiBitmapBorderCtrl::onRender(Point2I offset, const RectI &updateRect) 133{ 134 renderChildControls( offset, updateRect ); 135 136 if( mBitmapBounds ) 137 { 138 GFX->setClipRect(updateRect); 139 140 GFXDrawUtil* drawUtil = GFX->getDrawUtil(); 141 142 //draw the outline 143 RectI winRect; 144 winRect.point = offset; 145 winRect.extent = getExtent(); 146 147 winRect.point.x += mBitmapBounds[BorderLeft].extent.x; 148 winRect.point.y += mBitmapBounds[BorderTop].extent.y; 149 150 winRect.extent.x -= mBitmapBounds[BorderLeft].extent.x + mBitmapBounds[BorderRight].extent.x; 151 winRect.extent.y -= mBitmapBounds[BorderTop].extent.y + mBitmapBounds[BorderBottom].extent.y; 152 153 if(mProfile->mOpaque) 154 drawUtil->drawRectFill(winRect, mProfile->mFillColor); 155 156 drawUtil->clearBitmapModulation(); 157 drawUtil->drawBitmapSR(mTextureObject, offset, mBitmapBounds[BorderTopLeft]); 158 drawUtil->drawBitmapSR(mTextureObject, Point2I(offset.x + getWidth() - mBitmapBounds[BorderTopRight].extent.x, offset.y), 159 mBitmapBounds[BorderTopRight]); 160 161 RectI destRect; 162 destRect.point.x = offset.x + mBitmapBounds[BorderTopLeft].extent.x; 163 destRect.point.y = offset.y; 164 destRect.extent.x = getWidth() - mBitmapBounds[BorderTopLeft].extent.x - mBitmapBounds[BorderTopRight].extent.x; 165 destRect.extent.y = mBitmapBounds[BorderTop].extent.y; 166 RectI stretchRect = mBitmapBounds[BorderTop]; 167 stretchRect.inset(1,0); 168 drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect); 169 170 destRect.point.x = offset.x; 171 destRect.point.y = offset.y + mBitmapBounds[BorderTopLeft].extent.y; 172 destRect.extent.x = mBitmapBounds[BorderLeft].extent.x; 173 destRect.extent.y = getHeight() - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y; 174 stretchRect = mBitmapBounds[BorderLeft]; 175 stretchRect.inset(0,1); 176 drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect); 177 178 destRect.point.x = offset.x + getWidth() - mBitmapBounds[BorderRight].extent.x; 179 destRect.extent.x = mBitmapBounds[BorderRight].extent.x; 180 destRect.point.y = offset.y + mBitmapBounds[BorderTopRight].extent.y; 181 destRect.extent.y = getHeight() - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y; 182 183 stretchRect = mBitmapBounds[BorderRight]; 184 stretchRect.inset(0,1); 185 drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect); 186 187 drawUtil->drawBitmapSR(mTextureObject, offset + Point2I(0, getHeight() - mBitmapBounds[BorderBottomLeft].extent.y), mBitmapBounds[BorderBottomLeft]); 188 drawUtil->drawBitmapSR(mTextureObject, offset + getExtent() - mBitmapBounds[BorderBottomRight].extent, mBitmapBounds[BorderBottomRight]); 189 190 destRect.point.x = offset.x + mBitmapBounds[BorderBottomLeft].extent.x; 191 destRect.extent.x = getWidth() - mBitmapBounds[BorderBottomLeft].extent.x - mBitmapBounds[BorderBottomRight].extent.x; 192 193 destRect.point.y = offset.y + getHeight() - mBitmapBounds[BorderBottom].extent.y; 194 destRect.extent.y = mBitmapBounds[BorderBottom].extent.y; 195 stretchRect = mBitmapBounds[BorderBottom]; 196 stretchRect.inset(1,0); 197 198 drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect); 199 } 200} 201