text: //-----------------------------------------------------------------------------
  // Copyright (c) 2012 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.
  //-----------------------------------------------------------------------------
  
  #ifndef _GUIBITMAPCTRL_H_
  #define _GUIBITMAPCTRL_H_
  
  #ifndef _GUICONTROL_H_
  #include "gui/core/guiControl.h"
  #endif
  
  #include "T3D/assets/ImageAsset.h"
  /// Renders a bitmap.
  class GuiBitmapCtrl : public GuiControl
  {
     public:
     
        typedef GuiControl Parent;
  
     protected:
     
        /// Name of the bitmap file.  If this is 'texhandle' the bitmap is not loaded
        /// from a file but rather set explicitly on the control.
        DECLARE_IMAGEASSET(GuiBitmapCtrl, Bitmap, onImageChanged, GFXDefaultGUIProfile);
        DECLARE_ASSET_SETGET(GuiBitmapCtrl, Bitmap);
              
        Point2I mStartPoint;
        ColorI   mColor;
        F32     mAngle;
  
        /// If true, bitmap tiles inside control.  Otherwise stretches.
        bool mWrap;
  
        static bool setBitmapName( void *object, const char *index, const char *data );
        static const char *getBitmapName( void *obj, const char *data );
  
        void onImageChanged() {}
  
     public:
        
        GuiBitmapCtrl();
        static void initPersistFields();
  
        void setBitmap(const char *name,bool resize = false);
        void setBitmapHandle(GFXTexHandle handle, bool resize = false);
  
        // GuiControl.
        bool onWake();
        void onSleep();
        void inspectPostApply();
  
        void updateSizing();
  
        void onRender(Point2I offset, const RectI &updateRect);
        void setValue(S32 x, S32 y);
  
        DECLARE_CONOBJECT( GuiBitmapCtrl );
        DECLARE_CATEGORY( "Gui Images" );
        DECLARE_DESCRIPTION( "A control that displays a single, static image from a file.n"
                             "The bitmap can either be tiled or stretched inside the control." );
  };
  
  #endif
  