Torque3D Documentation / _generateds / guiRenderTargetVizCtrl.cpp

guiRenderTargetVizCtrl.cpp

Engine/source/gui/utility/guiRenderTargetVizCtrl.cpp

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Public Functions

ConsoleDocClass(GuiRenderTargetVizCtrl , "@brief The most widely used button <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">class.\n\n</a>" "<a href="/coding/class/classguirendertargetvizctrl/">GuiRenderTargetVizCtrl</a> renders seperately of)

Detailed Description

Public Functions

ConsoleDocClass(GuiRenderTargetVizCtrl , "@brief The most widely used button <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">class.\n\n</a>" "<a href="/coding/class/classguirendertargetvizctrl/">GuiRenderTargetVizCtrl</a> renders seperately of)

IMPLEMENT_CONOBJECT(GuiRenderTargetVizCtrl )

  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#include "gui/utility/guiRenderTargetVizCtrl.h"
 26
 27#include "console/console.h"
 28#include "console/consoleTypes.h"
 29#include "gfx/gfxDevice.h"
 30#include "gfx/gfxDrawUtil.h"
 31#include "gui/core/guiCanvas.h"
 32#include "gui/core/guiDefaultControlRender.h"
 33
 34#include "T3D/camera.h"
 35
 36IMPLEMENT_CONOBJECT(GuiRenderTargetVizCtrl);
 37
 38ConsoleDocClass(GuiRenderTargetVizCtrl,
 39   "@brief The most widely used button class.\n\n"
 40
 41   "GuiRenderTargetVizCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n"
 42   "This grants GuiRenderTargetVizCtrl the versatility to be either of the 3 button types.\n\n"
 43
 44   "@tsexample\n"
 45   "// Create a PushButton GuiRenderTargetVizCtrl that calls randomFunction when clicked\n"
 46   "%button = new GuiRenderTargetVizCtrl()\n"
 47   "{\n"
 48   "   profile    = \"GuiButtonProfile\";\n"
 49   "   buttonType = \"PushButton\";\n"
 50   "   command    = \"randomFunction();\";\n"
 51   "};\n"
 52   "@endtsexample\n\n"
 53
 54   "@ingroup GuiButtons"
 55);
 56
 57
 58//-----------------------------------------------------------------------------
 59
 60GuiRenderTargetVizCtrl::GuiRenderTargetVizCtrl()
 61{
 62   mTargetName = StringTable->EmptyString();
 63
 64   mTarget = nullptr;
 65   mTargetTexture = nullptr;
 66
 67   mCameraObject = nullptr;
 68}
 69
 70//-----------------------------------------------------------------------------
 71
 72bool GuiRenderTargetVizCtrl::onWake()
 73{
 74   if (!Parent::onWake())
 75      return false;
 76
 77   return true;
 78}
 79
 80void GuiRenderTargetVizCtrl::initPersistFields()
 81{
 82   Parent::initPersistFields();
 83
 84   addField("RenderTargetName", TypeString, Offset(mTargetName, GuiRenderTargetVizCtrl), "");
 85   addField("cameraObject", TypeSimObjectPtr, Offset(mCameraObject, GuiRenderTargetVizCtrl), "");
 86}
 87
 88//-----------------------------------------------------------------------------
 89
 90void GuiRenderTargetVizCtrl::onRender(Point2I      offset,
 91   const RectI& updateRect)
 92{
 93   GFXDrawUtil* drawer = GFX->getDrawUtil();
 94
 95   RectI boundsRect(offset, getExtent());
 96
 97   //Draw backdrop
 98   GFX->getDrawUtil()->drawRectFill(boundsRect, ColorI::BLACK);
 99
100   if (mCameraObject != nullptr)
101   {
102      Camera* camObject = dynamic_cast<Camera*>(mCameraObject);
103
104      camObject = dynamic_cast<Camera*>(camObject->getClientObject());
105
106      bool servObj = camObject->isServerObject();
107
108      if (camObject)
109      {
110         GFXTexHandle targ = camObject->getCameraRenderTarget();
111
112         if (targ)
113         {
114            Point2I size = Point2I(targ->getWidth(), targ->getHeight());
115            drawer->drawBitmapStretchSR(targ, boundsRect, RectI(Point2I::Zero, size));
116         }
117         return;
118      }
119   }
120   else if (mTargetName == StringTable->EmptyString())
121      return;
122
123   NamedTexTarget* namedTarget = NamedTexTarget::find(mTargetName);
124   if (namedTarget)
125   {
126      GFXTextureObject* theTex = namedTarget->getTexture(0);
127      RectI viewport = namedTarget->getViewport();
128
129      drawer->drawBitmapStretchSR(theTex, boundsRect, viewport);
130   }
131}
132