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- //-----------------------------------------------------------------------------
- // 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/utility/guiRenderTargetVizCtrl.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"
- #include "T3D/camera.h"
- IMPLEMENT_CONOBJECT(GuiRenderTargetVizCtrl);
- ConsoleDocClass(GuiRenderTargetVizCtrl,
- "@brief The most widely used button class.\n\n"
- "GuiRenderTargetVizCtrl renders seperately of, but utilizes all of the functionality of GuiBaseButtonCtrl.\n"
- "This grants GuiRenderTargetVizCtrl the versatility to be either of the 3 button types.\n\n"
- "@tsexample\n"
- "// Create a PushButton GuiRenderTargetVizCtrl that calls randomFunction when clicked\n"
- "%button = new GuiRenderTargetVizCtrl()\n"
- "{\n"
- " profile = \"GuiButtonProfile\";\n"
- " buttonType = \"PushButton\";\n"
- " command = \"randomFunction();\";\n"
- "};\n"
- "@endtsexample\n\n"
- "@ingroup GuiButtons"
- );
- //-----------------------------------------------------------------------------
- GuiRenderTargetVizCtrl::GuiRenderTargetVizCtrl()
- {
- mTargetName = StringTable->EmptyString();
- mTarget = nullptr;
- mTargetTexture = nullptr;
- mCameraObject = nullptr;
- }
- //-----------------------------------------------------------------------------
- bool GuiRenderTargetVizCtrl::onWake()
- {
- if (!Parent::onWake())
- return false;
- return true;
- }
- void GuiRenderTargetVizCtrl::initPersistFields()
- {
- Parent::initPersistFields();
- addField("RenderTargetName", TypeString, Offset(mTargetName, GuiRenderTargetVizCtrl), "");
- addField("cameraObject", TypeSimObjectPtr, Offset(mCameraObject, GuiRenderTargetVizCtrl), "");
- }
- //-----------------------------------------------------------------------------
- void GuiRenderTargetVizCtrl::onRender(Point2I offset,
- const RectI& updateRect)
- {
- GFXDrawUtil* drawer = GFX->getDrawUtil();
- RectI boundsRect(offset, getExtent());
- //Draw backdrop
- GFX->getDrawUtil()->drawRectFill(boundsRect, ColorI::BLACK);
- if (mCameraObject != nullptr)
- {
- Camera* camObject = dynamic_cast<Camera*>(mCameraObject);
- camObject = dynamic_cast<Camera*>(camObject->getClientObject());
- if (camObject)
- {
- GFXTexHandle targ = camObject->getCameraRenderTarget();
- if (targ)
- {
- Point2I size = Point2I(targ->getWidth(), targ->getHeight());
- drawer->drawBitmapStretchSR(targ, boundsRect, RectI(Point2I::Zero, size));
- }
- return;
- }
- }
- else if (mTargetName == StringTable->EmptyString())
- return;
- NamedTexTarget* namedTarget = NamedTexTarget::find(mTargetName);
- if (namedTarget)
- {
- GFXTextureObject* theTex = namedTarget->getTexture(0);
- RectI viewport = namedTarget->getViewport();
- drawer->drawBitmapStretchSR(theTex, boundsRect, viewport);
- }
- }
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