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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include <string>
#include <string.h>
#include <iostream>
#include <stdlib.h>
#include "gettext.h"
#include "util/string.h"
#include "log.h"

#if USE_GETTEXT && defined(_MSC_VER)
#include <windows.h>
#include <map>
#include <direct.h>
#include "filesys.h"

#define setlocale(category, localename) \
	setlocale(category, MSVC_LocaleLookup(localename))

static std::map<std::wstring, std::wstring> glb_supported_locales;

/******************************************************************************/
BOOL CALLBACK UpdateLocaleCallback(LPTSTR pStr)
{
	char* endptr = 0;
	int LOCALEID = strtol(pStr, &endptr,16);

	wchar_t buffer[LOCALE_NAME_MAX_LENGTH];
	memset(buffer, 0, sizeof(buffer));
	if (GetLocaleInfoW(
		LOCALEID,
		LOCALE_SISO639LANGNAME,
		buffer,
		LOCALE_NAME_MAX_LENGTH)) {

		std::wstring name = buffer;

		memset(buffer, 0, sizeof(buffer));
		GetLocaleInfoW(
		LOCALEID,
		LOCALE_SISO3166CTRYNAME,
		buffer,
		LOCALE_NAME_MAX_LENGTH);

		std::wstring country = buffer;

		memset(buffer, 0, sizeof(buffer));
		GetLocaleInfoW(
		LOCALEID,
		LOCALE_SENGLISHLANGUAGENAME,
		buffer,
		LOCALE_NAME_MAX_LENGTH);

		std::wstring languagename = buffer;

		/* set both short and long variant */
		glb_supported_locales[name] = languagename;
		glb_supported_locales[name + L"_" + country] = languagename;
	}
	return true;
}

/******************************************************************************/
const char* MSVC_LocaleLookup(const char* raw_shortname) {

	/* NULL is used to read locale only so we need to return it too */
	if (raw_shortname == NULL) return NULL;

	std::string shortname(raw_shortname);
	if (shortname == "C") return "C";
	if (shortname == "") return "";

	static std::string last_raw_value = "";
	static std::string last_full_name = "";
	static bool first_use = true;

	if (last_raw_value == shortname) {
		return last_full_name.c_str();
	}

	if (first_use) {
		EnumSystemLocalesA(UpdateLocaleCallback, LCID_SUPPORTED | LCID_ALTERNATE_SORTS);
		first_use = false;
	}

	last_raw_value = shortname;

	if (glb_supported_locales.find(narrow_to_wide(shortname)) != glb_supported_locales.end()) {
		last_full_name = wide_to_narrow(glb_supported_locales[narrow_to_wide(shortname)]);
		return last_full_name.c_str();
	}

	/* empty string is system default */
	errorstream << "MSVC_LocaleLookup: unsupported locale: \"" << shortname
				<< "\" switching to system default!" << std::endl;
	return "";
}

#endif

/******************************************************************************/
#ifdef _MSC_VER
void init_gettext(const char *path, const std::string &configured_language, int argc, char** argv) {
#else
void init_gettext(const char *path, const std::string &configured_language) {
#endif
#if USE_GETTEXT
	/** first try to set user override environment **/
	if (configured_language.length() != 0) {
#ifndef _WIN32
		/* add user specified locale to environment */
		setenv("LANGUAGE", configured_language.c_str(), 1);

		/* reload locale with changed environment */
		setlocale(LC_ALL, "");
#elif defined(_MSC_VER)
		std::string current_language_var("");
		if (getenv("LANGUAGE") != 0) {
			current_language_var = std::string(getenv("LANGUAGE"));
		}

		char *lang_str = (char*)calloc(10 + configured_language.length(), sizeof(char));
		strcat(lang_str, "LANGUAGE=");
		strcat(lang_str, configured_language.c_str());
		putenv(lang_str);

		SetEnvironmentVariableA("LANGUAGE",configured_language.c_str());

