forked from Mirrorlandia_minetest/minetest
1085 lines
32 KiB
C++
1085 lines
32 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// Copyright (C) 2019 Irrlick
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//
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "guiSkin.h"
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#ifdef _IRR_COMPILE_WITH_GUI_
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#include "IGUIFont.h"
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#include "IGUISpriteBank.h"
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#include "IGUIElement.h"
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#include "IVideoDriver.h"
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#include "IAttributes.h"
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namespace irr
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{
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namespace gui
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{
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GUISkin::GUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver)
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: SpriteBank(0), Driver(driver), Type(type)
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{
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#ifdef _DEBUG
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setDebugName("GUISkin");
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#endif
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if ((Type == EGST_WINDOWS_CLASSIC) || (Type == EGST_WINDOWS_METALLIC))
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{
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Colors[EGDC_3D_DARK_SHADOW] = video::SColor(101,50,50,50);
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Colors[EGDC_3D_SHADOW] = video::SColor(101,130,130,130);
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Colors[EGDC_3D_FACE] = video::SColor(220,100,100,100);
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Colors[EGDC_3D_HIGH_LIGHT] = video::SColor(101,255,255,255);
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Colors[EGDC_3D_LIGHT] = video::SColor(101,210,210,210);
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Colors[EGDC_ACTIVE_BORDER] = video::SColor(101,16,14,115);
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Colors[EGDC_ACTIVE_CAPTION] = video::SColor(255,255,255,255);
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Colors[EGDC_APP_WORKSPACE] = video::SColor(101,100,100,100);
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Colors[EGDC_BUTTON_TEXT] = video::SColor(240,10,10,10);
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Colors[EGDC_GRAY_TEXT] = video::SColor(240,130,130,130);
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Colors[EGDC_HIGH_LIGHT] = video::SColor(101,8,36,107);
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Colors[EGDC_HIGH_LIGHT_TEXT] = video::SColor(240,255,255,255);
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Colors[EGDC_INACTIVE_BORDER] = video::SColor(101,165,165,165);
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Colors[EGDC_INACTIVE_CAPTION] = video::SColor(255,30,30,30);
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Colors[EGDC_TOOLTIP] = video::SColor(200,0,0,0);
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Colors[EGDC_TOOLTIP_BACKGROUND] = video::SColor(200,255,255,225);
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Colors[EGDC_SCROLLBAR] = video::SColor(101,230,230,230);
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Colors[EGDC_WINDOW] = video::SColor(101,255,255,255);
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Colors[EGDC_WINDOW_SYMBOL] = video::SColor(200,10,10,10);
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Colors[EGDC_ICON] = video::SColor(200,255,255,255);
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Colors[EGDC_ICON_HIGH_LIGHT] = video::SColor(200,8,36,107);
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = video::SColor(240,100,100,100);
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Colors[EGDC_EDITABLE] = video::SColor(255,255,255,255);
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Colors[EGDC_GRAY_EDITABLE] = video::SColor(255,120,120,120);
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Colors[EGDC_FOCUSED_EDITABLE] = video::SColor(255,240,240,255);
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Sizes[EGDS_SCROLLBAR_SIZE] = 14;
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Sizes[EGDS_MENU_HEIGHT] = 30;
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Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
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Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
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Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
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Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
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Sizes[EGDS_BUTTON_WIDTH] = 80;
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Sizes[EGDS_BUTTON_HEIGHT] = 30;
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Sizes[EGDS_TEXT_DISTANCE_X] = 2;
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Sizes[EGDS_TEXT_DISTANCE_Y] = 0;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 2;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 0;
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}
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else
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{
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//0x80a6a8af
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Colors[EGDC_3D_DARK_SHADOW] = 0x60767982;
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//Colors[EGDC_3D_FACE] = 0xc0c9ccd4; // tab background
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Colors[EGDC_3D_FACE] = 0xc0cbd2d9; // tab background
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Colors[EGDC_3D_SHADOW] = 0x50e4e8f1; // tab background, and left-top highlight
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Colors[EGDC_3D_HIGH_LIGHT] = 0x40c7ccdc;
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Colors[EGDC_3D_LIGHT] = 0x802e313a;
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Colors[EGDC_ACTIVE_BORDER] = 0x80404040; // window title
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Colors[EGDC_ACTIVE_CAPTION] = 0xffd0d0d0;
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Colors[EGDC_APP_WORKSPACE] = 0xc0646464; // unused
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Colors[EGDC_BUTTON_TEXT] = 0xd0161616;
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Colors[EGDC_GRAY_TEXT] = 0x3c141414;
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Colors[EGDC_HIGH_LIGHT] = 0x6c606060;
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Colors[EGDC_HIGH_LIGHT_TEXT] = 0xd0e0e0e0;
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Colors[EGDC_INACTIVE_BORDER] = 0xf0a5a5a5;
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Colors[EGDC_INACTIVE_CAPTION] = 0xffd2d2d2;
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Colors[EGDC_TOOLTIP] = 0xf00f2033;
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Colors[EGDC_TOOLTIP_BACKGROUND] = 0xc0cbd2d9;
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Colors[EGDC_SCROLLBAR] = 0xf0e0e0e0;
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Colors[EGDC_WINDOW] = 0xf0f0f0f0;
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Colors[EGDC_WINDOW_SYMBOL] = 0xd0161616;
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Colors[EGDC_ICON] = 0xd0161616;
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Colors[EGDC_ICON_HIGH_LIGHT] = 0xd0606060;
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = 0x3c101010;
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Colors[EGDC_EDITABLE] = 0xf0ffffff;
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Colors[EGDC_GRAY_EDITABLE] = 0xf0cccccc;
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Colors[EGDC_FOCUSED_EDITABLE] = 0xf0fffff0;
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Sizes[EGDS_SCROLLBAR_SIZE] = 14;
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Sizes[EGDS_MENU_HEIGHT] = 48;
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Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
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Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
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Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
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Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
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Sizes[EGDS_BUTTON_WIDTH] = 80;
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Sizes[EGDS_BUTTON_HEIGHT] = 30;
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Sizes[EGDS_TEXT_DISTANCE_X] = 3;
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Sizes[EGDS_TEXT_DISTANCE_Y] = 2;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 3;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 2;
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}
