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+//-----------------------------------------------------------------------------
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+// Copyright (c) 2012 GarageGames, LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to
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+// deal in the Software without restriction, including without limitation the
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+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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+// sell copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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+// IN THE SOFTWARE.
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+//-----------------------------------------------------------------------------
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+
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+#include "platform/platform.h"
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+#include "gui/utility/guiRenderTargetVizCtrl.h"
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+
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+#include "console/console.h"
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+#include "console/consoleTypes.h"
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+#include "gfx/gfxDevice.h"
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+#include "gfx/gfxDrawUtil.h"
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+#include "gui/core/guiCanvas.h"
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+#include "gui/core/guiDefaultControlRender.h"
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+
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+#include "T3D/camera.h"
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+
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+IMPLEMENT_CONOBJECT(GuiRenderTargetVizCtrl);
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+
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+ConsoleDocClass(GuiRenderTargetVizCtrl,
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+ "@brief The most widely used button class.\n\n"
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+
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+ "GuiRenderTargetVizCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n"
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+ "This grants GuiRenderTargetVizCtrl the versatility to be either of the 3 button types.\n\n"
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+
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+ "@tsexample\n"
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+ "// Create a PushButton GuiRenderTargetVizCtrl that calls randomFunction when clicked\n"
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+ "%button = new GuiRenderTargetVizCtrl()\n"
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+ "{\n"
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+ " profile = \"GuiButtonProfile\";\n"
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+ " buttonType = \"PushButton\";\n"
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+ " command = \"randomFunction();\";\n"
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+ "};\n"
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+ "@endtsexample\n\n"
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+
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+ "@ingroup GuiButtons"
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+);
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+
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+
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+//-----------------------------------------------------------------------------
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+
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+GuiRenderTargetVizCtrl::GuiRenderTargetVizCtrl()
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+{
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+ mTargetName = StringTable->EmptyString();
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+
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+ mTarget = nullptr;
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+ mTargetTexture = nullptr;
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+
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+ mCameraObject = nullptr;
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+bool GuiRenderTargetVizCtrl::onWake()
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+{
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+ if (!Parent::onWake())
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+ return false;
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+
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+ return true;
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+}
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+
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+void GuiRenderTargetVizCtrl::initPersistFields()
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+{
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+ Parent::initPersistFields();
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+
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+ addField("RenderTargetName", TypeString, Offset(mTargetName, GuiRenderTargetVizCtrl), "");
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+ addField("cameraObject", TypeSimObjectPtr, Offset(mCameraObject, GuiRenderTargetVizCtrl), "");
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+void GuiRenderTargetVizCtrl::onRender(Point2I offset,
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+ const RectI& updateRect)
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+{
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+ GFXDrawUtil* drawer = GFX->getDrawUtil();
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+
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+ RectI boundsRect(offset, getExtent());
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+
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+ //Draw backdrop
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+ GFX->getDrawUtil()->drawRectFill(boundsRect, ColorI::BLACK);
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+
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+ if (mCameraObject != nullptr)
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+ {
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+ Camera* camObject = dynamic_cast<Camera*>(mCameraObject);
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+
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+ camObject = dynamic_cast<Camera*>(camObject->getClientObject());
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+
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+ bool servObj = camObject->isServerObject();
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+
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+ if (camObject)
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+ {
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+ GFXTexHandle targ = camObject->getCameraRenderTarget();
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+
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+ if (targ)
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+ {
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+ Point2I size = Point2I(targ->getWidth(), targ->getHeight());
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+ drawer->drawBitmapStretchSR(targ, boundsRect, RectI(Point2I::Zero, size));
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+ }
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+ return;
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+ }
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+ }
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+ else if (mTargetName == StringTable->EmptyString())
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+ return;
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+
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+ NamedTexTarget* namedTarget = NamedTexTarget::find(mTargetName);
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+ if (namedTarget)
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+ {
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+ GFXTextureObject* theTex = namedTarget->getTexture(0);
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+ RectI viewport = namedTarget->getViewport();
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+
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+ drawer->drawBitmapStretchSR(theTex, boundsRect, viewport);
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+ }
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+}
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