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Eye dropper functionality

Adds eye dropper functionality
adds eye dropper button image supplied by jeff
adds a few missing asset files (due to in asset browser scan and add all loose files)
marauder2k7 7 月之前
父节点
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46192c3709
共有 46 个文件被更改,包括 285 次插入99 次删除
  1. 124 60
      Engine/source/gui/controls/guiColorPicker.cpp
  2. 15 8
      Engine/source/gui/controls/guiColorPicker.h
  3. 29 31
      Templates/BaseGame/game/tools/gui/colorPicker.ed.gui
  4. 3 0
      Templates/BaseGame/game/tools/gui/images/add-simgroup-btn_ctrl_i_image.asset.taml
  5. 3 0
      Templates/BaseGame/game/tools/gui/images/add-simgroup-btn_i_image.asset.taml
  6. 3 0
      Templates/BaseGame/game/tools/gui/images/camera-btn_i_image.asset.taml
  7. 3 0
      Templates/BaseGame/game/tools/gui/images/clear-icon_i_image.asset.taml
  8. 3 0
      Templates/BaseGame/game/tools/gui/images/delete_i_image.asset.taml
  9. 3 0
      Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_d_image.asset.taml
  10. 3 0
      Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_h_image.asset.taml
  11. 3 0
      Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_i_image.asset.taml
  12. 3 0
      Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_n_image.asset.taml
  13. 二进制
      Templates/BaseGame/game/tools/gui/images/eyedropper_d.png
  14. 3 0
      Templates/BaseGame/game/tools/gui/images/eyedropper_d_image.asset.taml
  15. 二进制
      Templates/BaseGame/game/tools/gui/images/eyedropper_h.png
  16. 3 0
      Templates/BaseGame/game/tools/gui/images/eyedropper_h_image.asset.taml
  17. 二进制
      Templates/BaseGame/game/tools/gui/images/eyedropper_i.png
  18. 3 0
      Templates/BaseGame/game/tools/gui/images/eyedropper_i_image.asset.taml
  19. 二进制
      Templates/BaseGame/game/tools/gui/images/eyedropper_n.png
  20. 3 0
      Templates/BaseGame/game/tools/gui/images/eyedropper_n_image.asset.taml
  21. 3 0
      Templates/BaseGame/game/tools/gui/images/folder_d_image.asset.taml
  22. 3 0
      Templates/BaseGame/game/tools/gui/images/folder_h_image.asset.taml
  23. 3 0
      Templates/BaseGame/game/tools/gui/images/folder_i_image.asset.taml
  24. 3 0
      Templates/BaseGame/game/tools/gui/images/folder_n_image.asset.taml
  25. 3 0
      Templates/BaseGame/game/tools/gui/images/images_menuGrid_d_image.asset.taml
  26. 3 0
      Templates/BaseGame/game/tools/gui/images/images_menuGrid_h_image.asset.taml
  27. 3 0
      Templates/BaseGame/game/tools/gui/images/images_menuGrid_image.asset.taml
  28. 3 0
      Templates/BaseGame/game/tools/gui/images/images_menuGrid_n_image.asset.taml
  29. 3 0
      Templates/BaseGame/game/tools/gui/images/layers-btn_i_image.asset.taml
  30. 3 0
      Templates/BaseGame/game/tools/gui/images/lock_i_image.asset.taml
  31. 3 0
      Templates/BaseGame/game/tools/gui/images/new-folder-btn_i_image.asset.taml
  32. 3 0
      Templates/BaseGame/game/tools/gui/images/new_i_image.asset.taml
  33. 3 0
      Templates/BaseGame/game/tools/gui/images/numericslider_image.asset.taml
  34. 3 0
      Templates/BaseGame/game/tools/gui/images/open-file_i_image.asset.taml
  35. 3 0
      Templates/BaseGame/game/tools/gui/images/reset-icon_i_image.asset.taml
  36. 3 0
      Templates/BaseGame/game/tools/gui/images/selector-button_image.asset.taml
  37. 3 0
      Templates/BaseGame/game/tools/gui/images/tab-border_image.asset.taml
  38. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_black_image.asset.taml
  39. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_blue_image.asset.taml
  40. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_cyan_image.asset.taml
  41. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_green_image.asset.taml
  42. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_magenta_image.asset.taml
  43. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_red_image.asset.taml
  44. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_white_image.asset.taml
  45. 3 0
      Templates/BaseGame/game/tools/gui/images/textEdit_yellow_image.asset.taml
  46. 3 0
      Templates/BaseGame/game/tools/gui/images/uv-editor-btn_i_image.asset.taml