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Sizes[EGDS_MESSAGE_BOX_GAP_SPACE] = 15;
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Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_WIDTH] = 0;
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Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH] = 500;
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Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_HEIGHT] = 0;
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Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_HEIGHT] = 99999;
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Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X] = 1;
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Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y] = 1;
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Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_X] = 0;
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Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y] = 2;
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Texts[EGDT_MSG_BOX_OK] = L"OK";
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Texts[EGDT_MSG_BOX_CANCEL] = L"Cancel";
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Texts[EGDT_MSG_BOX_YES] = L"Yes";
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Texts[EGDT_MSG_BOX_NO] = L"No";
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Texts[EGDT_WINDOW_CLOSE] = L"Close";
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Texts[EGDT_WINDOW_RESTORE] = L"Restore";
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Texts[EGDT_WINDOW_MINIMIZE] = L"Minimize";
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Texts[EGDT_WINDOW_MAXIMIZE] = L"Maximize";
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Icons[EGDI_WINDOW_MAXIMIZE] = 225;
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Icons[EGDI_WINDOW_RESTORE] = 226;
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Icons[EGDI_WINDOW_CLOSE] = 227;
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Icons[EGDI_WINDOW_MINIMIZE] = 228;
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Icons[EGDI_CURSOR_UP] = 229;
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Icons[EGDI_CURSOR_DOWN] = 230;
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Icons[EGDI_CURSOR_LEFT] = 231;
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Icons[EGDI_CURSOR_RIGHT] = 232;
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Icons[EGDI_MENU_MORE] = 232;
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Icons[EGDI_CHECK_BOX_CHECKED] = 233;
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Icons[EGDI_DROP_DOWN] = 234;
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Icons[EGDI_SMALL_CURSOR_UP] = 235;
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Icons[EGDI_SMALL_CURSOR_DOWN] = 236;
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Icons[EGDI_RADIO_BUTTON_CHECKED] = 237;
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Icons[EGDI_MORE_LEFT] = 238;
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Icons[EGDI_MORE_RIGHT] = 239;
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Icons[EGDI_MORE_UP] = 240;
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Icons[EGDI_MORE_DOWN] = 241;
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Icons[EGDI_WINDOW_RESIZE] = 242;
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Icons[EGDI_EXPAND] = 243;
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Icons[EGDI_COLLAPSE] = 244;
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Icons[EGDI_FILE] = 245;
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Icons[EGDI_DIRECTORY] = 246;
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for (u32 i=0; i<EGDF_COUNT; ++i)
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Fonts[i] = 0;
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UseGradient = (Type == EGST_WINDOWS_METALLIC) || (Type == EGST_BURNING_SKIN) ;
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}
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//! destructor
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GUISkin::~GUISkin()
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{
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for (u32 i=0; i<EGDF_COUNT; ++i)
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{
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if (Fonts[i])
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Fonts[i]->drop();
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}
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if (SpriteBank)
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SpriteBank->drop();
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}
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//! returns default color
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video::SColor GUISkin::getColor(EGUI_DEFAULT_COLOR color) const
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{
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if ((u32)color < EGDC_COUNT)
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return Colors[color];
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else
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return video::SColor();
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}
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//! sets a default color
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void GUISkin::setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor)
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{
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if ((u32)which < EGDC_COUNT)
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Colors[which] = newColor;
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}
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//! returns size for the given size type
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s32 GUISkin::getSize(EGUI_DEFAULT_SIZE size) const
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{
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if ((u32)size < EGDS_COUNT)
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return Sizes[size];
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else
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return 0;
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}
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//! sets a default size
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void GUISkin::setSize(EGUI_DEFAULT_SIZE which, s32 size)
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{
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if ((u32)which < EGDS_COUNT)
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Sizes[which] = size;
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}
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//! returns the default font
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IGUIFont* GUISkin::getFont(EGUI_DEFAULT_FONT which) const
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{
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if (((u32)which < EGDF_COUNT) && Fonts[which])
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return Fonts[which];
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else
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return Fonts[EGDF_DEFAULT];
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}
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//! sets a default font
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void GUISkin::setFont(IGUIFont* font, EGUI_DEFAULT_FONT which)
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{
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if ((u32)which >= EGDF_COUNT)
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return;
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if (font)
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{
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font->grab();
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if (Fonts[which])
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Fonts[which]->drop();
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Fonts[which] = font;
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}
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}
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//! gets the sprite bank stored
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IGUISpriteBank* GUISkin::getSpriteBank() const
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{
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return SpriteBank;
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}
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//! set a new sprite bank or remove one by passing 0
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void GUISkin::setSpriteBank(IGUISpriteBank* bank)
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{
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if (bank)
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bank->grab();
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if (SpriteBank)
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SpriteBank->drop();
