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https://github.com/minetest/minetest.git
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Add custom colorable GUIButton implementation
This commit is contained in:
parent
41ad0f4f20
commit
d1a1c5cbf0
@ -186,6 +186,7 @@ LOCAL_SRC_FILES := \
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jni/src/gui/guiPasswordChange.cpp \
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jni/src/gui/guiPathSelectMenu.cpp \
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jni/src/gui/guiScrollBar.cpp \
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jni/src/gui/guiSkin.cpp \
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jni/src/gui/guiTable.cpp \
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jni/src/gui/guiVolumeChange.cpp \
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jni/src/gui/intlGUIEditBox.cpp \
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@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "render/factory.h"
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#include "inputhandler.h"
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#include "gettext.h"
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#include "../gui/guiSkin.h"
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#if !defined(_WIN32) && !defined(__APPLE__) && !defined(__ANDROID__) && \
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!defined(SERVER) && !defined(__HAIKU__)
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@ -44,6 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/Xatom.h>
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#endif
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#ifdef __ANDROID__
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@ -52,6 +54,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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RenderingEngine *RenderingEngine::s_singleton = nullptr;
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static gui::GUISkin* createSkin(gui::IGUIEnvironment *environment,
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gui::EGUI_SKIN_TYPE type, video::IVideoDriver *driver)
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{
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gui::GUISkin* skin = new gui::GUISkin(type, driver);
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gui::IGUIFont* builtinfont = environment->getBuiltInFont();
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gui::IGUIFontBitmap* bitfont = 0;
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if (builtinfont && builtinfont->getType() == gui::EGFT_BITMAP)
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bitfont = (gui::IGUIFontBitmap*)builtinfont;
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gui::IGUISpriteBank* bank = 0;
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skin->setFont(builtinfont);
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if (bitfont)
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bank = bitfont->getSpriteBank();
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skin->setSpriteBank(bank);
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return skin;
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}
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RenderingEngine::RenderingEngine(IEventReceiver *receiver)
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{
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sanity_check(!s_singleton);
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@ -112,6 +137,11 @@ RenderingEngine::RenderingEngine(IEventReceiver *receiver)
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driver = m_device->getVideoDriver();
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s_singleton = this;
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auto skin = createSkin(m_device->getGUIEnvironment(),
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gui::EGST_WINDOWS_METALLIC, driver);
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m_device->getGUIEnvironment()->setSkin(skin);
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skin->drop();
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}
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RenderingEngine::~RenderingEngine()
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@ -193,7 +223,7 @@ bool RenderingEngine::setupTopLevelWindow(const std::string &name)
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// sort here that would call the correct toplevel setup methods for
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// the environment Minetest is running in but for now not deviating
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// from the original pattern.
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/* Setting Xorg properties for the top level window */
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setupTopLevelXorgWindow(name);
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/* Done with Xorg properties */
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@ -211,7 +241,7 @@ bool RenderingEngine::setupTopLevelWindow(const std::string &name)
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/* Done with general properties */
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// FIXME: setWindowIcon returns a bool result but it is unused.
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// For now continue to return this result.
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// For now continue to return this result.
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return result;
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}
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@ -223,7 +253,7 @@ void RenderingEngine::setupTopLevelXorgWindow(const std::string &name)
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Display *x11_dpl = reinterpret_cast<Display *>(exposedData.OpenGLLinux.X11Display);
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if (x11_dpl == NULL) {
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warningstream << "Client: Could not find X11 Display in ExposedVideoData"
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<< std::endl;
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<< std::endl;
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return;
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}
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@ -244,30 +274,30 @@ void RenderingEngine::setupTopLevelXorgWindow(const std::string &name)
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// FIXME: In the future WMNormalHints should be set ... e.g see the
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// gtk/gdk code (gdk/x11/gdksurface-x11.c) for the setup_top_level
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// method. But for now (as it would require some significant changes)
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// leave the code as is.
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// method. But for now (as it would require some significant changes)
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// leave the code as is.
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// The following is borrowed from the above gdk source for setting top
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// level windows. The source indicates and the Xlib docs suggest that
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// this will set the WM_CLIENT_MACHINE and WM_LOCAL_NAME. This will not
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// set the WM_CLIENT_MACHINE to a Fully Qualified Domain Name (FQDN) which is
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// this will set the WM_CLIENT_MACHINE and WM_LOCAL_NAME. This will not
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// set the WM_CLIENT_MACHINE to a Fully Qualified Domain Name (FQDN) which is
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// required by the Extended Window Manager Hints (EWMH) spec when setting
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// the _NET_WM_PID (see further down) but running Minetest in an env
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// where the window manager is on another machine from Minetest (therefore
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// making the PID useless) is not expected to be a problem. Further
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// more, using gtk/gdk as the model it would seem that not using a FQDN is
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// not an issue for modern Xorg window managers.
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verbosestream << "Client: Setting Xorg window manager Properties"
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<< std::endl;
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XSetWMProperties (x11_dpl, x11_win, NULL, NULL, NULL, 0, NULL, NULL, NULL);
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// Set the _NET_WM_PID window property according to the EWMH spec. _NET_WM_PID
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// (in conjunction with WM_CLIENT_MACHINE) can be used by window managers to
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// force a shutdown of an application if it doesn't respond to the destroy
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// window message.
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// Set the _NET_WM_PID window property according to the EWMH spec. _NET_WM_PID
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// (in conjunction with WM_CLIENT_MACHINE) can be used by window managers to
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// force a shutdown of an application if it doesn't respond to the destroy
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// window message.
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verbosestream << "Client: Setting Xorg _NET_WM_PID extened window manager property"
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<< std::endl;
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@ -277,12 +307,12 @@ void RenderingEngine::setupTopLevelXorgWindow(const std::string &name)
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infostream << "Client: PID is '" << static_cast<long>(pid) << "'"
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<< std::endl;
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XChangeProperty(x11_dpl, x11_win, NET_WM_PID,
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XA_CARDINAL, 32, PropModeReplace,
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XChangeProperty(x11_dpl, x11_win, NET_WM_PID,
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XA_CARDINAL, 32, PropModeReplace,
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reinterpret_cast<unsigned char *>(&pid),1);
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// Set the WM_CLIENT_LEADER window property here. Minetest has only one
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// window and that window will always be the leader.
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// window and that window will always be the leader.
