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* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
* Move `setlocale` from Lua to C++.red-0012018-02-08
* Make hud_get return aligment, offset and size. (#7006)lisacvuk2018-02-04
* Add minetest.bulk_set_node call + optimize Environment::set_node call (#6958)Loïc Blot2018-01-30
* CSM: Remove screenshot APIred-0012018-01-23
* [CSM] Don't Load the package library (#6944)red-0012018-01-22
* Change include from "cmake_config.h" to "config.h"Wayward One2018-01-21
* [CSM] Remove `on_connect` callback (#6941)red-0012018-01-21
* [CSM] Add functions to create particles and particlespawners. (#6072)red-0012018-01-20
* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
* Biomes: Add 'get heat', 'get humidity', 'get biome data' APIsparamat2018-01-16
* Fix buffer parameter not working in LuaPerlinNoiseMap::l_getMapSlice()Pedro Gimeno2018-01-08
* Fix naming conventions of noise userdatarubenwardy2018-01-07
* Biomes: Add vertical biome blend (#6853)Paramat2018-01-05
* [CSM] Don't load the IO library. (#6087)red-0012018-01-04
* Fix crash on can_bypass_userlimit returning non-booleanrubenwardy2018-01-03
* Connected Nodeboxes: Add `disconnected` boxesThomas--S2018-01-03
* Tool.cpp/.h, lua_api/l_util.cpp: Tidy up code and remove dead codeHybrid Dog2018-01-03
* Fix rounding error in g/set_node caused by truncation to floatrubenwardy2017-12-26
* Line_of_sight: Improve using VoxelLineIteratorDániel Juhász2017-12-26
* Allow 'default' parameter in 'settings:get_bool' functionJordan Irwin2017-12-17
* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
* Hint at problematic code when logging deprecated callssfan52017-11-27
* Clearobjects: Send progress messages to terminal using actionstreamparamat2017-11-24
* Stratum ore: Add option for a constant thickness stratumparamat2017-11-19
* Load files from subfolders in texturepacksnumber Zero2017-11-17
* Move files to subdirectories (#6599)Vitaliy2017-11-08
* Add minetest.safe_write_file() to script APIsfan52017-11-08
* Player eye height: Make this a settable player object propertyparamat2017-11-06
* Add sha1 to lua utils. (#6563)Rob Blanckaert2017-10-30
* CSM: Add a way to get current locale from CSMlisacvuk2017-10-29
* Allow overriding tool capabilities through itemstack metadataraymoo2017-10-29
* Improvements/fixes for noise parameter input in advanced settingsMuhammad Rifqi Priyo Susanto2017-10-23
* Real global textures (#6105)Vitaliy2017-10-15
* Simple decorations: Make 'place_offset_y' usable with simple decorationsparamat2017-10-10
* Simple decorations: Add 'param2_max' parameter for random param2paramat2017-10-09
* Unkown nodes: Provide position on interact (#6505)SmallJoker2017-10-07
* [CSM] Add callback on open inventory (#5793)Vincent Glize2017-10-02
* Stratum ore: Allow use with no noise for simple horizontal strataparamat2017-10-01
* Make Player::peer_id server-side only and add getters and setters (#6478)Loïc Blot2017-09-30
* Add static_save property to luaentites to not save them statically. (#5112)orwell962017-09-28
* Update JsonCPP to 1.8.3 (#6466)Loïc Blot2017-09-26
* Implement mod communication channels (#6351)Loïc Blot2017-09-26
* Set placer to nil instead of a non-functional one in item_OnPlace (#6449)DTA72017-09-21
* on_death: Fix callback number of pushed arguments (Fixes #6451)SmallJoker2017-09-21
* ServerEnv: Clean up object lifecycle handling (#6414)sfan52017-09-15
* Customizeable max breath for players (#6411)SmallJoker2017-09-15
* Object properties: Add 'glow', disables light's effect if negativeRob Blanckaert2017-09-14
* Network: Remove large parts of deprecated legacy code (#6404)SmallJoker2017-09-12
* Make INodeDefManager::getIds return a vector, not a setKahrl2017-09-12
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// Copyright (C) 2019 Irrlick
//
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#include "guiSkin.h"
#ifdef _IRR_COMPILE_WITH_GUI_

