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580 lines
19 KiB
C++
580 lines
19 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "IReferenceCounted.h"
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#include "EGUIAlignment.h"
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#include "SColor.h"
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#include "rect.h"
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namespace irr
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{
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namespace gui
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{
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class IGUIFont;
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class IGUISpriteBank;
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class IGUIElement;
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//! Enumeration of available default skins.
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/** To set one of the skins, use the following code, for example to set
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the Windows classic skin:
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\code
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gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
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environment->setSkin(newskin);
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newskin->drop();
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\endcode
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*/
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enum EGUI_SKIN_TYPE
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{
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//! Default windows look and feel
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EGST_WINDOWS_CLASSIC = 0,
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//! Like EGST_WINDOWS_CLASSIC, but with metallic shaded windows and buttons
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EGST_WINDOWS_METALLIC,
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//! Burning's skin
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EGST_BURNING_SKIN,
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//! An unknown skin, not serializable at present
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EGST_UNKNOWN,
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//! this value is not used, it only specifies the number of skin types
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EGST_COUNT
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};
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//! Names for gui element types
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const c8 *const GUISkinTypeNames[EGST_COUNT + 1] = {
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"windowsClassic",
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"windowsMetallic",
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"burning",
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"unknown",
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0,
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};
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//! Enumeration for skin colors
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enum EGUI_DEFAULT_COLOR
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{
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//! Dark shadow for three-dimensional display elements.
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EGDC_3D_DARK_SHADOW = 0,
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//! Shadow color for three-dimensional display elements (for edges facing away from the light source).
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EGDC_3D_SHADOW,
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//! Face color for three-dimensional display elements and for dialog box backgrounds.
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EGDC_3D_FACE,
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//! Highlight color for three-dimensional display elements (for edges facing the light source.)
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EGDC_3D_HIGH_LIGHT,
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//! Light color for three-dimensional display elements (for edges facing the light source.)
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EGDC_3D_LIGHT,
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//! Active window border.
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EGDC_ACTIVE_BORDER,
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//! Active window title bar text.
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EGDC_ACTIVE_CAPTION,
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//! Background color of multiple document interface (MDI) applications.
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EGDC_APP_WORKSPACE,
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//! Text on a button
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EGDC_BUTTON_TEXT,
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//! Grayed (disabled) text.
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EGDC_GRAY_TEXT,
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//! Item(s) selected in a control.
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EGDC_HIGH_LIGHT,
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//! Text of item(s) selected in a control.
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EGDC_HIGH_LIGHT_TEXT,
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//! Inactive window border.
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EGDC_INACTIVE_BORDER,
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//! Inactive window caption.
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EGDC_INACTIVE_CAPTION,
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//! Tool tip text color
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EGDC_TOOLTIP,
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//! Tool tip background color
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EGDC_TOOLTIP_BACKGROUND,
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//! Scrollbar gray area
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EGDC_SCROLLBAR,
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//! Window background
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EGDC_WINDOW,
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//! Window symbols like on close buttons, scroll bars and check boxes
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EGDC_WINDOW_SYMBOL,
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//! Icons in a list or tree
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EGDC_ICON,
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//! Selected icons in a list or tree
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EGDC_ICON_HIGH_LIGHT,
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//! Grayed (disabled) window symbols like on close buttons, scroll bars and check boxes
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EGDC_GRAY_WINDOW_SYMBOL,
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//! Window background for editable field (editbox, checkbox-field)
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EGDC_EDITABLE,
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//! Grayed (disabled) window background for editable field (editbox, checkbox-field)
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EGDC_GRAY_EDITABLE,
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//! Show focus of window background for editable field (editbox or when checkbox-field is pressed)
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EGDC_FOCUSED_EDITABLE,
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//! this value is not used, it only specifies the amount of default colors
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//! available.