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verbosestream << "Client: Setting Xorg WM_CLIENT_LEADER property"
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<< std::endl;
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@ -1,4 +1,5 @@
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set(gui_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/guiButton.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiChatConsole.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiConfirmRegistration.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiEditBoxWithScrollbar.cpp
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@ -8,6 +9,7 @@ set(gui_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/guiPasswordChange.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiPathSelectMenu.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiScrollBar.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiSkin.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiTable.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/guiVolumeChange.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/intlGUIEditBox.cpp
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649
src/gui/guiButton.cpp
Normal file
649
src/gui/guiButton.cpp
Normal file
@ -0,0 +1,649 @@
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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 "guiButton.h"
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#include "IGUISkin.h"
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#include "IGUIEnvironment.h"
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#include "IVideoDriver.h"
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#include "IGUIFont.h"
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#include "porting.h"
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using namespace irr;
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using namespace gui;
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//! constructor
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GUIButton::GUIButton(IGUIEnvironment* environment, IGUIElement* parent,
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s32 id, core::rect<s32> rectangle, bool noclip)
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: IGUIButton(environment, parent, id, rectangle),
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SpriteBank(0), OverrideFont(0),
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OverrideColorEnabled(false), OverrideColor(video::SColor(101,255,255,255)),
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ClickTime(0), HoverTime(0), FocusTime(0),
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ClickShiftState(false), ClickControlState(false),
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IsPushButton(false), Pressed(false),
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UseAlphaChannel(false), DrawBorder(true), ScaleImage(false)
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{
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setNotClipped(noclip);
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// This element can be tabbed.
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setTabStop(true);
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setTabOrder(-1);
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// PATCH
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for (size_t i = 0; i < 4; i++) {
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Colors[i] = Environment->getSkin()->getColor((EGUI_DEFAULT_COLOR)i);
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}
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// END PATCH
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}
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//! destructor
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GUIButton::~GUIButton()
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{
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if (OverrideFont)
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OverrideFont->drop();
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if (SpriteBank)
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SpriteBank->drop();
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}
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//! Sets if the images should be scaled to fit the button
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void GUIButton::setScaleImage(bool scaleImage)
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{
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ScaleImage = scaleImage;
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}
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//! Returns whether the button scale the used images
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bool GUIButton::isScalingImage() const
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{
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return ScaleImage;
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}
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//! Sets if the button should use the skin to draw its border
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void GUIButton::setDrawBorder(bool border)
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{
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DrawBorder = border;
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}
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void GUIButton::setSpriteBank(IGUISpriteBank* sprites)
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{
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if (sprites)
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sprites->grab();
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if (SpriteBank)
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SpriteBank->drop();
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SpriteBank = sprites;
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}
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void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale)
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{
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ButtonSprites[(u32)state].Index = index;
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ButtonSprites[(u32)state].Color = color;
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ButtonSprites[(u32)state].Loop = loop;
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ButtonSprites[(u32)state].Scale = scale;
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}
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//! Get the sprite-index for the given state or -1 when no sprite is set
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s32 GUIButton::getSpriteIndex(EGUI_BUTTON_STATE state) const
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{
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return ButtonSprites[(u32)state].Index;
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}
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//! Get the sprite color for the given state. Color is only used when a sprite is set.
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video::SColor GUIButton::getSpriteColor(EGUI_BUTTON_STATE state) const
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{
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return ButtonSprites[(u32)state].Color;
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}
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//! Returns if the sprite in the given state does loop
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bool GUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
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{
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return ButtonSprites[(u32)state].Loop;
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}
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//! Returns if the sprite in the given state is scaled
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bool GUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
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{
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return ButtonSprites[(u32)state].Scale;
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}
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//! called if an event happened.
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bool GUIButton::OnEvent(const SEvent& event)
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{
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if (!isEnabled())
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return IGUIElement::OnEvent(event);
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switch(event.EventType)
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{
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case EET_KEY_INPUT_EVENT:
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if (event.KeyInput.PressedDown &&
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(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
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{
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if (!IsPushButton)
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setPressed(true);
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else
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setPressed(!Pressed);
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return true;
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}
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if (Pressed && !IsPushButton && event.KeyInput.PressedDown && event.KeyInput.Key == KEY_ESCAPE)
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{
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setPressed(false);
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return true;
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}
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else
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if (!event.KeyInput.PressedDown && Pressed &&
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(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
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{
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if (!IsPushButton)
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setPressed(false);
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if (Parent)
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{
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ClickShiftState = event.KeyInput.Shift;
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ClickControlState = event.KeyInput.Control;
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SEvent newEvent;
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newEvent.EventType = EET_GUI_EVENT;
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newEvent.GUIEvent.Caller = this;
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newEvent.GUIEvent.Element = 0;
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newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
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Parent->OnEvent(newEvent);
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}
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return true;
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}
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break;
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case EET_GUI_EVENT:
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if (event.GUIEvent.Caller == this)
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{
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if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUS_LOST)
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{
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if (!IsPushButton)
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setPressed(false);
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FocusTime = (u32)porting::getTimeMs();
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}
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else if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUSED)
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{
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FocusTime = (u32)porting::getTimeMs();
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}
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else if (event.GUIEvent.EventType == EGET_ELEMENT_HOVERED || event.GUIEvent.EventType == EGET_ELEMENT_LEFT)
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{
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HoverTime = (u32)porting::getTimeMs();
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}
