Delete Irrlicht CGUISkin

This commit is contained in:
Gregor Parzefall 2024-09-06 21:11:13 +02:00 committed by sfan5
parent 3feec87d52
commit c8ebc2e5d0
2 changed files with 0 additions and 1124 deletions

@ -1,891 +0,0 @@
// 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
#include "CGUISkin.h"
#include "IGUIFont.h"
#include "IGUISpriteBank.h"
#include "IGUIElement.h"
#include "IVideoDriver.h"
#include "IAttributes.h"
namespace irr
{
namespace gui
{
CGUISkin::CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver *driver) :
SpriteBank(0), Driver(driver), Type(type)
{
#ifdef _DEBUG
setDebugName("CGUISkin");
#endif
if ((Type == EGST_WINDOWS_CLASSIC) || (Type == EGST_WINDOWS_METALLIC)) {
Colors[EGDC_3D_DARK_SHADOW] = video::SColor(101, 50, 50, 50);
Colors[EGDC_3D_SHADOW] = video::SColor(101, 130, 130, 130);
Colors[EGDC_3D_FACE] = video::SColor(101, 210, 210, 210);
Colors[EGDC_3D_HIGH_LIGHT] = video::SColor(101, 255, 255, 255);
Colors[EGDC_3D_LIGHT] = video::SColor(101, 210, 210, 210);
Colors[EGDC_ACTIVE_BORDER] = video::SColor(101, 16, 14, 115);
Colors[EGDC_ACTIVE_CAPTION] = video::SColor(255, 255, 255, 255);
Colors[EGDC_APP_WORKSPACE] = video::SColor(101, 100, 100, 100);
Colors[EGDC_BUTTON_TEXT] = video::SColor(240, 10, 10, 10);
Colors[EGDC_GRAY_TEXT] = video::SColor(240, 130, 130, 130);
Colors[EGDC_HIGH_LIGHT] = video::SColor(101, 8, 36, 107);
Colors[EGDC_HIGH_LIGHT_TEXT] = video::SColor(240, 255, 255, 255);
Colors[EGDC_INACTIVE_BORDER] = video::SColor(101, 165, 165, 165);
Colors[EGDC_INACTIVE_CAPTION] = video::SColor(255, 30, 30, 30);
Colors[EGDC_TOOLTIP] = video::SColor(200, 0, 0, 0);
Colors[EGDC_TOOLTIP_BACKGROUND] = video::SColor(200, 255, 255, 225);
Colors[EGDC_SCROLLBAR] = video::SColor(101, 230, 230, 230);
Colors[EGDC_WINDOW] = video::SColor(101, 255, 255, 255);
Colors[EGDC_WINDOW_SYMBOL] = video::SColor(200, 10, 10, 10);
Colors[EGDC_ICON] = video::SColor(200, 255, 255, 255);
Colors[EGDC_ICON_HIGH_LIGHT] = video::SColor(200, 8, 36, 107);
Colors[EGDC_GRAY_WINDOW_SYMBOL] = video::SColor(240, 100, 100, 100);
Colors[EGDC_EDITABLE] = video::SColor(255, 255, 255, 255);
Colors[EGDC_GRAY_EDITABLE] = video::SColor(255, 120, 120, 120);
Colors[EGDC_FOCUSED_EDITABLE] = video::SColor(255, 240, 240, 255);
Sizes[EGDS_SCROLLBAR_SIZE] = 14;
Sizes[EGDS_MENU_HEIGHT] = 30;
Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
Sizes[EGDS_BUTTON_WIDTH] = 80;
Sizes[EGDS_BUTTON_HEIGHT] = 30;
Sizes[EGDS_TEXT_DISTANCE_X] = 2;
Sizes[EGDS_TEXT_DISTANCE_Y] = 0;
Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 2;
Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 0;
} else {
// 0x80a6a8af
Colors[EGDC_3D_DARK_SHADOW] = 0x60767982;