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SpriteBank = bank;
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}
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//! Returns a default icon
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u32 GUISkin::getIcon(EGUI_DEFAULT_ICON icon) const
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{
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if ((u32)icon < EGDI_COUNT)
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return Icons[icon];
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else
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return 0;
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}
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//! Sets a default icon
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void GUISkin::setIcon(EGUI_DEFAULT_ICON icon, u32 index)
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{
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if ((u32)icon < EGDI_COUNT)
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Icons[icon] = index;
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}
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//! Returns a default text. For example for Message box button captions:
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//! "OK", "Cancel", "Yes", "No" and so on.
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const wchar_t* GUISkin::getDefaultText(EGUI_DEFAULT_TEXT text) const
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{
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if ((u32)text < EGDT_COUNT)
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return Texts[text].c_str();
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else
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return Texts[0].c_str();
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}
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//! Sets a default text. For example for Message box button captions:
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//! "OK", "Cancel", "Yes", "No" and so on.
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void GUISkin::setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText)
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{
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if ((u32)which < EGDT_COUNT)
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Texts[which] = newText;
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}
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//! draws a standard 3d button pane
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/** Used for drawing for example buttons in normal state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly. */
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// PATCH
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void GUISkin::drawColored3DButtonPaneStandard(IGUIElement* element,
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const core::rect<s32>& r,
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const core::rect<s32>* clip,
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const video::SColor* colors)
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{
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if (!Driver)
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return;
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if (!colors)
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colors = Colors;
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core::rect<s32> rect = r;
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if ( Type == EGST_BURNING_SKIN )
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{
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rect.UpperLeftCorner.X -= 1;
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rect.UpperLeftCorner.Y -= 1;
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rect.LowerRightCorner.X += 1;
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rect.LowerRightCorner.Y += 1;
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draw3DSunkenPane(element,
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colors[ EGDC_WINDOW ].getInterpolated( 0xFFFFFFFF, 0.9f )
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,false, true, rect, clip);
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return;
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}
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Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
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rect.LowerRightCorner.X -= 1;
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rect.LowerRightCorner.Y -= 1;
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Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
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rect.UpperLeftCorner.X += 1;
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rect.UpperLeftCorner.Y += 1;
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Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
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rect.LowerRightCorner.X -= 1;
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rect.LowerRightCorner.Y -= 1;
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if (!UseGradient)
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{
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Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
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}
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else
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{
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const video::SColor c1 = colors[EGDC_3D_FACE];
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const video::SColor c2 = c1.getInterpolated(colors[EGDC_3D_DARK_SHADOW], 0.4f);
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Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
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}
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}
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// END PATCH
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//! draws a pressed 3d button pane
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/** Used for drawing for example buttons in pressed state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly. */
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// PATCH
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void GUISkin::drawColored3DButtonPanePressed(IGUIElement* element,
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const core::rect<s32>& r,
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const core::rect<s32>* clip,
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const video::SColor* colors)
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{
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if (!Driver)
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return;
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if (!colors)
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colors = Colors;
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core::rect<s32> rect = r;
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Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
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rect.LowerRightCorner.X -= 1;
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rect.LowerRightCorner.Y -= 1;
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Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
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rect.UpperLeftCorner.X += 1;
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rect.UpperLeftCorner.Y += 1;
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Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
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rect.UpperLeftCorner.X += 1;
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rect.UpperLeftCorner.Y += 1;
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if (!UseGradient)
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{
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Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
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}
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else
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{
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const video::SColor c1 = colors[EGDC_3D_FACE];
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const video::SColor c2 = c1.getInterpolated(colors[EGDC_3D_DARK_SHADOW], 0.4f);
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Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
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}
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}
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// END PATCH
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//! draws a sunken 3d pane
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/** Used for drawing the background of edit, combo or check boxes.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param bgcolor: Background color.
