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Delete Irrlicht CGUISkin
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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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#include "CGUISkin.h"
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#include "IGUIFont.h"
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#include "IGUISpriteBank.h"
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#include "IGUIElement.h"
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#include "IVideoDriver.h"
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#include "IAttributes.h"
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namespace irr
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{
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namespace gui
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{
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CGUISkin::CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver *driver) :
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SpriteBank(0), Driver(driver), Type(type)
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{
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#ifdef _DEBUG
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setDebugName("CGUISkin");
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#endif
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if ((Type == EGST_WINDOWS_CLASSIC) || (Type == EGST_WINDOWS_METALLIC)) {
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Colors[EGDC_3D_DARK_SHADOW] = video::SColor(101, 50, 50, 50);
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Colors[EGDC_3D_SHADOW] = video::SColor(101, 130, 130, 130);
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Colors[EGDC_3D_FACE] = video::SColor(101, 210, 210, 210);
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Colors[EGDC_3D_HIGH_LIGHT] = video::SColor(101, 255, 255, 255);
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Colors[EGDC_3D_LIGHT] = video::SColor(101, 210, 210, 210);
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Colors[EGDC_ACTIVE_BORDER] = video::SColor(101, 16, 14, 115);
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Colors[EGDC_ACTIVE_CAPTION] = video::SColor(255, 255, 255, 255);
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Colors[EGDC_APP_WORKSPACE] = video::SColor(101, 100, 100, 100);
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Colors[EGDC_BUTTON_TEXT] = video::SColor(240, 10, 10, 10);
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Colors[EGDC_GRAY_TEXT] = video::SColor(240, 130, 130, 130);
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Colors[EGDC_HIGH_LIGHT] = video::SColor(101, 8, 36, 107);
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Colors[EGDC_HIGH_LIGHT_TEXT] = video::SColor(240, 255, 255, 255);
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Colors[EGDC_INACTIVE_BORDER] = video::SColor(101, 165, 165, 165);
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Colors[EGDC_INACTIVE_CAPTION] = video::SColor(255, 30, 30, 30);
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Colors[EGDC_TOOLTIP] = video::SColor(200, 0, 0, 0);
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Colors[EGDC_TOOLTIP_BACKGROUND] = video::SColor(200, 255, 255, 225);
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Colors[EGDC_SCROLLBAR] = video::SColor(101, 230, 230, 230);
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Colors[EGDC_WINDOW] = video::SColor(101, 255, 255, 255);
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Colors[EGDC_WINDOW_SYMBOL] = video::SColor(200, 10, 10, 10);
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Colors[EGDC_ICON] = video::SColor(200, 255, 255, 255);
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Colors[EGDC_ICON_HIGH_LIGHT] = video::SColor(200, 8, 36, 107);
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = video::SColor(240, 100, 100, 100);
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Colors[EGDC_EDITABLE] = video::SColor(255, 255, 255, 255);
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Colors[EGDC_GRAY_EDITABLE] = video::SColor(255, 120, 120, 120);
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Colors[EGDC_FOCUSED_EDITABLE] = video::SColor(255, 240, 240, 255);
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Sizes[EGDS_SCROLLBAR_SIZE] = 14;
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Sizes[EGDS_MENU_HEIGHT] = 30;
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Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
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Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
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Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
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Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
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Sizes[EGDS_BUTTON_WIDTH] = 80;
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Sizes[EGDS_BUTTON_HEIGHT] = 30;
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Sizes[EGDS_TEXT_DISTANCE_X] = 2;
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Sizes[EGDS_TEXT_DISTANCE_Y] = 0;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 2;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 0;
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} else {
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// 0x80a6a8af
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Colors[EGDC_3D_DARK_SHADOW] = 0x60767982;
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// Colors[EGDC_3D_FACE] = 0xc0c9ccd4; // tab background
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Colors[EGDC_3D_FACE] = 0xc0cbd2d9; // tab background
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Colors[EGDC_3D_SHADOW] = 0x50e4e8f1; // tab background, and left-top highlight
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Colors[EGDC_3D_HIGH_LIGHT] = 0x40c7ccdc;
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Colors[EGDC_3D_LIGHT] = 0x802e313a;
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Colors[EGDC_ACTIVE_BORDER] = 0x80404040; // window title
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Colors[EGDC_ACTIVE_CAPTION] = 0xffd0d0d0;
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Colors[EGDC_APP_WORKSPACE] = 0xc0646464; // unused
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Colors[EGDC_BUTTON_TEXT] = 0xd0161616;
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Colors[EGDC_GRAY_TEXT] = 0x3c141414;