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}
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break;
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case EET_MOUSE_INPUT_EVENT:
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if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
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{
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if (!IsPushButton)
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setPressed(true);
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return true;
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}
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else
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if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
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{
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bool wasPressed = Pressed;
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if ( !AbsoluteClippingRect.isPointInside( core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ) ) )
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{
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if (!IsPushButton)
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setPressed(false);
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return true;
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}
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if (!IsPushButton)
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setPressed(false);
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else
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{
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setPressed(!Pressed);
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}
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if ((!IsPushButton && wasPressed && Parent) ||
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(IsPushButton && wasPressed != Pressed))
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{
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ClickShiftState = event.MouseInput.Shift;
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ClickControlState = event.MouseInput.Control;
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SEvent newEvent;
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newEvent.EventType = EET_GUI_EVENT;
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newEvent.GUIEvent.Caller = this;
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newEvent.GUIEvent.Element = 0;
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newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
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Parent->OnEvent(newEvent);
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}
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return true;
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}
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break;
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default:
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break;
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}
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return Parent ? Parent->OnEvent(event) : false;
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}
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//! draws the element and its children
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void GUIButton::draw()
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{
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if (!IsVisible)
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return;
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// PATCH
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GUISkin* skin = dynamic_cast<GUISkin*>(Environment->getSkin());
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video::IVideoDriver* driver = Environment->getVideoDriver();
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// END PATCH
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if (DrawBorder)
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{
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if (!Pressed)
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{
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// PATCH
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skin->drawColored3DButtonPaneStandard(this, AbsoluteRect, &AbsoluteClippingRect, Colors);
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// END PATCH
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}
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else
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{
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// PATCH
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skin->drawColored3DButtonPanePressed(this, AbsoluteRect, &AbsoluteClippingRect, Colors);
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// END PATCH
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}
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}
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const core::position2di buttonCenter(AbsoluteRect.getCenter());
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EGUI_BUTTON_IMAGE_STATE imageState = getImageState(Pressed);
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if ( ButtonImages[(u32)imageState].Texture )
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{
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core::position2d<s32> pos(buttonCenter);
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core::rect<s32> sourceRect(ButtonImages[(u32)imageState].SourceRect);
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if ( sourceRect.getWidth() == 0 && sourceRect.getHeight() == 0 )
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sourceRect = core::rect<s32>(core::position2di(0,0), ButtonImages[(u32)imageState].Texture->getOriginalSize());
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pos.X -= sourceRect.getWidth() / 2;
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pos.Y -= sourceRect.getHeight() / 2;
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if ( Pressed )
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{
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// Create a pressed-down effect by moving the image when it looks identical to the unpressed state image
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EGUI_BUTTON_IMAGE_STATE unpressedState = getImageState(false);
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if ( unpressedState == imageState || ButtonImages[(u32)imageState] == ButtonImages[(u32)unpressedState] )
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{
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pos.X += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X);
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pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y);
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}
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}
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driver->draw2DImage(ButtonImages[(u32)imageState].Texture,
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ScaleImage? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()),
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sourceRect, &AbsoluteClippingRect,
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0, UseAlphaChannel);
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}
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if (SpriteBank)
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{
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core::position2di pos(buttonCenter);
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if (isEnabled())
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{
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// pressed / unpressed animation
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EGUI_BUTTON_STATE state = Pressed ? EGBS_BUTTON_DOWN : EGBS_BUTTON_UP;
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drawSprite(state, ClickTime, pos);
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// focused / unfocused animation
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state = Environment->hasFocus(this) ? EGBS_BUTTON_FOCUSED : EGBS_BUTTON_NOT_FOCUSED;
|
||||
drawSprite(state, FocusTime, pos);
|
||||
|
||||
// mouse over / off animation
|
||||
state = Environment->getHovered() == this ? EGBS_BUTTON_MOUSE_OVER : EGBS_BUTTON_MOUSE_OFF;
|
||||
drawSprite(state, HoverTime, pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
// draw disabled
|
||||
// drawSprite(EGBS_BUTTON_DISABLED, 0, pos);
|
||||
}
|
||||
}
|
||||
|
||||
if (Text.size())
|
||||
{
|
||||
IGUIFont* font = getActiveFont();
|
||||
|
||||
core::rect<s32> rect = AbsoluteRect;
|
||||
if (Pressed)
|
||||
{
|
||||
rect.UpperLeftCorner.X += skin->getSize(EGDS_BUTTON_PRESSED_TEXT_OFFSET_X);
|
||||
rect.UpperLeftCorner.Y += skin->getSize(EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y);
|
||||
}
|
||||
|
||||
if (font)
|
||||
font->draw(Text.c_str(), rect,
|
||||
OverrideColorEnabled ? OverrideColor : skin->getColor(isEnabled() ? EGDC_BUTTON_TEXT : EGDC_GRAY_TEXT),
|
||||
true, true, &AbsoluteClippingRect);
|
||||
}
|
||||
|
||||
IGUIElement::draw();
|
||||
}
|
||||
|
||||
void GUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center)
|
||||
{
|
||||
u32 stateIdx = (u32)state;
|
||||
|
||||
if (ButtonSprites[stateIdx].Index != -1)
|
||||
{
|
||||
if ( ButtonSprites[stateIdx].Scale )
|
||||
{
|
||||
const video::SColor colors[] = {ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color};
|
||||
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect.UpperLeftCorner,
|
||||
&AbsoluteClippingRect, colors[0], // FIXME: remove [0]
|
||||
porting::getTimeMs()-startTime, ButtonSprites[stateIdx].Loop);
|
||||
}
|
||||
else
|
||||
{
|
||||
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center,
|
||||
&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, porting::getTimeMs(),
|
||||
ButtonSprites[stateIdx].Loop, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed) const
|
||||
{
|
||||
// figure state we should have
|
||||
EGUI_BUTTON_IMAGE_STATE state = EGBIS_IMAGE_DISABLED;
|
||||
bool focused = Environment->hasFocus((IGUIElement*)this);
|
||||
bool mouseOver = static_cast<const IGUIElement*>(Environment->getHovered()) == this; // (static cast for Borland)
|
||||
if (isEnabled())
|
||||
{
|
||||
if ( pressed )
|
||||
{
|
||||
if ( focused && mouseOver )
|
||||
state = EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER;
|
||||
else if ( focused )
|
||||
state = EGBIS_IMAGE_DOWN_FOCUSED;
|
||||
else if ( mouseOver )
|
||||
state = EGBIS_IMAGE_DOWN_MOUSEOVER;
|
||||
else
|
||||
state = EGBIS_IMAGE_DOWN;
|
||||
}
|
||||
else // !pressed
|
||||
{
|
||||
if ( focused && mouseOver )
|
||||
state = EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER;
|
||||
else if ( focused )
|
||||
state = EGBIS_IMAGE_UP_FOCUSED;
|
||||
else if ( mouseOver )
|
||||
state = EGBIS_IMAGE_UP_MOUSEOVER;
|
||||
else
|
||||
state = EGBIS_IMAGE_UP;
|
||||
}
|
||||
}
|
||||
|
||||
// find a compatible state that has images
|
||||
while ( state != EGBIS_IMAGE_UP && !ButtonImages[(u32)state].Texture )
|
||||
{
|
||||
switch ( state )
|
||||
{
|
||||
case EGBIS_IMAGE_UP_FOCUSED:
|
||||
state = EGBIS_IMAGE_UP_MOUSEOVER;
|
||||
break;
|
||||
case EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER:
|
||||
state = EGBIS_IMAGE_UP_FOCUSED;
|
||||
break;
|
||||
case EGBIS_IMAGE_DOWN_MOUSEOVER:
|
||||
state = EGBIS_IMAGE_DOWN;
|
||||
break;
|
||||
case EGBIS_IMAGE_DOWN_FOCUSED:
|
||||
state = EGBIS_IMAGE_DOWN_MOUSEOVER;
|
||||
break;
|
||||
case EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER:
|
||||
state = EGBIS_IMAGE_DOWN_FOCUSED;
|
||||
break;
|
||||
case EGBIS_IMAGE_DISABLED:
|
||||
if ( pressed )
|
||||
state = EGBIS_IMAGE_DOWN;
|
||||
else
|
||||
state = EGBIS_IMAGE_UP;
|
||||
break;
|
||||
default:
|
||||
state = EGBIS_IMAGE_UP;
|
||||
}
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
|
||||
void GUIButton::setOverrideFont(IGUIFont* font)
|
||||
{
|
||||
if (OverrideFont == font)
|
||||
return;
|
||||
|
||||
if (OverrideFont)
|
||||
OverrideFont->drop();
|
||||
|
||||
OverrideFont = font;
|
||||
|
||||
if (OverrideFont)
|
||||
OverrideFont->grab();
|
||||
}
|
||||
|
||||
//! Gets the override font (if any)
|
||||
IGUIFont * GUIButton::getOverrideFont() const
|
||||
{
|
||||
return OverrideFont;
|
||||
}
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
IGUIFont* GUIButton::getActiveFont() const
|
||||
{
|
||||
if ( OverrideFont )
|
||||
return OverrideFont;
|
||||
IGUISkin* skin = Environment->getSkin();
|
||||
if (skin)
|
||||
return skin->getFont(EGDF_BUTTON);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! Sets another color for the text.