#include "IGUIFont.h"
#include "IGUISpriteBank.h"
#include "IGUIElement.h"
#include "IVideoDriver.h"
#include "IAttributes.h"

namespace irr
{
namespace gui
{

GUISkin::GUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver)
: SpriteBank(0), Driver(driver), Type(type)
{
	#ifdef _DEBUG
	setDebugName("GUISkin");
	#endif

	if ((Type == EGST_WINDOWS_CLASSIC) || (Type == EGST_WINDOWS_METALLIC))
	{
		Colors[EGDC_3D_DARK_SHADOW]     = video::SColor(101,50,50,50);
		Colors[EGDC_3D_SHADOW]          = video::SColor(101,130,130,130);
		Colors[EGDC_3D_FACE]            = video::SColor(220,100,100,100);
		Colors[EGDC_3D_HIGH_LIGHT]      = video::SColor(101,255,255,255);
		Colors[EGDC_3D_LIGHT]           = video::SColor(101,210,210,210);
		Colors[EGDC_ACTIVE_BORDER]      = video::SColor(101,16,14,115);
		Colors[EGDC_ACTIVE_CAPTION]     = video::SColor(255,255,255,255);
		Colors[EGDC_APP_WORKSPACE]      = video::SColor(101,100,100,100);
		Colors[EGDC_BUTTON_TEXT]        = video::SColor(240,10,10,10);
		Colors[EGDC_GRAY_TEXT]          = video::SColor(240,130,130,130);
		Colors[EGDC_HIGH_LIGHT]         = video::SColor(101,8,36,107);
		Colors[EGDC_HIGH_LIGHT_TEXT]    = video::SColor(240,255,255,255);
		Colors[EGDC_INACTIVE_BORDER]    = video::SColor(101,165,165,165);
		Colors[EGDC_INACTIVE_CAPTION]   = video::SColor(255,30,30,30);
		Colors[EGDC_TOOLTIP]            = video::SColor(200,0,0,0);
		Colors[EGDC_TOOLTIP_BACKGROUND] = video::SColor(200,255,255,225);
		Colors[EGDC_SCROLLBAR]          = video::SColor(101,230,230,230);
		Colors[EGDC_WINDOW]             = video::SColor(101,255,255,255);
		Colors[EGDC_WINDOW_SYMBOL]      = video::SColor(200,10,10,10);
		Colors[EGDC_ICON]               = video::SColor(200,255,255,255);
		Colors[EGDC_ICON_HIGH_LIGHT]    = video::SColor(200,8,36,107);
		Colors[EGDC_GRAY_WINDOW_SYMBOL] = video::SColor(240,100,100,100);
		Colors[EGDC_EDITABLE] 			= video::SColor(255,255,255,255);
		Colors[EGDC_GRAY_EDITABLE]		= video::SColor(255,120,120,120);
		Colors[EGDC_FOCUSED_EDITABLE]	= video::SColor(255,240,240,255);


		Sizes[EGDS_SCROLLBAR_SIZE] = 14;
		Sizes[EGDS_MENU_HEIGHT] = 30;
		Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
		Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
		Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
		Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
		Sizes[EGDS_BUTTON_WIDTH] = 80;
		Sizes[EGDS_BUTTON_HEIGHT] = 30;

		Sizes[EGDS_TEXT_DISTANCE_X] = 2;
		Sizes[EGDS_TEXT_DISTANCE_Y] = 0;

		Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 2;
		Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 0;
	}
	else
	{
		//0x80a6a8af
		Colors[EGDC_3D_DARK_SHADOW] 	=	0x60767982;
		//Colors[EGDC_3D_FACE]			=	0xc0c9ccd4;		// tab background
		Colors[EGDC_3D_FACE]			=	0xc0cbd2d9;		// tab background
		Colors[EGDC_3D_SHADOW]			=	0x50e4e8f1;		// tab background, and left-top highlight
		Colors[EGDC_3D_HIGH_LIGHT]		=	0x40c7ccdc;
		Colors[EGDC_3D_LIGHT]			=	0x802e313a;
		Colors[EGDC_ACTIVE_BORDER]		=	0x80404040;		// window title
		Colors[EGDC_ACTIVE_CAPTION] 	=	0xffd0d0d0;
		Colors[EGDC_APP_WORKSPACE]		=	0xc0646464;		// unused
		Colors[EGDC_BUTTON_TEXT]		=	0xd0161616;
		Colors[EGDC_GRAY_TEXT]			=	0x3c141414;
		Colors[EGDC_HIGH_LIGHT]			=	0x6c606060;
		Colors[EGDC_HIGH_LIGHT_TEXT]	=	0xd0e0e0e0;
		Colors[EGDC_INACTIVE_BORDER]	=	0xf0a5a5a5;
		Colors[EGDC_INACTIVE_CAPTION]	=	0xffd2d2d2;
		Colors[EGDC_TOOLTIP]			=	0xf00f2033;
		Colors[EGDC_TOOLTIP_BACKGROUND]	= 	0xc0cbd2d9;
		Colors[EGDC_SCROLLBAR]			= 	0xf0e0e0e0;
		Colors[EGDC_WINDOW]				= 	0xf0f0f0f0;
		Colors[EGDC_WINDOW_SYMBOL]		= 	0xd0161616;
		Colors[EGDC_ICON]				= 	0xd0161616;
		Colors[EGDC_ICON_HIGH_LIGHT]	= 	0xd0606060;
		Colors[EGDC_GRAY_WINDOW_SYMBOL] = 	0x3c101010;
		Colors[EGDC_EDITABLE] 			= 	0xf0ffffff;
		Colors[EGDC_GRAY_EDITABLE]		= 	0xf0cccccc;
		Colors[EGDC_FOCUSED_EDITABLE]	= 	0xf0fffff0;

