mirror of
https://github.com/minetest/minetest.git
synced 2024-11-22 23:53:44 +01:00
Turn dos files into unix files
This commit is contained in:
parent
e79587c934
commit
3a35db6e67
@ -1,66 +1,66 @@
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#include <windows.h>
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#include <winuser.h>
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#include <commctrl.h>
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#include <richedit.h>
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#ifndef USE_CMAKE_CONFIG_H
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#define USE_CMAKE_CONFIG_H
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#endif
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#include "config.h"
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#undef USE_CMAKE_CONFIG_H
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#if RUN_IN_PLACE
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#define BUILDMODE "RUN_IN_PLACE=1"
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#else
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#define BUILDMODE "RUN_IN_PLACE=0"
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#endif
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#ifdef __MINGW32__
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CREATEPROCESS_MANIFEST_RESOURCE_ID RT_MANIFEST "minetest.exe.manifest"
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#endif
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LANGUAGE 0, SUBLANG_NEUTRAL
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130 ICON "minetest-icon.ico"
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/////////////////////////////////////////////////////////////////////////////
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//
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// Version
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//
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1 VERSIONINFO
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FILEVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
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PRODUCTVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
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FILEFLAGSMASK 0x3fL
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#ifndef NDEBUG
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FILEFLAGS 0x1L
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#else
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FILEFLAGS 0x0L
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#endif
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FILEOS VOS_NT_WINDOWS32
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FILETYPE VFT_APP
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FILESUBTYPE 0x0L
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BEGIN
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BLOCK "StringFileInfo"
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BEGIN
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BLOCK "040904b0"
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BEGIN
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VALUE "Comments", ""
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VALUE "CompanyName", PROJECT_NAME_C " community"
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VALUE "FileDescription", PROJECT_NAME_C " engine"
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VALUE "FileVersion", VERSION_STRING
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VALUE "InternalName", PROJECT_NAME
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VALUE "LegalCopyright", "(c) 2011-2015 celeron55"
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VALUE "LegalTrademarks", """Minetest"" is the property of the Minetest community, don't use it without permission!"
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VALUE "OriginalFilename", "minetest.exe"
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VALUE "PrivateBuild", VERSION_EXTRA
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VALUE "ProductName", PROJECT_NAME_C
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VALUE "ProductVersion", PRODUCT_VERSION_STRING
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VALUE "SpecialBuild", BUILDMODE
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END
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END
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BLOCK "VarFileInfo"
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BEGIN
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VALUE "Translation", 0x409, 1200
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END
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END
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#include <windows.h>
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#include <winuser.h>
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#include <commctrl.h>
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#include <richedit.h>
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#ifndef USE_CMAKE_CONFIG_H
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#define USE_CMAKE_CONFIG_H
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#endif
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#include "config.h"
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#undef USE_CMAKE_CONFIG_H
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#if RUN_IN_PLACE
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#define BUILDMODE "RUN_IN_PLACE=1"
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#else
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#define BUILDMODE "RUN_IN_PLACE=0"
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#endif
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#ifdef __MINGW32__
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CREATEPROCESS_MANIFEST_RESOURCE_ID RT_MANIFEST "minetest.exe.manifest"
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#endif
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LANGUAGE 0, SUBLANG_NEUTRAL
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130 ICON "minetest-icon.ico"
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/////////////////////////////////////////////////////////////////////////////
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//
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// Version
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//
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1 VERSIONINFO
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FILEVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
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PRODUCTVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
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FILEFLAGSMASK 0x3fL
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#ifndef NDEBUG
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FILEFLAGS 0x1L
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#else
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FILEFLAGS 0x0L
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#endif
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FILEOS VOS_NT_WINDOWS32
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FILETYPE VFT_APP
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FILESUBTYPE 0x0L
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BEGIN
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BLOCK "StringFileInfo"
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BEGIN
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BLOCK "040904b0"
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BEGIN
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VALUE "Comments", ""
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VALUE "CompanyName", PROJECT_NAME_C " community"
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VALUE "FileDescription", PROJECT_NAME_C " engine"
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VALUE "FileVersion", VERSION_STRING
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VALUE "InternalName", PROJECT_NAME
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VALUE "LegalCopyright", "(c) 2011-2015 celeron55"
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VALUE "LegalTrademarks", """Minetest"" is the property of the Minetest community, don't use it without permission!"