|
||||
void GUIButton::setOverrideColor(video::SColor color)
|
||||
{
|
||||
OverrideColor = color;
|
||||
OverrideColorEnabled = true;
|
||||
}
|
||||
|
||||
video::SColor GUIButton::getOverrideColor() const
|
||||
{
|
||||
return OverrideColor;
|
||||
}
|
||||
|
||||
void GUIButton::enableOverrideColor(bool enable)
|
||||
{
|
||||
OverrideColorEnabled = enable;
|
||||
}
|
||||
|
||||
bool GUIButton::isOverrideColorEnabled() const
|
||||
{
|
||||
return OverrideColorEnabled;
|
||||
}
|
||||
|
||||
void GUIButton::setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image, const core::rect<s32>& sourceRect)
|
||||
{
|
||||
if ( state >= EGBIS_COUNT )
|
||||
return;
|
||||
|
||||
if ( image )
|
||||
image->grab();
|
||||
|
||||
u32 stateIdx = (u32)state;
|
||||
if ( ButtonImages[stateIdx].Texture )
|
||||
ButtonImages[stateIdx].Texture->drop();
|
||||
|
||||
ButtonImages[stateIdx].Texture = image;
|
||||
ButtonImages[stateIdx].SourceRect = sourceRect;
|
||||
}
|
||||
|
||||
//! Sets if the button should behave like a push button. Which means it
|
||||
//! can be in two states: Normal or Pressed. With a click on the button,
|
||||
//! the user can change the state of the button.
|
||||
void GUIButton::setIsPushButton(bool isPushButton)
|
||||
{
|
||||
IsPushButton = isPushButton;
|
||||
}
|
||||
|
||||
|
||||
//! Returns if the button is currently pressed
|
||||
bool GUIButton::isPressed() const
|
||||
{
|
||||
return Pressed;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the pressed state of the button if this is a pushbutton
|
||||
void GUIButton::setPressed(bool pressed)
|
||||
{
|
||||
if (Pressed != pressed)
|
||||
{
|
||||
ClickTime = porting::getTimeMs();
|
||||
Pressed = pressed;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Returns whether the button is a push button
|
||||
bool GUIButton::isPushButton() const
|
||||
{
|
||||
return IsPushButton;
|
||||
}
|
||||
|
||||
|
||||
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
|
||||
void GUIButton::setUseAlphaChannel(bool useAlphaChannel)
|
||||
{
|
||||
UseAlphaChannel = useAlphaChannel;
|
||||
}
|
||||
|
||||
|
||||
//! Returns if the alpha channel should be used for drawing images on the button
|
||||
bool GUIButton::isAlphaChannelUsed() const
|
||||
{
|
||||
return UseAlphaChannel;
|
||||
}
|
||||
|
||||
|
||||
bool GUIButton::isDrawingBorder() const
|
||||
{
|
||||
return DrawBorder;
|
||||
}
|
||||
|
||||
|
||||
//! Writes attributes of the element.