		Sizes[EGDS_SCROLLBAR_SIZE] = 14;
		Sizes[EGDS_MENU_HEIGHT] = 48;
		Sizes[EGDS_WINDOW_BUTTON_WIDTH] = 15;
		Sizes[EGDS_CHECK_BOX_WIDTH] = 18;
		Sizes[EGDS_MESSAGE_BOX_WIDTH] = 500;
		Sizes[EGDS_MESSAGE_BOX_HEIGHT] = 200;
		Sizes[EGDS_BUTTON_WIDTH] = 80;
		Sizes[EGDS_BUTTON_HEIGHT] = 30;

		Sizes[EGDS_TEXT_DISTANCE_X] = 3;
		Sizes[EGDS_TEXT_DISTANCE_Y] = 2;

		Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 3;
		Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 2;
	}

	Sizes[EGDS_MESSAGE_BOX_GAP_SPACE] = 15;
	Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_WIDTH] = 0;
	Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH] = 500;
	Sizes[EGDS_MESSAGE_BOX_MIN_TEXT_HEIGHT] = 0;
	Sizes[EGDS_MESSAGE_BOX_MAX_TEXT_HEIGHT] = 99999;

	Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X] = 1;
	Sizes[EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y] = 1;
	Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_X] = 0;
	Sizes[EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y] = 2;

	Texts[EGDT_MSG_BOX_OK] = L"OK";
	Texts[EGDT_MSG_BOX_CANCEL] = L"Cancel";
	Texts[EGDT_MSG_BOX_YES] = L"Yes";
	Texts[EGDT_MSG_BOX_NO] = L"No";
	Texts[EGDT_WINDOW_CLOSE] = L"Close";
	Texts[EGDT_WINDOW_RESTORE] = L"Restore";
	Texts[EGDT_WINDOW_MINIMIZE] = L"Minimize";
	Texts[EGDT_WINDOW_MAXIMIZE] = L"Maximize";

	Icons[EGDI_WINDOW_MAXIMIZE] = 225;
	Icons[EGDI_WINDOW_RESTORE] = 226;
	Icons[EGDI_WINDOW_CLOSE] = 227;
	Icons[EGDI_WINDOW_MINIMIZE] = 228;
	Icons[EGDI_CURSOR_UP] = 229;
	Icons[EGDI_CURSOR_DOWN] = 230;
	Icons[EGDI_CURSOR_LEFT] = 231;
	Icons[EGDI_CURSOR_RIGHT] = 232;
	Icons[EGDI_MENU_MORE] = 232;
	Icons[EGDI_CHECK_BOX_CHECKED] = 233;
	Icons[EGDI_DROP_DOWN] = 234;
	Icons[EGDI_SMALL_CURSOR_UP] = 235;
	Icons[EGDI_SMALL_CURSOR_DOWN] = 236;
	Icons[EGDI_RADIO_BUTTON_CHECKED] = 237;
	Icons[EGDI_MORE_LEFT] = 238;
	Icons[EGDI_MORE_RIGHT] = 239;
	Icons[EGDI_MORE_UP] = 240;
	Icons[EGDI_MORE_DOWN] = 241;
	Icons[EGDI_WINDOW_RESIZE] = 242;
	Icons[EGDI_EXPAND] = 243;
	Icons[EGDI_COLLAPSE] = 244;

	Icons[EGDI_FILE] = 245;
	Icons[EGDI_DIRECTORY] = 246;

	for (u32 i=0; i<EGDF_COUNT; ++i)
		Fonts[i] = 0;

