text: //-----------------------------------------------------------------------------
  // Copyright (c) 2013 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 "console/console.h"
  #include "graphics/dgl.h"
  #include "console/consoleTypes.h"
  #include "platform/platformAudio.h"
  #include "gui/guiCanvas.h"
  #include "gui/buttons/guiButtonCtrl.h"
  #include "gui/guiDefaultControlRender.h"
  
  IMPLEMENT_CONOBJECT(GuiButtonCtrl);
  
  GuiButtonCtrl::GuiButtonCtrl()
  {
     mBounds.extent.set(140, 30);
     mButtonText = StringTable->EmptyString;
  }
  
  bool GuiButtonCtrl::onWake()
  {
     if( !Parent::onWake() )
        return false;
  
     // Button Theme?
     if( mProfile->constructBitmapArray() >= 36 )
        mHasTheme = true;
     else
        mHasTheme = false;
  
     return true;
  
  }
  //--------------------------------------------------------------------------
  
  void GuiButtonCtrl::onRender(Point2I      offset,
                               const RectI& updateRect)
  {
     bool highlight = mMouseOver;
     bool depressed = mDepressed;
  
     ColorI fontColor   = mActive ? (highlight ? mProfile->mFontColorHL : mProfile->mFontColor) : mProfile->mFontColorNA;
     ColorI backColor   = mActive ? mProfile->mFillColor : mProfile->mFillColorNA;
     ColorI borderColor = mActive ? mProfile->mBorderColor : mProfile->mBorderColorNA;
  
     RectI boundsRect(offset, mBounds.extent);
  
     if( mProfile->mBorder != 0 && !mHasTheme )
     {
        if (mDepressed || mStateOn)
           renderFilledBorder( boundsRect, mProfile->mBorderColorHL, mProfile->mFillColorHL );
        else
           renderFilledBorder( boundsRect, mProfile->mBorderColor, mProfile->mFillColor );
     }
     else if( mHasTheme )
     {
        S32 indexMultiplier = 1;
        if ( mDepressed || mStateOn ) 
           indexMultiplier = 3;
        else if ( mMouseOver )
           indexMultiplier = 2;
        else if ( !mActive )
           indexMultiplier = 4;
  
        renderSizableBitmapBordersFilled( boundsRect, indexMultiplier, mProfile );
     }
  
     Point2I textPos = offset;
     if(depressed)
        textPos += Point2I(1,1);
  
     dglSetBitmapModulation( fontColor );
     renderJustifiedText(textPos, mBounds.extent, mButtonText);
  
     //render the children
     renderChildControls( offset, updateRect);
  }
  
  