Add custom colorable GUIButton implementation

This commit is contained in:
rubenwardy 2019-03-15 18:39:23 +00:00
parent 41ad0f4f20
commit d1a1c5cbf0
9 changed files with 2471 additions and 19 deletions

@ -186,6 +186,7 @@ LOCAL_SRC_FILES := \
jni/src/gui/guiPasswordChange.cpp \
jni/src/gui/guiPathSelectMenu.cpp \
jni/src/gui/guiScrollBar.cpp \
jni/src/gui/guiSkin.cpp \
jni/src/gui/guiTable.cpp \
jni/src/gui/guiVolumeChange.cpp \
jni/src/gui/intlGUIEditBox.cpp \

@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "render/factory.h"
#include "inputhandler.h"
#include "gettext.h"
#include "../gui/guiSkin.h"
#if !defined(_WIN32) && !defined(__APPLE__) && !defined(__ANDROID__) && \
!defined(SERVER) && !defined(__HAIKU__)
@ -44,6 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
#endif
#ifdef __ANDROID__
@ -52,6 +54,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
RenderingEngine *RenderingEngine::s_singleton = nullptr;
static gui::GUISkin* createSkin(gui::IGUIEnvironment *environment,
gui::EGUI_SKIN_TYPE type, video::IVideoDriver *driver)
{
gui::GUISkin* skin = new gui::GUISkin(type, driver);
gui::IGUIFont* builtinfont = environment->getBuiltInFont();
gui::IGUIFontBitmap* bitfont = 0;
if (builtinfont && builtinfont->getType() == gui::EGFT_BITMAP)
bitfont = (gui::IGUIFontBitmap*)builtinfont;
gui::IGUISpriteBank* bank = 0;
skin->setFont(builtinfont);
if (bitfont)
bank = bitfont->getSpriteBank();
skin->setSpriteBank(bank);
return skin;
}
RenderingEngine::RenderingEngine(IEventReceiver *receiver)
{
sanity_check(!s_singleton);
@ -112,6 +137,11 @@ RenderingEngine::RenderingEngine(IEventReceiver *receiver)
driver = m_device->getVideoDriver();
s_singleton = this;
auto skin = createSkin(m_device->getGUIEnvironment(),
gui::EGST_WINDOWS_METALLIC, driver);
m_device->getGUIEnvironment()->setSkin(skin);
skin->drop();
}
RenderingEngine::~RenderingEngine()
@ -193,7 +223,7 @@ bool RenderingEngine::setupTopLevelWindow(const std::string &name)
// sort here that would call the correct toplevel setup methods for
// the environment Minetest is running in but for now not deviating
// from the original pattern.
/* Setting Xorg properties for the top level window */
setupTopLevelXorgWindow(name);
/* Done with Xorg properties */
@ -211,7 +241,7 @@ bool RenderingEngine::setupTopLevelWindow(const std::string &name)
/* Done with general properties */
// FIXME: setWindowIcon returns a bool result but it is unused.
// For now continue to return this result.
// For now continue to return this result.
return result;
}
@ -223,7 +253,7 @@ void RenderingEngine::setupTopLevelXorgWindow(const std::string &name)
Display *x11_dpl = reinterpret_cast<Display *>(exposedData.OpenGLLinux.X11Display);
if (x11_dpl == NULL) {
warningstream << "Client: Could not find X11 Display in ExposedVideoData"
<< std::endl;
<< std::endl;
return;
}
@ -244,30 +274,30 @@ void RenderingEngine::setupTopLevelXorgWindow(const std::string &name)
// FIXME: In the future WMNormalHints should be set ... e.g see the
// gtk/gdk code (gdk/x11/gdksurface-x11.c) for the setup_top_level
// method. But for now (as it would require some significant changes)
// leave the code as is.
// method. But for now (as it would require some significant changes)
// leave the code as is.
// The following is borrowed from the above gdk source for setting top
// level windows. The source indicates and the Xlib docs suggest that
// this will set the WM_CLIENT_MACHINE and WM_LOCAL_NAME. This will not
// set the WM_CLIENT_MACHINE to a Fully Qualified Domain Name (FQDN) which is
// this will set the WM_CLIENT_MACHINE and WM_LOCAL_NAME. This will not
// set the WM_CLIENT_MACHINE to a Fully Qualified Domain Name (FQDN) which is
// required by the Extended Window Manager Hints (EWMH) spec when setting
// the _NET_WM_PID (see further down) but running Minetest in an env
// where the window manager is on another machine from Minetest (therefore
// making the PID useless) is not expected to be a problem. Further
// more, using gtk/gdk as the model it would seem that not using a FQDN is
// not an issue for modern Xorg window managers.
verbosestream << "Client: Setting Xorg window manager Properties"
<< std::endl;
XSetWMProperties (x11_dpl, x11_win, NULL, NULL, NULL, 0, NULL, NULL, NULL);
// Set the _NET_WM_PID window property according to the EWMH spec. _NET_WM_PID
// (in conjunction with WM_CLIENT_MACHINE) can be used by window managers to
// force a shutdown of an application if it doesn't respond to the destroy
// window message.
// Set the _NET_WM_PID window property according to the EWMH spec. _NET_WM_PID
// (in conjunction with WM_CLIENT_MACHINE) can be used by window managers to
// force a shutdown of an application if it doesn't respond to the destroy
// window message.
verbosestream << "Client: Setting Xorg _NET_WM_PID extened window manager property"
<< std::endl;
@ -277,12 +307,12 @@ void RenderingEngine::setupTopLevelXorgWindow(const std::string &name)
infostream << "Client: PID is '" << static_cast<long>(pid) << "'"
<< std::endl;
XChangeProperty(x11_dpl, x11_win, NET_WM_PID,
XA_CARDINAL, 32, PropModeReplace,
XChangeProperty(x11_dpl, x11_win, NET_WM_PID,
XA_CARDINAL, 32, PropModeReplace,
reinterpret_cast<unsigned char *>(&pid),1);
// Set the WM_CLIENT_LEADER window property here. Minetest has only one
// window and that window will always be the leader.
// window and that window will always be the leader.
verbosestream << "Client: Setting Xorg WM_CLIENT_LEADER property"
<< std::endl;