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EGDC_COUNT
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};
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//! Names for default skin colors
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const c8 *const GUISkinColorNames[EGDC_COUNT + 1] = {
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"3DDarkShadow",
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"3DShadow",
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"3DFace",
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"3DHighlight",
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"3DLight",
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"ActiveBorder",
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"ActiveCaption",
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"AppWorkspace",
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"ButtonText",
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"GrayText",
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"Highlight",
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"HighlightText",
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"InactiveBorder",
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"InactiveCaption",
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"ToolTip",
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"ToolTipBackground",
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"ScrollBar",
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"Window",
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"WindowSymbol",
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"Icon",
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"IconHighlight",
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"GrayWindowSymbol",
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"Editable",
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"GrayEditable",
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"FocusedEditable",
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0,
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};
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//! Enumeration for default sizes.
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enum EGUI_DEFAULT_SIZE
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{
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//! default with / height of scrollbar. Also width of drop-down button in comboboxes.
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EGDS_SCROLLBAR_SIZE = 0,
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//! height of menu
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EGDS_MENU_HEIGHT,
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//! width and height of a window titlebar button (like minimize/maximize/close buttons). The titlebar height is also calculated from that.
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EGDS_WINDOW_BUTTON_WIDTH,
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//! width of a checkbox check
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EGDS_CHECK_BOX_WIDTH,
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//! \deprecated This may be removed by Irrlicht 1.9
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EGDS_MESSAGE_BOX_WIDTH,
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//! \deprecated This may be removed by Irrlicht 1.9
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EGDS_MESSAGE_BOX_HEIGHT,
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//! width of a default button
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EGDS_BUTTON_WIDTH,
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//! height of a default button (OK and cancel buttons)
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EGDS_BUTTON_HEIGHT,
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//! distance for text from background
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EGDS_TEXT_DISTANCE_X,
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//! distance for text from background
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EGDS_TEXT_DISTANCE_Y,
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//! distance for text in the title bar, from the left of the window rect
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EGDS_TITLEBARTEXT_DISTANCE_X,
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//! distance for text in the title bar, from the top of the window rect
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EGDS_TITLEBARTEXT_DISTANCE_Y,
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//! free space in a messagebox between borders and contents on all sides
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EGDS_MESSAGE_BOX_GAP_SPACE,
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//! minimal space to reserve for messagebox text-width
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EGDS_MESSAGE_BOX_MIN_TEXT_WIDTH,
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//! maximal space to reserve for messagebox text-width
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EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH,
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//! minimal space to reserve for messagebox text-height
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EGDS_MESSAGE_BOX_MIN_TEXT_HEIGHT,
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//! maximal space to reserve for messagebox text-height
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EGDS_MESSAGE_BOX_MAX_TEXT_HEIGHT,
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//! pixels to move an unscaled button image to the right when a button is pressed and the unpressed image looks identical
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EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X,
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//! pixels to move an unscaled button image down when a button is pressed and the unpressed image looks identical
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EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y,
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//! pixels to move the button text to the right when a button is pressed
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EGDS_BUTTON_PRESSED_TEXT_OFFSET_X,
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//! pixels to move the button text down when a button is pressed
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EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y,
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//! pixels to move an unscaled button sprite to the right when a button is pressed
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EGDS_BUTTON_PRESSED_SPRITE_OFFSET_X,
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//! pixels to move an unscaled button sprite down when a button is pressed
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EGDS_BUTTON_PRESSED_SPRITE_OFFSET_Y,
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//! this value is not used, it only specifies the amount of default sizes
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//! available.
