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- //-----------------------------------------------------------------------------
- // 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 "gui/guiControl.h"
- #include "graphics/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);
- }
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