#ifndef SERVER
		//very very dirty workaround to force gettext to see the right environment
		if (current_language_var != configured_language) {
			STARTUPINFO startupinfo;
			PROCESS_INFORMATION processinfo;
			memset(&startupinfo, 0, sizeof(startupinfo));
			memset(&processinfo, 0, sizeof(processinfo));
			errorstream << "MSVC localization workaround active restating minetest in new environment!" << std::endl;

			std::string parameters = "";

			for (unsigned int i=1;i < argc; i++) {
				if (parameters != "") {
					parameters += " ";
				}
				parameters += argv[i];
			}

			const char* ptr_parameters = 0;

			if (parameters != "") {
				ptr_parameters = parameters.c_str();
			}
			
			/** users may start by short name in commandline without extention **/
			std::string appname = argv[0];
			if (appname.substr(appname.length() - 4) != ".exe") {
				appname += ".exe";
			}

			if (!CreateProcess(appname.c_str(),
					(char*) ptr_parameters,
					NULL,
					NULL,
					false,
					DETACHED_PROCESS | CREATE_UNICODE_ENVIRONMENT,
					NULL,
					NULL,
					&startupinfo,
					&processinfo)) {
				char buffer[1024];		
				FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM,
					NULL,
					GetLastError(),
					MAKELANGID(LANG_NEUTRAL,SUBLANG_DEFAULT),
					buffer,
					sizeof(buffer)-1,
					NULL);
				errorstream << "*******************************************************" << std::endl;
				errorstream << "CMD: " << appname << std::endl;
				errorstream << "Failed to restart with current locale: " << std::endl;
				errorstream << buffer;
				errorstream << "Expect language to be broken!" << std::endl;
				errorstream << "*******************************************************" << std::endl;
			}
			else {
				exit(0);
			}
#else
			errorstream << "*******************************************************" << std::endl;
			errorstream << "Can't apply locale workaround for server!" << std::endl;
			errorstream << "Expect language to be broken!" << std::endl;
			errorstream << "*******************************************************" << std::endl;

#endif
		}

		setlocale(LC_ALL,configured_language.c_str());
#else // Mingw
		char *lang_str = (char*)calloc(10 + configured_language.length(), sizeof(char));
		strcat(lang_str, "LANGUAGE=");
		strcat(lang_str, configured_language.c_str());
		putenv(lang_str);

		setlocale(LC_ALL, "");
#endif // ifndef _WIN32
	}
	else {
		 /* set current system default locale */
		setlocale(LC_ALL, "");
	}

#if defined(_WIN32)
	if (getenv("LANGUAGE") != 0) {
		setlocale(LC_ALL, getenv("LANGUAGE"));
	}
#ifdef _MSC_VER
	else if (getenv("LANG") != 0) {
		setlocale(LC_ALL, getenv("LANG"));
	}
#endif
#endif

	static std::string name = lowercase(PROJECT_NAME);
	bindtextdomain(name.c_str(), path);
	textdomain(name.c_str());

#if defined(_WIN32)
	// Set character encoding for Win32
	char *tdomain = textdomain( (char *) NULL );
	if( tdomain == NULL )
	{
		errorstream << "Warning: domainname parameter is the null pointer" <<
				", default domain is not set" << std::endl;
		tdomain = (char *) "messages";
	}
	/* char *codeset = */bind_textdomain_codeset( tdomain, "UTF-8" );
	//errorstream << "Gettext debug: domainname = " << tdomain << "; codeset = "<< codeset << std::endl;
#endif // defined(_WIN32)

#else
	/* set current system default locale */
	setlocale(LC_ALL, "");
#endif // if USE_GETTEXT

	/* no matter what locale is used we need number format to be "C" */
	/* to ensure formspec parameters are evaluated correct!          */

	setlocale(LC_NUMERIC, "C");
	infostream << "Message locale is now set to: "
			<< setlocale(LC_ALL, 0) << std::endl;
}

">== 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_