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EGDS_COUNT
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};
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//! Names for default skin sizes
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const c8 *const GUISkinSizeNames[EGDS_COUNT + 1] = {
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"ScrollBarSize",
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"MenuHeight",
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"WindowButtonWidth",
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"CheckBoxWidth",
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"MessageBoxWidth",
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"MessageBoxHeight",
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"ButtonWidth",
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"ButtonHeight",
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"TextDistanceX",
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"TextDistanceY",
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"TitleBarTextX",
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"TitleBarTextY",
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"MessageBoxGapSpace",
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"MessageBoxMinTextWidth",
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"MessageBoxMaxTextWidth",
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"MessageBoxMinTextHeight",
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"MessageBoxMaxTextHeight",
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"ButtonPressedImageOffsetX",
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"ButtonPressedImageOffsetY",
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"ButtonPressedTextOffsetX",
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"ButtonPressedTextOffsetY",
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"ButtonPressedSpriteOffsetX",
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"ButtonPressedSpriteOffsetY",
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0,
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};
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enum EGUI_DEFAULT_TEXT
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{
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//! Text for the OK button on a message box
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EGDT_MSG_BOX_OK = 0,
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//! Text for the Cancel button on a message box
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EGDT_MSG_BOX_CANCEL,
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//! Text for the Yes button on a message box
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EGDT_MSG_BOX_YES,
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//! Text for the No button on a message box
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EGDT_MSG_BOX_NO,
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//! Tooltip text for window close button
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EGDT_WINDOW_CLOSE,
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//! Tooltip text for window maximize button
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EGDT_WINDOW_MAXIMIZE,
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//! Tooltip text for window minimize button
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EGDT_WINDOW_MINIMIZE,
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//! Tooltip text for window restore button
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EGDT_WINDOW_RESTORE,
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//! this value is not used, it only specifies the number of default texts
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EGDT_COUNT
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};
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//! Names for default skin sizes
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const c8 *const GUISkinTextNames[EGDT_COUNT + 1] = {
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"MessageBoxOkay",
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"MessageBoxCancel",
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"MessageBoxYes",
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"MessageBoxNo",
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"WindowButtonClose",
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"WindowButtonMaximize",
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"WindowButtonMinimize",
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"WindowButtonRestore",
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0,
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};
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//! Customizable symbols for GUI
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enum EGUI_DEFAULT_ICON
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{
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//! maximize window button
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EGDI_WINDOW_MAXIMIZE = 0,
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//! restore window button
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EGDI_WINDOW_RESTORE,
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//! close window button
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EGDI_WINDOW_CLOSE,
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//! minimize window button
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EGDI_WINDOW_MINIMIZE,
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//! resize icon for bottom right corner of a window
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EGDI_WINDOW_RESIZE,
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//! scroll bar up button
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EGDI_CURSOR_UP,
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//! scroll bar down button
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EGDI_CURSOR_DOWN,
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//! scroll bar left button
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EGDI_CURSOR_LEFT,
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//! scroll bar right button
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EGDI_CURSOR_RIGHT,
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//! icon for menu children
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EGDI_MENU_MORE,
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//! tick for checkbox
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EGDI_CHECK_BOX_CHECKED,
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//! down arrow for dropdown menus
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EGDI_DROP_DOWN,
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//! smaller up arrow
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EGDI_SMALL_CURSOR_UP,
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//! smaller down arrow
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EGDI_SMALL_CURSOR_DOWN,
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//! selection dot in a radio button
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EGDI_RADIO_BUTTON_CHECKED,
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//! << icon indicating there is more content to the left
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EGDI_MORE_LEFT,
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//! >> icon indicating that there is more content to the right
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EGDI_MORE_RIGHT,
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//! icon indicating that there is more content above
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EGDI_MORE_UP,
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//! icon indicating that there is more content below
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EGDI_MORE_DOWN,
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//! plus icon for trees
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EGDI_EXPAND,
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//! minus icon for trees
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EGDI_COLLAPSE,
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//! file icon for file selection
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EGDI_FILE,
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//! folder icon for file selection
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EGDI_DIRECTORY,
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//! value not used, it only specifies the number of icons
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EGDI_COUNT
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};
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const c8 *const GUISkinIconNames[EGDI_COUNT + 1] = {
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"windowMaximize",
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"windowRestore",
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"windowClose",
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"windowMinimize",
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"windowResize",
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"cursorUp",
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"cursorDown",
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"cursorLeft",
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"cursorRight",
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"menuMore",
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"checkBoxChecked",
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"dropDown",
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"smallCursorUp",
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"smallCursorDown",
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"radioButtonChecked",
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"moreLeft",
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"moreRight",
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"moreUp",
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"moreDown",
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"expand",
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"collapse",
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"file",
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"directory",
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0,
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};
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// Customizable fonts
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enum EGUI_DEFAULT_FONT
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{
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//! For static text, edit boxes, lists and most other places
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EGDF_DEFAULT = 0,
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//! Font for buttons
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EGDF_BUTTON,
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//! Font for window title bars
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EGDF_WINDOW,
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//! Font for menu items
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EGDF_MENU,
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//! Font for tooltips
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EGDF_TOOLTIP,
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//! this value is not used, it only specifies the amount of default fonts
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//! available.