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\param flat: Specifies if the sunken pane should be flat or displayed as sunken
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deep into the ground.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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// PATCH
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void GUISkin::drawColored3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
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bool flat, bool fillBackGround,
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const core::rect<s32>& r,
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const core::rect<s32>* clip,
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const video::SColor* colors)
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{
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if (!Driver)
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return;
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if (!colors)
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colors = Colors;
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core::rect<s32> rect = r;
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if (fillBackGround)
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Driver->draw2DRectangle(bgcolor, rect, clip);
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if (flat)
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{
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// draw flat sunken pane
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rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
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Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip); // top
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++rect.UpperLeftCorner.Y;
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip); // left
|
|
|
|
rect = r;
|
|
++rect.UpperLeftCorner.Y;
|
|
rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip); // right
|
|
|
|
rect = r;
|
|
++rect.UpperLeftCorner.X;
|
|
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
|
--rect.LowerRightCorner.X;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip); // bottom
|
|
}
|
|
else
|
|
{
|
|
// draw deep sunken pane
|
|
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip); // top
|
|
++rect.UpperLeftCorner.X;
|
|
++rect.UpperLeftCorner.Y;
|
|
--rect.LowerRightCorner.X;
|
|
++rect.LowerRightCorner.Y;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
|
|
|
|
rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
|
|
rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y+1;
|
|
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip); // left
|
|
++rect.UpperLeftCorner.X;
|
|
++rect.UpperLeftCorner.Y;
|
|
++rect.LowerRightCorner.X;
|
|
--rect.LowerRightCorner.Y;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
|
|
|
|
rect = r;
|
|
rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
|
|
++rect.UpperLeftCorner.Y;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip); // right
|
|
--rect.UpperLeftCorner.X;
|
|
++rect.UpperLeftCorner.Y;
|
|
--rect.LowerRightCorner.X;
|
|
--rect.LowerRightCorner.Y;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_LIGHT], rect, clip);
|
|
|
|
rect = r;
|
|
++rect.UpperLeftCorner.X;
|
|
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
|
--rect.LowerRightCorner.X;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip); // bottom
|
|
++rect.UpperLeftCorner.X;
|
|
--rect.UpperLeftCorner.Y;
|
|
--rect.LowerRightCorner.X;
|
|
--rect.LowerRightCorner.Y;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_LIGHT], rect, clip);
|
|
}
|
|
}
|
|
// END PATCH
|
|
|
|
//! draws a window background
|
|
// return where to draw title bar text.
|
|
// PATCH
|
|
core::rect<s32> GUISkin::drawColored3DWindowBackground(IGUIElement* element,
|
|
bool drawTitleBar, video::SColor titleBarColor,
|
|
const core::rect<s32>& r,
|
|
const core::rect<s32>* clip,
|
|
core::rect<s32>* checkClientArea,
|
|
const video::SColor* colors)
|
|
{
|
|
if (!Driver)
|
|
{
|
|
if ( checkClientArea )
|
|
{
|
|
*checkClientArea = r;
|
|
}
|
|
return r;
|
|
}
|
|
|
|
if (!colors)
|
|
colors = Colors;
|
|
|
|
core::rect<s32> rect = r;
|
|
|
|
// top border
|
|
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
|
|
if ( !checkClientArea )
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
|
|
}
|
|
|
|
// left border
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