|
||||
void GUIButton::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const
|
||||
{
|
||||
IGUIButton::serializeAttributes(out,options);
|
||||
|
||||
out->addBool ("PushButton", IsPushButton );
|
||||
if (IsPushButton)
|
||||
out->addBool("Pressed", Pressed);
|
||||
|
||||
for ( u32 i=0; i<(u32)EGBIS_COUNT; ++i )
|
||||
{
|
||||
if ( ButtonImages[i].Texture )
|
||||
{
|
||||
core::stringc name( GUIButtonImageStateNames[i] );
|
||||
out->addTexture(name.c_str(), ButtonImages[i].Texture);
|
||||
name += "Rect";
|
||||
out->addRect(name.c_str(), ButtonImages[i].SourceRect);
|
||||
}
|
||||
}
|
||||
|
||||
out->addBool ("UseAlphaChannel", UseAlphaChannel);
|
||||
out->addBool ("Border", DrawBorder);
|
||||
out->addBool ("ScaleImage", ScaleImage);
|
||||
|
||||
for ( u32 i=0; i<(u32)EGBS_COUNT; ++i )
|
||||
{
|
||||
if ( ButtonSprites[i].Index >= 0 )
|
||||
{
|
||||
core::stringc nameIndex( GUIButtonStateNames[i] );
|
||||
nameIndex += "Index";
|
||||
out->addInt(nameIndex.c_str(), ButtonSprites[i].Index );
|
||||
|
||||
core::stringc nameColor( GUIButtonStateNames[i] );
|
||||
nameColor += "Color";
|
||||
out->addColor(nameColor.c_str(), ButtonSprites[i].Color );
|
||||
|
||||
core::stringc nameLoop( GUIButtonStateNames[i] );
|
||||
nameLoop += "Loop";
|
||||
out->addBool(nameLoop.c_str(), ButtonSprites[i].Loop );
|
||||
|
||||
core::stringc nameScale( GUIButtonStateNames[i] );
|
||||
nameScale += "Scale";
|
||||
out->addBool(nameScale.c_str(), ButtonSprites[i].Scale );
|
||||
}
|
||||
}
|
||||
|
||||
// out->addString ("OverrideFont", OverrideFont);
|
||||
}
|
||||
|
||||
|
||||
//! Reads attributes of the element
|
||||
void GUIButton::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0)
|
||||
{
|
||||
IGUIButton::deserializeAttributes(in,options);
|
||||
|
||||
IsPushButton = in->getAttributeAsBool("PushButton");
|
||||
Pressed = IsPushButton ? in->getAttributeAsBool("Pressed") : false;
|
||||
|
||||
core::rect<s32> rec = in->getAttributeAsRect("ImageRect");
|
||||
if (rec.isValid())
|
||||
setImage( in->getAttributeAsTexture("Image"), rec);
|
||||
else
|
||||
setImage( in->getAttributeAsTexture("Image") );
|
||||
|
||||
rec = in->getAttributeAsRect("PressedImageRect");
|
||||
if (rec.isValid())
|
||||
setPressedImage( in->getAttributeAsTexture("PressedImage"), rec);
|
||||
else
|
||||
setPressedImage( in->getAttributeAsTexture("PressedImage") );
|
||||
|
||||
setDrawBorder(in->getAttributeAsBool("Border"));
|
||||
setUseAlphaChannel(in->getAttributeAsBool("UseAlphaChannel"));
|
||||
setScaleImage(in->getAttributeAsBool("ScaleImage"));
|
||||
|
||||
// setOverrideFont(in->getAttributeAsString("OverrideFont"));
|
||||
|
||||
updateAbsolutePosition();
|
||||
}
|
||||
|
||||
// PATCH
|
||||
GUIButton* GUIButton::addButton(IGUIEnvironment *environment, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent, s32 id, const wchar_t* text, const wchar_t *tooltiptext)
|
||||
{
|
||||
GUIButton* button = new GUIButton(environment, parent ? parent : environment->getRootGUIElement(), id, rectangle);
|
||||
if (text)
|
||||
button->setText(text);
|
||||
|
||||
if ( tooltiptext )
|
||||
button->setToolTipText ( tooltiptext );
|
||||
|
||||
button->drop();
|
||||
return button;
|
||||
}
|
||||
|
||||
void GUIButton::setColor(video::SColor color)
|
||||
{
|
||||
float d = 0.65f;
|
||||
for (size_t i = 0; i < 4; i++) {
|
||||
video::SColor base = Environment->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
|
||||
Colors[i] = base.getInterpolated(color, d);
|
||||
}
|
||||
}
|
||||
// END PATCH
|
306
src/gui/guiButton.h
Normal file
306
src/gui/guiButton.h
Normal file
@ -0,0 +1,306 @@
|
||||
// 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 "IrrCompileConfig.h"
|
||||
|
||||
#include "IGUIButton.h"
|
||||
#include "IGUISpriteBank.h"
|
||||
#include "ITexture.h"
|
||||
#include "SColor.h"
|
||||
#include "guiSkin.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#if (IRRLICHT_VERSION_MAJOR > 1 || IRRLICHT_VERSION_MINOR != 8 || IRRLICHT_VERSION_REVISION < 5)
|
||||
namespace irr { namespace gui {
|
||||
|
||||
//! State of buttons used for drawing texture images.
|
||||
//! Note that only a single state is active at a time
|
||||
//! Also when no image is defined for a state it will use images from another state
|
||||
//! and if that state is not set from the replacement for that,etc.
|
||||
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
|
||||
enum EGUI_BUTTON_IMAGE_STATE {
|
||||
//! When no other states have images they will all use this one.
|
||||
EGBIS_IMAGE_UP,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_UP_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_DOWN,
|
||||
//! When not set EGBIS_IMAGE_DOWN is used.
|
||||
EGBIS_IMAGE_DOWN_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
|
||||
EGBIS_IMAGE_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBIS_COUNT
|
||||
};
|
||||
|
||||
//! Names for gui button image states
|
||||
const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] =
|
||||
{
|
||||
"Image", // not "ImageUp" as it otherwise breaks serialization of old files
|
||||
"ImageUpOver",
|
||||
"ImageUpFocused",
|
||||
"ImageUpFocusedOver",
|
||||
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
|
||||
"ImageDownOver",
|
||||
"ImageDownFocused",
|
||||
"ImageDownFocusedOver",
|
||||
"ImageDisabled",
|
||||
0 // count
|
||||
};
|
||||
|
||||
}}
|
||||
|
||||
#endif
|
||||
|
||||
class GUIButton : public gui::IGUIButton
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent,
|
||||
s32 id, core::rect<s32> rectangle, bool noclip=false);
|
||||
|
||||
//! destructor
|
||||
virtual ~GUIButton();
|
||||
|
||||
//! called if an event happened.
|
||||
virtual bool OnEvent(const SEvent& event);
|
||||
|
||||
//! draws the element and its children
|
||||
virtual void draw();
|
||||
|
||||
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
|
||||
virtual void setOverrideFont(gui::IGUIFont* font=0);
|
||||
|
||||
//! Gets the override font (if any)
|
||||
virtual gui::IGUIFont* getOverrideFont() const;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
virtual gui::IGUIFont* getActiveFont() const;
|
||||
|
||||
//! Sets another color for the button text.
|
||||
virtual void setOverrideColor(video::SColor color);
|
||||
|
||||
//! Gets the override color
|
||||
virtual video::SColor getOverrideColor(void) const;
|
||||
|
||||
//! Sets if the button text should use the override color or the color in the gui skin.
|
||||
virtual void enableOverrideColor(bool enable);
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
virtual bool isOverrideColorEnabled(void) const;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in the given state.
