tge/engine/gui/core/guiDefaultControlRender.cc
2017-04-17 06:17:10 -06:00

518 lines
23 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (c) 2002 GarageGames.Com
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "gui/core/guiDefaultControlRender.h"
#include "gui/core/guiTypes.h"
#include "core/color.h"
#include "math/mRect.h"
static ColorI colorLightGray(192, 192, 192);
static ColorI colorGray(128, 128, 128);
static ColorI colorDarkGray(64, 64, 64);
static ColorI colorWhite(255,255,255);
static ColorI colorBlack(0,0,0);
void renderRaisedBox(RectI &bounds, GuiControlProfile *profile)
{
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;
dglDrawRectFill( bounds, profile->mFillColor);
dglDrawLine(l, t, l, b - 1, profile->mBevelColorHL);
dglDrawLine(l, t, r - 1, t, profile->mBevelColorHL);
dglDrawLine(l, b, r, b, profile->mBevelColorLL);
dglDrawLine(r, b - 1, r, t, profile->mBevelColorLL);
dglDrawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColor);
dglDrawLine(r - 1, b - 2, r - 1, t + 1, profile->mBorderColor);
}
void renderSlightlyRaisedBox(RectI &bounds, GuiControlProfile *profile)
{
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;
dglDrawRectFill( bounds, profile->mFillColor);
dglDrawLine(l, t, l, b, profile->mBevelColorHL);
dglDrawLine(l, t, r, t, profile->mBevelColorHL);
dglDrawLine(l + 1, b, r, b, profile->mBorderColor);
dglDrawLine(r, t + 1, r, b - 1, profile->mBorderColor);
}
void renderLoweredBox(RectI &bounds, GuiControlProfile *profile)
{
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;
dglDrawRectFill( bounds, profile->mFillColor);
dglDrawLine(l, b, r, b, profile->mBevelColorHL);
dglDrawLine(r, b - 1, r, t, profile->mBevelColorHL);
dglDrawLine(l, t, r - 1, t, profile->mBevelColorLL);
dglDrawLine(l, t + 1, l, b - 1, profile->mBevelColorLL);
dglDrawLine(l + 1, t + 1, r - 2, t + 1, profile->mBorderColor);
dglDrawLine(l + 1, t + 2, l + 1, b - 2, profile->mBorderColor);
}
void renderSlightlyLoweredBox(RectI &bounds, GuiControlProfile *profile)
{
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;
dglDrawRectFill( bounds, profile->mFillColor);
dglDrawLine(l, b, r, b, profile->mBevelColorHL);
dglDrawLine(r, t, r, b - 1, profile->mBevelColorHL);
dglDrawLine(l, t, l, b - 1, profile->mBorderColor);
dglDrawLine(l + 1, t, r - 1, t, profile->mBorderColor);
}
void renderBorder(RectI &bounds, GuiControlProfile *profile)
{
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;
switch(profile->mBorder)
{
case 1:
dglDrawRect(bounds, profile->mBorderColor);
break;
case 2:
dglDrawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorHL);
dglDrawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorHL);
dglDrawLine(r, t, r, b, profile->mBevelColorHL);
dglDrawLine(l, b, r - 1, b, profile->mBevelColorHL);
dglDrawLine(l, t, r - 1, t, profile->mBorderColorNA);
dglDrawLine(l, t + 1, l, b - 1, profile->mBorderColorNA);
dglDrawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColorNA);
dglDrawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColorNA);
break;
case 3:
dglDrawLine(l, b, r, b, profile->mBevelColorHL);
dglDrawLine(r, t, r, b - 1, profile->mBevelColorHL);
dglDrawLine(l + 1, b - 1, r - 1, b - 1, profile->mFillColor);
dglDrawLine(r - 1, t + 1, r - 1, b - 2, profile->mFillColor);
dglDrawLine(l, t, l, b - 1, profile->mBorderColorNA);
dglDrawLine(l + 1, t, r - 1, t, profile->mBorderColorNA);
dglDrawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorLL);
dglDrawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorLL);
break;
case 4:
dglDrawLine(l, t, l, b - 1, profile->mBevelColorHL);
dglDrawLine(l + 1, t, r, t, profile->mBevelColorHL);
dglDrawLine(l, b, r, b, profile->mBevelColorLL);
dglDrawLine(r, t + 1, r, b - 1, profile->mBevelColorLL);
dglDrawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColor);
dglDrawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColor);
break;
case 5:
renderFilledBorder( bounds, profile );
break;
// DAW:
case -1:
// Draw a simple sizable border with corners
// Taken from the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin
if(profile->mBitmapArrayRects.size() >= 8)
{
dglClearBitmapModulation();
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// DAW: Indices into the bitmap array
enum
{
BorderTopLeft = 0,
BorderTop,
BorderTopRight,
BorderLeft,
//Fill,
BorderRight,
BorderBottomLeft,
BorderBottom,
BorderBottomRight,
NumBitmaps
};
// Draw all corners first.