|
|
if ( !checkClientArea )
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
|
|
}
|
|
|
|
// right border dark outer line
|
|
rect.UpperLeftCorner.X = r.LowerRightCorner.X - 1;
|
|
rect.LowerRightCorner.X = r.LowerRightCorner.X;
|
|
rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y;
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
if ( !checkClientArea )
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
|
|
}
|
|
|
|
// right border bright innner line
|
|
rect.UpperLeftCorner.X -= 1;
|
|
rect.LowerRightCorner.X -= 1;
|
|
rect.UpperLeftCorner.Y += 1;
|
|
rect.LowerRightCorner.Y -= 1;
|
|
if ( !checkClientArea )
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
|
|
}
|
|
|
|
// bottom border dark outer line
|
|
rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
|
|
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
rect.LowerRightCorner.X = r.LowerRightCorner.X;
|
|
if ( !checkClientArea )
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
|
|
}
|
|
|
|
// bottom border bright inner line
|
|
rect.UpperLeftCorner.X += 1;
|
|
rect.LowerRightCorner.X -= 1;
|
|
rect.UpperLeftCorner.Y -= 1;
|
|
rect.LowerRightCorner.Y -= 1;
|
|
if ( !checkClientArea )
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
|
|
}
|
|
|
|
// client area for background
|
|
rect = r;
|
|
rect.UpperLeftCorner.X +=1;
|
|
rect.UpperLeftCorner.Y +=1;
|
|
rect.LowerRightCorner.X -= 2;
|
|
rect.LowerRightCorner.Y -= 2;
|
|
if (checkClientArea)
|
|
{
|
|
*checkClientArea = rect;
|
|
}
|
|
|
|
if ( !checkClientArea )
|
|
{
|
|
if (!UseGradient)
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
|
|
}
|
|
else if ( Type == EGST_BURNING_SKIN )
|
|
{
|
|
const video::SColor c1 = colors[EGDC_WINDOW].getInterpolated ( 0xFFFFFFFF, 0.9f );
|
|
const video::SColor c2 = colors[EGDC_WINDOW].getInterpolated ( 0xFFFFFFFF, 0.8f );
|
|
|
|
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
|
|
}
|
|
else
|
|
{
|
|
const video::SColor c2 = colors[EGDC_3D_SHADOW];
|
|
const video::SColor c1 = colors[EGDC_3D_FACE];
|
|
Driver->draw2DRectangle(rect, c1, c1, c1, c2, clip);
|
|
}
|
|
}
|
|
|
|
// title bar
|
|
rect = r;
|
|
rect.UpperLeftCorner.X += 2;
|
|
rect.UpperLeftCorner.Y += 2;
|
|
rect.LowerRightCorner.X -= 2;
|
|
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + getSize(EGDS_WINDOW_BUTTON_WIDTH) + 2;
|
|
|
|
if (drawTitleBar )
|
|
{
|
|
if (checkClientArea)
|
|
{
|
|
(*checkClientArea).UpperLeftCorner.Y = rect.LowerRightCorner.Y;
|
|
}
|
|
else
|
|
{
|
|
// draw title bar
|
|
//if (!UseGradient)
|
|
// Driver->draw2DRectangle(titleBarColor, rect, clip);
|
|
//else
|
|
if ( Type == EGST_BURNING_SKIN )
|
|
{
|
|
const video::SColor c = titleBarColor.getInterpolated( video::SColor(titleBarColor.getAlpha(),255,255,255), 0.8f);
|
|
Driver->draw2DRectangle(rect, titleBarColor, titleBarColor, c, c, clip);
|
|
}
|
|
else
|
|
{
|
|
const video::SColor c = titleBarColor.getInterpolated(video::SColor(titleBarColor.getAlpha(),0,0,0), 0.2f);
|
|
Driver->draw2DRectangle(rect, titleBarColor, c, titleBarColor, c, clip);
|
|
}
|
|
}
|
|
}
|
|
|
|
return rect;
|
|
}
|
|
// END PATCH
|
|
|
|
|
|
//! draws a standard 3d menu pane
|
|
/** Used for drawing for menus and context menus.
|
|
It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
|
|
EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
|
|
\param element: Pointer to the element which wishes to draw this. This parameter
|
|
is usually not used by ISkin, but can be used for example by more complex
|
|
implementations to find out how to draw the part exactly.
|
|
\param rect: Defining area where to draw.
|
|
\param clip: Clip area. */
|
|
// PATCH
|
|
void GUISkin::drawColored3DMenuPane(IGUIElement* element,
|
|
const core::rect<s32>& r, const core::rect<s32>* clip,
|
|
const video::SColor* colors)
|
|
{
|
|
if (!Driver)
|
|
return;
|
|
|
|
if (!colors)
|
|
colors = Colors;
|
|
|
|
core::rect<s32> rect = r;
|
|
|
|
if ( Type == EGST_BURNING_SKIN )
|
|
{
|
|
rect.UpperLeftCorner.Y -= 3;
|
|
draw3DButtonPaneStandard(element, rect, clip);
|
|
return;
|
|
}
|
|
|
|
// in this skin, this is exactly what non pressed buttons look like,
|
|
// so we could simply call
|
|
// draw3DButtonPaneStandard(element, rect, clip);
|
|
// here.
|
|
// but if the skin is transparent, this doesn't look that nice. So
|
|
// We draw it a little bit better, with some more draw2DRectangle calls,
|
|
// but there aren't that much menus visible anyway.