+ 124 - 60
Engine/source/gui/controls/guiColorPicker.cpp

@@ -29,6 +29,7 @@
 #include "gui/controls/guiColorPicker.h"
 #include "gfx/primBuilder.h"
 #include "gfx/gfxDrawUtil.h"
+#include "postFx/postEffectManager.h"
 
 IMPLEMENT_CONOBJECT(GuiColorPickerCtrl);
 
@@ -47,15 +48,23 @@ GuiColorPickerCtrl::GuiColorPickerCtrl()
    mActive = true;
    mSelectorGap = 1;
    mActionOnMove = false;
+   mDropperActive = false;
    mShowReticle = true;
    mSelectedHue = 0;
    mSelectedAlpha = 255;
    mSelectedSaturation = 100;
    mSelectedBrightness = 100;
+   eyeDropperPos = Point2I::Zero;
+   eyeDropperCap = NULL;
 }
 
 GuiColorPickerCtrl::~GuiColorPickerCtrl()
 {
+   if (eyeDropperCap != NULL)
+   {
+      delete eyeDropperCap;
+      eyeDropperCap = NULL;
+   }
 }
 
 ImplementEnumType( GuiColorPickMode,
@@ -314,6 +323,32 @@ void GuiColorPickerCtrl::renderAlphaSelector(RectI& bounds)
    GFX->getDrawUtil()->drawRectFill(selectorRect, currentColor, 2.0f, ColorI::WHITE);
 }
 
+void GuiColorPickerCtrl::renderEyeDropper()
+{
+   if (eyeDropperCap != NULL)
+   {
+      GFX->getDrawUtil()->drawBitmap(eyeHandle, getRoot()->getPosition());
+
+      Point2I resolution = getRoot()->getExtent();
+      Point2I magnifierSize(100, 100);
+      Point2I magnifierPosition = eyeDropperPos + Point2I(20, 20);
+
+      // Adjust position to ensure magnifier stays on screen
+      if (magnifierPosition.x + magnifierSize.x > resolution.x)
+         magnifierPosition.x = eyeDropperPos.x - magnifierSize.x - 20;
+      if (magnifierPosition.y + magnifierSize.y > resolution.y)
+         magnifierPosition.y = eyeDropperPos.y - magnifierSize.y - 20;
+
+      RectI magnifierBounds(magnifierPosition, magnifierSize);
+
+      ColorI currentColor;
+      currentColor.set(ColorI::Hsb(mSelectedHue, mSelectedSaturation, mSelectedBrightness));
+      currentColor.alpha = mSelectedAlpha;
+
+      GFX->getDrawUtil()->drawRectFill(magnifierBounds, currentColor, 2.0f, ColorI::BLACK);
+   }
+}
+
 void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
 {
    if (mStateBlock.isNull())
@@ -356,6 +391,15 @@ void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
       if (mShowReticle) renderAlphaSelector(boundsRect);
       break;
    }
+   case GuiColorPickerCtrl::pDropperBackground:
+   {
+      if (mDropperActive)
+      {
+         // Render the magnified view of our currently selected color.
+         renderEyeDropper();
+      }
+      break;
+   }
    default:
       break;
    }
@@ -364,72 +408,31 @@ void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
    renderChildControls(offset, updateRect);
 }
 
-Point2I GuiColorPickerCtrl::findColor(const LinearColorF & color, const Point2I& offset, const Point2I& resolution, GBitmap& bmp)
+void GuiColorPickerCtrl::onMouseDown(const GuiEvent &event)
 {
-   Point2I ext = getExtent();
-   Point2I closestPos(-1, -1);
-
-   /* Debugging
-   char filename[256];
-   dSprintf( filename, 256, "%s.%s", "colorPickerTest", "png" );
-
-   // Open up the file on disk.
-   FileStream fs;
-   if ( !fs.open( filename, Torque::FS::File::Write ) )
-   Con::errorf( "GuiObjectView::saveAsImage() - Failed to open output file '%s'!", filename );
-   else
-   {
-   // Write it and close.
-   bmp.writeBitmap( "png", fs );
-
-   fs.close();
-   }
-   */
-
-   ColorI tmp;
-   U32 buf_x;
-   U32 buf_y;
-   LinearColorF curColor;
-   F32 val(10000.0f);
-   F32 closestVal(10000.0f);
-   bool closestSet = false;
+   if (!mActive)
+      return;
 