	UseGradient = (Type == EGST_WINDOWS_METALLIC) || (Type == EGST_BURNING_SKIN) ;
}


//! destructor
GUISkin::~GUISkin()
{
	for (u32 i=0; i<EGDF_COUNT; ++i)
	{
		if (Fonts[i])
			Fonts[i]->drop();
	}

	if (SpriteBank)
		SpriteBank->drop();
}


//! returns default color
video::SColor GUISkin::getColor(EGUI_DEFAULT_COLOR color) const
{
	if ((u32)color < EGDC_COUNT)
		return Colors[color];
	else
		return video::SColor();
}


//! sets a default color
void GUISkin::setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor)
{
	if ((u32)which < EGDC_COUNT)
		Colors[which] = newColor;
}


//! returns size for the given size type
s32 GUISkin::getSize(EGUI_DEFAULT_SIZE size) const
{
	if ((u32)size < EGDS_COUNT)
		return Sizes[size];
	else
		return 0;
}


//! sets a default size
void GUISkin::setSize(EGUI_DEFAULT_SIZE which, s32 size)
{
	if ((u32)which < EGDS_COUNT)
		Sizes[which] = size;
}


//! returns the default font
IGUIFont* GUISkin::getFont(EGUI_DEFAULT_FONT which) const
{
	if (((u32)which < EGDF_COUNT) && Fonts[which])
		return Fonts[which];
	else
		return Fonts[EGDF_DEFAULT];
}


//! sets a default font
void GUISkin::setFont(IGUIFont* font, EGUI_DEFAULT_FONT which)
{
	if ((u32)which >= EGDF_COUNT)
		return;

	if (font)
	{
		font->grab();
		if (Fonts[which])
			Fonts[which]->drop();

		Fonts[which] = font;
	}
}


//! gets the sprite bank stored
IGUISpriteBank* GUISkin::getSpriteBank() const
{
	return SpriteBank;
}


//! set a new sprite bank or remove one by passing 0
void GUISkin::setSpriteBank(IGUISpriteBank* bank)
{
	if (bank)
		bank->grab();

	if (SpriteBank)
		SpriteBank->drop();

	SpriteBank = bank;
}


//! Returns a default icon
u32 GUISkin::getIcon(EGUI_DEFAULT_ICON icon) const
{
	if ((u32)icon < EGDI_COUNT)
		return Icons[icon];
	else
		return 0;
}


//! Sets a default icon
void GUISkin::setIcon(EGUI_DEFAULT_ICON icon, u32 index)
{
	if ((u32)icon < EGDI_COUNT)
		Icons[icon] = index;
}


//! Returns a default text. For example for Message box button captions:
//! "OK", "Cancel", "Yes", "No" and so on.
const wchar_t* GUISkin::getDefaultText(EGUI_DEFAULT_TEXT text) const
{
	if ((u32)text < EGDT_COUNT)
		return Texts[text].c_str();
	else
		return Texts[0].c_str();
}


//! Sets a default text. For example for Message box button captions:
//! "OK", "Cancel", "Yes", "No" and so on.
void GUISkin::setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText)
{
	if ((u32)which < EGDT_COUNT)
		Texts[which] = 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. */
// PATCH
void GUISkin::drawColored3DButtonPaneStandard(IGUIElement* element,
					const core::rect<s32>& r,
					const core::rect<s32>* clip,
					const video::SColor* colors)
{
	if (!Driver)
		return;

	if (!colors)
		colors = Colors;

	core::rect<s32> rect = r;

	if ( Type == EGST_BURNING_SKIN )
	{
		rect.UpperLeftCorner.X -= 1;
		rect.UpperLeftCorner.Y -= 1;
		rect.LowerRightCorner.X += 1;
		rect.LowerRightCorner.Y += 1;
		draw3DSunkenPane(element,
					colors[ EGDC_WINDOW ].getInterpolated( 0xFFFFFFFF, 0.9f )
					,false, true, rect, clip);
		return;
	}

	Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);

	rect.LowerRightCorner.X -= 1;
	rect.LowerRightCorner.Y -= 1;
	Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);

	rect.UpperLeftCorner.X += 1;
	rect.UpperLeftCorner.Y += 1;
	Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);

	rect.LowerRightCorner.X -= 1;
	rect.LowerRightCorner.Y -= 1;

	if (!UseGradient)
	{
		Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
	}
	else
	{
		const video::SColor c1 = colors[EGDC_3D_FACE];
		const video::SColor c2 = c1.getInterpolated(colors[EGDC_3D_DARK_SHADOW], 0.4f);
		Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
	}
}
// END PATCH


