예제 #1
0
void GuiSwatchButtonCtrl::onRender( Point2I offset, const RectI &updateRect )
{
   bool highlight = mMouseOver;

   ColorI borderColor = mActive ? ( highlight ? mProfile->mBorderColorHL : mProfile->mBorderColor ) : mProfile->mBorderColorNA;

   RectI renderRect( offset, getExtent() );
   if ( !highlight )
      renderRect.inset( 1, 1 );      

   GFXDrawUtil *drawer = GFX->getDrawUtil();
   drawer->clearBitmapModulation();

   // Draw background transparency grid texture...
   if ( mGrid.isValid() )
      drawer->drawBitmapStretch( mGrid, renderRect );

   // Draw swatch color as fill...
   if (!mUseSRGB)
      drawer->drawRectFill( renderRect, mSwatchColor.toGamma() );
   else
      drawer->drawRectFill(renderRect, mSwatchColor);

   // Draw any borders...
   drawer->drawRect( renderRect, borderColor );
}
예제 #2
0
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->mTextureObject, 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->mTextureObject, 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->mTextureObject, progressRect, mProfile->mBitmapArrayRects[1]);
		
			//drawing right-end bitmap
			RectI progressRectRight(progressRect.point.x + progressRect.extent.x, ctrlRect.point.y, mDim, mDim );
			drawUtil->drawBitmapStretchSR(mProfile->mTextureObject, 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);
	
}
예제 #3
0
void renderBorder( const RectI &bounds, GuiControlProfile *profile )
{
   S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
   S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;

   GFXDrawUtil *drawer = GFX->getDrawUtil();

   switch(profile->mBorder)
   {
   case 1:
      drawer->drawRect(bounds, profile->mBorderColor);
      break;
   case 2:
      drawer->drawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorHL);
      drawer->drawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorHL);
      drawer->drawLine(r, t, r, b, profile->mBevelColorHL);
      drawer->drawLine(l, b, r - 1, b, profile->mBevelColorHL);
      drawer->drawLine(l, t, r - 1, t, profile->mBorderColorNA);
      drawer->drawLine(l, t + 1, l, b - 1, profile->mBorderColorNA);
      drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColorNA);
      drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColorNA);
      break;
   case 3:
      drawer->drawLine(l, b, r, b, profile->mBevelColorHL);
      drawer->drawLine(r, t, r, b - 1, profile->mBevelColorHL);
      drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mFillColor);
      drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mFillColor);
      drawer->drawLine(l, t, l, b - 1, profile->mBorderColorNA);
      drawer->drawLine(l + 1, t, r - 1, t, profile->mBorderColorNA);
      drawer->drawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorLL);
      drawer->drawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorLL);
      break;
   case 4:
      drawer->drawLine(l, t, l, b - 1, profile->mBevelColorHL);
      drawer->drawLine(l + 1, t, r, t, profile->mBevelColorHL);
      drawer->drawLine(l, b, r, b, profile->mBevelColorLL);
      drawer->drawLine(r, t + 1, r, b - 1, profile->mBevelColorLL);
      drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColor);
      drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColor);
      break;
   case 5:
      renderFilledBorder( bounds, profile );
      break;
      // 
   case -1:
      // Draw a simple sizable border with corners
      // Taken from the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin       
      if(profile->mBitmapArrayRects.size() >= 8)
      {
         drawer->clearBitmapModulation();

         RectI destRect;
         RectI stretchRect;
         RectI* mBitmapBounds = profile->mBitmapArrayRects.address();

         //  Indices into the bitmap array
         enum
         {
            BorderTopLeft = 0,
            BorderTop,
            BorderTopRight,
            BorderLeft,
            //Fill,
            BorderRight,
            BorderBottomLeft,
            BorderBottom,
            BorderBottomRight,
            NumBitmaps
         };

         // Draw all corners first.

         //top left border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderTopLeft]);
         //top right border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x,bounds.point.y),mBitmapBounds[BorderTopRight]);

         //bottom left border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomLeft].extent.y),mBitmapBounds[BorderBottomLeft]);
         //bottom right border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(
            bounds.point.x + bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x,
            bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomRight].extent.y),
            mBitmapBounds[BorderBottomRight]);

         // End drawing corners

         // Begin drawing sides and top stretched borders

         //start with top line stretch
         destRect.point.x = bounds.point.x + mBitmapBounds[BorderTopLeft].extent.x;
         destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x - mBitmapBounds[BorderTopLeft].extent.x;
         destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
         destRect.point.y = bounds.point.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderTop];
         stretchRect.inset(1,0);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
         //bottom line stretch
         destRect.point.x = bounds.point.x + mBitmapBounds[BorderBottomLeft].extent.x;
         destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x - mBitmapBounds[BorderBottomLeft].extent.x;
         destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
         destRect.point.y = bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottom].extent.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderBottom];
         stretchRect.inset(1,0);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
         //left line stretch
         destRect.point.x = bounds.point.x;
         destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
         destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
         destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopLeft].extent.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderLeft];
         stretchRect.inset(0,1);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
         //right line stretch
         destRect.point.x = bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x;
         destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
         destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
         destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopRight].extent.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderRight];
         stretchRect.inset(0,1);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);

         // End drawing sides and top stretched borders
         break;
      }
   case -2:
      // Draw a simple sizable border with corners that is filled in
      renderSizableBitmapBordersFilled(bounds, 1, profile);
      break;
   case -3:
      // Draw a simple fixed height border with center fill horizontally.
      renderFixedBitmapBordersFilled( bounds, 1, profile );
      break;

   }
}