-   for (S32 x = 0; x < ext.x; x++)
-   {
-      for (S32 y = 0; y < ext.y; y++)
+   // we need to do this first.
+   if (mDisplayMode == GuiColorPickerCtrl::pDropperBackground) {
+      if (mDropperActive)
       {
-         buf_x = offset.x + x;
-         buf_y = (resolution.y - (offset.y + y));
-         buf_y = resolution.y - buf_y;
+         mDropperActive = false;
 
-         //Get the color at that position
-         bmp.getColor(buf_x, buf_y, tmp);
-         curColor = (LinearColorF)tmp;
+         //getRoot()->pushObjectToBack(this);
 
-         //Evaluate how close the color is to our desired color
-         val = mFabs(color.red - curColor.red) + mFabs(color.green - curColor.green) + mFabs(color.blue - curColor.blue);
+         onAction();
+         mouseUnlock();
 
-         if (!closestSet)
+         if (eyeDropperCap != NULL)
          {
-            closestVal = val;
-            closestPos.set(x, y);
-            closestSet = true;
-         }
-         else if (val < closestVal)
-         {
-            closestVal = val;
-            closestPos.set(x, y);
+            delete eyeDropperCap;
+            eyeDropperCap = NULL;
          }
       }
-   }
 
-   return closestPos;
-}
-
-void GuiColorPickerCtrl::onMouseDown(const GuiEvent &event)
-{
-   if (!mActive)
       return;
+   }
    
    mouseLock(this);
    
@@ -574,6 +577,29 @@ void GuiColorPickerCtrl::onMouseDragged(const GuiEvent &event)
 
 void GuiColorPickerCtrl::onMouseMove(const GuiEvent &event)
 {
+   if (mDisplayMode != pDropperBackground)
+      return;
+
+   if (!mDropperActive)
+      return;
+
+   // should not need globalToLocal as we are capturing the whole screen.
+   eyeDropperPos = globalToLocalCoord(event.mousePoint);
+
+   if (eyeDropperCap != NULL)
+   {
+      // Sample the pixel color at the mouse position. Mouse position should translate directly.
+      ColorI sampledColor;
+      eyeDropperCap->getColor(eyeDropperPos.x, eyeDropperPos.y, sampledColor);
+
+      // Convert the sampled color to HSB
+      ColorI::Hsb hsb = sampledColor.getHSB();
+      mSelectedHue = hsb.hue;
+      mSelectedSaturation = hsb.sat;
+      mSelectedBrightness = hsb.brightness;
+      mSelectedAlpha = sampledColor.alpha;
+   }
+
 }
 
 void GuiColorPickerCtrl::onMouseEnter(const GuiEvent &event)
@@ -587,6 +613,15 @@ void GuiColorPickerCtrl::onMouseLeave(const GuiEvent &)
    mMouseOver = false;
 }
 
+void GuiColorPickerCtrl::onMouseUp(const GuiEvent&)
+{
+   //if we released the mouse within this control, perform the action
+   if (mActive && mMouseDown)
+      mMouseDown = false;
+
+   mouseUnlock();
+}
+
 void GuiColorPickerCtrl::setSelectedHue(const F64& hueValue)
 {
    if (hueValue < 0)
@@ -656,13 +691,34 @@ void GuiColorPickerCtrl::setSelectedAlpha(const F64& alphaValue)
    mSelectedAlpha = alphaValue;
 }
 
-void GuiColorPickerCtrl::onMouseUp(const GuiEvent &)
+void GuiColorPickerCtrl::activateEyeDropper()
 {
-   //if we released the mouse within this control, perform the action
-   if (mActive && mMouseDown)
-      mMouseDown = false;
+   // Make sure we are a pDropperBackground
+   if (mDisplayMode == GuiColorPickerCtrl::pDropperBackground)
+   {
+      mouseLock(this); // take over!
 