|
||||
virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0));
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
virtual void setImage(video::ITexture* image=0)
|
||||
{
|
||||
setImage(gui::EGBIS_IMAGE_UP, image);
|
||||
}
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
virtual void setImage(video::ITexture* image, const core::rect<s32>& pos)
|
||||
{
|
||||
setImage(gui::EGBIS_IMAGE_UP, image, pos);
|
||||
}
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
virtual void setPressedImage(video::ITexture* image=0)
|
||||
{
|
||||
setImage(gui::EGBIS_IMAGE_DOWN, image);
|
||||
}
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos)
|
||||
{
|
||||
setImage(gui::EGBIS_IMAGE_DOWN, image, pos);
|
||||
}
|
||||
|
||||
//! Sets the sprite bank used by the button
|
||||
virtual void setSpriteBank(gui::IGUISpriteBank* bank=0);
|
||||
|
||||
//! Sets the animated sprite for a specific button state
|
||||
/** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
|
||||
\param state: State of the button to set the sprite for
|
||||
\param index: The sprite number from the current sprite bank
|
||||
\param color: The color of the sprite
|
||||
*/
|
||||
virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
|
||||
video::SColor color=video::SColor(255,255,255,255),
|
||||
bool loop=false, bool scale=false);
|
||||
|
||||
void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop) override {
|
||||
setSprite(state, index, color, loop, false);
|
||||
}
|
||||
|
||||
//! Get the sprite-index for the given state or -1 when no sprite is set
|
||||
virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const;
|
||||
|
||||
//! Get the sprite color for the given state. Color is only used when a sprite is set.
|
||||
virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const;
|
||||
|
||||
//! Returns if the sprite in the given state does loop
|
||||
virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const;
|
||||
|
||||
//! Returns if the sprite in the given state is scaled
|
||||
virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const;
|
||||
|
||||
//! Sets if the button should behave like a push button. Which means it
|
||||
//! can be in two states: Normal or Pressed. With a click on the button,
|
||||
//! the user can change the state of the button.
|
||||
virtual void setIsPushButton(bool isPushButton=true);
|
||||
|
||||
//! Checks whether the button is a push button
|
||||
virtual bool isPushButton() const;
|
||||
|
||||
//! Sets the pressed state of the button if this is a pushbutton
|
||||
virtual void setPressed(bool pressed=true);
|
||||
|
||||
//! Returns if the button is currently pressed
|
||||
virtual bool isPressed() const;
|
||||
|
||||
//! Sets if the button should use the skin to draw its border
|
||||
virtual void setDrawBorder(bool border=true);
|
||||
|
||||
//! Checks if the button face and border are being drawn
|
||||
virtual bool isDrawingBorder() const;
|
||||
|
||||
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
|
||||
virtual void setUseAlphaChannel(bool useAlphaChannel=true);
|
||||
|
||||
//! Checks if the alpha channel should be used for drawing images on the button
|
||||
virtual bool isAlphaChannelUsed() const;
|
||||
|
||||
//! Sets if the button should scale the button images to fit
|
||||
virtual void setScaleImage(bool scaleImage=true);
|
||||
|
||||
//! Checks whether the button scales the used images
|
||||
virtual bool isScalingImage() const;
|
||||
|
||||
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
|
||||
virtual bool getClickShiftState() const
|
||||
{
|
||||
return ClickShiftState;
|
||||
}
|
||||
|
||||
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
|
||||
virtual bool getClickControlState() const
|
||||
{
|
||||
return ClickControlState;
|
||||
}
|
||||
|
||||
//! Writes attributes of the element.
|
||||
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
|
||||
|
||||
//! Reads attributes of the element
|
||||
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options);
|
||||
|
||||
|
||||
|
||||
void setColor(video::SColor color);
|
||||
|
||||
|
||||
//! Do not drop returned handle
|
||||
static GUIButton* addButton(gui::IGUIEnvironment *environment, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent, s32 id, const wchar_t* text, const wchar_t *tooltiptext=L"");
|
||||
|
||||
protected:
|
||||
void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);
|
||||
gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
|
||||
|
||||
private:
|
||||
|
||||
struct ButtonSprite
|
||||
{
|
||||
ButtonSprite() : Index(-1), Loop(false), Scale(false)
|
||||
{
|
||||
}
|
||||
|
||||
bool operator==(const ButtonSprite& other) const
|
||||
{
|
||||
return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
|
||||
}
|
||||
|
||||
s32 Index;
|
||||
video::SColor Color;
|
||||
bool Loop;
|
||||
bool Scale;
|
||||
};
|
||||
|
||||
ButtonSprite ButtonSprites[gui::EGBS_COUNT];
|
||||
gui::IGUISpriteBank* SpriteBank;
|
||||
|
||||
struct ButtonImage
|
||||
{
|
||||
ButtonImage() : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
|
||||
{
|
||||
}
|
||||
|
||||
ButtonImage(const ButtonImage& other) : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
|
||||
{
|
||||
*this = other;
|
||||
}
|
||||
|
||||
~ButtonImage()
|
||||
{
|
||||
if ( Texture )
|
||||
Texture->drop();
|
||||
}
|
||||
|
||||
ButtonImage& operator=(const ButtonImage& other)
|
||||
{
|
||||
if ( this == &other )
|
||||
return *this;
|
||||
|
||||
if (other.Texture)
|
||||
other.Texture->grab();
|
||||
if ( Texture )
|
||||
Texture->drop();
|
||||
Texture = other.Texture;
|
||||
SourceRect = other.SourceRect;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool operator==(const ButtonImage& other) const
|
||||
{
|
||||
return Texture == other.Texture && SourceRect == other.SourceRect;
|
||||
}
|
||||
|
||||
|
||||
video::ITexture* Texture;
|
||||
core::rect<s32> SourceRect;
|
||||
};
|
||||
|
||||
ButtonImage ButtonImages[gui::EGBIS_COUNT];
|
||||
|
||||
gui::IGUIFont* OverrideFont;
|
||||
|
||||
bool OverrideColorEnabled;
|
||||
video::SColor OverrideColor;
|
||||
|
||||
u32 ClickTime, HoverTime, FocusTime;
|
||||
|
||||
bool ClickShiftState;
|
||||
bool ClickControlState;
|
||||
|
||||
bool IsPushButton;
|
||||
bool Pressed;
|
||||
bool UseAlphaChannel;
|
||||
bool DrawBorder;
|
||||
bool ScaleImage;
|
||||
|
||||
video::SColor Colors[4];
|
||||
};
|
@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <iterator>
|
||||
#include <sstream>
|
||||
#include <limits>
|
||||
#include "guiButton.h"
|
||||
#include "guiFormSpecMenu.h"
|
||||
#include "guiTable.h"
|
||||
#include "constants.h"
|
||||
@ -698,9 +699,8 @@ void GUIFormSpecMenu::parseButton(parserData* data, const std::string &element,
|
||||
spec.ftype = f_Button;
|
||||
if(type == "button_exit")
|
||||
spec.is_exit = true;
|
||||
gui::IGUIButton* e = Environment->addButton(rect, this, spec.fid,
|
||||
spec.flabel.c_str());
|
||||
|
||||
GUIButton *e = GUIButton::addButton(Environment, rect, this, spec.fid, spec.flabel.c_str());
|
||||
if (spec.fname == data->focused_fieldname) {
|
||||
Environment->setFocus(e);
|
||||
}
|
||||
|
1084
src/gui/guiSkin.cpp
Normal file
1084
src/gui/guiSkin.cpp
Normal file
File diff suppressed because it is too large
