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 ); }
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); }
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; } }