-   mouseUnlock();
+      setFirstResponder(); // we need this to be first responder regardless.
+
+      //getRoot()->bringObjectToFront(this);
+
+      mDropperActive = true;
+
+      // Set up our resolution.
+      Point2I resolution = getRoot()->getExtent();
+
+      // Texture handle to resolve the target to.
+      eyeHandle.set(resolution.x, resolution.y, GFXFormatR8G8B8A8_SRGB, &GFXRenderTargetSRGBProfile, avar("%s() - bb (line %d)", __FUNCTION__, __LINE__));
+
+      // Get our active render target (should be backbuffer).
+      eyeHandle = PFXMGR->getBackBufferTex();
+
+      if (eyeHandle.isValid())
+      {
+         eyeDropperCap = new GBitmap(eyeHandle.getWidth(), eyeHandle.getHeight(), false, GFXFormatR8G8B8A8);
+         eyeHandle.copyToBmp(eyeDropperCap);
+      }
+   }
 }
 
 /// <summary>
@@ -673,6 +729,14 @@ DefineEngineMethod(GuiColorPickerCtrl, executeUpdate, void, (), , "Execute the o
    object->onAction();
 }
 
+/// <summary>
+/// This command should only be used with guiColorPicker in pDropperBackground mode.
+/// </summary>
+DefineEngineMethod(GuiColorPickerCtrl, activateEyeDropper, void, (), , "Activate the dropper mode.")
+{
+   object->activateEyeDropper();
+}
+
 DefineEngineMethod(GuiColorPickerCtrl, setSelectedHue, void, (F64 hueValue), , "Sets the selected hue value should be 0-360.")
 {
    object->setSelectedHue(hueValue);

+ 15 - 8
Engine/source/gui/controls/guiColorPicker.h

@@ -108,23 +108,27 @@ class GuiColorPickerCtrl : public GuiControl
    /// <param name="bounds">The bounds of the ctrl.</param>
    void renderAlphaSelector(RectI& bounds);
 
+   void renderEyeDropper();
+
    /// @name Core Variables
    /// @{
-   PickMode mDisplayMode;	///< Current color display mode of the selector
+   PickMode mDisplayMode;	      ///< Current color display mode of the selector
    SelectorMode mSelectorMode;	///< Current color display mode of the selector
    F64 mSelectedHue;
    F64 mSelectedSaturation;
    F64 mSelectedBrightness;
    F64 mSelectedAlpha;
+   Point2I eyeDropperPos;
+   GBitmap* eyeDropperCap;
+   GFXTexHandle eyeHandle;
 
-   bool mMouseOver;		///< Mouse is over?
-   bool mMouseDown;		///< Mouse button down?
-   bool mActionOnMove;		///< Perform onAction() when position has changed?
-   bool mShowReticle;       ///< Show reticle on render
+   bool mDropperActive;       ///< Is the eye dropper active?
+   bool mMouseOver;		      ///< Mouse is over?
+   bool mMouseDown;		      ///< Mouse button down?
+   bool mActionOnMove;		   ///< Perform onAction() when position has changed?
+   bool mShowReticle;         ///< Show reticle on render
 
-   Point2I findColor(const LinearColorF & color, const Point2I& offset, const Point2I& resolution, GBitmap& bmp);
-   
-   S32   mSelectorGap;		///< The half-way "gap" between the selector pos and where the selector is allowed to draw. 
+   S32   mSelectorGap;		   ///< The half-way "gap" between the selector pos and where the selector is allowed to draw. 
 
    GFXStateBlockRef mStateBlock;
    /// @}
@@ -181,6 +185,9 @@ class GuiColorPickerCtrl : public GuiControl
    /// <param name="alphaValue">Alpha value, 0 - 255.</param>
    void setSelectedAlpha(const F64& alphaValue);
    F64 getSelectedAlpha() { return mSelectedAlpha; }
+
+   void activateEyeDropper();
+
 };
 
 typedef GuiColorPickerCtrl::PickMode GuiColorPickMode;