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VALUE "OriginalFilename", "minetest.exe"
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VALUE "PrivateBuild", VERSION_EXTRA
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VALUE "ProductName", PROJECT_NAME_C
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VALUE "ProductVersion", PRODUCT_VERSION_STRING
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VALUE "SpecialBuild", BUILDMODE
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END
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END
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BLOCK "VarFileInfo"
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BEGIN
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VALUE "Translation", 0x409, 1200
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END
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END
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|
File diff suppressed because it is too large
Load Diff
@ -1,280 +1,280 @@
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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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#pragma once
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#include <IGUIStaticText.h>
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#include "irrlicht_changes/static_text.h"
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#include "IGUIButton.h"
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#include "IGUISpriteBank.h"
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#include "ITexture.h"
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#include "SColor.h"
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#include "guiSkin.h"
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#include "StyleSpec.h"
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using namespace irr;
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class ISimpleTextureSource;
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class GUIButton : public gui::IGUIButton
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{
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public:
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//! constructor
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GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent,
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s32 id, core::rect<s32> rectangle, ISimpleTextureSource *tsrc,
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bool noclip=false);
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//! destructor
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virtual ~GUIButton();
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//! called if an event happened.
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virtual bool OnEvent(const SEvent& event) override;
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//! draws the element and its children
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virtual void draw() override;
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//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
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virtual void setOverrideFont(gui::IGUIFont* font=0) override;
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//! Gets the override font (if any)
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virtual gui::IGUIFont* getOverrideFont() const override;
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//! Get the font which is used right now for drawing
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virtual gui::IGUIFont* getActiveFont() const override;
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//! Sets another color for the button text.
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virtual void setOverrideColor(video::SColor color) override;
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//! Gets the override color
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virtual video::SColor getOverrideColor() const override;
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//! Gets the currently used text color
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virtual video::SColor getActiveColor() const override;
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//! Sets if the button text should use the override color or the color in the gui skin.
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virtual void enableOverrideColor(bool enable) override;
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//! Checks if an override color is enabled
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virtual bool isOverrideColorEnabled(void) const override;
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// PATCH
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//! Sets an image which should be displayed on the button when it is in the given state.
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virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state,
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video::ITexture* image=nullptr,
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const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) override;
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//! Sets an image which should be displayed on the button when it is in normal state.
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virtual void setImage(video::ITexture* image=nullptr) override;
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//! Sets an image which should be displayed on the button when it is in normal state.
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virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) override;
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//! Sets an image which should be displayed on the button when it is in pressed state.
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virtual void setPressedImage(video::ITexture* image=nullptr) override;
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//! Sets an image which should be displayed on the button when it is in pressed state.
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virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) override;
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//! Sets the text displayed by the button
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virtual void setText(const wchar_t* text) override;
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// END PATCH
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//! Sets the sprite bank used by the button
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virtual void setSpriteBank(gui::IGUISpriteBank* bank=0) override;
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//! Sets the animated sprite for a specific button state
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/** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
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\param state: State of the button to set the sprite for
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\param index: The sprite number from the current sprite bank
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\param color: The color of the sprite
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*/
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virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
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video::SColor color=video::SColor(255,255,255,255),
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bool loop=false, bool scale=false) override;
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//! Get the sprite-index for the given state or -1 when no sprite is set
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virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const override;
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//! Get the sprite color for the given state. Color is only used when a sprite is set.
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virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const override;
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//! Returns if the sprite in the given state does loop
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virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const override;
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//! Returns if the sprite in the given state is scaled
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virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const override;
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//! Sets if the button should behave like a push button. Which means it
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//! can be in two states: Normal or Pressed. With a click on the button,
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//! the user can change the state of the button.
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virtual void setIsPushButton(bool isPushButton=true) override;
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//! Checks whether the button is a push button
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virtual bool isPushButton() const override;
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//! Sets the pressed state of the button if this is a pushbutton
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virtual void setPressed(bool pressed=true) override;
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//! Returns if the button is currently pressed
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virtual bool isPressed() const override;
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// PATCH
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//! Returns if this element (or one of its direct children) is hovered
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bool isHovered() const;
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//! Returns if this element (or one of its direct children) is focused
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bool isFocused() const;
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// END PATCH
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//! Sets if the button should use the skin to draw its border
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virtual void setDrawBorder(bool border=true) override;
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//! Checks if the button face and border are being drawn
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virtual bool isDrawingBorder() const override;
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//! Sets if the alpha channel should be used for drawing images on the button (default is false)
