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-rw-r--r--src/gui/guiSkin.cpp1084
1 files changed, 1084 insertions, 0 deletions
diff --git a/src/gui/guiSkin.cpp b/src/gui/guiSkin.cpp
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+++ b/src/gui/guiSkin.cpp
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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(101,210,210,210);
+ 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_
+