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EGDF_COUNT
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};
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const c8 *const GUISkinFontNames[EGDF_COUNT + 1] = {
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"defaultFont",
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"buttonFont",
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"windowFont",
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"menuFont",
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"tooltipFont",
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0,
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};
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//! A skin modifies the look of the GUI elements.
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class IGUISkin : virtual public IReferenceCounted
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{
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public:
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//! returns display density scaling factor
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virtual float getScale() const = 0;
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//! sets display density scaling factor
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virtual void setScale(float scale) = 0;
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//! returns default color
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virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const = 0;
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//! sets a default color
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virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor) = 0;
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//! returns size for the given size type
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virtual s32 getSize(EGUI_DEFAULT_SIZE size) const = 0;
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//! Returns a default text.
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/** For example for Message box button captions:
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"OK", "Cancel", "Yes", "No" and so on. */
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virtual const wchar_t *getDefaultText(EGUI_DEFAULT_TEXT text) const = 0;
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//! Sets a default text.
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/** For example for Message box button captions:
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"OK", "Cancel", "Yes", "No" and so on. */
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virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t *newText) = 0;
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//! sets a default size
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virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size) = 0;
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//! returns the default font
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virtual IGUIFont *getFont(EGUI_DEFAULT_FONT which = EGDF_DEFAULT) const = 0;
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//! sets a default font
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virtual void setFont(IGUIFont *font, EGUI_DEFAULT_FONT which = EGDF_DEFAULT) = 0;
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//! returns the sprite bank
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virtual IGUISpriteBank *getSpriteBank() const = 0;
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//! sets the sprite bank
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virtual void setSpriteBank(IGUISpriteBank *bank) = 0;
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//! Returns a default icon
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/** Returns the sprite index within the sprite bank */
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virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const = 0;
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//! Sets a default icon
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/** Sets the sprite index used for drawing icons like arrows,
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close buttons and ticks in checkboxes
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\param icon: Enum specifying which icon to change
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\param index: The sprite index used to draw this icon */
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virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index) = 0;
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//! draws a standard 3d button pane
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/** Used for drawing for example buttons in normal state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by IGUISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DButtonPaneStandard(IGUIElement *element,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip = 0) = 0;
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virtual void drawColored3DButtonPaneStandard(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0,
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const video::SColor* colors=0) = 0;
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//! draws a pressed 3d button pane
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/** Used for drawing for example buttons in pressed state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by IGUISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DButtonPanePressed(IGUIElement *element,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip = 0) = 0;
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virtual void drawColored3DButtonPanePressed(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0,
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const video::SColor* colors=0) = 0;
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//! draws a sunken 3d pane
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/** Used for drawing the background of edit, combo or check boxes.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by IGUISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param bgcolor: Background color.
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\param flat: Specifies if the sunken pane should be flat or displayed as sunken
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deep into the ground.
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\param fillBackGround: Specifies if the background should be filled with the background
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color or not be drawn at all.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DSunkenPane(IGUIElement *element,
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video::SColor bgcolor, bool flat, bool fillBackGround,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip = 0) = 0;
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//! draws a window background
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/** Used for drawing the background of dialogs and windows.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by IGUISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param titleBarColor: Title color.