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virtual void setUseAlphaChannel(bool useAlphaChannel=true) override;
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//! Checks if the alpha channel should be used for drawing images on the button
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virtual bool isAlphaChannelUsed() const override;
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//! Sets if the button should scale the button images to fit
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virtual void setScaleImage(bool scaleImage=true) override;
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//! Checks whether the button scales the used images
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virtual bool isScalingImage() const override;
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//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
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virtual bool getClickShiftState() const override
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{
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return ClickShiftState;
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}
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//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
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virtual bool getClickControlState() const override
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{
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return ClickControlState;
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}
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void setColor(video::SColor color);
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// PATCH
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//! Set element properties from a StyleSpec corresponding to the button state
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void setFromState();
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//! Set element properties from a StyleSpec
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virtual void setFromStyle(const StyleSpec& style);
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//! Set the styles used for each state
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void setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES>& styles);
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// END PATCH
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//! Do not drop returned handle
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static GUIButton* addButton(gui::IGUIEnvironment *environment,
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const core::rect<s32>& rectangle, ISimpleTextureSource *tsrc,
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IGUIElement* parent, s32 id, const wchar_t* text,
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const wchar_t *tooltiptext=L"");
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protected:
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void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);
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gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
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ISimpleTextureSource *getTextureSource() { return TSrc; }
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struct ButtonImage
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{
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ButtonImage() = default;
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ButtonImage(const ButtonImage& other)
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{
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*this = other;
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}
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~ButtonImage()
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{
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if ( Texture )
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Texture->drop();
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}
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ButtonImage& operator=(const ButtonImage& other)
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{
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if ( this == &other )
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return *this;
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if (other.Texture)
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other.Texture->grab();
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if ( Texture )
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Texture->drop();
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Texture = other.Texture;
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SourceRect = other.SourceRect;
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return *this;
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}
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bool operator==(const ButtonImage& other) const
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{
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return Texture == other.Texture && SourceRect == other.SourceRect;
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}
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video::ITexture* Texture = nullptr;
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core::rect<s32> SourceRect = core::rect<s32>(0,0,0,0);
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};
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gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed, const ButtonImage* images) const;
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private:
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struct ButtonSprite
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{
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bool operator==(const ButtonSprite &other) const
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{
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return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
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}
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s32 Index = -1;
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video::SColor Color;
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bool Loop = false;
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bool Scale = false;
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};
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ButtonSprite ButtonSprites[gui::EGBS_COUNT];
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gui::IGUISpriteBank* SpriteBank = nullptr;
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ButtonImage ButtonImages[gui::EGBIS_COUNT];
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std::array<StyleSpec, StyleSpec::NUM_STATES> Styles;
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gui::IGUIFont* OverrideFont = nullptr;
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bool OverrideColorEnabled = false;
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video::SColor OverrideColor = video::SColor(101,255,255,255);
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u32 ClickTime = 0;
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u32 HoverTime = 0;
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u32 FocusTime = 0;
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bool ClickShiftState = false;
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bool ClickControlState = false;
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bool IsPushButton = false;
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bool Pressed = false;
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bool UseAlphaChannel = false;
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bool DrawBorder = true;
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bool ScaleImage = false;
|
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|
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video::SColor Colors[4];
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// PATCH
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bool WasHovered = false;
|
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bool WasFocused = false;
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ISimpleTextureSource *TSrc;
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gui::IGUIStaticText *StaticText;
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core::rect<s32> BgMiddle;
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core::rect<s32> Padding;
|
||||
core::vector2d<s32> ContentOffset;
|
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video::SColor BgColor = video::SColor(0xFF,0xFF,0xFF,0xFF);
|
||||
// END PATCH
|
||||
};
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IGUIStaticText.h>
|
||||
#include "irrlicht_changes/static_text.h"
|
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#include "IGUIButton.h"
|
||||
#include "IGUISpriteBank.h"
|
||||
#include "ITexture.h"
|
||||
#include "SColor.h"
|
||||
#include "guiSkin.h"
|
||||
#include "StyleSpec.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
class ISimpleTextureSource;
|
||||
|
||||
class GUIButton : public gui::IGUIButton
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent,
|
||||
s32 id, core::rect<s32> rectangle, ISimpleTextureSource *tsrc,
|
||||
bool noclip=false);
|
||||
|
||||
//! destructor
|
||||
virtual ~GUIButton();
|
||||
|
||||
//! called if an event happened.
|
||||
virtual bool OnEvent(const SEvent& event) override;
|
||||
|
||||
//! draws the element and its children
|
||||
virtual void draw() override;
|
||||
|
||||
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
|
||||
virtual void setOverrideFont(gui::IGUIFont* font=0) override;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
virtual gui::IGUIFont* getOverrideFont() const override;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
virtual gui::IGUIFont* getActiveFont() const override;
|
||||
|
||||
//! Sets another color for the button text.
|
||||
virtual void setOverrideColor(video::SColor color) override;
|
||||
|
||||
//! Gets the override color
|
||||
virtual video::SColor getOverrideColor() const override;
|
||||
|
||||
//! Gets the currently used text color
|
||||
virtual video::SColor getActiveColor() const override;
|
||||
|
||||
//! Sets if the button text should use the override color or the color in the gui skin.
|
||||
virtual void enableOverrideColor(bool enable) override;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
virtual bool isOverrideColorEnabled(void) const override;
|
||||
|
||||
// PATCH
|
||||
//! Sets an image which should be displayed on the button when it is in the given state.
