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author | rubenwardy <rw@rubenwardy.com> | 2019-03-15 18:39:23 +0000 |
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committer | rubenwardy <rw@rubenwardy.com> | 2019-08-03 19:36:30 +0100 |
commit | d1a1c5cbf055e7eacbc4aeaa53174749d4c64d87 (patch) | |
tree | 3cbc94b9dd827f01b33575acd0faa58ea7f44dd3 /src/gui/guiSkin.h | |
parent | 41ad0f4f202b47daab0841a56bf27c3990670344 (diff) | |
download | minetest-d1a1c5cbf055e7eacbc4aeaa53174749d4c64d87.tar.gz minetest-d1a1c5cbf055e7eacbc4aeaa53174749d4c64d87.tar.bz2 minetest-d1a1c5cbf055e7eacbc4aeaa53174749d4c64d87.zip |
Add custom colorable GUIButton implementation
Diffstat (limited to 'src/gui/guiSkin.h')
-rw-r--r-- | src/gui/guiSkin.h | 376 |
1 files changed, 376 insertions, 0 deletions
diff --git a/src/gui/guiSkin.h b/src/gui/guiSkin.h new file mode 100644 index 000000000..bbb900f9f --- /dev/null +++ b/src/gui/guiSkin.h @@ -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
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