|
|
|
|
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
|
|
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
|
|
|
|
rect.UpperLeftCorner.X = r.LowerRightCorner.X - 1;
|
|
rect.LowerRightCorner.X = r.LowerRightCorner.X;
|
|
rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y;
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
|
|
|
|
rect.UpperLeftCorner.X -= 1;
|
|
rect.LowerRightCorner.X -= 1;
|
|
rect.UpperLeftCorner.Y += 1;
|
|
rect.LowerRightCorner.Y -= 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
|
|
|
|
rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
|
|
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
rect.LowerRightCorner.X = r.LowerRightCorner.X;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
|
|
|
|
rect.UpperLeftCorner.X += 1;
|
|
rect.LowerRightCorner.X -= 1;
|
|
rect.UpperLeftCorner.Y -= 1;
|
|
rect.LowerRightCorner.Y -= 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
|
|
|
|
rect = r;
|
|
rect.UpperLeftCorner.X +=1;
|
|
rect.UpperLeftCorner.Y +=1;
|
|
rect.LowerRightCorner.X -= 2;
|
|
rect.LowerRightCorner.Y -= 2;
|
|
|
|
if (!UseGradient)
|
|
Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
|
|
else
|
|
{
|
|
const video::SColor c1 = colors[EGDC_3D_FACE];
|
|
const video::SColor c2 = colors[EGDC_3D_SHADOW];
|
|
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
|
|
}
|
|
}
|
|
// END PATCH
|
|
|
|
|
|
//! draws a standard 3d tool bar
|
|
/** Used for drawing for toolbars and menus.
|
|
\param element: Pointer to the element which wishes to draw this. This parameter
|
|
is usually not used by ISkin, but can be used for example by more complex
|
|
implementations to find out how to draw the part exactly.
|
|
\param rect: Defining area where to draw.
|
|
\param clip: Clip area. */
|
|
// PATCH
|
|
void GUISkin::drawColored3DToolBar(IGUIElement* element,
|
|
const core::rect<s32>& r,
|
|
const core::rect<s32>* clip,
|
|
const video::SColor* colors)
|
|
{
|
|
if (!Driver)
|
|
return;
|
|
|
|
if (!colors)
|
|
colors = Colors;
|
|
|
|
core::rect<s32> rect = r;
|
|
|
|
rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
|
|
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
|
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
|
rect.LowerRightCorner.X = r.LowerRightCorner.X;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
|
|
|
|
rect = r;
|
|
rect.LowerRightCorner.Y -= 1;
|
|
|
|
if (!UseGradient)
|
|
{
|
|
Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
|
|
}
|
|
else
|
|
if ( Type == EGST_BURNING_SKIN )
|
|
{
|
|
const video::SColor c1 = 0xF0000000 | colors[EGDC_3D_FACE].color;
|
|
const video::SColor c2 = 0xF0000000 | colors[EGDC_3D_SHADOW].color;
|
|
|
|
rect.LowerRightCorner.Y += 1;
|
|
Driver->draw2DRectangle(rect, c1, c2, c1, c2, clip);
|
|
}
|
|
else
|
|
{
|
|
const video::SColor c1 = colors[EGDC_3D_FACE];
|
|
const video::SColor c2 = colors[EGDC_3D_SHADOW];
|
|
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
|
|
}
|
|
}
|
|
// END PATCH
|
|
|
|
//! draws a tab button
|
|
/** Used for drawing for tab buttons on top of tabs.
|
|
\param element: Pointer to the element which wishes to draw this. This parameter
|
|
is usually not used by ISkin, but can be used for example by more complex
|
|
implementations to find out how to draw the part exactly.
|
|
\param active: Specifies if the tab is currently active.
|
|
\param rect: Defining area where to draw.