// Colors[EGDC_3D_FACE] = 0xc0c9ccd4; // tab background
Colors[EGDC_3D_FACE] = 0xc0cbd2d9; // tab background
Colors[EGDC_3D_SHADOW] = 0x50e4e8f1; // tab background, and left-top highlight
Colors[EGDC_3D_HIGH_LIGHT] = 0x40c7ccdc;
Colors[EGDC_3D_LIGHT] = 0x802e313a;
Colors[EGDC_ACTIVE_BORDER] = 0x80404040; // window title
Colors[EGDC_ACTIVE_CAPTION] = 0xffd0d0d0;
Colors[EGDC_APP_WORKSPACE] = 0xc0646464; // unused
Colors[EGDC_BUTTON_TEXT] = 0xd0161616;
Colors[EGDC_GRAY_TEXT] = 0x3c141414;
Colors[EGDC_HIGH_LIGHT] = 0x6c606060;
Colors[EGDC_HIGH_LIGHT_TEXT] = 0xd0e0e0e0;
Colors[EGDC_INACTIVE_BORDER] = 0xf0a5a5a5;
Colors[EGDC_INACTIVE_CAPTION] = 0xffd2d2d2;
Colors[EGDC_TOOLTIP] = 0xf00f2033;
Colors[EGDC_TOOLTIP_BACKGROUND] = 0xc0cbd2d9;
Colors[EGDC_SCROLLBAR] = 0xf0e0e0e0;
Colors[EGDC_WINDOW] = 0xf0f0f0f0;
Colors[EGDC_WINDOW_SYMBOL] = 0xd0161616;
Colors[EGDC_ICON] = 0xd0161616;
Colors[EGDC_ICON_HIGH_LIGHT] = 0xd0606060;
Colors[EGDC_GRAY_WINDOW_SYMBOL] = 0x3c101010;
Colors[EGDC_EDITABLE] = 0xf0ffffff;
Colors[EGDC_GRAY_EDITABLE] = 0xf0cccccc;
Colors[EGDC_FOCUSED_EDITABLE] = 0xf0fffff0;
Sizes[EGDS_SCROLLBAR_SIZE] = 14;
Sizes[EGDS_MENU_HEIGHT] = 48;
Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
Sizes[EGDS_BUTTON_WIDTH] = 80;
Sizes[EGDS_BUTTON_HEIGHT] = 30;
Sizes[EGDS_TEXT_DISTANCE_X] = 3;
Sizes[EGDS_TEXT_DISTANCE_Y] = 2;
Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 3;
Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 2;
}
Sizes[EGDS_MESSAGE_BOX_GAP_SPACE] = 15;
Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_WIDTH] = 0;
Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH] = 500;
Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_HEIGHT] = 0;
Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_HEIGHT] = 99999;
Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X] = 1;
Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y] = 1;
Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_X] = 0;
Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y] = 2;
Sizes[EGDS_BUTTON_PRESSED_SPRITE_OFFSET_X] = 0;
Sizes[EGDS_BUTTON_PRESSED_SPRITE_OFFSET_Y] = 0;
Texts[EGDT_MSG_BOX_OK] = L"OK";
Texts[EGDT_MSG_BOX_CANCEL] = L"Cancel";
Texts[EGDT_MSG_BOX_YES] = L"Yes";
Texts[EGDT_MSG_BOX_NO] = L"No";
Texts[EGDT_WINDOW_CLOSE] = L"Close";
Texts[EGDT_WINDOW_RESTORE] = L"Restore";
Texts[EGDT_WINDOW_MINIMIZE] = L"Minimize";
Texts[EGDT_WINDOW_MAXIMIZE] = L"Maximize";
Icons[EGDI_WINDOW_MAXIMIZE] = 225;
Icons[EGDI_WINDOW_RESTORE] = 226;
Icons[EGDI_WINDOW_CLOSE] = 227;
Icons[EGDI_WINDOW_MINIMIZE] = 228;
Icons[EGDI_CURSOR_UP] = 229;
Icons[EGDI_CURSOR_DOWN] = 230;
Icons[EGDI_CURSOR_LEFT] = 231;
Icons[EGDI_CURSOR_RIGHT] = 232;
Icons[EGDI_MENU_MORE] = 232;
Icons[EGDI_CHECK_BOX_CHECKED] = 233;