//! 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. */
// PATCH
void GUISkin::drawColored3DButtonPanePressed(IGUIElement* element,
					const core::rect<s32>& r,
					const core::rect<s32>* clip,
					const video::SColor* colors)
{
	if (!Driver)
		return;

	if (!colors)
		colors = Colors;

	core::rect<s32> rect = r;
	Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);

	rect.LowerRightCorner.X -= 1;
	rect.LowerRightCorner.Y -= 1;
	Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);

	rect.UpperLeftCorner.X += 1;
	rect.UpperLeftCorner.Y += 1;
	Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);

	rect.UpperLeftCorner.X += 1;
	rect.UpperLeftCorner.Y += 1;

	if (!UseGradient)
	{
		Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
	}
	else
	{
		const video::SColor c1 = colors[EGDC_3D_FACE];
		const video::SColor c2 = c1.getInterpolated(colors[EGDC_3D_DARK_SHADOW], 0.4f);
		Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
	}
}
// END PATCH


//! 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.	*/
// PATCH
void GUISkin::drawColored3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
				bool flat, bool fillBackGround,
				const core::rect<s32>& r,
				const core::rect<s32>* clip,
				const video::SColor* colors)
{
	if (!Driver)
		return;

	if (!colors)
		colors = Colors;

	core::rect<s32> rect = r;

	if (fillBackGround)
		Driver->draw2DRectangle(bgcolor, rect, clip);

	if (flat)
	{
		// draw flat sunken pane

		rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);	// top

		++rect.UpperLeftCorner.Y;
		rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
		rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);	// left

		rect = r;
		++rect.UpperLeftCorner.Y;
		rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);	// right

		rect = r;
		++rect.UpperLeftCorner.X;
		rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
		--rect.LowerRightCorner.X;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);	// bottom
	}
	else
	{
		// draw deep sunken pane
		rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);	// top
		++rect.UpperLeftCorner.X;
		++rect.UpperLeftCorner.Y;
		--rect.LowerRightCorner.X;
		++rect.LowerRightCorner.Y;
		Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);

		rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
		rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y+1;
		rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
		rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);	// left
		++rect.UpperLeftCorner.X;
		++rect.UpperLeftCorner.Y;
		++rect.LowerRightCorner.X;
		--rect.LowerRightCorner.Y;
		Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);

		rect = r;
		rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
		++rect.UpperLeftCorner.Y;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);	// right
		--rect.UpperLeftCorner.X;
		++rect.UpperLeftCorner.Y;
		--rect.LowerRightCorner.X;
		--rect.LowerRightCorner.Y;
		Driver->draw2DRectangle(colors[EGDC_3D_LIGHT], rect, clip);

		rect = r;
		++rect.UpperLeftCorner.X;
		rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
		--rect.LowerRightCorner.X;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);	// bottom
		++rect.UpperLeftCorner.X;
		--rect.UpperLeftCorner.Y;
		--rect.LowerRightCorner.X;
		--rect.LowerRightCorner.Y;
		Driver->draw2DRectangle(colors[EGDC_3D_LIGHT], rect, clip);
	}
}
// END PATCH

//! draws a window background
// return where to draw title bar text.
// PATCH
core::rect<s32> GUISkin::drawColored3DWindowBackground(IGUIElement* element,
				bool drawTitleBar, video::SColor titleBarColor,
				const core::rect<s32>& r,
				const core::rect<s32>* clip,
				core::rect<s32>* checkClientArea,
				const video::SColor* colors)
{
	if (!Driver)
	{
		if ( checkClientArea )
		{
			*checkClientArea = r;
		}
		return r;
	}

	if (!colors)
		colors = Colors;

	core::rect<s32> rect = r;

	// top border
	rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
	if ( !checkClientArea )
	{
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
	}

	// left border
	rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
	rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
	if ( !checkClientArea )
	{
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);
	}

	// right border dark outer line
	rect.UpperLeftCorner.X = r.LowerRightCorner.X - 1;
	rect.LowerRightCorner.X = r.LowerRightCorner.X;
	rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y;
	rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
	if ( !checkClientArea )
	{
		Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
	}

	// right border bright innner line
	rect.UpperLeftCorner.X -= 1;
	rect.LowerRightCorner.X -= 1;
	rect.UpperLeftCorner.Y += 1;
	rect.LowerRightCorner.Y -= 1;
	if ( !checkClientArea )
	{
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
	}

	// bottom border dark outer line
	rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
	rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
	rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
	rect.LowerRightCorner.X = r.LowerRightCorner.X;
	if ( !checkClientArea )
	{
		Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);
	}

	// bottom border bright inner line
	rect.UpperLeftCorner.X += 1;
	rect.LowerRightCorner.X -= 1;
	rect.UpperLeftCorner.Y -= 1;
	rect.LowerRightCorner.Y -= 1;
	if ( !checkClientArea )
	{
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);
	}

