//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "Wrappers/GUI/BsScriptGUIRenderTexture.h" #include "BsScriptMeta.h" #include "BsMonoField.h" #include "BsMonoClass.h" #include "BsMonoManager.h" #include "Image/BsSpriteTexture.h" #include "BsMonoUtil.h" #include "GUI/BsGUILayout.h" #include "GUI/BsGUIRenderTexture.h" #include "GUI/BsGUIOptions.h" #include "Wrappers/GUI/BsScriptGUIElementStyle.h" #include "Wrappers/GUI/BsScriptGUILayout.h" #include "Wrappers/BsScriptHString.h" #include "Wrappers/GUI/BsScriptGUIContent.h" #include "BsScriptRenderTexture.generated.h" namespace bs { ScriptGUIRenderTexture::ScriptGUIRenderTexture(MonoObject* instance, GUIRenderTexture* texture) :TScriptGUIElement(instance, texture) { } void ScriptGUIRenderTexture::initRuntimeData() { metaData.scriptClass->addInternalCall("Internal_CreateInstance", (void*)&ScriptGUIRenderTexture::internal_createInstance); metaData.scriptClass->addInternalCall("Internal_SetTexture", (void*)&ScriptGUIRenderTexture::internal_setTexture); metaData.scriptClass->addInternalCall("Internal_SetTint", (void*)&ScriptGUIRenderTexture::internal_setTint); } void ScriptGUIRenderTexture::internal_createInstance(MonoObject* instance, ScriptRenderTexture* texture, bool transparent, MonoString* style, MonoArray* guiOptions) { GUIOptions options; ScriptArray scriptArray(guiOptions); UINT32 arrayLen = scriptArray.size(); for (UINT32 i = 0; i < arrayLen; i++) options.addOption(scriptArray.get(i)); SPtr renderTexture; if (texture != nullptr) renderTexture = texture->getInternal(); GUIRenderTexture* guiTexture = GUIRenderTexture::create(renderTexture, transparent, options, MonoUtil::monoToString(style)); new (bs_alloc()) ScriptGUIRenderTexture(instance, guiTexture); } void ScriptGUIRenderTexture::internal_setTexture(ScriptGUIRenderTexture* nativeInstance, ScriptRenderTexture* texture) { SPtr renderTexture; if (texture != nullptr) renderTexture = texture->getInternal(); GUIRenderTexture* guiTexture = (GUIRenderTexture*)nativeInstance->getGUIElement(); guiTexture->setRenderTexture(renderTexture); } void ScriptGUIRenderTexture::internal_setTint(ScriptGUIRenderTexture* nativeInstance, Color* color) { GUIRenderTexture* guiTexture = (GUIRenderTexture*)nativeInstance->getGUIElement(); guiTexture->setTint(*color); } }