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Colors[EGDC_HIGH_LIGHT] = 0x6c606060;
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Colors[EGDC_HIGH_LIGHT_TEXT] = 0xd0e0e0e0;
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Colors[EGDC_INACTIVE_BORDER] = 0xf0a5a5a5;
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Colors[EGDC_INACTIVE_CAPTION] = 0xffd2d2d2;
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Colors[EGDC_TOOLTIP] = 0xf00f2033;
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Colors[EGDC_TOOLTIP_BACKGROUND] = 0xc0cbd2d9;
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Colors[EGDC_SCROLLBAR] = 0xf0e0e0e0;
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Colors[EGDC_WINDOW] = 0xf0f0f0f0;
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Colors[EGDC_WINDOW_SYMBOL] = 0xd0161616;
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Colors[EGDC_ICON] = 0xd0161616;
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Colors[EGDC_ICON_HIGH_LIGHT] = 0xd0606060;
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = 0x3c101010;
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Colors[EGDC_EDITABLE] = 0xf0ffffff;
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Colors[EGDC_GRAY_EDITABLE] = 0xf0cccccc;
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Colors[EGDC_FOCUSED_EDITABLE] = 0xf0fffff0;
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Sizes[EGDS_SCROLLBAR_SIZE] = 14;
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Sizes[EGDS_MENU_HEIGHT] = 48;
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Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
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Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
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Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
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Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
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Sizes[EGDS_BUTTON_WIDTH] = 80;
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Sizes[EGDS_BUTTON_HEIGHT] = 30;
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Sizes[EGDS_TEXT_DISTANCE_X] = 3;
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Sizes[EGDS_TEXT_DISTANCE_Y] = 2;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 3;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 2;
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}
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Sizes[EGDS_MESSAGE_BOX_GAP_SPACE] = 15;
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Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_WIDTH] = 0;
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Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH] = 500;
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Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_HEIGHT] = 0;
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Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_HEIGHT] = 99999;
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Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X] = 1;
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Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y] = 1;
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Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_X] = 0;
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Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y] = 2;
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Sizes[EGDS_BUTTON_PRESSED_SPRITE_OFFSET_X] = 0;
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Sizes[EGDS_BUTTON_PRESSED_SPRITE_OFFSET_Y] = 0;
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Texts[EGDT_MSG_BOX_OK] = L"OK";
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Texts[EGDT_MSG_BOX_CANCEL] = L"Cancel";
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Texts[EGDT_MSG_BOX_YES] = L"Yes";
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Texts[EGDT_MSG_BOX_NO] = L"No";
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Texts[EGDT_WINDOW_CLOSE] = L"Close";
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Texts[EGDT_WINDOW_RESTORE] = L"Restore";
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Texts[EGDT_WINDOW_MINIMIZE] = L"Minimize";
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Texts[EGDT_WINDOW_MAXIMIZE] = L"Maximize";
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Icons[EGDI_WINDOW_MAXIMIZE] = 225;
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Icons[EGDI_WINDOW_RESTORE] = 226;
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Icons[EGDI_WINDOW_CLOSE] = 227;
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Icons[EGDI_WINDOW_MINIMIZE] = 228;
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Icons[EGDI_CURSOR_UP] = 229;
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Icons[EGDI_CURSOR_DOWN] = 230;
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Icons[EGDI_CURSOR_LEFT] = 231;
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Icons[EGDI_CURSOR_RIGHT] = 232;
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Icons[EGDI_MENU_MORE] = 232;
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Icons[EGDI_CHECK_BOX_CHECKED] = 233;
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Icons[EGDI_DROP_DOWN] = 234;
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Icons[EGDI_SMALL_CURSOR_UP] = 235;
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Icons[EGDI_SMALL_CURSOR_DOWN] = 236;
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Icons[EGDI_RADIO_BUTTON_CHECKED] = 237;
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Icons[EGDI_MORE_LEFT] = 238;
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Icons[EGDI_MORE_RIGHT] = 239;
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Icons[EGDI_MORE_UP] = 240;
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Icons[EGDI_MORE_DOWN] = 241;
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Icons[EGDI_WINDOW_RESIZE] = 242;
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Icons[EGDI_EXPAND] = 243;
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Icons[EGDI_COLLAPSE] = 244;
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Icons[EGDI_FILE] = 245;
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Icons[EGDI_DIRECTORY] = 246;
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for (u32 i = 0; i < EGDF_COUNT; ++i)
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Fonts[i] = 0;
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UseGradient = (Type == EGST_WINDOWS_METALLIC) || (Type == EGST_BURNING_SKIN);