Icons[EGDI_DROP_DOWN] = 234;
Icons[EGDI_SMALL_CURSOR_UP] = 235;
Icons[EGDI_SMALL_CURSOR_DOWN] = 236;
Icons[EGDI_RADIO_BUTTON_CHECKED] = 237;
Icons[EGDI_MORE_LEFT] = 238;
Icons[EGDI_MORE_RIGHT] = 239;
Icons[EGDI_MORE_UP] = 240;
Icons[EGDI_MORE_DOWN] = 241;
Icons[EGDI_WINDOW_RESIZE] = 242;
Icons[EGDI_EXPAND] = 243;
Icons[EGDI_COLLAPSE] = 244;
Icons[EGDI_FILE] = 245;
Icons[EGDI_DIRECTORY] = 246;
for (u32 i = 0; i < EGDF_COUNT; ++i)
Fonts[i] = 0;
UseGradient = (Type == EGST_WINDOWS_METALLIC) || (Type == EGST_BURNING_SKIN);
}
//! destructor
CGUISkin::~CGUISkin()
{
for (u32 i = 0; i < EGDF_COUNT; ++i) {
if (Fonts[i])
Fonts[i]->drop();
}
if (SpriteBank)
SpriteBank->drop();
}
//! returns default color
video::SColor CGUISkin::getColor(EGUI_DEFAULT_COLOR color) const
{
if ((u32)color < EGDC_COUNT)
return Colors[color];
else
return video::SColor();
}
//! sets a default color
void CGUISkin::setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor)
{
if ((u32)which < EGDC_COUNT)
Colors[which] = newColor;
}
//! returns size for the given size type
s32 CGUISkin::getSize(EGUI_DEFAULT_SIZE size) const
{
if ((u32)size < EGDS_COUNT)
return Sizes[size];
else
return 0;
}
//! sets a default size
void CGUISkin::setSize(EGUI_DEFAULT_SIZE which, s32 size)
{
if ((u32)which < EGDS_COUNT)
Sizes[which] = size;
}
//! returns the default font
IGUIFont *CGUISkin::getFont(EGUI_DEFAULT_FONT which) const
{
if (((u32)which < EGDF_COUNT) && Fonts[which])
return Fonts[which];
else
return Fonts[EGDF_DEFAULT];
}
//! sets a default font
void CGUISkin::setFont(IGUIFont *font, EGUI_DEFAULT_FONT which)
{
if ((u32)which >= EGDF_COUNT)
return;
if (font) {
font->grab();
if (Fonts[which])
Fonts[which]->drop();
Fonts[which] = font;
}
}
//! gets the sprite bank stored
IGUISpriteBank *CGUISkin::getSpriteBank() const
{
return SpriteBank;
}
//! set a new sprite bank or remove one by passing 0
void CGUISkin::setSpriteBank(IGUISpriteBank *bank)
{
if (bank)
bank->grab();
if (SpriteBank)
SpriteBank->drop();
SpriteBank = bank;
}
//! Returns a default icon
u32 CGUISkin::getIcon(EGUI_DEFAULT_ICON icon) const
{
if ((u32)icon < EGDI_COUNT)
return Icons[icon];
else
return 0;
}
//! Sets a default icon
void CGUISkin::setIcon(EGUI_DEFAULT_ICON icon, u32 index)
{
if ((u32)icon < EGDI_COUNT)
Icons[icon] = index;
}
//! Returns a default text. For example for Message box button captions:
//! "OK", "Cancel", "Yes", "No" and so on.
const wchar_t *CGUISkin::getDefaultText(EGUI_DEFAULT_TEXT text) const
{
if ((u32)text < EGDT_COUNT)
return Texts[text].c_str();
else
return Texts[0].c_str();
}
//! Sets a default text. For example for Message box button captions:
//! "OK", "Cancel", "Yes", "No" and so on.