Load Diff
376
src/gui/guiSkin.h
Normal file
376
src/gui/guiSkin.h
Normal file
@ -0,0 +1,376 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __GUI_SKIN_H_INCLUDED__
|
||||
#define __GUI_SKIN_H_INCLUDED__
|
||||
|
||||
#include "IrrCompileConfig.h"
|
||||
#ifdef _IRR_COMPILE_WITH_GUI_
|
||||
|
||||
#include "IGUISkin.h"
|
||||
#include "irrString.h"
|
||||
#include <string>
|
||||
#include "ITexture.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
}
|
||||
namespace gui
|
||||
{
|
||||
class GUISkin : public IGUISkin
|
||||
{
|
||||
public:
|
||||
|
||||
GUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver);
|
||||
|
||||
//! destructor
|
||||
virtual ~GUISkin();
|
||||
|
||||
//! returns default color
|
||||
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
|
||||
|
||||
//! sets a default color
|
||||
virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor);
|
||||
|
||||
//! returns size for the given size type
|
||||
virtual s32 getSize(EGUI_DEFAULT_SIZE size) const;
|
||||
|
||||
//! sets a default size
|
||||
virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size);
|
||||
|
||||
//! returns the default font
|
||||
virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const;
|
||||
|
||||
//! sets a default font
|
||||
virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT);
|
||||
|
||||
//! sets the sprite bank used for drawing icons
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank);
|
||||
|
||||
//! gets the sprite bank used for drawing icons
|
||||
virtual IGUISpriteBank* getSpriteBank() const;
|
||||
|
||||
//! Returns a default icon
|
||||
/** Returns the sprite index within the sprite bank */
|
||||
virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const;
|
||||
|
||||
//! Sets a default icon
|
||||
/** Sets the sprite index used for drawing icons like arrows,
|
||||
close buttons and ticks in checkboxes
|
||||
\param icon: Enum specifying which icon to change
|
||||
\param index: The sprite index used to draw this icon */
|
||||
virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index);
|
||||
|
||||
//! Returns a default text.
|
||||
/** For example for Message box button captions:
|
||||
"OK", "Cancel", "Yes", "No" and so on. */
|
||||
virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const;
|
||||
|
||||
//! Sets a default text.
|
||||
/** For example for Message box button captions:
|
||||
"OK", "Cancel", "Yes", "No" and so on. */
|
||||
virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText);
|
||||
|
||||
//! draws a standard 3d button pane
|
||||
/** Used for drawing for example buttons in normal state.
|
||||
It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
|
||||
EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly. */
|
||||
virtual void draw3DButtonPaneStandard(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DButtonPaneStandard(element, rect,clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DButtonPaneStandard(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a pressed 3d button pane
|
||||
/** Used for drawing for example buttons in pressed state.
|
||||
It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
|
||||
EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly. */
|
||||
virtual void draw3DButtonPanePressed(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DButtonPanePressed(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DButtonPanePressed(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a sunken 3d pane
|
||||
/** Used for drawing the background of edit, combo or check boxes.
|
||||
\param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly.
|
||||
\param bgcolor: Background color.
|
||||
\param flat: Specifies if the sunken pane should be flat or displayed as sunken
|
||||
deep into the ground.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
virtual void draw3DSunkenPane(IGUIElement* element,
|
||||
video::SColor bgcolor, bool flat,
|
||||
bool fillBackGround,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DSunkenPane(element, bgcolor, flat, fillBackGround, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DSunkenPane(IGUIElement* element,
|
||||
video::SColor bgcolor, bool flat,
|
||||
bool fillBackGround,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a window background
|
||||
/** Used for drawing the background of dialogs and windows.
|
||||
\param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly.
|
||||
\param titleBarColor: Title color.
|
||||
\param drawTitleBar: True to enable title drawing.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area.
|
||||
\param checkClientArea: When set to non-null the function will not draw anything,
|
||||
but will instead return the clientArea which can be used for drawing by the calling window.
|
||||
That is the area without borders and without titlebar.
|
||||
\return Returns rect where it would be good to draw title bar text. This will
|
||||
work even when checkClientArea is set to a non-null value.*/
|
||||
virtual core::rect<s32> draw3DWindowBackground(IGUIElement* element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip,
|
||||
core::rect<s32>* checkClientArea)
|
||||
{
|
||||
return drawColored3DWindowBackground(element, drawTitleBar, titleBarColor,
|
||||
rect, clip, checkClientArea);
|
||||
}
|
||||
|
||||
virtual core::rect<s32> drawColored3DWindowBackground(IGUIElement* element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip,
|
||||
core::rect<s32>* checkClientArea,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a standard 3d menu pane
|
||||
/** Used for drawing for menus and context menus.
|
||||
It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
|
||||
EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
|
||||
\param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
virtual void draw3DMenuPane(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DMenuPane(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DMenuPane(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a standard 3d tool bar
|
||||
/** Used for drawing for toolbars and menus.
|
||||
\param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
virtual void draw3DToolBar(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColored3DToolBar(element, rect, clip);
|
||||
}
|
||||
|
||||
virtual void drawColored3DToolBar(IGUIElement* element,
|
||||
const core::rect<s32>& rect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a tab button
|
||||
/** Used for drawing for tab buttons on top of tabs.
|
||||
\param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly.
|
||||
\param active: Specifies if the tab is currently active.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
virtual void draw3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
|
||||
{
|
||||
drawColored3DTabButton(element, active, rect, clip, alignment);
|
||||
}
|
||||
|
||||
virtual void drawColored3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a tab control body
|
||||
/** \param element: Pointer to the element which wishes to draw this. This parameter
|
||||
is usually not used by ISkin, but can be used for example by more complex
|
||||
implementations to find out how to draw the part exactly.
|
||||
\param border: Specifies if the border should be drawn.