@ -1,4 +1,5 @@
set(gui_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/guiButton.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiChatConsole.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiConfirmRegistration.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiEditBoxWithScrollbar.cpp
@ -8,6 +9,7 @@ set(gui_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/guiPasswordChange.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiPathSelectMenu.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiScrollBar.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiSkin.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiTable.cpp
${CMAKE_CURRENT_SOURCE_DIR}/guiVolumeChange.cpp
${CMAKE_CURRENT_SOURCE_DIR}/intlGUIEditBox.cpp

649
src/gui/guiButton.cpp Normal file

@ -0,0 +1,649 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "guiButton.h"
#include "IGUISkin.h"
#include "IGUIEnvironment.h"
#include "IVideoDriver.h"
#include "IGUIFont.h"
#include "porting.h"
using namespace irr;
using namespace gui;
//! constructor
GUIButton::GUIButton(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle, bool noclip)
: IGUIButton(environment, parent, id, rectangle),
SpriteBank(0), OverrideFont(0),
OverrideColorEnabled(false), OverrideColor(video::SColor(101,255,255,255)),
ClickTime(0), HoverTime(0), FocusTime(0),
ClickShiftState(false), ClickControlState(false),
IsPushButton(false), Pressed(false),
UseAlphaChannel(false), DrawBorder(true), ScaleImage(false)
{
setNotClipped(noclip);
// This element can be tabbed.
setTabStop(true);
setTabOrder(-1);
// PATCH
for (size_t i = 0; i < 4; i++) {
Colors[i] = Environment->getSkin()->getColor((EGUI_DEFAULT_COLOR)i);
}
// END PATCH
}
//! destructor
GUIButton::~GUIButton()
{
if (OverrideFont)
OverrideFont->drop();
if (SpriteBank)
SpriteBank->drop();
}
//! Sets if the images should be scaled to fit the button
void GUIButton::setScaleImage(bool scaleImage)
{
ScaleImage = scaleImage;
}
//! Returns whether the button scale the used images
bool GUIButton::isScalingImage() const
{
return ScaleImage;
}
//! Sets if the button should use the skin to draw its border
void GUIButton::setDrawBorder(bool border)
{
DrawBorder = border;
}
void GUIButton::setSpriteBank(IGUISpriteBank* sprites)
{
if (sprites)
sprites->grab();
if (SpriteBank)
SpriteBank->drop();
SpriteBank = sprites;
}
void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale)
{
ButtonSprites[(u32)state].Index = index;
ButtonSprites[(u32)state].Color = color;
ButtonSprites[(u32)state].Loop = loop;
ButtonSprites[(u32)state].Scale = scale;
}
//! Get the sprite-index for the given state or -1 when no sprite is set
s32 GUIButton::getSpriteIndex(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Index;
}
//! Get the sprite color for the given state. Color is only used when a sprite is set.
video::SColor GUIButton::getSpriteColor(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Color;
}
//! Returns if the sprite in the given state does loop
bool GUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Loop;
}
//! Returns if the sprite in the given state is scaled
bool GUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Scale;
}
//! called if an event happened.
bool GUIButton::OnEvent(const SEvent& event)
{
if (!isEnabled())
return IGUIElement::OnEvent(event);
switch(event.EventType)
{
case EET_KEY_INPUT_EVENT:
if (event.KeyInput.PressedDown &&
(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
{
if (!IsPushButton)
setPressed(true);
else
setPressed(!Pressed);
return true;
}
if (Pressed && !IsPushButton && event.KeyInput.PressedDown && event.KeyInput.Key == KEY_ESCAPE)
{
setPressed(false);
return true;
}
else
if (!event.KeyInput.PressedDown && Pressed &&
(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
{
if (!IsPushButton)
setPressed(false);
if (Parent)