|
||||
virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state,
|
||||
video::ITexture* image=nullptr,
|
||||
const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) override;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
virtual void setImage(video::ITexture* image=nullptr) override;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) override;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
virtual void setPressedImage(video::ITexture* image=nullptr) override;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) override;
|
||||
|
||||
//! Sets the text displayed by the button
|
||||
virtual void setText(const wchar_t* text) override;
|
||||
// END PATCH
|
||||
|
||||
//! Sets the sprite bank used by the button
|
||||
virtual void setSpriteBank(gui::IGUISpriteBank* bank=0) override;
|
||||
|
||||
//! Sets the animated sprite for a specific button state
|
||||
/** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
|
||||
\param state: State of the button to set the sprite for
|
||||
\param index: The sprite number from the current sprite bank
|
||||
\param color: The color of the sprite
|
||||
*/
|
||||
virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
|
||||
video::SColor color=video::SColor(255,255,255,255),
|
||||
bool loop=false, bool scale=false) override;
|
||||
|
||||
//! Get the sprite-index for the given state or -1 when no sprite is set
|
||||
virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const override;
|
||||
|
||||
//! Get the sprite color for the given state. Color is only used when a sprite is set.
|
||||
virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const override;
|
||||
|
||||
//! Returns if the sprite in the given state does loop
|
||||
virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const override;
|
||||
|
||||
//! Returns if the sprite in the given state is scaled
|
||||
virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const override;
|
||||
|
||||
//! Sets if the button should behave like a push button. Which means it
|
||||
//! can be in two states: Normal or Pressed. With a click on the button,
|
||||
//! the user can change the state of the button.
|
||||
virtual void setIsPushButton(bool isPushButton=true) override;
|
||||
|
||||
//! Checks whether the button is a push button
|
||||
virtual bool isPushButton() const override;
|
||||
|
||||
//! Sets the pressed state of the button if this is a pushbutton
|
||||
virtual void setPressed(bool pressed=true) override;
|
||||
|
||||
//! Returns if the button is currently pressed
|
||||
virtual bool isPressed() const override;
|
||||
|
||||
// PATCH
|
||||
//! Returns if this element (or one of its direct children) is hovered
|
||||
bool isHovered() const;
|
||||
|
||||
//! Returns if this element (or one of its direct children) is focused
|
||||
bool isFocused() const;
|
||||
// END PATCH
|
||||
|
||||
//! Sets if the button should use the skin to draw its border
|
||||
virtual void setDrawBorder(bool border=true) override;
|
||||
|
||||
//! Checks if the button face and border are being drawn
|
||||
virtual bool isDrawingBorder() const override;
|
||||
|
||||
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
|
||||
virtual void setUseAlphaChannel(bool useAlphaChannel=true) override;
|
||||
|
||||
//! Checks if the alpha channel should be used for drawing images on the button
|
||||
virtual bool isAlphaChannelUsed() const override;
|
||||
|
||||
//! Sets if the button should scale the button images to fit
|
||||
virtual void setScaleImage(bool scaleImage=true) override;
|
||||
|
||||
//! Checks whether the button scales the used images
|
||||
virtual bool isScalingImage() const override;
|
||||
|
||||
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
|
||||
virtual bool getClickShiftState() const override
|
||||
{
|
||||
return ClickShiftState;
|
||||
}
|
||||
|
||||
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
|
||||
virtual bool getClickControlState() const override
|
||||
{
|
||||
return ClickControlState;
|
||||
}
|
||||
|
||||
void setColor(video::SColor color);
|
||||
// PATCH
|
||||
//! Set element properties from a StyleSpec corresponding to the button state
|
||||
void setFromState();
|
||||
|
||||
//! Set element properties from a StyleSpec
|
||||
virtual void setFromStyle(const StyleSpec& style);
|
||||
|
||||
//! Set the styles used for each state
|
||||
void setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES>& styles);
|
||||
// END PATCH
|
||||
|
||||
|
||||
//! Do not drop returned handle
|
||||
static GUIButton* addButton(gui::IGUIEnvironment *environment,
|
||||
const core::rect<s32>& rectangle, ISimpleTextureSource *tsrc,
|
||||
IGUIElement* parent, s32 id, const wchar_t* text,
|
||||
const wchar_t *tooltiptext=L"");
|
||||
|
||||
protected:
|
||||
void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);
|
||||
gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
|
||||
|
||||
ISimpleTextureSource *getTextureSource() { return TSrc; }
|
||||
|
||||
struct ButtonImage
|
||||
{
|
||||
ButtonImage() = default;
|
||||
|
||||
ButtonImage(const ButtonImage& other)
|
||||
{
|
||||
*this = other;
|
||||
}
|
||||
|
||||
~ButtonImage()
|
||||
{
|
||||
if ( Texture )
|
||||
Texture->drop();
|
||||
}
|
||||
|
||||
