// 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; idrop(); } 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& r, const core::rect* clip, const video::SColor* colors) { if (!Driver) return; if (!colors) colors = Colors; core::rect 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& r, const core::rect* clip, const video::SColor* colors) { if (!Driver) return; if (!colors) colors = Colors; core::rect 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& r, const core::rect* clip, const video::SColor* colors) { if (!Driver) return; if (!colors) colors = Colors; core::rect 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 GUISkin::drawColored3DWindowBackground(IGUIElement* element, bool drawTitleBar, video::SColor titleBarColor, const core::rect& r, const core::rect* clip, core::rect* checkClientArea, const video::SColor* colors) { if (!Driver) { if ( checkClientArea ) { *checkClientArea = r; } return r; } if (!colors) colors = Colors; core::rect 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& r, const core::rect* clip, const video::SColor* colors) { if (!Driver) return; if (!colors) colors = Colors; core::rect 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& r, const core::rect* clip, const video::SColor* colors) { if (!Driver) return; if (!colors) colors = Colors; core::rect 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& frameRect, const core::rect* clip, EGUI_ALIGNMENT alignment, const video::SColor* colors) { if (!Driver) return; if (!colors) colors = Colors; core::rect 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& rect, const core::rect* clip, s32 tabHeight, EGUI_ALIGNMENT alignment, const video::SColor* colors) { if (!Driver) return; if (!colors) colors = Colors; core::rect 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* 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& pos, const core::rect* 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; iaddColor(GUISkinColorNames[i], Colors[i]); for (i=0; iaddInt(GUISkinSizeNames[i], Sizes[i]); for (i=0; iaddString(GUISkinTextNames[i], Texts[i].c_str()); for (i=0; iaddInt(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; igetAttributeAsColor(GUISkinColorNames[i]); for (i=0; igetAttributeAsInt(GUISkinSizeNames[i]); for (i=0; igetAttributeAsStringW(GUISkinTextNames[i]); for (i=0; igetAttributeAsInt(GUISkinIconNames[i]); } //! gets the colors // PATCH void GUISkin::getColors(video::SColor* colors) { u32 i; for (i=0; i