{
ClickShiftState = event.KeyInput.Shift;
ClickControlState = event.KeyInput.Control;
SEvent newEvent;
newEvent.EventType = EET_GUI_EVENT;
newEvent.GUIEvent.Caller = this;
newEvent.GUIEvent.Element = 0;
newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
Parent->OnEvent(newEvent);
}
return true;
}
break;
case EET_GUI_EVENT:
if (event.GUIEvent.Caller == this)
{
if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUS_LOST)
{
if (!IsPushButton)
setPressed(false);
FocusTime = (u32)porting::getTimeMs();
}
else if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUSED)
{
FocusTime = (u32)porting::getTimeMs();
}
else if (event.GUIEvent.EventType == EGET_ELEMENT_HOVERED || event.GUIEvent.EventType == EGET_ELEMENT_LEFT)
{
HoverTime = (u32)porting::getTimeMs();
}
}
break;
case EET_MOUSE_INPUT_EVENT:
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
if (!IsPushButton)
setPressed(true);
return true;
}
else
if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{
bool wasPressed = Pressed;
if ( !AbsoluteClippingRect.isPointInside( core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ) ) )
{
if (!IsPushButton)
setPressed(false);
return true;
}
if (!IsPushButton)
setPressed(false);
else
{
setPressed(!Pressed);
}
if ((!IsPushButton && wasPressed && Parent) ||
(IsPushButton && wasPressed != Pressed))
{
ClickShiftState = event.MouseInput.Shift;
ClickControlState = event.MouseInput.Control;
SEvent newEvent;
newEvent.EventType = EET_GUI_EVENT;
newEvent.GUIEvent.Caller = this;
newEvent.GUIEvent.Element = 0;
newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
Parent->OnEvent(newEvent);
}
return true;
}
break;
default:
break;
}
return Parent ? Parent->OnEvent(event) : false;
}
//! draws the element and its children
void GUIButton::draw()
{
if (!IsVisible)
return;
// PATCH
GUISkin* skin = dynamic_cast<GUISkin*>(Environment->getSkin());
video::IVideoDriver* driver = Environment->getVideoDriver();
// END PATCH
if (DrawBorder)
{
if (!Pressed)
{
// PATCH
skin->drawColored3DButtonPaneStandard(this, AbsoluteRect, &AbsoluteClippingRect, Colors);
// END PATCH
}
else
{
// PATCH
skin->drawColored3DButtonPanePressed(this, AbsoluteRect, &AbsoluteClippingRect, Colors);
// END PATCH
}
}
const core::position2di buttonCenter(AbsoluteRect.getCenter());
EGUI_BUTTON_IMAGE_STATE imageState = getImageState(Pressed);
if ( ButtonImages[(u32)imageState].Texture )
{
core::position2d<s32> pos(buttonCenter);
core::rect<s32> sourceRect(ButtonImages[(u32)imageState].SourceRect);
if ( sourceRect.getWidth() == 0 && sourceRect.getHeight() == 0 )
sourceRect = core::rect<s32>(core::position2di(0,0), ButtonImages[(u32)imageState].Texture->getOriginalSize());
pos.X -= sourceRect.getWidth() / 2;
pos.Y -= sourceRect.getHeight() / 2;
if ( Pressed )
{
// Create a pressed-down effect by moving the image when it looks identical to the unpressed state image
EGUI_BUTTON_IMAGE_STATE unpressedState = getImageState(false);
if ( unpressedState == imageState || ButtonImages[(u32)imageState] == ButtonImages[(u32)unpressedState] )
{
pos.X += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X);
pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y);
}
}
driver->draw2DImage(ButtonImages[(u32)imageState].Texture,
ScaleImage? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()),
sourceRect, &AbsoluteClippingRect,
0, UseAlphaChannel);
}
if (SpriteBank)
{
core::position2di pos(buttonCenter);
if (isEnabled())
{
// pressed / unpressed animation
EGUI_BUTTON_STATE state = Pressed ? EGBS_BUTTON_DOWN : EGBS_BUTTON_UP;
drawSprite(state, ClickTime, pos);
// focused / unfocused animation
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

@ -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

File diff suppressed because it is too large Load Diff

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