	// client area for background
	rect = r;
	rect.UpperLeftCorner.X +=1;
	rect.UpperLeftCorner.Y +=1;
	rect.LowerRightCorner.X -= 2;
	rect.LowerRightCorner.Y -= 2;
	if (checkClientArea)
	{
		*checkClientArea = rect;
	}

	if ( !checkClientArea )
	{
		if (!UseGradient)
		{
			Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
		}
		else if ( Type == EGST_BURNING_SKIN )
		{
			const video::SColor c1 = colors[EGDC_WINDOW].getInterpolated ( 0xFFFFFFFF, 0.9f );
			const video::SColor c2 = colors[EGDC_WINDOW].getInterpolated ( 0xFFFFFFFF, 0.8f );

			Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
		}
		else
		{
			const video::SColor c2 = colors[EGDC_3D_SHADOW];
			const video::SColor c1 = colors[EGDC_3D_FACE];
			Driver->draw2DRectangle(rect, c1, c1, c1, c2, clip);
		}
	}

	// title bar
	rect = r;
	rect.UpperLeftCorner.X += 2;
	rect.UpperLeftCorner.Y += 2;
	rect.LowerRightCorner.X -= 2;
	rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + getSize(EGDS_WINDOW_BUTTON_WIDTH) + 2;

	if (drawTitleBar )
	{
		if (checkClientArea)
		{
			(*checkClientArea).UpperLeftCorner.Y = rect.LowerRightCorner.Y;
		}
		else
		{
			// draw title bar
			//if (!UseGradient)
			//	Driver->draw2DRectangle(titleBarColor, rect, clip);
			//else
			if ( Type == EGST_BURNING_SKIN )
			{
				const video::SColor c = titleBarColor.getInterpolated( video::SColor(titleBarColor.getAlpha(),255,255,255), 0.8f);
				Driver->draw2DRectangle(rect, titleBarColor, titleBarColor, c, c, clip);
			}
			else
			{
				const video::SColor c = titleBarColor.getInterpolated(video::SColor(titleBarColor.getAlpha(),0,0,0), 0.2f);
				Driver->draw2DRectangle(rect, titleBarColor, c, titleBarColor, c, clip);
			}
		}
	}

	return rect;
}
// END PATCH


//! 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.	*/
// PATCH
void GUISkin::drawColored3DMenuPane(IGUIElement* element,
			const core::rect<s32>& r, const core::rect<s32>* clip,
			const video::SColor* colors)
{
	if (!Driver)
		return;

	if (!colors)
		colors = Colors;

	core::rect<s32> rect = r;

	if ( Type == EGST_BURNING_SKIN )
	{
		rect.UpperLeftCorner.Y -= 3;
		draw3DButtonPaneStandard(element, rect, clip);
		return;
	}

	// in this skin, this is exactly what non pressed buttons look like,
	// so we could simply call
	// draw3DButtonPaneStandard(element, rect, clip);
	// here.
	// but if the skin is transparent, this doesn't look that nice. So
	// We draw it a little bit better, with some more draw2DRectangle calls,
	// but there aren't that much menus visible anyway.

	rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
	Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);

	rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
	rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
	Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], rect, clip);

	rect.UpperLeftCorner.X = r.LowerRightCorner.X - 1;
	rect.LowerRightCorner.X = r.LowerRightCorner.X;
	rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y;
	rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
	Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);

	rect.UpperLeftCorner.X -= 1;
	rect.LowerRightCorner.X -= 1;
	rect.UpperLeftCorner.Y += 1;
	rect.LowerRightCorner.Y -= 1;
	Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);

	rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
	rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
	rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
	rect.LowerRightCorner.X = r.LowerRightCorner.X;
	Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], rect, clip);

	rect.UpperLeftCorner.X += 1;
	rect.LowerRightCorner.X -= 1;
	rect.UpperLeftCorner.Y -= 1;
	rect.LowerRightCorner.Y -= 1;
	Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);

	rect = r;
	rect.UpperLeftCorner.X +=1;
	rect.UpperLeftCorner.Y +=1;
	rect.LowerRightCorner.X -= 2;
	rect.LowerRightCorner.Y -= 2;

	if (!UseGradient)
		Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
	else
	{
		const video::SColor c1 = colors[EGDC_3D_FACE];
		const video::SColor c2 = colors[EGDC_3D_SHADOW];
		Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
	}
}
// END PATCH


