GuiChunkedBitmapCtrl not respecting bounds
by David Wyand · in Torque Game Engine Advanced · 10/04/2004 (5:05 pm) · 4 replies
Greetings!
In moving over from the TGE to the TSE, it looks like the guiChunkBitmapCtrl didn't quite make it. In its current incarnation (minus all the old commented code):
direct use of mBounds doesn't respect the control's actual position in GUI. This means it works fine if it covers the whole screen, but doesn't work out with a smaller control.
Here's the fix (change in bold):
This ensures that the offset of the control wrt the screen is correct.
- LightWave Dave
In moving over from the TGE to the TSE, it looks like the guiChunkBitmapCtrl didn't quite make it. In its current incarnation (minus all the old commented code):
void GuiChunkedBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
{
if( mTexHandle )
{
GFX->drawBitmapStretch( mTexHandle, mBounds );
}
renderChildControls(offset, updateRect);
}direct use of mBounds doesn't respect the control's actual position in GUI. This means it works fine if it covers the whole screen, but doesn't work out with a smaller control.
Here's the fix (change in bold):
void GuiChunkedBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
{
if( mTexHandle )
{
[b]RectI rect(offset, mBounds.extent);[/b]
GFX->drawBitmapStretch( mTexHandle, [b]rect[/b] );
}
renderChildControls(offset, updateRect);
}This ensures that the offset of the control wrt the screen is correct.
- LightWave Dave
About the author
A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!
#2
10/18/2004 (5:15 pm)
What, this is still in? Check in the fix, then delete the control from CVS. :)
#3
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6493
10/19/2004 (12:29 am)
I think that Control is pretty cool myself. I hope you keep it.www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6493
#4
Then I noticed that as of TGEA 1.0.3, this particular problem doesn't appear to be entirely fixed.
09/14/2007 (1:26 pm)
I'm chasing down a different problem where my bitmaps appear all black, not in the editor, but in the game. Then I noticed that as of TGEA 1.0.3, this particular problem doesn't appear to be entirely fixed.
RectI rect(offset, mBounds.extent);
GFX->drawBitmapStretch( mTexHandle, mBounds );
Torque Owner Brian Ramage
Black Jacket Games