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66
Torque/SDK/engine/gui/controls/guiBitmapButtonCtrl.h
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66
Torque/SDK/engine/gui/controls/guiBitmapButtonCtrl.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _GUIBITMAPBUTTON_H_
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#define _GUIBITMAPBUTTON_H_
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#ifndef _GUIBUTTONCTRL_H_
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#include "gui/controls/guiButtonCtrl.h"
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#endif
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#ifndef _GTEXMANAGER_H_
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#include "dgl/gTexManager.h"
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#endif
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///-------------------------------------
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/// Bitmap Button Contrl
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/// Set 'bitmap' comsole field to base name of bitmaps to use. This control will
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/// append '_n' for normal
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/// append '_h' for hilighted
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/// append '_d' for depressed
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///
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/// if bitmap cannot be found it will use the default bitmap to render.
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///
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/// if the extent is set to (0,0) in the gui editor and apply hit, this control will
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/// set it's extent to be exactly the size of the normal bitmap (if present)
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///
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class GuiBitmapButtonCtrl : public GuiButtonCtrl
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{
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private:
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typedef GuiButtonCtrl Parent;
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protected:
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StringTableEntry mBitmapName;
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TextureHandle mTextureNormal;
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TextureHandle mTextureHilight;
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TextureHandle mTextureDepressed;
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TextureHandle mTextureInactive;
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void renderButton(TextureHandle &texture, Point2I &offset, const RectI& updateRect);
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public:
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DECLARE_CONOBJECT(GuiBitmapButtonCtrl);
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GuiBitmapButtonCtrl();
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static void initPersistFields();
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//Parent methods
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bool onWake();
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void onSleep();
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void inspectPostApply();
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void setBitmap(const char *name);
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void onRender(Point2I offset, const RectI &updateRect);
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};
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class GuiBitmapButtonTextCtrl : public GuiBitmapButtonCtrl
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{
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typedef GuiBitmapButtonCtrl Parent;
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public:
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DECLARE_CONOBJECT(GuiBitmapButtonTextCtrl);
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void onRender(Point2I offset, const RectI &updateRect);
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};
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#endif //_GUI_BITMAP_BUTTON_CTRL_H
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