ButtonImage& operator=(const ButtonImage& other)
|
||||
{
|
||||
if ( this == &other )
|
||||
return *this;
|
||||
|
||||
if (other.Texture)
|
||||
other.Texture->grab();
|
||||
if ( Texture )
|
||||
Texture->drop();
|
||||
Texture = other.Texture;
|
||||
SourceRect = other.SourceRect;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool operator==(const ButtonImage& other) const
|
||||
{
|
||||
return Texture == other.Texture && SourceRect == other.SourceRect;
|
||||
}
|
||||
|
||||
|
||||
video::ITexture* Texture = nullptr;
|
||||
core::rect<s32> SourceRect = core::rect<s32>(0,0,0,0);
|
||||
};
|
||||
|
||||
gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed, const ButtonImage* images) const;
|
||||
|
||||
private:
|
||||
|
||||
struct ButtonSprite
|
||||
{
|
||||
bool operator==(const ButtonSprite &other) const
|
||||
{
|
||||
return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
|
||||
}
|
||||
|
||||
s32 Index = -1;
|
||||
video::SColor Color;
|
||||
bool Loop = false;
|
||||
bool Scale = false;
|
||||
};
|
||||
|
||||
ButtonSprite ButtonSprites[gui::EGBS_COUNT];
|
||||
gui::IGUISpriteBank* SpriteBank = nullptr;
|
||||
|
||||
ButtonImage ButtonImages[gui::EGBIS_COUNT];
|
||||
|
||||
std::array<StyleSpec, StyleSpec::NUM_STATES> Styles;
|
||||
|
||||
gui::IGUIFont* OverrideFont = nullptr;
|
||||
|
||||
bool OverrideColorEnabled = false;
|
||||
video::SColor OverrideColor = video::SColor(101,255,255,255);
|
||||
|
||||
u32 ClickTime = 0;
|
||||
u32 HoverTime = 0;
|
||||
u32 FocusTime = 0;
|
||||
|
||||
bool ClickShiftState = false;
|
||||
bool ClickControlState = false;
|
||||
|
||||
bool IsPushButton = false;
|
||||
bool Pressed = false;
|
||||
bool UseAlphaChannel = false;
|
||||
bool DrawBorder = true;
|
||||
bool ScaleImage = false;
|
||||
|
||||
video::SColor Colors[4];
|
||||
// PATCH
|
||||
bool WasHovered = false;
|
||||
bool WasFocused = false;
|
||||
ISimpleTextureSource *TSrc;
|
||||
|
||||
gui::IGUIStaticText *StaticText;
|
||||
|
||||
core::rect<s32> BgMiddle;
|
||||
core::rect<s32> Padding;
|
||||
core::vector2d<s32> ContentOffset;
|
||||
video::SColor BgColor = video::SColor(0xFF,0xFF,0xFF,0xFF);
|
||||
// END PATCH
|
||||
};
|
||||
|
2074
src/gui/guiSkin.cpp
2074
src/gui/guiSkin.cpp
File diff suppressed because it is too large
Load Diff
@ -1,360 +1,360 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __GUI_SKIN_H_INCLUDED__
|
||||
#define __GUI_SKIN_H_INCLUDED__
|
||||
|
||||
#include "IGUISkin.h"
|
||||
#include "irrString.h"
|
||||
#include <string>
|
||||
#include "ITexture.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
}
|
||||
namespace gui
|
||||
{
|
||||
class GUISkin : public IGUISkin
|
||||
{
|
||||
public:
|
||||
|
||||
GUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver);
|
||||
|
||||
//! destructor
|
||||
virtual ~GUISkin();
|
||||
|
||||
//! returns default color
|
||||
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
|
||||
|
||||
//! sets a default color
|
||||
virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor);
|
||||
|
||||
//! returns size for the given size type
|
||||
virtual s32 getSize(EGUI_DEFAULT_SIZE size) const;
|
||||
|
||||
//! sets a default size
|
||||
virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size);
|
||||
|
||||
//! returns the default font
|
||||
virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const;
|
||||
|
||||
//! sets a default font
|
||||
virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT);
|
||||
|
||||
//! sets the sprite bank used for drawing icons
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank);
|
||||
|
||||
//! gets the sprite bank used for drawing icons
|
||||
virtual IGUISpriteBank* getSpriteBank() const;
|
||||
|
||||
//! Returns a default icon
|
||||
/** Returns the sprite index within the sprite bank */
|
||||
virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const;
|
||||
|
||||
//! Sets a default icon
|
||||
/** Sets the sprite index used for drawing icons like arrows,
|
||||
close buttons and ticks in checkboxes
|
||||
\param icon: Enum specifying which icon to change
|
||||
\param index: The sprite index used to draw this icon */
|
||||
virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index);
|
||||
|
||||
//! Returns a default text.
|
||||
/** For example for Message box button captions:
|
||||
"OK", "Cancel", "Yes", "No" and so on. */
|
||||
virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const;
|
||||
|
||||
//! Sets a default text.
|
||||
/** For example for Message box button captions:
|
||||
"OK", "Cancel", "Yes", "No" and so on. */
|
||||
virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText);
|
||||
|
||||
//! draws a standard 3d button pane
|
||||
/** Used for drawing for example buttons in normal state.
|
||||
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 rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\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. */
|
||||
virtual void draw3DButtonPaneStandard(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DButtonPaneStandard(element, rect,clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DButtonPaneStandard(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a pressed 3d button pane
|
||||
/** Used for drawing for example buttons in pressed state.