//top left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderTopLeft]);
//top right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x,bounds.point.y),mBitmapBounds[BorderTopRight]);
//bottom left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomLeft].extent.y),mBitmapBounds[BorderBottomLeft]);
//bottom right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(
bounds.point.x + bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x,
bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomRight].extent.y),
mBitmapBounds[BorderBottomRight]);
// End drawing corners
// Begin drawing sides and top stretched borders
//start with top line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderTopRight].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x - mBitmapBounds[BorderTopLeft].extent.x;
destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[BorderTop];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//bottom line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderBottomRight].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x - mBitmapBounds[BorderBottomLeft].extent.x;
destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
destRect.point.y = bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottom].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderBottom];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x;
destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopLeft].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderLeft];
stretchRect.inset(0,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopRight].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderRight];
stretchRect.inset(0,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
// End drawing sides and top stretched borders
break;
}
case -2:
// Draw a simple sizable border with corners that is filled in
renderSizableBitmapBordersFilled(bounds, 1, profile);
break;
case -3:
// Draw a simple fixed height border with center fill horizontally.
renderFixedBitmapBordersFilled( bounds, 1, profile );
break;
}
}
void renderFilledBorder( RectI &bounds, GuiControlProfile *profile )
{
renderFilledBorder( bounds, profile->mBorderColor, profile->mFillColor );
}
void renderFilledBorder( RectI &bounds, ColorI &borderColor, ColorI &fillColor )
{
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;
RectI fillBounds = bounds;
fillBounds.inset( 1, 1 );
dglDrawRect( bounds, borderColor );
dglDrawRectFill( fillBounds, fillColor );
}
// DAW: Render out the sizable bitmap borders based on a multiplier into the bitmap array
// Based on the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin
void renderSizableBitmapBordersFilled(RectI &bounds, S32 baseMultiplier, GuiControlProfile *profile)
{
// DAW: Indices into the bitmap array
S32 NumBitmaps = 9;
S32 BorderTopLeft = NumBitmaps * baseMultiplier - NumBitmaps;
S32 BorderTop = 1 + BorderTopLeft;
S32 BorderTopRight = 2 + BorderTopLeft;
S32 BorderLeft = 3 + BorderTopLeft;
S32 Fill = 4 + BorderTopLeft;
S32 BorderRight = 5 + BorderTopLeft;
S32 BorderBottomLeft = 6 + BorderTopLeft;
S32 BorderBottom = 7 + BorderTopLeft;
S32 BorderBottomRight = 8 + BorderTopLeft;
dglClearBitmapModulation();
if(profile->mBitmapArrayRects.size() >= (NumBitmaps * baseMultiplier))
{
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// Draw all corners first.
//top left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderTopLeft]);
//top right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x,bounds.point.y),mBitmapBounds[BorderTopRight]);
//bottom left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomLeft].extent.y),mBitmapBounds[BorderBottomLeft]);
//bottom right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(
bounds.point.x + bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x,
bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomRight].extent.y),
mBitmapBounds[BorderBottomRight]);
// End drawing corners
// Begin drawing sides and top stretched borders
//start with top line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderTopRight].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x - mBitmapBounds[BorderTopLeft].extent.x;
destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[BorderTop];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//bottom line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderBottomRight].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x - mBitmapBounds[BorderBottomLeft].extent.x;
destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
destRect.point.y = bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottom].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderBottom];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x;
destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopLeft].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderLeft];
stretchRect.inset(0,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopRight].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderRight];
stretchRect.inset(0,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//fill stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderLeft].extent.x;
destRect.extent.x = (bounds.extent.x) - mBitmapBounds[BorderLeft].extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTop].extent.y - mBitmapBounds[BorderBottom].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTop].extent.y;
//stretch it
stretchRect = mBitmapBounds[Fill];
stretchRect.inset(1,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
// End drawing sides and top stretched borders
}
}
// DAW: Render out the sizable bitmap borders based on a multiplier into the bitmap array
// Based on the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin
void renderSizableBitmapBordersFilledIndex(RectI &bounds, S32 startIndex, GuiControlProfile *profile)
{
// DAW: Indices into the bitmap array
S32 NumBitmaps = 9;
S32 BorderTopLeft = startIndex;
S32 BorderTop = 1 + BorderTopLeft;
S32 BorderTopRight = 2 + BorderTopLeft;
S32 BorderLeft = 3 + BorderTopLeft;
S32 Fill = 4 + BorderTopLeft;
S32 BorderRight = 5 + BorderTopLeft;
S32 BorderBottomLeft = 6 + BorderTopLeft;
S32 BorderBottom = 7 + BorderTopLeft;
S32 BorderBottomRight = 8 + BorderTopLeft;
dglClearBitmapModulation();
if(profile->mBitmapArrayRects.size() >= (startIndex + NumBitmaps))
{
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// Draw all corners first.