//! 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.	*/
// PATCH
void GUISkin::drawColored3DToolBar(IGUIElement* element,
				const core::rect<s32>& r,
				const core::rect<s32>* clip,
				const video::SColor* colors)
{
	if (!Driver)
		return;

	if (!colors)
		colors = Colors;

	core::rect<s32> rect = r;

	rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
	rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
	rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
	rect.LowerRightCorner.X = r.LowerRightCorner.X;
	Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], rect, clip);

	rect = r;
	rect.LowerRightCorner.Y -= 1;

	if (!UseGradient)
	{
		Driver->draw2DRectangle(colors[EGDC_3D_FACE], rect, clip);
	}
	else
	if ( Type == EGST_BURNING_SKIN )
	{
		const video::SColor c1 = 0xF0000000 | colors[EGDC_3D_FACE].color;
		const video::SColor c2 = 0xF0000000 | colors[EGDC_3D_SHADOW].color;

		rect.LowerRightCorner.Y += 1;
		Driver->draw2DRectangle(rect, c1, c2, c1, c2, clip);
	}
	else
	{
		const video::SColor c1 = colors[EGDC_3D_FACE];
		const video::SColor c2 = colors[EGDC_3D_SHADOW];
		Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
	}
}
// END PATCH

//! 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.	*/
// PATCH
void GUISkin::drawColored3DTabButton(IGUIElement* element, bool active,
	const core::rect<s32>& frameRect, const core::rect<s32>* clip, EGUI_ALIGNMENT alignment,
	const video::SColor* colors)
{
	if (!Driver)
		return;

	if (!colors)
		colors = Colors;

	core::rect<s32> tr = frameRect;

	if ( alignment == EGUIA_UPPERLEFT )
	{
		tr.LowerRightCorner.X -= 2;
		tr.LowerRightCorner.Y = tr.UpperLeftCorner.Y + 1;
		tr.UpperLeftCorner.X += 1;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);

		// draw left highlight
		tr = frameRect;
		tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
		tr.UpperLeftCorner.Y += 1;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);

		// draw grey background
		tr = frameRect;
		tr.UpperLeftCorner.X += 1;
		tr.UpperLeftCorner.Y += 1;
		tr.LowerRightCorner.X -= 2;
		Driver->draw2DRectangle(colors[EGDC_3D_FACE], tr, clip);

		// draw right middle gray shadow
		tr.LowerRightCorner.X += 1;
		tr.UpperLeftCorner.X = tr.LowerRightCorner.X - 1;
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);

		tr.LowerRightCorner.X += 1;
		tr.UpperLeftCorner.X += 1;
		tr.UpperLeftCorner.Y += 1;
		Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], tr, clip);
	}
	else
	{
		tr.LowerRightCorner.X -= 2;
		tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
		tr.UpperLeftCorner.X += 1;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);

		// draw left highlight
		tr = frameRect;
		tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
		tr.LowerRightCorner.Y -= 1;
		Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);

		// draw grey background
		tr = frameRect;
		tr.UpperLeftCorner.X += 1;
		tr.UpperLeftCorner.Y -= 1;
		tr.LowerRightCorner.X -= 2;
		tr.LowerRightCorner.Y -= 1;
		Driver->draw2DRectangle(colors[EGDC_3D_FACE], tr, clip);

		// draw right middle gray shadow
		tr.LowerRightCorner.X += 1;
		tr.UpperLeftCorner.X = tr.LowerRightCorner.X - 1;
		//tr.LowerRightCorner.Y -= 1;
		Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);

		tr.LowerRightCorner.X += 1;
		tr.UpperLeftCorner.X += 1;
		tr.LowerRightCorner.Y -= 1;
		Driver->draw2DRectangle(colors[EGDC_3D_DARK_SHADOW], tr, clip);
	}
}
// END PATCH


//! 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.	*/
// PATCH
void GUISkin::drawColored3DTabBody(IGUIElement* element, bool border, bool background,
	const core::rect<s32>& rect, const core::rect<s32>* clip, s32 tabHeight, EGUI_ALIGNMENT alignment,
	const video::SColor* colors)
{
	if (!Driver)
		return;

	if (!colors)
		colors = Colors;

	core::rect<s32> tr = rect;

	if ( tabHeight == -1 )
		tabHeight = getSize(gui::EGDS_BUTTON_HEIGHT);

	// draw border.
	if (border)
	{
		if ( alignment == EGUIA_UPPERLEFT )
		{
			// draw left hightlight
			tr.UpperLeftCorner.Y += tabHeight + 2;
			tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
			Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);

			// draw right shadow
			tr.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
			tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
			Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);

			// draw lower shadow
			tr = rect;
			tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
			Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);
		}
		else
		{
			// draw left hightlight
			tr.LowerRightCorner.Y -= tabHeight + 2;
			tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
			Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);