|
||||
\param background: Specifies if the background should be drawn.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
|
||||
{
|
||||
drawColored3DTabBody(element, border, background, rect, clip, tabHeight, alignment);
|
||||
}
|
||||
|
||||
virtual void drawColored3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws an icon, usually from the skin's sprite bank
|
||||
/** \param element: Pointer to the element which wishes to draw this icon.
|
||||
This parameter is usually not used by IGUISkin, but can be used for example
|
||||
by more complex implementations to find out how to draw the part exactly.
|
||||
\param icon: Specifies the icon to be drawn.
|
||||
\param position: The position to draw the icon
|
||||
\param starttime: The time at the start of the animation
|
||||
\param currenttime: The present time, used to calculate the frame number
|
||||
\param loop: Whether the animation should loop or not
|
||||
\param clip: Clip area. */
|
||||
virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=false, const core::rect<s32>* clip=0)
|
||||
{
|
||||
drawColoredIcon(element, icon, position, starttime, currenttime, loop, clip);
|
||||
}
|
||||
|
||||
virtual void drawColoredIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=false, const core::rect<s32>* clip=0,
|
||||
const video::SColor* colors=0);
|
||||
|
||||
//! draws a 2d rectangle.
|
||||
/** \param element: Pointer to the element which wishes to draw this icon.
|
||||
This parameter is usually not used by IGUISkin, but can be used for example
|
||||
by more complex implementations to find out how to draw the part exactly.
|
||||
\param color: Color of the rectangle to draw. The alpha component specifies how
|
||||
transparent the rectangle will be.
|
||||
\param pos: Position of the rectangle.
|
||||
\param clip: Pointer to rectangle against which the rectangle will be clipped.
|
||||
If the pointer is null, no clipping will be performed. */
|
||||
virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color,
|
||||
const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
|
||||
|
||||
|
||||
//! get the type of this skin
|
||||
virtual EGUI_SKIN_TYPE getType() const;
|
||||
|
||||
//! Writes attributes of the object.
|
||||
//! Implement this to expose the attributes of your scene node animator for
|
||||
//! scripting languages, editors, debuggers or xml serialization purposes.
|
||||
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
|
||||
|
||||
//! Reads attributes of the object.
|
||||
//! Implement this to set the attributes of your scene node animator for
|
||||
//! scripting languages, editors, debuggers or xml deserialization purposes.
|
||||
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
|
||||
|
||||
//! gets the colors
|
||||
virtual void getColors(video::SColor* colors); // ::PATCH:
|
||||
|
||||
private:
|
||||
|
||||
video::SColor Colors[EGDC_COUNT];
|
||||
s32 Sizes[EGDS_COUNT];
|
||||
u32 Icons[EGDI_COUNT];
|
||||
IGUIFont* Fonts[EGDF_COUNT];
|
||||
IGUISpriteBank* SpriteBank;
|
||||
core::stringw Texts[EGDT_COUNT];
|
||||
video::IVideoDriver* Driver;
|
||||
bool UseGradient;
|
||||
|
||||
EGUI_SKIN_TYPE Type;
|
||||
};
|
||||
|
||||
#define set3DSkinColors(skin, button_color) \
|
||||
{ \
|
||||
skin->setColor(EGDC_3D_FACE, button_color); \
|
||||
skin->setColor(EGDC_3D_DARK_SHADOW, button_color, 0.25f); \
|
||||
skin->setColor(EGDC_3D_SHADOW, button_color, 0.5f); \
|
||||
skin->setColor(EGDC_3D_LIGHT, button_color); \
|
||||
skin->setColor(EGDC_3D_HIGH_LIGHT, button_color, 1.5f); \
|
||||
}
|
||||
|
||||
#define getElementSkinColor(color) \
|
||||
{ \
|
||||
if (!Colors) \
|
||||
{ \
|
||||
IGUISkin* skin = Environment->getSkin(); \
|
||||
if (skin) \
|
||||
return skin->getColor(color); \
|
||||
} \
|
||||
return Colors[color]; \
|
||||
}
|
||||
|
||||
#define setElementSkinColor(which, newColor, shading) \
|
||||
{ \
|
||||
if (!Colors) \
|
||||
{ \
|
||||
Colors = new video::SColor[EGDC_COUNT]; \
|
||||
GUISkin* skin = (GUISkin *)Environment->getSkin(); \
|
||||
if (skin) \
|
||||
skin->getColors(Colors); \
|
||||
} \
|
||||
Colors[which] = newColor; \
|
||||
setShading(Colors[which],shading); \
|
||||
}
|
||||
} // end namespace gui
|
||||
//! Sets the shading
|
||||
inline void setShading(video::SColor &color,f32 s) // :PATCH:
|
||||
{
|
||||
if (s < 1.0f)
|
||||
{
|
||||
color.setRed(color.getRed() * s);
|
||||
color.setGreen(color.getGreen() * s);
|
||||
color.setBlue(color.getBlue() * s);
|
||||
}
|
||||
else if (s > 1.0f)
|
||||
{
|
||||
s -= 1.0f;
|
||||
|
||||
color.setRed(color.getRed() + (255 - color.getRed()) * s);
|
||||
color.setGreen(color.getGreen() + (255 - color.getGreen()) * s);
|
||||
color.setBlue(color.getBlue() + (255 - color.getBlue()) * s);
|
||||
}
|
||||
}
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // _IRR_COMPILE_WITH_GUI_
|
||||
|
||||
#endif
|
@ -155,6 +155,8 @@ src/genericobject.cpp
|
||||
src/genericobject.h
|
||||
src/gettext.cpp
|
||||
src/gettext.h
|
||||
src/gui/guiButton.cpp
|
||||
src/gui/guiButton.h
|
||||
src/gui/guiChatConsole.cpp
|
||||
src/gui/guiChatConsole.h
|
||||
src/gui/guiConfirmRegistration.cpp
|
||||
@ -170,6 +172,8 @@ src/gui/guiPasswordChange.cpp
|
||||
src/gui/guiPathSelectMenu.cpp
|
||||
src/gui/guiPathSelectMenu.h
|
||||
src/gui/guiScrollBar.cpp
|
||||
src/gui/guiSkin.cpp
|
||||
src/gui/guiSkin.h
|
||||
src/gui/guiTable.cpp
|
||||
src/gui/guiTable.h
|
||||
src/gui/guiVolumeChange.cpp
|
||||
|
Loading…
Reference in New Issue
Block a user