//----------------------------------------------------------------------------- // Copyright (c) 2012 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 "platform/platform.h" #include "gui/game/guiProgressBitmapCtrl.h" #include "console/console.h" #include "console/consoleTypes.h" #include "console/engineAPI.h" #include "gfx/gfxDrawUtil.h" IMPLEMENT_CONOBJECT( GuiProgressBitmapCtrl ); ConsoleDocClass( GuiProgressBitmapCtrl, "@brief A horizontal progress bar rendered from a repeating image.\n\n" "This class is used give progress feedback to the user. Unlike GuiProgressCtrl which simply " "renders a filled rectangle, GuiProgressBitmapCtrl renders the bar using a bitmap.\n\n" "This bitmap can either be simple, plain image which is then stretched into the current extents of the bar " "as it fills up or it can be a bitmap array with three entries. In the case of a bitmap array, the " "first entry in the array is used to render the left cap of the bar and the third entry in the array " "is used to render the right cap of the bar. The second entry is streched in-between the two caps.\n\n" "@tsexample\n" "// This example shows one way to break down a long-running computation into phases\n" "// and incrementally update a progress bar between the phases.\n" "\n" "new GuiProgressBitmapCtrl( Progress )\n" "{\n" " bitmap = \"core/art/gui/images/loading\";\n" " extent = \"300 50\";\n" " position = \"100 100\";\n" "};\n" "\n" "// Put the control on the canvas.\n" "%wrapper = new GuiControl();\n" "%wrapper.addObject( Progress );\n" "Canvas.pushDialog( %wrapper );\n" "\n" "// Start the computation.\n" "schedule( 1, 0, \"phase1\" );\n" "\n" "function phase1()\n" "{\n" " Progress.setValue( 0 );\n" "\n" " // Perform some computation.\n" " //...\n" "\n" " // Update progress.\n" " Progress.setValue( 0.25 );\n" "\n" " // Schedule next phase. Don't call directly so engine gets a change to run refresh.\n" " schedule( 1, 0, \"phase2\" );\n" "}\n" "\n" "function phase2()\n" "{\n" " // Perform some computation.\n" " //...\n" "\n" " // Update progress.\n" " Progress.setValue( 0.7 );\n" "\n" " // Schedule next phase. Don't call directly so engine gets a change to run refresh.\n" " schedule( 1, 0, \"phase3\" );\n" "}\n" "\n" "function phase3()\n" "{\n" " // Perform some computation.\n" " //...\n" "\n" " // Update progress.\n" " Progress.setValue( 0.9 );\n" "\n" " // Schedule next phase. Don't call directly so engine gets a change to run refresh.\n" " schedule( 1, 0, \"phase4\" );\n" "}\n" "\n" "function phase4()\n" "{\n" " // Perform some computation.\n" " //...\n" "\n" " // Final update of progress.\n" " Progress.setValue( 1.0 );\n" "}\n" "@endtsexample\n\n" "@see GuiProgressCtrl\n\n" "@ingroup GuiValues" ); //----------------------------------------------------------------------------- GuiProgressBitmapCtrl::GuiProgressBitmapCtrl() : mProgress( 0.f ), mUseVariable( false ), mTile( false ), mNumberOfBitmaps(0), mDim(0) { INIT_ASSET(Bitmap); } //----------------------------------------------------------------------------- void GuiProgressBitmapCtrl::initPersistFields() { INITPERSISTFIELD_IMAGEASSET(Bitmap, GuiProgressBitmapCtrl, "Bitmap file to use for rendering the progress bar.