void CGUISkin::setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t *newText)
{
if ((u32)which < EGDT_COUNT)
Texts[which] = 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. */
void CGUISkin::draw3DButtonPaneStandard(IGUIElement *element,
const core::rect<s32> &r,
const core::rect<s32> *clip)
{
if (!Driver)
return;
core::rect<s32> rect = r;
if (Type == EGST_BURNING_SKIN) {
rect.UpperLeftCorner.X -= 1;
rect.UpperLeftCorner.Y -= 1;
rect.LowerRightCorner.X += 1;
rect.LowerRightCorner.Y += 1;
draw3DSunkenPane(element,
getColor(EGDC_WINDOW).getInterpolated(0xFFFFFFFF, 0.9f), false, true, rect, clip);
return;
}
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
rect.LowerRightCorner.X -= 1;
rect.LowerRightCorner.Y -= 1;
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip);
rect.UpperLeftCorner.X += 1;
rect.UpperLeftCorner.Y += 1;
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip);
rect.LowerRightCorner.X -= 1;
rect.LowerRightCorner.Y -= 1;
if (!UseGradient) {
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
} else {
const video::SColor c1 = getColor(EGDC_3D_FACE);
const video::SColor c2 = c1.getInterpolated(getColor(EGDC_3D_DARK_SHADOW), 0.4f);
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
}
}
//! 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. */
void CGUISkin::draw3DButtonPanePressed(IGUIElement *element,
const core::rect<s32> &r,
const core::rect<s32> *clip)
{
if (!Driver)
return;
core::rect<s32> rect = r;
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip);
rect.LowerRightCorner.X -= 1;
rect.LowerRightCorner.Y -= 1;
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
rect.UpperLeftCorner.X += 1;
rect.UpperLeftCorner.Y += 1;
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip);
rect.UpperLeftCorner.X += 1;
rect.UpperLeftCorner.Y += 1;
if (!UseGradient) {
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
} else {
const video::SColor c1 = getColor(EGDC_3D_FACE);
const video::SColor c2 = c1.getInterpolated(getColor(EGDC_3D_DARK_SHADOW), 0.4f);
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
}
}
//! 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. */
void CGUISkin::draw3DSunkenPane(IGUIElement *element, video::SColor bgcolor,
bool flat, bool fillBackGround,
const core::rect<s32> &r,
const core::rect<s32> *clip)
{
if (!Driver)
return;
core::rect<s32> rect = r;
if (fillBackGround)
Driver->draw2DRectangle(bgcolor, rect, clip);
if (flat) {
// draw flat sunken pane
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // top
++rect.UpperLeftCorner.Y;
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // left
rect = r;
++rect.UpperLeftCorner.Y;
rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // right
rect = r;
++rect.UpperLeftCorner.X;
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
--rect.LowerRightCorner.X;
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // bottom
} else {
// draw deep sunken pane
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // top
++rect.UpperLeftCorner.X;
++rect.UpperLeftCorner.Y;
--rect.LowerRightCorner.X;
++rect.LowerRightCorner.Y;
Driver->draw2DRectangle(getColor(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(getColor(EGDC_3D_SHADOW), rect, clip); // left
++rect.UpperLeftCorner.X;
++rect.UpperLeftCorner.Y;
++rect.LowerRightCorner.X;
--rect.LowerRightCorner.Y;
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
rect = r;
rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
++rect.UpperLeftCorner.Y;
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // right
--rect.UpperLeftCorner.X;
++rect.UpperLeftCorner.Y;
--rect.LowerRightCorner.X;
--rect.LowerRightCorner.Y;
Driver->draw2DRectangle(getColor(EGDC_3D_LIGHT), rect, clip);
rect = r;
++rect.UpperLeftCorner.X;
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
--rect.LowerRightCorner.X;
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // bottom
++rect.UpperLeftCorner.X;
--rect.UpperLeftCorner.Y;
--rect.LowerRightCorner.X;
--rect.LowerRightCorner.Y;
Driver->draw2DRectangle(getColor(EGDC_3D_LIGHT), rect, clip);
}
}
//! draws a window background
// return where to draw title bar text.