|
||||
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 rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\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. */
|
||||
virtual void draw3DButtonPanePressed(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DButtonPanePressed(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DButtonPanePressed(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a sunken 3d pane
|
||||
/** Used for drawing the background of edit, combo or check boxes.
|
||||
\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 bgcolor: Background color.
|
||||
\param flat: Specifies if the sunken pane should be flat or displayed as sunken
|
||||
deep into the ground.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
virtual void draw3DSunkenPane(IGUIElement* element,
|
||||
video::SColor bgcolor, bool flat,
|
||||
bool fillBackGround,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DSunkenPane(element, bgcolor, flat, fillBackGround, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DSunkenPane(IGUIElement* element,
|
||||
video::SColor bgcolor, bool flat,
|
||||
bool fillBackGround,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a window background
|
||||
/** Used for drawing the background of dialogs and windows.
|
||||
\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 titleBarColor: Title color.
|
||||
\param drawTitleBar: True to enable title drawing.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\param checkClientArea: When set to non-null the function will not draw anything,
|
||||
but will instead return the clientArea which can be used for drawing by the calling window.
|
||||
That is the area without borders and without titlebar.
|
||||
\return Returns rect where it would be good to draw title bar text. This will
|
||||
work even when checkClientArea is set to a non-null value.*/
|
||||
virtual core::rect<s32> draw3DWindowBackground(IGUIElement* element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip,
|
||||
core::rect<s32>* checkClientArea)
|
||||
{
|
||||
return drawColored3DWindowBackground(element, drawTitleBar, titleBarColor,
|
||||
rect, clip, checkClientArea);
|
||||
}
|
||||
|
||||
virtual core::rect<s32> drawColored3DWindowBackground(IGUIElement* element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip,
|
||||
core::rect<s32>* checkClientArea,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DMenuPane(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DMenuPane(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DMenuPane(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DToolBar(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DToolBar(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DToolBar(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
|
||||
{
|
||||
drawColored3DTabButton(element, active, rect, clip, alignment);
|
||||
}
|
||||
|
||||
virtual void drawColored3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
|
||||
{
|
||||
drawColored3DTabBody(element, border, background, rect, clip, tabHeight, alignment);
|
||||
}
|
||||
|
||||
virtual void drawColored3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws an icon, usually from the skin's sprite bank
|
||||
/** \param element: 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. */
|
||||
virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=false, const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColoredIcon(element, icon, position, starttime, currenttime, loop, clip);
|
||||
}
|
||||
|
||||
virtual void drawColoredIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=false, const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a 2d rectangle.
|
||||
/** \param element: 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 color: Color of the rectangle to draw. The alpha component specifies how
|
||||
transparent the rectangle will be.
|
||||
\param pos: Position of the rectangle.
|
||||
\param clip: Pointer to rectangle against which the rectangle will be clipped.
|
||||
If the pointer is null, no clipping will be performed. */
|
||||
virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color,
|
||||
const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
|
||||
|
||||
|
||||
//! get the type of this skin
|
||||
virtual EGUI_SKIN_TYPE getType() const;
|
||||
|
||||
//! gets the colors
|
||||
virtual void getColors(video::SColor* colors); // ::PATCH:
|
||||
|
||||
private:
|
||||
|
||||
video::SColor Colors[EGDC_COUNT];
|
||||
s32 Sizes[EGDS_COUNT];
|
||||
u32 Icons[EGDI_COUNT];
|
||||
IGUIFont* Fonts[EGDF_COUNT];
|
||||
IGUISpriteBank* SpriteBank;
|
||||
core::stringw Texts[EGDT_COUNT];
|
||||
video::IVideoDriver* Driver;
|
||||
bool UseGradient;
|
||||
|
||||
EGUI_SKIN_TYPE Type;
|
||||
};
|
||||
|
||||
#define set3DSkinColors(skin, button_color) \
|
||||
{ \
|
||||
skin->setColor(EGDC_3D_FACE, button_color); \
|
||||
skin->setColor(EGDC_3D_DARK_SHADOW, button_color, 0.25f); \
|
||||
skin->setColor(EGDC_3D_SHADOW, button_color, 0.5f); \
|
||||
skin->setColor(EGDC_3D_LIGHT, button_color); \
|
||||
skin->setColor(EGDC_3D_HIGH_LIGHT, button_color, 1.5f); \
|
||||
}
|
||||
|
||||
#define getElementSkinColor(color) \
|
||||
{ \
|
||||
if (!Colors) \
|
||||
{ \
|
||||
IGUISkin* skin = Environment->getSkin(); \
|
||||
if (skin) \
|
||||
return skin->getColor(color); \
|
||||
} \
|
||||
return Colors[color]; \
|
||||
}
|
||||
|
||||
#define setElementSkinColor(which, newColor, shading) \
|
||||
{ \
|
||||
if (!Colors) \
|
||||
{ \
|
||||