\n\n" "If the profile assigned to the control already has a bitmap assigned, this property need not be " "set in which case the bitmap from the profile is used."); Parent::initPersistFields(); } //----------------------------------------------------------------------------- void GuiProgressBitmapCtrl::setBitmap( const char* name ) { bool awake = mAwake; if( awake ) onSleep(); _setBitmap(StringTable->insert(name)); if( awake ) onWake(); setUpdate(); } //----------------------------------------------------------------------------- const char* GuiProgressBitmapCtrl::getScriptValue() { static const U32 bufSize = 64; char * ret = Con::getReturnBuffer(bufSize); dSprintf(ret, bufSize, "%g", mProgress); return ret; } //----------------------------------------------------------------------------- void GuiProgressBitmapCtrl::setScriptValue(const char *value) { //set the value if (! value) mProgress = 0.0f; else mProgress = dAtof(value); //validate the value mProgress = mClampF(mProgress, 0.f, 1.f); setUpdate(); } //----------------------------------------------------------------------------- void GuiProgressBitmapCtrl::onPreRender() { const char * var = getVariable(); if(var) { F32 value = mClampF(dAtof(var), 0.f, 1.f); if(value != mProgress) { mProgress = value; setUpdate(); } } } //----------------------------------------------------------------------------- void GuiProgressBitmapCtrl::onRender(Point2I offset, const RectI &updateRect) { RectI ctrlRect(offset, getExtent()); //grab lowest dimension if(getHeight() <= getWidth()) mDim = getHeight(); else mDim = getWidth(); GFXDrawUtil* drawUtil = GFX->getDrawUtil(); drawUtil->clearBitmapModulation(); if(mNumberOfBitmaps == 1) { //draw the progress with image S32 width = (S32)((F32)(getWidth()) * mProgress); if (width > 0) { //drawing stretch bitmap RectI progressRect = ctrlRect; progressRect.extent.x = width; drawUtil->drawBitmapStretchSR(mProfile->getBitmapResource(), progressRect, mProfile->mBitmapArrayRects[0]); } } else if(mNumberOfBitmaps >= 3) { //drawing left-end bitmap RectI progressRectLeft(ctrlRect.point.x, ctrlRect.point.y, mDim, mDim); drawUtil->drawBitmapStretchSR(mProfile->getBitmapResource(), progressRectLeft, mProfile->mBitmapArrayRects[0]); //draw the progress with image S32 width = (S32)((F32)(getWidth()) * mProgress); if (width > mDim) { //drawing stretch bitmap RectI progressRect = ctrlRect; progressRect.point.x += mDim; progressRect.extent.x = (width - mDim - mDim); if (progressRect.extent.x < 0) progressRect.extent.x = 0; drawUtil->drawBitmapStretchSR(mProfile->getBitmapResource(), progressRect, mProfile->mBitmapArrayRects[1]); //drawing right-end bitmap RectI progressRectRight(progressRect.point.x + progressRect.extent.x, ctrlRect.point.y, mDim, mDim ); drawUtil->drawBitmapStretchSR(mProfile->getBitmapResource(), progressRectRight, mProfile->mBitmapArrayRects[2]); } } else Con::warnf("guiProgressBitmapCtrl only processes an array of bitmaps == 1 or >= 3"); //if there's a border, draw it if (mProfile->mBorder) drawUtil->drawRect(ctrlRect, mProfile->mBorderColor); Parent::onRender( offset, updateRect ); //render the children renderChildControls(offset, updateRect); } //----------------------------------------------------------------------------- bool GuiProgressBitmapCtrl::onWake() { if(!Parent::onWake()) return false; mNumberOfBitmaps = mProfile->constructBitmapArray(); return true; } //============================================================================= // Console Methods. //============================================================================= // MARK: ---- Console Methods ---- //----------------------------------------------------------------------------- DefineEngineMethod( GuiProgressBitmapCtrl, setBitmap, void, ( const char* filename ),, "Set the bitmap to use for rendering the progress bar.\n\n" "@param filename ~Path to the bitmap file.\n\n" "@note Directly assign to #bitmap rather than using this method.\n\n" "@see GuiProgressBitmapCtrl::setBitmap" ) { object->setBitmap( filename ); }