//----------------------------------------------------------------------------- // 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/buttons/guiButtonCtrl.h" #include "console/console.h" #include "console/consoleTypes.h" #include "gfx/gfxDevice.h" #include "gfx/gfxDrawUtil.h" #include "gui/core/guiCanvas.h" #include "gui/core/guiDefaultControlRender.h" IMPLEMENT_CONOBJECT(GuiButtonCtrl); ConsoleDocClass( GuiButtonCtrl, "@brief The most widely used button class.\n\n" "GuiButtonCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n" "This grants GuiButtonCtrl the versatility to be either of the 3 button types.\n\n" "@tsexample\n" "// Create a PushButton GuiButtonCtrl that calls randomFunction when clicked\n" "%button = new GuiButtonCtrl()\n" "{\n" " profile = \"GuiButtonProfile\";\n" " buttonType = \"PushButton\";\n" " command = \"randomFunction();\";\n" "};\n" "@endtsexample\n\n" "@ingroup GuiButtons" ); //----------------------------------------------------------------------------- GuiButtonCtrl::GuiButtonCtrl() { setExtent(140, 30); mButtonText = StringTable->EmptyString(); mHasTheme = false; } //----------------------------------------------------------------------------- bool GuiButtonCtrl::onWake() { if( !Parent::onWake() ) return false; // Button Theme? if( mProfile->constructBitmapArray() >= 36 ) mHasTheme = true; else mHasTheme = false; return true; } //----------------------------------------------------------------------------- void GuiButtonCtrl::onRender(Point2I offset, const RectI& updateRect) { bool highlight = mHighlighted; bool depressed = mDepressed; ColorI fontColor = mActive ? ( highlight ? mProfile->mFontColorHL : mProfile->mFontColor ) : mProfile->mFontColorNA; ColorI fillColor = mActive ? ( highlight ? mProfile->mFillColorHL : mProfile->mFillColor ) : mProfile->mFillColorNA; ColorI borderColor = mActive ? ( highlight ? mProfile->mBorderColorHL : mProfile->mBorderColor ) : mProfile->mBorderColorNA; RectI boundsRect(offset, getExtent()); if( !mHasTheme ) { if( mProfile->mBorder != 0 ) renderFilledBorder( boundsRect, borderColor, fillColor, mProfile->mBorderThickness ); else GFX->getDrawUtil()->drawRectFill( boundsRect, fillColor ); } else { S32 indexMultiplier = 1; if( !mActive ) indexMultiplier = 4; else if ( mDepressed || mStateOn ) indexMultiplier = 2; else if ( mHighlighted ) indexMultiplier = 3; renderSizableBitmapBordersFilled( boundsRect, indexMultiplier, mProfile ); } Point2I textPos = offset; if( depressed ) textPos += Point2I( 1, 1 ); GFX->getDrawUtil()->setBitmapModulation( fontColor ); renderJustifiedText( textPos, getExtent(), mButtonText ); //render the children renderChildControls( offset, updateRect); }