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\param drawTitleBar: True to enable title drawing.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param checkClientArea: When set to non-null the function will not draw anything,
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but will instead return the clientArea which can be used for drawing by the calling window.
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That is the area without borders and without titlebar.
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\return Returns rect where it would be good to draw title bar text. This will
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work even when checkClientArea is set to a non-null value.*/
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virtual core::rect<s32> draw3DWindowBackground(IGUIElement *element,
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bool drawTitleBar, video::SColor titleBarColor,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip = 0,
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core::rect<s32> *checkClientArea = 0) = 0;
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//! draws a standard 3d menu pane
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/** Used for drawing for menus and context menus.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by IGUISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DMenuPane(IGUIElement *element,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip = 0) = 0;
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//! draws a standard 3d tool bar
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/** Used for drawing for toolbars and menus.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by IGUISkin, but can be used for example by more complex
|
|
implementations to find out how to draw the part exactly.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DToolBar(IGUIElement *element,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip = 0) = 0;
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//! draws a tab button
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/** Used for drawing for tab buttons on top of tabs.
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\param element: Pointer to the element which wishes to draw this. This parameter
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|
is usually not used by IGUISkin, but can be used for example by more complex
|
|
implementations to find out how to draw the part exactly.
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\param active: Specifies if the tab is currently active.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param alignment Alignment of GUI element. */
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virtual void draw3DTabButton(IGUIElement *element, bool active,
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const core::rect<s32> &rect, const core::rect<s32> *clip = 0, gui::EGUI_ALIGNMENT alignment = EGUIA_UPPERLEFT) = 0;
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|
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//! draws a tab control body
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|
/** \param element: Pointer to the element which wishes to draw this. This parameter
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|
is usually not used by IGUISkin, but can be used for example by more complex
|
|
implementations to find out how to draw the part exactly.
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|
\param border: Specifies if the border should be drawn.
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|
\param background: Specifies if the background should be drawn.
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|
\param rect: Defining area where to draw.
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|
\param clip: Clip area.
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|
\param tabHeight Height of tab.
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|
\param alignment Alignment of GUI element. */
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virtual void draw3DTabBody(IGUIElement *element, bool border, bool background,
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const core::rect<s32> &rect, const core::rect<s32> *clip = 0, s32 tabHeight = -1, gui::EGUI_ALIGNMENT alignment = EGUIA_UPPERLEFT) = 0;
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|
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//! draws an icon, usually from the skin's sprite bank
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|
/** \param element: Pointer to the element which wishes to draw this icon.
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|
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.
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|
\param icon: Specifies the icon to be drawn.
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|
\param position: The position to draw the icon
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|
\param starttime: The time at the start of the animation
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|
\param currenttime: The present time, used to calculate the frame number
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|
\param loop: Whether the animation should loop or not
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|
\param clip: Clip area. */
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|
virtual void drawIcon(IGUIElement *element, EGUI_DEFAULT_ICON icon,
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|
const core::position2di position, u32 starttime = 0, u32 currenttime = 0,
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|
bool loop = false, const core::rect<s32> *clip = 0) = 0;
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|
|
|
//! draws a 2d rectangle.
|
|
/** \param element: Pointer to the element which wishes to draw this icon.
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|
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.
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|
\param clip: Pointer to rectangle against which the rectangle will be clipped.
|
|
If the pointer is null, no clipping will be performed. */
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|
virtual void draw2DRectangle(IGUIElement *element, const video::SColor &color,
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|
const core::rect<s32> &pos, const core::rect<s32> *clip = 0) = 0;
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|
|
|
//! get the type of this skin
|
|
virtual EGUI_SKIN_TYPE getType() const { return EGST_UNKNOWN; }
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|
};
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} // end namespace gui
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|
} // end namespace irr
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