//top left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderTopLeft]);
//top right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x,bounds.point.y),mBitmapBounds[BorderTopRight]);
//bottom left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomLeft].extent.y),mBitmapBounds[BorderBottomLeft]);
//bottom right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(
bounds.point.x + bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x,
bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomRight].extent.y),
mBitmapBounds[BorderBottomRight]);
// End drawing corners
// Begin drawing sides and top stretched borders
//start with top line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderTopLeft].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x - mBitmapBounds[BorderTopLeft].extent.x;
destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[BorderTop];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//bottom line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderBottomLeft].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x - mBitmapBounds[BorderBottomLeft].extent.x;
destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
destRect.point.y = bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottom].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderBottom];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x;
destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopLeft].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderLeft];
stretchRect.inset(0,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopRight].extent.y;
//stretch it
stretchRect = mBitmapBounds[BorderRight];
stretchRect.inset(0,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
//fill stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderLeft].extent.x;
destRect.extent.x = (bounds.extent.x) - mBitmapBounds[BorderLeft].extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTop].extent.y - mBitmapBounds[BorderBottom].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[BorderTop].extent.y;
//stretch it
stretchRect = mBitmapBounds[Fill];
stretchRect.inset(1,1);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
// End drawing sides and top stretched borders
}
}
// DAW: Render out the fixed bitmap borders based on a multiplier into the bitmap array
// It renders left and right caps, with a sizable fill area in the middle to reach
// the x extent. It does not stretch in the y direction.
void renderFixedBitmapBordersFilled(RectI &bounds, S32 baseMultiplier, GuiControlProfile *profile)
{
// DAW: Indices into the bitmap array
S32 NumBitmaps = 3;
S32 BorderLeft = NumBitmaps * baseMultiplier - NumBitmaps;
S32 Fill = 1 + BorderLeft;
S32 BorderRight = 2 + BorderLeft;
dglClearBitmapModulation();
if(profile->mBitmapArrayRects.size() >= (NumBitmaps * baseMultiplier))
{
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// Draw all corners first.
//left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderLeft]);
//right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x,bounds.point.y),mBitmapBounds[BorderRight]);
// End drawing corners
// Begin drawing fill
//fill stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderLeft].extent.x;
destRect.extent.x = (bounds.extent.x) - mBitmapBounds[BorderLeft].extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.y = mBitmapBounds[Fill].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[Fill];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
// End drawing fill
}
}
// DAW: Render out the fixed bitmap borders based on a multiplier into the bitmap array
// It renders left and right caps, with a sizable fill area in the middle to reach
// the x extent. It does not stretch in the y direction.
void renderFixedBitmapBordersFilledIndex(RectI &bounds, S32 startIndex, GuiControlProfile *profile)
{
// DAW: Indices into the bitmap array
S32 NumBitmaps = 3;
S32 BorderLeft = startIndex;
S32 Fill = 1 + startIndex;
S32 BorderRight = 2 + startIndex;
dglClearBitmapModulation();
if(profile->mBitmapArrayRects.size() >= (startIndex + NumBitmaps))
{
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// Draw all corners first.
//left border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderLeft]);
//right border
dglDrawBitmapSR(profile->mTextureHandle,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x,bounds.point.y),mBitmapBounds[BorderRight]);
// End drawing corners
// Begin drawing fill
//fill stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderLeft].extent.x;
destRect.extent.x = (bounds.extent.x) - mBitmapBounds[BorderLeft].extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.y = mBitmapBounds[Fill].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[Fill];
stretchRect.inset(1,0);
//draw it
dglDrawBitmapStretchSR(profile->mTextureHandle,destRect,stretchRect);
// End drawing fill
}
}