|
|
\param clip: Clip area. */
|
|
// PATCH
|
|
void GUISkin::drawColored3DTabButton(IGUIElement* element, bool active,
|
|
const core::rect<s32>& frameRect, const core::rect<s32>* clip, EGUI_ALIGNMENT alignment,
|
|
const video::SColor* colors)
|
|
{
|
|
if (!Driver)
|
|
return;
|
|
|
|
if (!colors)
|
|
colors = Colors;
|
|
|
|
core::rect<s32> tr = frameRect;
|
|
|
|
if ( alignment == EGUIA_UPPERLEFT )
|
|
{
|
|
tr.LowerRightCorner.X -= 2;
|
|
tr.LowerRightCorner.Y = tr.UpperLeftCorner.Y + 1;
|
|
tr.UpperLeftCorner.X += 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
|
|
|
|
// draw left highlight
|
|
tr = frameRect;
|
|
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
|
tr.UpperLeftCorner.Y += 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
|
|
|
|
// draw grey background
|
|
tr = frameRect;
|
|
tr.UpperLeftCorner.X += 1;
|
|
tr.UpperLeftCorner.Y += 1;
|
|
tr.LowerRightCorner.X -= 2;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_FACE], tr, clip);
|
|
|
|
// draw right middle gray shadow
|
|
tr.LowerRightCorner.X += 1;
|
|
tr.UpperLeftCorner.X = tr.LowerRightCorner.X - 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);
|
|
|
|
tr.LowerRightCorner.X += 1;
|
|
tr.UpperLeftCorner.X += 1;
|
|
tr.UpperLeftCorner.Y += 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], tr, clip);
|
|
}
|
|
else
|
|
{
|
|
tr.LowerRightCorner.X -= 2;
|
|
tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
|
|
tr.UpperLeftCorner.X += 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
|
|
|
|
// draw left highlight
|
|
tr = frameRect;
|
|
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
|
tr.LowerRightCorner.Y -= 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
|
|
|
|
// draw grey background
|
|
tr = frameRect;
|
|
tr.UpperLeftCorner.X += 1;
|
|
tr.UpperLeftCorner.Y -= 1;
|
|
tr.LowerRightCorner.X -= 2;
|
|
tr.LowerRightCorner.Y -= 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_FACE], tr, clip);
|
|
|
|
// draw right middle gray shadow
|
|
tr.LowerRightCorner.X += 1;
|
|
tr.UpperLeftCorner.X = tr.LowerRightCorner.X - 1;
|
|
//tr.LowerRightCorner.Y -= 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);
|
|
|
|
tr.LowerRightCorner.X += 1;
|
|
tr.UpperLeftCorner.X += 1;
|
|
tr.LowerRightCorner.Y -= 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], tr, clip);
|
|
}
|
|
}
|
|
// END PATCH
|
|
|
|
|
|
//! draws a tab control body
|
|
/** \param element: Pointer to the element which wishes to draw this. This parameter
|
|
is usually not used by ISkin, but can be used for example by more complex
|
|
implementations to find out how to draw the part exactly.
|
|
\param border: Specifies if the border should be drawn.
|
|
\param background: Specifies if the background should be drawn.
|
|
\param rect: Defining area where to draw.
|
|
\param clip: Clip area. */
|
|
// PATCH
|
|
void GUISkin::drawColored3DTabBody(IGUIElement* element, bool border, bool background,
|
|
const core::rect<s32>& rect, const core::rect<s32>* clip, s32 tabHeight, EGUI_ALIGNMENT alignment,
|
|
const video::SColor* colors)
|
|
{
|
|
if (!Driver)
|
|
return;
|
|
|
|
if (!colors)
|
|
colors = Colors;
|
|
|
|
core::rect<s32> tr = rect;
|
|
|
|
if ( tabHeight == -1 )
|
|
tabHeight = getSize(gui::EGDS_BUTTON_HEIGHT);
|
|
|
|
// draw border.
|
|
if (border)
|
|
{
|
|
if ( alignment == EGUIA_UPPERLEFT )
|
|
{
|
|
// draw left hightlight
|
|
tr.UpperLeftCorner.Y += tabHeight + 2;
|
|
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
|
|
|
|
// draw right shadow
|
|
tr.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
|
|
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);
|
|
|
|
// draw lower shadow
|
|
tr = rect;
|
|
tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);
|
|
}
|
|
else
|
|
{
|
|
// draw left hightlight
|
|
tr.LowerRightCorner.Y -= tabHeight + 2;
|
|
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
|
|
|
|
// draw right shadow
|
|
tr.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
|
|
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);
|
|
|
|
// draw lower shadow
|
|
tr = rect;
|
|
tr.LowerRightCorner.Y = tr.UpperLeftCorner.Y + 1;
|
|
Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
|
|
}
|
|
}
|
|
|
|
if (background)
|
|
{
|
|
if ( alignment == EGUIA_UPPERLEFT )
|
|
{
|
|
tr = rect;
|
|
tr.UpperLeftCorner.Y += tabHeight + 2;
|
|
tr.LowerRightCorner.X -= 1;
|
|
tr.UpperLeftCorner.X += 1;
|
|
tr.LowerRightCorner.Y -= 1;
|
|
}
|
|
else
|
|
{
|
|
tr = rect;
|
|
tr.UpperLeftCorner.X += 1;
|
|
tr.UpperLeftCorner.Y -= 1;
|
|
tr.LowerRightCorner.X -= 1;
|
|
tr.LowerRightCorner.Y -= tabHeight + 2;
|
|
//tr.UpperLeftCorner.X += 1;
|
|
}
|
|
|
|
if (!UseGradient)
|
|
Driver->draw2DRectangle(colors[EGDC_3D_FACE], tr, clip);
|
|
else
|
|
{
|
|
video::SColor c1 = colors[EGDC_3D_FACE];
|
|
video::SColor c2 = colors[EGDC_3D_SHADOW];
|
|
Driver->draw2DRectangle(tr, c1, c1, c2, c2, clip);
|
|
}
|
|
}
|
|
}
|
|
// END PATCH
|
|
|
|
|
|
//! draws an icon, usually from the skin's sprite bank
|
|
/** \param parent: Pointer to the element which wishes to draw this icon.