Colors = new video::SColor[EGDC_COUNT]; \
|
||||
GUISkin* skin = (GUISkin *)Environment->getSkin(); \
|
||||
if (skin) \
|
||||
skin->getColors(Colors); \
|
||||
} \
|
||||
Colors[which] = newColor; \
|
||||
setShading(Colors[which],shading); \
|
||||
}
|
||||
} // end namespace gui
|
||||
//! Sets the shading
|
||||
inline void setShading(video::SColor &color,f32 s) // :PATCH:
|
||||
{
|
||||
if (s < 1.0f)
|
||||
{
|
||||
color.setRed(color.getRed() * s);
|
||||
color.setGreen(color.getGreen() * s);
|
||||
color.setBlue(color.getBlue() * s);
|
||||
}
|
||||
else if (s > 1.0f)
|
||||
{
|
||||
s -= 1.0f;
|
||||
|
||||
color.setRed(color.getRed() + (255 - color.getRed()) * s);
|
||||
color.setGreen(color.getGreen() + (255 - color.getGreen()) * s);
|
||||
color.setBlue(color.getBlue() + (255 - color.getBlue()) * s);
|
||||
}
|
||||
}
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __GUI_SKIN_H_INCLUDED__
|
||||
#define __GUI_SKIN_H_INCLUDED__
|
||||
|
||||
#include "IGUISkin.h"
|
||||
#include "irrString.h"
|
||||
#include <string>
|
||||
#include "ITexture.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
}
|
||||
namespace gui
|
||||
{
|
||||
class GUISkin : public IGUISkin
|
||||
{
|
||||
public:
|
||||
|
||||
GUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver);
|
||||
|
||||
//! destructor
|
||||
virtual ~GUISkin();
|
||||
|
||||
//! returns default color
|
||||
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
|
||||
|
||||
//! sets a default color
|
||||
virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor);
|
||||
|
||||
//! returns size for the given size type
|
||||
virtual s32 getSize(EGUI_DEFAULT_SIZE size) const;
|
||||
|
||||
//! sets a default size
|
||||
virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size);
|
||||
|
||||
//! returns the default font
|
||||
virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const;
|
||||
|
||||
//! sets a default font
|
||||
virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT);
|
||||
|
||||
//! sets the sprite bank used for drawing icons
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank);
|
||||
|
||||
//! gets the sprite bank used for drawing icons
|
||||
virtual IGUISpriteBank* getSpriteBank() const;
|
||||
|
||||
//! Returns a default icon
|
||||
/** Returns the sprite index within the sprite bank */
|
||||
virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const;
|
||||
|
||||
//! Sets a default icon
|
||||
/** Sets the sprite index used for drawing icons like arrows,
|
||||
close buttons and ticks in checkboxes
|
||||
\param icon: Enum specifying which icon to change
|
||||
\param index: The sprite index used to draw this icon */
|
||||
virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index);
|
||||
|
||||
//! Returns a default text.
|
||||
/** For example for Message box button captions:
|
||||
"OK", "Cancel", "Yes", "No" and so on. */
|
||||
virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const;
|
||||
|
||||
//! Sets a default text.
|
||||
/** For example for Message box button captions:
|
||||
"OK", "Cancel", "Yes", "No" and so on. */
|
||||
virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText);
|
||||
|
||||
//! draws a standard 3d button pane
|
||||
/** Used for drawing for example buttons in normal state.
|
||||
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 rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\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. */
|
||||
virtual void draw3DButtonPaneStandard(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DButtonPaneStandard(element, rect,clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DButtonPaneStandard(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a pressed 3d button pane
|
||||
/** Used for drawing for example buttons in pressed state.
|
||||
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 rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\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. */
|
||||
virtual void draw3DButtonPanePressed(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DButtonPanePressed(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DButtonPanePressed(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a sunken 3d pane
|
||||
/** Used for drawing the background of edit, combo or check boxes.
|
||||
\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 bgcolor: Background color.
|
||||
\param flat: Specifies if the sunken pane should be flat or displayed as sunken
|
||||
deep into the ground.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
virtual void draw3DSunkenPane(IGUIElement* element,
|
||||
video::SColor bgcolor, bool flat,
|
||||
bool fillBackGround,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DSunkenPane(element, bgcolor, flat, fillBackGround, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DSunkenPane(IGUIElement* element,
|
||||
video::SColor bgcolor, bool flat,
|
||||
bool fillBackGround,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a window background
|
||||
/** Used for drawing the background of dialogs and windows.
|
||||
\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 titleBarColor: Title color.
|
||||
\param drawTitleBar: True to enable title drawing.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\param checkClientArea: When set to non-null the function will not draw anything,
|
||||
but will instead return the clientArea which can be used for drawing by the calling window.
|
||||
That is the area without borders and without titlebar.