core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement *element,
bool drawTitleBar, video::SColor titleBarColor,
const core::rect<s32> &r,
const core::rect<s32> *clip,
core::rect<s32> *checkClientArea)
{
if (!Driver) {
if (checkClientArea) {
*checkClientArea = r;
}
return r;
}
core::rect<s32> rect = r;
// top border
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
if (!checkClientArea) {
Driver->draw2DRectangle(getColor(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(getColor(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(getColor(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(getColor(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(getColor(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(getColor(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(getColor(EGDC_3D_FACE), rect, clip);
} else if (Type == EGST_BURNING_SKIN) {
const video::SColor c1 = getColor(EGDC_WINDOW).getInterpolated(0xFFFFFFFF, 0.9f);
const video::SColor c2 = getColor(EGDC_WINDOW).getInterpolated(0xFFFFFFFF, 0.8f);
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
} else {
const video::SColor c2 = getColor(EGDC_3D_SHADOW);
const video::SColor c1 = getColor(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;
}
//! 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. */
void CGUISkin::draw3DMenuPane(IGUIElement *element,
const core::rect<s32> &r, const core::rect<s32> *clip)
{
if (!Driver)
return;
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(getColor(EGDC_3D_HIGH_LIGHT), rect, clip);
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
Driver->draw2DRectangle(getColor(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(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
rect.UpperLeftCorner.X -= 1;
rect.LowerRightCorner.X -= 1;
rect.UpperLeftCorner.Y += 1;
rect.LowerRightCorner.Y -= 1;
Driver->draw2DRectangle(getColor(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(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
rect.UpperLeftCorner.X += 1;
rect.LowerRightCorner.X -= 1;
rect.UpperLeftCorner.Y -= 1;
rect.LowerRightCorner.Y -= 1;
Driver->draw2DRectangle(getColor(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(getColor(EGDC_3D_FACE), rect, clip);
else {
const video::SColor c1 = getColor(EGDC_3D_FACE);
const video::SColor c2 = getColor(EGDC_3D_SHADOW);
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
}
}
//! 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. */
void CGUISkin::draw3DToolBar(IGUIElement *element,
const core::rect<s32> &r,
const core::rect<s32> *clip)
{
if (!Driver)
return;
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(getColor(EGDC_3D_SHADOW), rect, clip);
rect = r;
rect.LowerRightCorner.Y -= 1;
if (!UseGradient) {
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
} else if (Type == EGST_BURNING_SKIN) {
const video::SColor c1 = 0xF0000000 | getColor(EGDC_3D_FACE).color;
const video::SColor c2 = 0xF0000000 | getColor(EGDC_3D_SHADOW).color;
rect.LowerRightCorner.Y += 1;
Driver->draw2DRectangle(rect, c1, c2, c1, c2, clip);
} else {
const video::SColor c1 = getColor(EGDC_3D_FACE);
const video::SColor c2 = getColor(EGDC_3D_SHADOW);
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
}
}
//! 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. */
void CGUISkin::draw3DTabButton(IGUIElement *element, bool active,
const core::rect<s32> &frameRect, const core::rect<s32> *clip, EGUI_ALIGNMENT alignment)
{
if (!Driver)
return;
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(getColor(EGDC_3D_HIGH_LIGHT), tr, clip);
// draw left highlight
tr = frameRect;
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
tr.UpperLeftCorner.Y += 1;
Driver->draw2DRectangle(getColor(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(getColor(EGDC_3D_FACE), tr, clip);
// draw right middle gray shadow
tr.LowerRightCorner.X += 1;
tr.UpperLeftCorner.X = tr.LowerRightCorner.X - 1;
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), tr, clip);
tr.LowerRightCorner.X += 1;
tr.UpperLeftCorner.X += 1;
tr.UpperLeftCorner.Y += 1;
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), tr, clip);
} else {
tr.LowerRightCorner.X -= 2;
tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
tr.UpperLeftCorner.X += 1;
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), tr, clip);
// draw left highlight
tr = frameRect;
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
tr.LowerRightCorner.Y -= 1;