|
|
This parameter is usually not used by IGUISkin, but can be used for example
|
|
by more complex implementations to find out how to draw the part exactly.
|
|
\param icon: Specifies the icon to be drawn.
|
|
\param position: The position to draw the icon
|
|
\param starttime: The time at the start of the animation
|
|
\param currenttime: The present time, used to calculate the frame number
|
|
\param loop: Whether the animation should loop or not
|
|
\param clip: Clip area. */
|
|
// PATCH
|
|
void GUISkin::drawColoredIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
|
const core::position2di position,
|
|
u32 starttime, u32 currenttime,
|
|
bool loop, const core::rect<s32>* clip,
|
|
const video::SColor* colors)
|
|
{
|
|
if (!SpriteBank)
|
|
return;
|
|
|
|
if (!colors)
|
|
colors = Colors;
|
|
|
|
bool gray = element && !element->isEnabled();
|
|
SpriteBank->draw2DSprite(Icons[icon], position, clip,
|
|
colors[gray? EGDC_GRAY_WINDOW_SYMBOL : EGDC_WINDOW_SYMBOL], starttime, currenttime, loop, true);
|
|
}
|
|
// END PATCH
|
|
|
|
|
|
EGUI_SKIN_TYPE GUISkin::getType() const
|
|
{
|
|
return Type;
|
|
}
|
|
|
|
|
|
//! draws a 2d rectangle.
|
|
void GUISkin::draw2DRectangle(IGUIElement* element,
|
|
const video::SColor &color, const core::rect<s32>& pos,
|
|
const core::rect<s32>* clip)
|
|
{
|
|
Driver->draw2DRectangle(color, pos, clip);
|
|
}
|
|
|
|
|
|
//! Writes attributes of the object.
|
|
//! Implement this to expose the attributes of your scene node animator for
|
|
//! scripting languages, editors, debuggers or xml serialization purposes.
|
|
void GUISkin::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
|
{
|
|
u32 i;
|
|
for (i=0; i<EGDC_COUNT; ++i)
|
|
out->addColor(GUISkinColorNames[i], Colors[i]);
|
|
|
|
for (i=0; i<EGDS_COUNT; ++i)
|
|
out->addInt(GUISkinSizeNames[i], Sizes[i]);
|
|
|
|
for (i=0; i<EGDT_COUNT; ++i)
|
|
out->addString(GUISkinTextNames[i], Texts[i].c_str());
|
|
|
|
for (i=0; i<EGDI_COUNT; ++i)
|
|
out->addInt(GUISkinIconNames[i], Icons[i]);
|
|
}
|
|
|
|
|
|
//! Reads attributes of the object.
|
|
//! Implement this to set the attributes of your scene node animator for
|
|
//! scripting languages, editors, debuggers or xml deserialization purposes.
|
|
void GUISkin::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
|
{
|
|
// TODO: This is not nice code for downward compatibility, whenever new values are added and users
|
|
// load an old skin the corresponding values will be set to 0.
|
|
u32 i;
|
|
for (i=0; i<EGDC_COUNT; ++i)
|
|
Colors[i] = in->getAttributeAsColor(GUISkinColorNames[i]);
|
|
|
|
for (i=0; i<EGDS_COUNT; ++i)
|
|
Sizes[i] = in->getAttributeAsInt(GUISkinSizeNames[i]);
|
|
|
|
for (i=0; i<EGDT_COUNT; ++i)
|
|
Texts[i] = in->getAttributeAsStringW(GUISkinTextNames[i]);
|
|
|
|
for (i=0; i<EGDI_COUNT; ++i)
|
|
Icons[i] = in->getAttributeAsInt(GUISkinIconNames[i]);
|
|
}
|
|
|
|
|
|
//! gets the colors
|
|
// PATCH
|
|
void GUISkin::getColors(video::SColor* colors)
|
|
{
|
|
u32 i;
|
|
for (i=0; i<EGDC_COUNT; ++i)
|
|
colors[i] = Colors[i];
|
|
}
|
|
// END PATCH
|
|
|
|
} // end namespace gui
|
|
} // end namespace irr
|
|
|
|
|
|
#endif // _IRR_COMPILE_WITH_GUI_
|
|
|