//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "console/console.h" #include "console/consoleTypes.h" #include "dgl/dgl.h" #include "gui/controls/guiBitmapCtrl.h" IMPLEMENT_CONOBJECT(GuiBitmapCtrl); GuiBitmapCtrl::GuiBitmapCtrl(void) { mBitmapName = StringTable->insert(""); startPoint.set(0, 0); mWrap = false; } bool GuiBitmapCtrl::setBitmapName( void *obj, const char *data ) { // Prior to this, you couldn't do bitmap.bitmap = "foo.jpg" and have it work. // With protected console types you can now call the setBitmap function and // make it load the image. static_cast( obj )->setBitmap( data ); // Return false because the setBitmap method will assign 'mBitmapName' to the // argument we are specifying in the call. return false; } void GuiBitmapCtrl::initPersistFields() { Parent::initPersistFields(); addGroup("Misc"); addProtectedField( "bitmap", TypeFilename, Offset( mBitmapName, GuiBitmapCtrl ), &setBitmapName, &defaultProtectedGetFn, "" ); //addField("bitmap", TypeFilename, Offset(mBitmapName, GuiBitmapCtrl)); addField("wrap", TypeBool, Offset(mWrap, GuiBitmapCtrl)); endGroup("Misc"); } ConsoleMethod( GuiBitmapCtrl, setValue, void, 4, 4, "(int xAxis, int yAxis)" "Set the offset of the bitmap.") { object->setValue(dAtoi(argv[2]), dAtoi(argv[3])); } ConsoleMethod( GuiBitmapCtrl, setBitmap, void, 3, 3, "(string filename)" "Set the bitmap displayed in the control. Note that it is limited in size, to 256x256.") { object->setBitmap(argv[2]); } bool GuiBitmapCtrl::onWake() { if (! Parent::onWake()) return false; setActive(true); setBitmap(mBitmapName); return true; } void GuiBitmapCtrl::onSleep() { mTextureHandle = NULL; Parent::onSleep(); } //------------------------------------- void GuiBitmapCtrl::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 bitmap (if present) Parent::inspectPostApply(); if (!mWrap && (mBounds.extent.x == 0) && (mBounds.extent.y == 0) && mTextureHandle) { TextureObject *texture = (TextureObject *) mTextureHandle; mBounds.extent.x = texture->bitmapWidth; mBounds.extent.y = texture->bitmapHeight; } } void GuiBitmapCtrl::setBitmap(const char *name, bool resize) { mBitmapName = StringTable->insert(name); if (*mBitmapName) { mTextureHandle = TextureHandle(mBitmapName, BitmapTexture, true); // Resize the control to fit the bitmap if (resize) { TextureObject* texture = (TextureObject *) mTextureHandle; mBounds.extent.x = texture->bitmapWidth; mBounds.extent.y = texture->bitmapHeight; Point2I extent = getParent()->getExtent(); parentResized(extent,extent); } } else mTextureHandle = NULL; setUpdate(); } void GuiBitmapCtrl::setBitmap(const TextureHandle &handle, bool resize) { mTextureHandle = handle; // Resize the control to fit the bitmap if (resize) { TextureObject* texture = (TextureObject *) mTextureHandle; mBounds.extent.x = texture->bitmapWidth; mBounds.extent.y = texture->bitmapHeight; Point2I extent = getParent()->getExtent(); parentResized(extent,extent); } } void GuiBitmapCtrl::onRender(Point2I offset, const RectI &updateRect) { if (mTextureHandle) { dglClearBitmapModulation(); if(mWrap) { TextureObject* texture = (TextureObject *) mTextureHandle; RectI srcRegion; RectI dstRegion; float xdone = ((float)mBounds.extent.x/(float)texture->bitmapWidth)+1; float ydone = ((float)mBounds.extent.y/(float)texture->bitmapHeight)+1; int xshift = startPoint.x%texture->bitmapWidth; int yshift = startPoint.y%texture->bitmapHeight; for(int y = 0; y < ydone; ++y) for(int x = 0; x < xdone; ++x) { srcRegion.set(0,0,texture->bitmapWidth,texture->bitmapHeight); dstRegion.set( ((texture->bitmapWidth*x)+offset.x)-xshift, ((texture->bitmapHeight*y)+offset.y)-yshift, texture->bitmapWidth, texture->bitmapHeight); dglDrawBitmapStretchSR(texture,dstRegion, srcRegion, false); } } else { RectI rect(offset, mBounds.extent); dglDrawBitmapStretch(mTextureHandle, rect); } } if (mProfile->mBorder || !mTextureHandle) { RectI rect(offset.x, offset.y, mBounds.extent.x, mBounds.extent.y); dglDrawRect(rect, mProfile->mBorderColor); } renderChildControls(offset, updateRect); } void GuiBitmapCtrl::setValue(S32 x, S32 y) { if (mTextureHandle) { TextureObject* texture = (TextureObject *) mTextureHandle; x+=texture->bitmapWidth/2; y+=texture->bitmapHeight/2; } while (x < 0) x += 256; startPoint.x = x % 256; while (y < 0) y += 256; startPoint.y = y % 256; }