			// draw right shadow
			tr.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
			tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
			Driver->draw2DRectangle(colors[EGDC_3D_SHADOW], tr, clip);

			// draw lower shadow
			tr = rect;
			tr.LowerRightCorner.Y = tr.UpperLeftCorner.Y + 1;
			Driver->draw2DRectangle(colors[EGDC_3D_HIGH_LIGHT], tr, clip);
		}
	}

	if (background)
	{
		if ( alignment == EGUIA_UPPERLEFT )
		{
			tr = rect;
			tr.UpperLeftCorner.Y += tabHeight + 2;
			tr.LowerRightCorner.X -= 1;
			tr.UpperLeftCorner.X += 1;
			tr.LowerRightCorner.Y -= 1;
		}
		else
		{
			tr = rect;
			tr.UpperLeftCorner.X += 1;
			tr.UpperLeftCorner.Y -= 1;
			tr.LowerRightCorner.X -= 1;
			tr.LowerRightCorner.Y -= tabHeight + 2;
			//tr.UpperLeftCorner.X += 1;
		}

		if (!UseGradient)
			Driver->draw2DRectangle(colors[EGDC_3D_FACE], tr, clip);
		else
		{
			video::SColor c1 = colors[EGDC_3D_FACE];
			video::SColor c2 = colors[EGDC_3D_SHADOW];
			Driver->draw2DRectangle(tr, c1, c1, c2, c2, clip);
		}
	}
}
// END PATCH


//! draws an icon, usually from the skin's sprite bank
/**	\param parent: Pointer to the element which wishes to draw this icon.
This parameter is usually not used by IGUISkin, but can be used for example
by more complex implementations to find out how to draw the part exactly.
\param icon: Specifies the icon to be drawn.
\param position: The position to draw the icon
\param starttime: The time at the start of the animation
\param currenttime: The present time, used to calculate the frame number
\param loop: Whether the animation should loop or not
\param clip: Clip area.	*/
// PATCH
void GUISkin::drawColoredIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
			const core::position2di position,
			u32 starttime, u32 currenttime,
			bool loop, const core::rect<s32>* clip,
			const video::SColor* colors)
{
	if (!SpriteBank)
		return;

	if (!colors)
		colors = Colors;

	bool gray = element && !element->isEnabled();
	SpriteBank->draw2DSprite(Icons[icon], position, clip,
			colors[gray? EGDC_GRAY_WINDOW_SYMBOL : EGDC_WINDOW_SYMBOL], starttime, currenttime, loop, true);
}
// END PATCH


EGUI_SKIN_TYPE GUISkin::getType() const
{
	return Type;
}


//! draws a 2d rectangle.
void GUISkin::draw2DRectangle(IGUIElement* element,
		const video::SColor &color, const core::rect<s32>& pos,
		const core::rect<s32>* clip)
{
	Driver->draw2DRectangle(color, pos, clip);
}


//! 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.
void GUISkin::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
	u32 i;
	for (i=0; i<EGDC_COUNT; ++i)
		out->addColor(GUISkinColorNames[i], Colors[i]);

	for (i=0; i<EGDS_COUNT; ++i)
		out->addInt(GUISkinSizeNames[i], Sizes[i]);

	for (i=0; i<EGDT_COUNT; ++i)
		out->addString(GUISkinTextNames[i], Texts[i].c_str());

	for (i=0; i<EGDI_COUNT; ++i)
		out->addInt(GUISkinIconNames[i], Icons[i]);
}


//! 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.
void GUISkin::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
	// TODO: This is not nice code for downward compatibility, whenever new values are added and users
	// load an old skin the corresponding values will be set to 0.
	u32 i;
	for (i=0; i<EGDC_COUNT; ++i)
		Colors[i] = in->getAttributeAsColor(GUISkinColorNames[i]);

	for (i=0; i<EGDS_COUNT; ++i)
		Sizes[i] = in->getAttributeAsInt(GUISkinSizeNames[i]);

	for (i=0; i<EGDT_COUNT; ++i)
		Texts[i] = in->getAttributeAsStringW(GUISkinTextNames[i]);

	for (i=0; i<EGDI_COUNT; ++i)
		Icons[i] = in->getAttributeAsInt(GUISkinIconNames[i]);
}


//! gets the colors
// PATCH
void GUISkin::getColors(video::SColor* colors)
{
	u32 i;
	for (i=0; i<EGDC_COUNT; ++i)
		colors[i] = Colors[i];
}
// END PATCH

} // end namespace gui
} // end namespace irr


#endif // _IRR_COMPILE_WITH_GUI_