tge/engine/gui/controls/guiBitmapBorderCtrl.cc
2017-04-17 06:17:10 -06:00

121 lines
4.5 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (c) 2002 GarageGames.Com
//-----------------------------------------------------------------------------
#include "gui/core/guiControl.h"
#include "dgl/dgl.h"
/// Renders a skinned border.
class GuiBitmapBorderCtrl : public GuiControl
{
typedef GuiControl Parent;
enum {
BorderTopLeft,
BorderTopRight,
BorderTop,
BorderLeft,
BorderRight,
BorderBottomLeft,
BorderBottom,
BorderBottomRight,
NumBitmaps
};
RectI *mBitmapBounds; ///< bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
TextureHandle mTextureHandle;
public:
bool onWake();
void onSleep();
void onRender(Point2I offset, const RectI &updateRect);
DECLARE_CONOBJECT(GuiBitmapBorderCtrl);
};
IMPLEMENT_CONOBJECT(GuiBitmapBorderCtrl);
bool GuiBitmapBorderCtrl::onWake()
{
if (! Parent::onWake())
return false;
//get the texture for the close, minimize, and maximize buttons
mTextureHandle = mProfile->mTextureHandle;
bool result = mProfile->constructBitmapArray() >= NumBitmaps;
AssertFatal(result, "Failed to create the bitmap array");
if(!result)
return false;
mBitmapBounds = mProfile->mBitmapArrayRects.address();
return true;
}
void GuiBitmapBorderCtrl::onSleep()
{
mTextureHandle = NULL;
Parent::onSleep();
}
void GuiBitmapBorderCtrl::onRender(Point2I offset, const RectI &updateRect)
{
renderChildControls( offset, updateRect );
dglSetClipRect(updateRect);
//draw the outline
RectI winRect;
winRect.point = offset;
winRect.extent = mBounds.extent;
winRect.point.x += mBitmapBounds[BorderLeft].extent.x;
winRect.point.y += mBitmapBounds[BorderTop].extent.y;
winRect.extent.x -= mBitmapBounds[BorderLeft].extent.x + mBitmapBounds[BorderRight].extent.x;
winRect.extent.y -= mBitmapBounds[BorderTop].extent.y + mBitmapBounds[BorderBottom].extent.y;
if(mProfile->mOpaque)
dglDrawRectFill(winRect, mProfile->mFillColor);
dglClearBitmapModulation();
dglDrawBitmapSR(mTextureHandle, offset, mBitmapBounds[BorderTopLeft]);
dglDrawBitmapSR(mTextureHandle, Point2I(offset.x + mBounds.extent.x - mBitmapBounds[BorderTopRight].extent.x, offset.y),
mBitmapBounds[BorderTopRight]);
RectI destRect;
destRect.point.x = offset.x + mBitmapBounds[BorderTopLeft].extent.x;
destRect.point.y = offset.y;
destRect.extent.x = mBounds.extent.x - mBitmapBounds[BorderTopLeft].extent.x - mBitmapBounds[BorderTopRight].extent.x;
destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
RectI stretchRect = mBitmapBounds[BorderTop];
stretchRect.inset(1,0);
dglDrawBitmapStretchSR(mTextureHandle, destRect, stretchRect);
destRect.point.x = offset.x;
destRect.point.y = offset.y + mBitmapBounds[BorderTopLeft].extent.y;
destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
destRect.extent.y = mBounds.extent.y - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
stretchRect = mBitmapBounds[BorderLeft];
stretchRect.inset(0,1);
dglDrawBitmapStretchSR(mTextureHandle, destRect, stretchRect);
destRect.point.x = offset.x + mBounds.extent.x - mBitmapBounds[BorderRight].extent.x;
destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
destRect.point.y = offset.y + mBitmapBounds[BorderTopRight].extent.y;
destRect.extent.y = mBounds.extent.y - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
stretchRect = mBitmapBounds[BorderRight];
stretchRect.inset(0,1);
dglDrawBitmapStretchSR(mTextureHandle, destRect, stretchRect);
dglDrawBitmapSR(mTextureHandle, offset + Point2I(0, mBounds.extent.y - mBitmapBounds[BorderBottomLeft].extent.y), mBitmapBounds[BorderBottomLeft]);
dglDrawBitmapSR(mTextureHandle, offset + mBounds.extent - mBitmapBounds[BorderBottomRight].extent, mBitmapBounds[BorderBottomRight]);
destRect.point.x = offset.x + mBitmapBounds[BorderBottomLeft].extent.x;
destRect.extent.x = mBounds.extent.x - mBitmapBounds[BorderBottomLeft].extent.x - mBitmapBounds[BorderBottomRight].extent.x;
destRect.point.y = offset.y + mBounds.extent.y - mBitmapBounds[BorderBottom].extent.y;
destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
stretchRect = mBitmapBounds[BorderBottom];
stretchRect.inset(1,0);
dglDrawBitmapStretchSR(mTextureHandle, destRect, stretchRect);
}