//----------------------------------------------------------------------------- // 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 "console/consoleTypes.h" #include "console/console.h" #include "gfx/gfxDevice.h" #include "gui/editor/guiImageList.h" #include "console/engineAPI.h" IMPLEMENT_CONOBJECT(GuiImageList); ConsoleDocClass( GuiImageList, "@brief GUI control which displays a list of images.\n\n" "Used to be a part of an old editor system for previous Torque systems. " "Doesn't appear to be used anymore, will most likely be deprecated.\n\n" "@ingroup GuiCore\n" "@internal"); GuiImageList::GuiImageList() { VECTOR_SET_ASSOCIATION(mTextures); mTextures.clear(); mUniqueId = 0; } U32 GuiImageList::Insert( const char* texturePath, GFXTextureProfile *Type ) { TextureEntry *t = new TextureEntry; t->TexturePath = StringTable->insert(texturePath); if ( *t->TexturePath ) { t->Handle = GFXTexHandle(t->TexturePath, Type, avar("%s() - t->Handle (line %d)", __FUNCTION__, __LINE__)); if ( t->Handle ) { t->id = ++mUniqueId; mTextures.push_back( t ); return t->id; } } // Free Texture Entry. delete t; // Return Failure. return -1; } bool GuiImageList::Clear() { while ( mTextures.size() ) FreeTextureEntry( mTextures[0] ); mTextures.clear(); mUniqueId = 0; return true; } bool GuiImageList::FreeTextureEntry( U32 Index ) { U32 Id = IndexFromId( Index ); if ( Id != -1 ) return FreeTextureEntry( mTextures[ Id ] ); else return false; } bool GuiImageList::FreeTextureEntry( PTextureEntry Entry ) { if ( ! Entry ) return false; U32 id = IndexFromId( Entry->id ); delete Entry; mTextures.erase ( id ); return true; } U32 GuiImageList::IndexFromId ( U32 Id ) { if ( !mTextures.size() ) return -1; Vector::iterator i = mTextures.begin(); U32 j = 0; for ( ; i != mTextures.end(); i++ ) { if ( i ) { if ( (*i)->id == Id ) return j; j++; } } return -1; } U32 GuiImageList::IndexFromPath ( const char* Path ) { if ( !mTextures.size() ) return -1; Vector::iterator i = mTextures.begin(); for ( ; i != mTextures.end(); i++ ) { if ( dStricmp( Path, (*i)->TexturePath ) == 0 ) return (*i)->id; } return -1; } void GuiImageList::initPersistFields() { docsURL; Parent::initPersistFields(); } DefineEngineMethod( GuiImageList, getImage, const char*, (int index),, "@brief Get a path to the texture at the specified index.\n\n" "@param index Index of the image in the list.\n" "@tsexample\n" "// Define the image index/n" "%index = \"5\";\n\n" "// Request the image path location from the control.\n" "%imagePath = %thisGuiImageList.getImage(%index);\n" "@endtsexample\n\n" "@return File path to the image map for the specified index.\n\n" "@see SimObject") { return object->GetTexturePath(index); } DefineEngineMethod(GuiImageList, clear, bool, (),, "@brief Clears the imagelist\n\n" "@tsexample\n" "// Inform the GuiImageList control to clear itself.\n" "%isFinished = %thisGuiImageList.clear();\n" "@endtsexample\n\n" "@return Returns true when finished.\n\n" "@see SimObject") { return object->Clear(); } DefineEngineMethod( GuiImageList, count, S32, (),, "@brief Gets the number of images in the list.\n\n" "@tsexample\n" "// Request the number of images from the GuiImageList control.\n" "%imageCount = %thisGuiImageList.count();\n" "@endtsexample\n\n" "@return Number of images in the control.\n\n" "@see SimObject") { return object->Count(); } DefineEngineMethod( GuiImageList, remove, bool, (S32 index),, "@brief Removes an image from the list by index.\n\n" "@param index Image index to remove.\n" "@tsexample\n" "// Define the image index.\n" "%imageIndex = \"4\";\n\n" "// Inform the GuiImageList control to remove the image at the defined index.\n" "%wasSuccessful = %thisGuiImageList.remove(%imageIndex);\n" "@endtsexample\n\n" "@return True if the operation was successful, false if it was not.\n\n" "@see SimObject") { return object->FreeTextureEntry( index ); } DefineEngineMethod( GuiImageList, getIndex, S32, (const char* imagePath),, "@brief Retrieves the imageindex of a specified texture in the list.\n\n" "@param imagePath Imagemap including filepath of image to search for\n" "@tsexample\n" "// Define the imagemap to search for\n" "%imagePath = \"./game/client/data/images/thisImage\";\n\n" "// Request the index entry for the defined imagemap\n" "%imageIndex = %thisGuiImageList.getIndex(%imagePath);\n" "@endtsexample\n\n" "@return Index of the imagemap matching the defined image path.\n\n" "@see SimObject") { return object->IndexFromPath( imagePath ); } DefineEngineMethod(GuiImageList, insert, S32, (const char* imagePath),, "@brief Insert an image into imagelist- returns the image index or -1 for failure.\n\n" "@param imagePath Imagemap, with path, to add to the list.\n" "@tsexample\n" "// Define the imagemap to add to the list\n" "%imagePath = \"./game/client/data/images/thisImage\";\n\n" "// Request the GuiImageList control to add the defined image to its list.\n" "%imageIndex = %thisGuiImageList.insert(%imagePath);\n" "@endtsexample\n\n" "@return The index of the newly inserted imagemap, or -1 if the insertion failed.\n\n" "@see SimObject") { return object->Insert( imagePath ); } GFXTexHandle GuiImageList::GetTextureHandle( U32 Index ) { U32 ItemIndex = IndexFromId(Index); if ( ItemIndex != -1 ) return mTextures[ItemIndex]->Handle; else return NULL; } GFXTexHandle GuiImageList::GetTextureHandle( const char* TexturePath ) { Vector::iterator i = mTextures.begin(); for ( ; i != mTextures.end(); i++ ) { if ( dStricmp( TexturePath, (*i)->TexturePath ) == 0 ) return (*i)->Handle; } return NULL; } const char *GuiImageList::GetTexturePath( U32 Index ) { U32 ItemIndex = IndexFromId(Index); if ( ItemIndex != -1 ) return mTextures[ItemIndex]->TexturePath; else return ""; }