|
||||
\return Returns rect where it would be good to draw title bar text. This will
|
||||
work even when checkClientArea is set to a non-null value.*/
|
||||
virtual core::rect<s32> draw3DWindowBackground(IGUIElement* element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip,
|
||||
core::rect<s32>* checkClientArea)
|
||||
{
|
||||
return drawColored3DWindowBackground(element, drawTitleBar, titleBarColor,
|
||||
rect, clip, checkClientArea);
|
||||
}
|
||||
|
||||
virtual core::rect<s32> drawColored3DWindowBackground(IGUIElement* element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip,
|
||||
core::rect<s32>* checkClientArea,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DMenuPane(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DMenuPane(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DMenuPane(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DToolBar(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DToolBar(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DToolBar(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
|
||||
{
|
||||
drawColored3DTabButton(element, active, rect, clip, alignment);
|
||||
}
|
||||
|
||||
virtual void drawColored3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! 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. */
|
||||
virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
|
||||
{
|
||||
drawColored3DTabBody(element, border, background, rect, clip, tabHeight, alignment);
|
||||
}
|
||||
|
||||
virtual void drawColored3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws an icon, usually from the skin's sprite bank
|
||||
/** \param element: 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. */
|
||||
virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=false, const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColoredIcon(element, icon, position, starttime, currenttime, loop, clip);
|
||||
}
|
||||
|
||||
virtual void drawColoredIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=false, const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a 2d rectangle.
|
||||
/** \param element: 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 color: Color of the rectangle to draw. The alpha component specifies how
|
||||
transparent the rectangle will be.
|
||||
\param pos: Position of the rectangle.
|
||||
\param clip: Pointer to rectangle against which the rectangle will be clipped.
|
||||
If the pointer is null, no clipping will be performed. */
|
||||
virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color,
|
||||
const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
|
||||
|
||||
|
||||
//! get the type of this skin
|
||||
virtual EGUI_SKIN_TYPE getType() const;
|
||||
|
||||
//! gets the colors
|
||||
virtual void getColors(video::SColor* colors); // ::PATCH:
|
||||
|
||||
private:
|
||||
|
||||
video::SColor Colors[EGDC_COUNT];
|
||||
s32 Sizes[EGDS_COUNT];
|
||||
u32 Icons[EGDI_COUNT];
|
||||
IGUIFont* Fonts[EGDF_COUNT];
|
||||
IGUISpriteBank* SpriteBank;
|
||||
core::stringw Texts[EGDT_COUNT];
|
||||
video::IVideoDriver* Driver;
|
||||
bool UseGradient;
|
||||
|
||||
EGUI_SKIN_TYPE Type;
|
||||
};
|
||||
|
||||
#define set3DSkinColors(skin, button_color) \
|
||||
{ \
|
||||
skin->setColor(EGDC_3D_FACE, button_color); \
|
||||
skin->setColor(EGDC_3D_DARK_SHADOW, button_color, 0.25f); \
|
||||
skin->setColor(EGDC_3D_SHADOW, button_color, 0.5f); \
|
||||
skin->setColor(EGDC_3D_LIGHT, button_color); \
|
||||
skin->setColor(EGDC_3D_HIGH_LIGHT, button_color, 1.5f); \
|
||||
}
|
||||
|
||||
#define getElementSkinColor(color) \
|
||||
{ \
|
||||
if (!Colors) \
|
||||
{ \
|
||||
IGUISkin* skin = Environment->getSkin(); \
|
||||
if (skin) \
|
||||
return skin->getColor(color); \
|
||||
} \
|
||||
return Colors[color]; \
|
||||
}
|
||||
|
||||
#define setElementSkinColor(which, newColor, shading) \
|
||||
{ \
|
||||
if (!Colors) \
|
||||
{ \
|
||||
Colors = new video::SColor[EGDC_COUNT]; \
|
||||
GUISkin* skin = (GUISkin *)Environment->getSkin(); \
|
||||
if (skin) \
|
||||
skin->getColors(Colors); \
|
||||
} \
|
||||
Colors[which] = newColor; \
|
||||
setShading(Colors[which],shading); \
|
||||
}
|
||||
} // end namespace gui
|
||||
//! Sets the shading
|
||||
inline void setShading(video::SColor &color,f32 s) // :PATCH:
|
||||
{
|
||||
if (s < 1.0f)
|
||||
{
|
||||
color.setRed(color.getRed() * s);
|
||||
color.setGreen(color.getGreen() * s);
|
||||
color.setBlue(color.getBlue() * s);
|
||||
}
|
||||
else if (s > 1.0f)
|
||||
{
|
||||
s -= 1.0f;
|
||||
|
||||
color.setRed(color.getRed() + (255 - color.getRed()) * s);
|
||||
color.setGreen(color.getGreen() + (255 - color.getGreen()) * s);
|
||||
color.setBlue(color.getBlue() + (255 - color.getBlue()) * s);
|
||||
}
|
||||
}
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user