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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 "graphics/dgl.h"
- #include "gui/guiDefaultControlRender.h"
- #include "gui/guiTypes.h"
- #include "graphics/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 renderSlightlyLoweredBox(RectI &bounds, GuiControlProfile *profile, bool active)
- {
- 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;
- if (active)
- {
- 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);
- }
- else
- {
- dglDrawRectFill( bounds, profile->mFillColorNA);
- dglDrawLine(l, b, r, b, profile->mBorderColorNA);
- dglDrawLine(r, t, r, b - 1, profile->mBorderColorNA);
- dglDrawLine(l, t, l, b - 1, profile->mBorderColorNA);
- dglDrawLine(l + 1, t, r - 1, t, profile->mBorderColorNA);
- }
- }
- 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;
-
- case 6:// Draw boarder only on top and left
- dglDrawLine(l, t, l, b, profile->mBorderColor);
- dglDrawLine(l, t, r, t, profile->mBorderColor);
- break;
- case 7:// Draw boarder only on bottom and right
- dglDrawLine(r, t, r, b, profile->mBorderColor);
- dglDrawLine(l, b, r, b, profile->mBorderColor);
- 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 )
- {
- 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
- }
- }
- // 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 renderFixedBitmapBordersStretchYFilled(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
- dglDrawBitmapStretchSR(profile->mTextureHandle, RectI( bounds.point.x, bounds.point.y, mBitmapBounds[BorderLeft].extent.x, bounds.extent.y ), mBitmapBounds[BorderLeft] );
- //right border
- dglDrawBitmapStretchSR(profile->mTextureHandle, RectI(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x, bounds.point.y, mBitmapBounds[BorderRight].extent.x, bounds.extent.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 = bounds.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
- }
- }
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