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}
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//! destructor
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CGUISkin::~CGUISkin()
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{
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for (u32 i = 0; i < EGDF_COUNT; ++i) {
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if (Fonts[i])
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Fonts[i]->drop();
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}
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if (SpriteBank)
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SpriteBank->drop();
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}
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//! returns default color
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video::SColor CGUISkin::getColor(EGUI_DEFAULT_COLOR color) const
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{
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if ((u32)color < EGDC_COUNT)
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return Colors[color];
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else
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return video::SColor();
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}
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//! sets a default color
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void CGUISkin::setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor)
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{
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if ((u32)which < EGDC_COUNT)
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Colors[which] = newColor;
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}
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//! returns size for the given size type
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s32 CGUISkin::getSize(EGUI_DEFAULT_SIZE size) const
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{
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if ((u32)size < EGDS_COUNT)
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return Sizes[size];
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else
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return 0;
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}
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//! sets a default size
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void CGUISkin::setSize(EGUI_DEFAULT_SIZE which, s32 size)
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{
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if ((u32)which < EGDS_COUNT)
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Sizes[which] = size;
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}
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//! returns the default font
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IGUIFont *CGUISkin::getFont(EGUI_DEFAULT_FONT which) const
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{
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if (((u32)which < EGDF_COUNT) && Fonts[which])
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return Fonts[which];
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else
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return Fonts[EGDF_DEFAULT];
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}
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//! sets a default font
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void CGUISkin::setFont(IGUIFont *font, EGUI_DEFAULT_FONT which)
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{
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if ((u32)which >= EGDF_COUNT)
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return;
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if (font) {
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font->grab();
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if (Fonts[which])
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Fonts[which]->drop();
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Fonts[which] = font;
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}
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}
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//! gets the sprite bank stored
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IGUISpriteBank *CGUISkin::getSpriteBank() const
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{
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return SpriteBank;
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}
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//! set a new sprite bank or remove one by passing 0
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void CGUISkin::setSpriteBank(IGUISpriteBank *bank)
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{
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if (bank)
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bank->grab();
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if (SpriteBank)
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SpriteBank->drop();
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SpriteBank = bank;
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}
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//! Returns a default icon
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u32 CGUISkin::getIcon(EGUI_DEFAULT_ICON icon) const
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{
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if ((u32)icon < EGDI_COUNT)
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return Icons[icon];
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else
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return 0;
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}
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//! Sets a default icon
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void CGUISkin::setIcon(EGUI_DEFAULT_ICON icon, u32 index)
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{
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if ((u32)icon < EGDI_COUNT)
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Icons[icon] = index;
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}
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//! Returns a default text. For example for Message box button captions:
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//! "OK", "Cancel", "Yes", "No" and so on.