+ 29 - 31
Templates/BaseGame/game/tools/gui/colorPicker.ed.gui

@@ -1,36 +1,25 @@
 //--- OBJECT WRITE BEGIN ---
 $guiContent = new GuiColorPickerCtrl(ColorPickerDlg,EditorGuiGroup) {
-   displayMode = "Dropper"; // this makes the background visible
-   actionOnMove = "1";
-   position = "0 0";
-   extent = "1024 768";
-   minExtent = "8 2";
-   horizSizing = "right";
-   vertSizing = "bottom";
-   profile = "ToolsGuiDefaultProfile";
-   visible = "1";
-   active = "1";
-   Clickable = "1";
-   AffectChildren = "1";
-   tooltipProfile = "GuiToolTipProfile";
-   hovertime = "1000";
-   isContainer = "1";
-   canSave = "1";
-   canSaveDynamicFields = "0";
+      displayMode = "Dropper";
+      extent = "1024 768";
+      profile = "GuiDefaultProfile";
+      command = "%selHue = ColorPickerDlg.getSelectedHue();\n%selSat = ColorPickerDlg.getSelectedSaturation();\n%selBright = ColorPickerDlg.getSelectedBrightness();\n%selAlpha = ColorPickerDlg.getSelectedAlpha();\n\nColorHueRange.setSelectedHue(%selHue);\nColorHueRange.executeUpdate();\n\nColorBlendRange.setSelectedBrightness(%selBright);\nColorBlendRange.setSelectedSaturation(%selSat);\nColorBlendRange.executeUpdate();\n\nColorAlphaRange.setSelectedAlpha(%selAlpha);\nColorAlphaRange.executeUpdate();\n\nColorEyeDropperButton.setStateOn(false);";
+      tooltipProfile = "GuiToolTipProfile";
+      isContainer = "1";
 
    new GuiWindowCtrl() {
-         text = "  ";
-         resizeWidth = "0";
-         resizeHeight = "0";
-         canMinimize = "0";
-         canMaximize = "0";
-         closeCommand = "DoColorPickerCancelCallback(); ColorPickerDlg.getRoot().popDialog(ColorPickerDlg);";
-         position = "33 33";
-         extent = "271 574";
-         horizSizing = "windowRelative";
-         vertSizing = "windowRelative";
-         profile = "ToolsGuiWindowProfile";
-         tooltipProfile = "ToolsGuiToolTipProfile";
+      text = "  ";
+      resizeWidth = "0";
+      resizeHeight = "0";
+      canMinimize = "0";
+      canMaximize = "0";
+      closeCommand = "DoColorPickerCancelCallback(); ColorPickerDlg.getRoot().popDialog(ColorPickerDlg);";
+      position = "33 33";
+      extent = "271 574";
+      horizSizing = "windowRelative";
+      vertSizing = "windowRelative";
+      profile = "ToolsGuiWindowProfile";
+      tooltipProfile = "ToolsGuiToolTipProfile";
 
       new GuiStackControl() {
          padding = "5";
@@ -268,16 +257,25 @@ $guiContent = new GuiColorPickerCtrl(ColorPickerDlg,EditorGuiGroup) {
                      text = "Apply";
                      position = "211 1";
                      extent = "52 20";
-                     command = "DoColorPickerCallback();";
                      profile = "ToolsGuiButtonProfile";
+                     command = "DoColorPickerCallback();";
                      tooltipProfile = "GuiToolTipProfile";
                   };
                   new GuiButtonCtrl() {
                      text = "Cancel";
                      position = "211 24";
                      extent = "52 20";
-                     command = "DoColorPickerCancelCallback();";
                      profile = "ToolsGuiButtonProfile";
+                     command = "DoColorPickerCancelCallback();";
+                     tooltipProfile = "GuiToolTipProfile";
+                  };
+                  new GuiBitmapButtonCtrl(ColorEyeDropperButton) {
+                     BitmapAsset = "ToolsModule:eyedropper_n_image";
+                     buttonType = "ToggleButton";
+                     position = "223 56";
+                     extent = "25 25";
+                     profile = "ToolsGuiCheckBoxProfile";
+                     command = "ColorPickerDlg.activateEyeDropper();";
                      tooltipProfile = "GuiToolTipProfile";
                   };
                };

