//----------------------------------------------------------------------------- // Torque Game Engine // // Copyright (c) 2001 GarageGames.Com //----------------------------------------------------------------------------- //------------------------------------- // // Bitmap Button Contrl // Set 'bitmap' comsole field to base name of bitmaps to use. This control will // append '_n' for normal // append '_h' for hilighted // append '_d' for depressed // // if bitmap cannot be found it will use the default bitmap to render. // // if the extent is set to (0,0) in the gui editor and appy hit, this control will // set it's extent to be exactly the size of the normal bitmap (if present) // #include "console/console.h" #include "dgl/dgl.h" #include "console/consoleTypes.h" #include "platform/platformAudio.h" #include "gui/core/guiCanvas.h" #include "gui/core/guiDefaultControlRender.h" #include "gui/controls/guiBitmapButtonCtrl.h" IMPLEMENT_CONOBJECT(GuiBitmapButtonCtrl); //------------------------------------- GuiBitmapButtonCtrl::GuiBitmapButtonCtrl() { mBitmapName = StringTable->insert(""); mBounds.extent.set(140, 30); } //------------------------------------- void GuiBitmapButtonCtrl::initPersistFields() { Parent::initPersistFields(); addField("bitmap", TypeFilename, Offset(mBitmapName, GuiBitmapButtonCtrl)); } //------------------------------------- bool GuiBitmapButtonCtrl::onWake() { if (! Parent::onWake()) return false; setActive(true); setBitmap(mBitmapName); return true; } //------------------------------------- void GuiBitmapButtonCtrl::onSleep() { mTextureNormal = NULL; mTextureHilight = NULL; mTextureDepressed = NULL; Parent::onSleep(); } //------------------------------------- ConsoleMethod( GuiBitmapButtonCtrl, setBitmap, void, 3, 3, "(filepath name)") { object->setBitmap(argv[2]); } //------------------------------------- void GuiBitmapButtonCtrl::inspectPostApply() { // if the extent is set to (0,0) in the gui editor and appy hit, this control will // set it's extent to be exactly the size of the normal bitmap (if present) Parent::inspectPostApply(); if ((mBounds.extent.x == 0) && (mBounds.extent.y == 0) && mTextureNormal) { TextureObject *texture = (TextureObject *) mTextureNormal; mBounds.extent.x = texture->bitmapWidth; mBounds.extent.y = texture->bitmapHeight; } } //------------------------------------- void GuiBitmapButtonCtrl::setBitmap(const char *name) { mBitmapName = StringTable->insert(name); if(!isAwake()) return; if (*mBitmapName) { char buffer[1024]; char *p; dStrcpy(buffer, name); p = buffer + dStrlen(buffer); mTextureNormal = TextureHandle(buffer, BitmapTexture, true); if (!mTextureNormal) { dStrcpy(p, "_n"); mTextureNormal = TextureHandle(buffer, BitmapTexture, true); } dStrcpy(p, "_h"); mTextureHilight = TextureHandle(buffer, BitmapTexture, true); if (!mTextureHilight) mTextureHilight = mTextureNormal; dStrcpy(p, "_d"); mTextureDepressed = TextureHandle(buffer, BitmapTexture, true); if (!mTextureDepressed) mTextureDepressed = mTextureHilight; dStrcpy(p, "_i"); mTextureInactive = TextureHandle(buffer, BitmapTexture, true); if (!mTextureInactive) mTextureInactive = mTextureNormal; } else { mTextureNormal = NULL; mTextureHilight = NULL; mTextureDepressed = NULL; mTextureInactive = NULL; } setUpdate(); } //------------------------------------- void GuiBitmapButtonCtrl::onRender(Point2I offset, const RectI& updateRect) { enum { NORMAL, HILIGHT, DEPRESSED, INACTIVE } state = NORMAL; if (mActive) { if (mMouseOver) state = HILIGHT; if (mDepressed || mStateOn) state = DEPRESSED; } else state = INACTIVE; switch (state) { case NORMAL: renderButton(mTextureNormal, offset, updateRect); break; case HILIGHT: renderButton(mTextureHilight ? mTextureHilight : mTextureNormal, offset, updateRect); break; case DEPRESSED: renderButton(mTextureDepressed, offset, updateRect); break; case INACTIVE: renderButton(mTextureInactive ? mTextureInactive : mTextureNormal, offset, updateRect); break; } } //------------------------------------------------------------------------------ void GuiBitmapButtonCtrl::renderButton(TextureHandle &texture, Point2I &offset, const RectI& updateRect) { if (texture) { RectI rect(offset, mBounds.extent); dglClearBitmapModulation(); dglDrawBitmapStretch(texture, rect); renderChildControls( offset, updateRect); } else Parent::onRender(offset, updateRect); } //------------------------------------------------------------------------------ IMPLEMENT_CONOBJECT(GuiBitmapButtonTextCtrl); void GuiBitmapButtonTextCtrl::onRender(Point2I offset, const RectI& updateRect) { enum { NORMAL, HILIGHT, DEPRESSED, INACTIVE } state = NORMAL; if (mActive) { if (mMouseOver) state = HILIGHT; if (mDepressed || mStateOn) state = DEPRESSED; } else state = INACTIVE; ColorI fontColor = mProfile->mFontColor; TextureHandle texture; switch (state) { case NORMAL: texture = mTextureNormal; fontColor = mProfile->mFontColor; break; case HILIGHT: texture = mTextureHilight; fontColor = mProfile->mFontColorHL; break; case DEPRESSED: texture = mTextureDepressed; fontColor = mProfile->mFontColorSEL; break; case INACTIVE: texture = mTextureInactive; fontColor = mProfile->mFontColorNA; if(!texture) texture = mTextureNormal; break; } if (texture) { RectI rect(offset, mBounds.extent); dglClearBitmapModulation(); dglDrawBitmapStretch(texture, rect); Point2I textPos = offset; if(mDepressed) textPos += Point2I(1,1); // Make sure we take the profile's textOffset into account. textPos += mProfile->mTextOffset; dglSetBitmapModulation( fontColor ); renderJustifiedText(textPos, mBounds.extent, mButtonText); renderChildControls( offset, updateRect); } else Parent::onRender(offset, updateRect); }