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const wchar_t *CGUISkin::getDefaultText(EGUI_DEFAULT_TEXT text) const
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{
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if ((u32)text < EGDT_COUNT)
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return Texts[text].c_str();
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else
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return Texts[0].c_str();
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}
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//! Sets a default text. For example for Message box button captions:
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//! "OK", "Cancel", "Yes", "No" and so on.
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void CGUISkin::setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t *newText)
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{
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if ((u32)which < EGDT_COUNT)
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Texts[which] = newText;
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}
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//! draws a standard 3d button pane
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/** Used for drawing for example buttons in normal state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly. */
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void CGUISkin::draw3DButtonPaneStandard(IGUIElement *element,
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const core::rect<s32> &r,
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const core::rect<s32> *clip)
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{
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if (!Driver)
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return;
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core::rect<s32> rect = r;
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if (Type == EGST_BURNING_SKIN) {
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rect.UpperLeftCorner.X -= 1;
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rect.UpperLeftCorner.Y -= 1;
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rect.LowerRightCorner.X += 1;
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rect.LowerRightCorner.Y += 1;
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draw3DSunkenPane(element,
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getColor(EGDC_WINDOW).getInterpolated(0xFFFFFFFF, 0.9f), false, true, rect, clip);
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return;
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}
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Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
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rect.LowerRightCorner.X -= 1;
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rect.LowerRightCorner.Y -= 1;
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Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip);
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rect.UpperLeftCorner.X += 1;
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rect.UpperLeftCorner.Y += 1;
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Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip);
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rect.LowerRightCorner.X -= 1;
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rect.LowerRightCorner.Y -= 1;
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if (!UseGradient) {
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Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
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} else {
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const video::SColor c1 = getColor(EGDC_3D_FACE);
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const video::SColor c2 = c1.getInterpolated(getColor(EGDC_3D_DARK_SHADOW), 0.4f);
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Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
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}
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}
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//! draws a pressed 3d button pane
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/** Used for drawing for example buttons in pressed state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly. */
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void CGUISkin::draw3DButtonPanePressed(IGUIElement *element,
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const core::rect<s32> &r,
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const core::rect<s32> *clip)
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{
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if (!Driver)
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return;
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core::rect<s32> rect = r;
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Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip);
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rect.LowerRightCorner.X -= 1;
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rect.LowerRightCorner.Y -= 1;
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Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
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rect.UpperLeftCorner.X += 1;
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rect.UpperLeftCorner.Y += 1;
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Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip);
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rect.UpperLeftCorner.X += 1;
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rect.UpperLeftCorner.Y += 1;
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if (!UseGradient) {
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Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
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} else {
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const video::SColor c1 = getColor(EGDC_3D_FACE);
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const video::SColor c2 = c1.getInterpolated(getColor(EGDC_3D_DARK_SHADOW), 0.4f);
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Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
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}
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}
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//! draws a sunken 3d pane
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/** Used for drawing the background of edit, combo or check boxes.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param bgcolor: Background color.
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\param flat: Specifies if the sunken pane should be flat or displayed as sunken
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deep into the ground.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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void CGUISkin::draw3DSunkenPane(IGUIElement *element, video::SColor bgcolor,
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bool flat, bool fillBackGround,
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const core::rect<s32> &r,
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const core::rect<s32> *clip)
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{
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if (!Driver)
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return;
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core::rect<s32> rect = r;
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if (fillBackGround)
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Driver->draw2DRectangle(bgcolor, rect, clip);
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if (flat) {
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// draw flat sunken pane
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|
||||
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
|
Loading…
Reference in New Issue
Block a user