//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "console/console.h" #include "graphics/dgl.h" #include "console/consoleTypes.h" #include "platform/platformAudio.h" #include "gui/guiCanvas.h" #include "gui/guiDefaultControlRender.h" #include "gui/buttons/guiBitmapButtonCtrl.h" IMPLEMENT_CONOBJECT(GuiBitmapButtonCtrl); GuiBitmapButtonCtrl::GuiBitmapButtonCtrl() { mBitmapName = StringTable->EmptyString; mBitmapNormal = StringTable->EmptyString; mBitmapHilight = StringTable->EmptyString; mBitmapDepressed = StringTable->EmptyString; mBitmapInactive = StringTable->EmptyString; mIsLegacyVersion = true; mBounds.extent.set(140, 30); } void GuiBitmapButtonCtrl::initPersistFields() { Parent::initPersistFields(); addField("isLegacyVersion", TypeBool, Offset(mIsLegacyVersion, GuiBitmapButtonCtrl), "Determines if this is a legacy version of the control (only uses bitmap field)"); addField("bitmap", TypeFilename, Offset(mBitmapName, GuiBitmapButtonCtrl), "Base name for the bitmaps used in the button states.\n For example, you would only put \"button\"" " to load button_n.png, button_d.png, button_h.png and button_i.png"); addField("bitmapNormal", TypeFilename, Offset(mBitmapNormal, GuiBitmapButtonCtrl), "Name of texture used for the normal button state"); addField("bitmapHilight", TypeFilename, Offset(mBitmapHilight, GuiBitmapButtonCtrl), "Name of texture used for the hilight/hover button state"); addField("bitmapDepressed", TypeFilename, Offset(mBitmapDepressed, GuiBitmapButtonCtrl), "Name of texture used for the depressed button state"); addField("bitmapInactive", TypeFilename, Offset(mBitmapInactive, GuiBitmapButtonCtrl), "Name of texture used for the inactive button state"); } bool GuiBitmapButtonCtrl::onWake() { if (! Parent::onWake()) return false; if(mIsLegacyVersion) { setBitmap(mBitmapName); } else { setBitmap(mBitmapNormal, NORMAL); setBitmap(mBitmapHilight, HILIGHT); setBitmap(mBitmapDepressed, DEPRESSED); setBitmap(mBitmapInactive, INACTIVE); } return true; } void GuiBitmapButtonCtrl::onSleep() { mTextureNormal = NULL; mTextureHilight = NULL; mTextureDepressed = NULL; mTextureInactive = NULL; Parent::onSleep(); } ConsoleMethod( GuiBitmapButtonCtrl, setBitmap, void, 3, 3, "(filepath name) Loads a bitmap from a given file\n" "@return No return value.") { object->setBitmap(argv[2]); } ConsoleMethod( GuiBitmapButtonCtrl, setBitmapNormal, void, 3, 3, "(filepath name) Loads a bitmap from a given file for the \"up\" state\n" "@return No return value.") { object->setBitmap(argv[2], NORMAL); } ConsoleMethod( GuiBitmapButtonCtrl, setBitmapHilight, void, 3, 3, "(filepath name) Loads a bitmap from a given file for the \"down\" state\n" "@return No return value.") { object->setBitmap(argv[2], HILIGHT); } ConsoleMethod( GuiBitmapButtonCtrl, setBitmapDepressed, void, 3, 3, "(filepath name) Loads a bitmap from a given file for the \"hover\" state\n" "@return No return value.") { object->setBitmap(argv[2], DEPRESSED); } ConsoleMethod( GuiBitmapButtonCtrl, setBitmapInactive, void, 3, 3, "(filepath name) Loads a bitmap from a given file for the \"inactive\" state\n" "@return No return value.") { object->setBitmap(argv[2], INACTIVE); } 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->getBitmapWidth(); mBounds.extent.y = texture->getBitmapHeight(); } } 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, TextureHandle::BitmapTexture, true); if (!mTextureNormal) { dStrcpy(p, "_n"); mTextureNormal = TextureHandle(buffer, TextureHandle::BitmapTexture, true); } dStrcpy(p, "_h"); mTextureHilight = TextureHandle(buffer, TextureHandle::BitmapTexture, true); if (!mTextureHilight) mTextureHilight = mTextureNormal; dStrcpy(p, "_d"); mTextureDepressed = TextureHandle(buffer, TextureHandle::BitmapTexture, true); if (!mTextureDepressed) mTextureDepressed = mTextureHilight; dStrcpy(p, "_i"); mTextureInactive = TextureHandle(buffer, TextureHandle::BitmapTexture, true); if (!mTextureInactive) mTextureInactive = mTextureNormal; } else { mTextureNormal = NULL; mTextureHilight = NULL; mTextureDepressed = NULL; mTextureInactive = NULL; } setUpdate(); } void GuiBitmapButtonCtrl::setBitmap(const char *name, ButtonState state) { if(!isAwake() && *name) return; StringTableEntry temporaryName = StringTable->insert(name); if (*temporaryName) { char buffer[1024]; char *p; dStrcpy(buffer, name); p = buffer + dStrlen(buffer); switch (state) { case NORMAL: mBitmapNormal = temporaryName; mTextureNormal = TextureHandle(buffer, TextureHandle::BitmapTexture, true); break; case HILIGHT: mBitmapHilight = temporaryName; mTextureHilight = TextureHandle(buffer, TextureHandle::BitmapTexture, true); break; case DEPRESSED: mBitmapDepressed = temporaryName; mTextureDepressed = TextureHandle(buffer, TextureHandle::BitmapTexture, true); break; case INACTIVE: mBitmapInactive = temporaryName; mTextureInactive = TextureHandle(buffer, TextureHandle::BitmapTexture, true); break; } } else { switch (state) { case NORMAL: mTextureNormal = NULL; break; case HILIGHT: mTextureHilight = NULL; break; case DEPRESSED: mTextureDepressed = NULL; break; case INACTIVE: mTextureInactive = NULL; break; } } setUpdate(); } //------------------------------------- void GuiBitmapButtonCtrl::onRender(Point2I offset, const RectI& updateRect) { ButtonState 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; TextureHandle texture; switch (state) { case NORMAL: texture = mTextureNormal; break; case HILIGHT: texture = mTextureHilight; break; case DEPRESSED: texture = mTextureDepressed; break; case INACTIVE: texture = mTextureInactive; 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( mProfile->mFontColor ); renderJustifiedText(textPos, mBounds.extent, mButtonText); renderChildControls( offset, updateRect); } else Parent::onRender(offset, updateRect); }