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/add-simgroup-btn_ctrl_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="add-simgroup-btn_ctrl_i_image"
+    imageFile="@assetFile=add-simgroup-btn_ctrl_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/add-simgroup-btn_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="add-simgroup-btn_i_image"
+    imageFile="@assetFile=add-simgroup-btn_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/camera-btn_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="camera-btn_i_image"
+    imageFile="@assetFile=camera-btn_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/clear-icon_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="clear-icon_i_image"
+    imageFile="@assetFile=clear-icon_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/delete_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="delete_i_image"
+    imageFile="@assetFile=delete_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_d_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="dropdown-button-arrow_d_image"
+    imageFile="@assetFile=dropdown-button-arrow_d.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_h_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="dropdown-button-arrow_h_image"
+    imageFile="@assetFile=dropdown-button-arrow_h.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="dropdown-button-arrow_i_image"
+    imageFile="@assetFile=dropdown-button-arrow_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/dropdown-button-arrow_n_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="dropdown-button-arrow_n_image"
+    imageFile="@assetFile=dropdown-button-arrow_n.png"/>

二进制
Templates/BaseGame/game/tools/gui/images/eyedropper_d.png


+ 3 - 0
Templates/BaseGame/game/tools/gui/images/eyedropper_d_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="eyedropper_d_image"
+    imageFile="@assetFile=eyedropper_d.png"/>

二进制
Templates/BaseGame/game/tools/gui/images/eyedropper_h.png


+ 3 - 0
Templates/BaseGame/game/tools/gui/images/eyedropper_h_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="eyedropper_h_image"
+    imageFile="@assetFile=eyedropper_h.png"/>

二进制
Templates/BaseGame/game/tools/gui/images/eyedropper_i.png


+ 3 - 0
Templates/BaseGame/game/tools/gui/images/eyedropper_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="eyedropper_i_image"
+    imageFile="@assetFile=eyedropper_i.png"/>

二进制
Templates/BaseGame/game/tools/gui/images/eyedropper_n.png


+ 3 - 0
Templates/BaseGame/game/tools/gui/images/eyedropper_n_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="eyedropper_n_image"
+    imageFile="@assetFile=eyedropper_n.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/folder_d_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="folder_d_image"
+    imageFile="@assetFile=folder_d.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/folder_h_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="folder_h_image"
+    imageFile="@assetFile=folder_h.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/folder_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="folder_i_image"
+    imageFile="@assetFile=folder_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/folder_n_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="folder_n_image"
+    imageFile="@assetFile=folder_n.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/images_menuGrid_d_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="images_menuGrid_d_image"
+    imageFile="@assetFile=menuGrid_d.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/images_menuGrid_h_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="images_menuGrid_h_image"
+    imageFile="@assetFile=menuGrid_h.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/images_menuGrid_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="images_menuGrid_image"
+    imageFile="@assetFile=menuGrid.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/images_menuGrid_n_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="images_menuGrid_n_image"
+    imageFile="@assetFile=menuGrid_n.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/layers-btn_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="layers-btn_i_image"
+    imageFile="@assetFile=layers-btn_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/lock_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="lock_i_image"
+    imageFile="@assetFile=lock_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/new-folder-btn_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="new-folder-btn_i_image"
+    imageFile="@assetFile=new-folder-btn_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/new_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="new_i_image"
+    imageFile="@assetFile=new_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/numericslider_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="numericslider_image"
+    imageFile="@assetFile=numericslider.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/open-file_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="open-file_i_image"
+    imageFile="@assetFile=open-file_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/reset-icon_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="reset-icon_i_image"
+    imageFile="@assetFile=reset-icon_i.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/selector-button_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="selector-button_image"
+    imageFile="@assetFile=selector-button.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/tab-border_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="tab-border_image"
+    imageFile="@assetFile=tab-border.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_black_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_black_image"
+    imageFile="@assetFile=textEdit_black.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_blue_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_blue_image"
+    imageFile="@assetFile=textEdit_blue.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_cyan_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_cyan_image"
+    imageFile="@assetFile=textEdit_cyan.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_green_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_green_image"
+    imageFile="@assetFile=textEdit_green.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_magenta_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_magenta_image"
+    imageFile="@assetFile=textEdit_magenta.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_red_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_red_image"
+    imageFile="@assetFile=textEdit_red.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_white_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_white_image"
+    imageFile="@assetFile=textEdit_white.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/textEdit_yellow_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="textEdit_yellow_image"
+    imageFile="@assetFile=textEdit_yellow.png"/>

+ 3 - 0
Templates/BaseGame/game/tools/gui/images/uv-editor-btn_i_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="uv-editor-btn_i_image"
+    imageFile="@assetFile=uv-editor-btn_i.png"/>