Driver->draw2DRectangle(getColor(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(getColor(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(getColor(EGDC_3D_SHADOW), tr, clip);
tr.LowerRightCorner.X += 1;
tr.UpperLeftCorner.X += 1;
tr.LowerRightCorner.Y -= 1;
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), tr, clip);
}
}
//! 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. */
void CGUISkin::draw3DTabBody(IGUIElement *element, bool border, bool background,
const core::rect<s32> &rect, const core::rect<s32> *clip, s32 tabHeight, EGUI_ALIGNMENT alignment)
{
if (!Driver)
return;
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(getColor(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(getColor(EGDC_3D_SHADOW), tr, clip);
// draw lower shadow
tr = rect;
tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), tr, clip);
} else {
// draw left hightlight
tr.LowerRightCorner.Y -= tabHeight + 2;
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
Driver->draw2DRectangle(getColor(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(getColor(EGDC_3D_SHADOW), tr, clip);
// draw lower shadow
tr = rect;
tr.LowerRightCorner.Y = tr.UpperLeftCorner.Y + 1;
Driver->draw2DRectangle(getColor(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(getColor(EGDC_3D_FACE), tr, clip);
else {
video::SColor c1 = getColor(EGDC_3D_FACE);
video::SColor c2 = getColor(EGDC_3D_SHADOW);
Driver->draw2DRectangle(tr, c1, c1, c2, c2, clip);
}
}
}
//! 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. */
void CGUISkin::drawIcon(IGUIElement *element, EGUI_DEFAULT_ICON icon,
const core::position2di position,
u32 starttime, u32 currenttime,
bool loop, const core::rect<s32> *clip)
{
if (!SpriteBank)
return;
bool gray = element && !element->isEnabled();
SpriteBank->draw2DSprite(Icons[icon], position, clip,
Colors[gray ? EGDC_GRAY_WINDOW_SYMBOL : EGDC_WINDOW_SYMBOL], starttime, currenttime, loop, true);
}
EGUI_SKIN_TYPE CGUISkin::getType() const
{
return Type;
}
//! draws a 2d rectangle.
void CGUISkin::draw2DRectangle(IGUIElement *element,
const video::SColor &color, const core::rect<s32> &pos,
const core::rect<s32> *clip)
{
Driver->draw2DRectangle(color, pos, clip);
}
} // end namespace gui
} // end namespace irr

@ -1,233 +0,0 @@
// 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 "IGUISkin.h"
#include "irrString.h"
namespace irr
{
namespace video
{
class IVideoDriver;
}
namespace gui
{
class CGUISkin : public IGUISkin
{
public:
CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver *driver);
//! destructor
virtual ~CGUISkin();
//! returns display density scaling factor
virtual float getScale() const override { return Scale; }
//! sets display density scaling factor
virtual void setScale(float scale) override { Scale = scale; }
//! returns default color
video::SColor getColor(EGUI_DEFAULT_COLOR color) const override;
//! sets a default color
void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor) override;
//! returns size for the given size type
s32 getSize(EGUI_DEFAULT_SIZE size) const override;
//! sets a default size
void setSize(EGUI_DEFAULT_SIZE which, s32 size) override;
//! returns the default font
IGUIFont *getFont(EGUI_DEFAULT_FONT which = EGDF_DEFAULT) const override;
//! sets a default font
void setFont(IGUIFont *font, EGUI_DEFAULT_FONT which = EGDF_DEFAULT) override;
//! sets the sprite bank used for drawing icons
void setSpriteBank(IGUISpriteBank *bank) override;
//! gets the sprite bank used for drawing icons
IGUISpriteBank *getSpriteBank() const override;
//! Returns a default icon
/** Returns the sprite index within the sprite bank */
u32 getIcon(EGUI_DEFAULT_ICON icon) const override;
//! 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 */
void setIcon(EGUI_DEFAULT_ICON icon, u32 index) override;
//! Returns a default text.
/** For example for Message box button captions:
"OK", "Cancel", "Yes", "No" and so on. */
const wchar_t *getDefaultText(EGUI_DEFAULT_TEXT text) const override;
//! Sets a default text.
/** For example for Message box button captions:
"OK", "Cancel", "Yes", "No" and so on. */
void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t *newText) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! 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) override;
//! get the type of this skin
EGUI_SKIN_TYPE getType() const override;
private:
float Scale = 1.0f;
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;
};
} // end namespace gui
} // end namespace irr