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Add custom colorable GUIButton implementation
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9 changed files with 2471 additions and 19 deletions
376
src/gui/guiSkin.h
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376
src/gui/guiSkin.h
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __GUI_SKIN_H_INCLUDED__
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#define __GUI_SKIN_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_GUI_
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#include "IGUISkin.h"
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#include "irrString.h"
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#include <string>
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#include "ITexture.h"
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namespace irr
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{
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namespace video
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{
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class IVideoDriver;
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}
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namespace gui
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{
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class GUISkin : public IGUISkin
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{
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public:
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GUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver);
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//! destructor
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virtual ~GUISkin();
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//! returns default color
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virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
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//! sets a default color
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virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor);
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//! returns size for the given size type
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virtual s32 getSize(EGUI_DEFAULT_SIZE size) const;
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//! sets a default size
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virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size);
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//! returns the default font
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virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const;
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//! sets a default font
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virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT);
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//! sets the sprite bank used for drawing icons
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virtual void setSpriteBank(IGUISpriteBank* bank);
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//! gets the sprite bank used for drawing icons
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virtual IGUISpriteBank* getSpriteBank() const;
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//! Returns a default icon
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/** Returns the sprite index within the sprite bank */
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virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const;
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//! Sets a default icon
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/** Sets the sprite index used for drawing icons like arrows,
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close buttons and ticks in checkboxes
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\param icon: Enum specifying which icon to change
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\param index: The sprite index used to draw this icon */
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virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index);
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//! Returns a default text.
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/** For example for Message box button captions:
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"OK", "Cancel", "Yes", "No" and so on. */
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virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const;
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//! Sets a default text.
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/** For example for Message box button captions:
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"OK", "Cancel", "Yes", "No" and so on. */
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virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText);
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//! draws a standard 3d button pane
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/** Used for drawing for example buttons in normal state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly. */
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virtual void draw3DButtonPaneStandard(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0)
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{
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drawColored3DButtonPaneStandard(element, rect,clip);
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}
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virtual void drawColored3DButtonPaneStandard(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0,
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const video::SColor* colors=0);
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//! draws a pressed 3d button pane
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/** Used for drawing for example buttons in pressed state.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly. */
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virtual void draw3DButtonPanePressed(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0)
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{
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drawColored3DButtonPanePressed(element, rect, clip);
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}
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virtual void drawColored3DButtonPanePressed(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0,
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const video::SColor* colors=0);
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//! draws a sunken 3d pane
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/** Used for drawing the background of edit, combo or check boxes.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param bgcolor: Background color.
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\param flat: Specifies if the sunken pane should be flat or displayed as sunken
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deep into the ground.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DSunkenPane(IGUIElement* element,
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video::SColor bgcolor, bool flat,
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bool fillBackGround,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0)
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{
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drawColored3DSunkenPane(element, bgcolor, flat, fillBackGround, rect, clip);
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}
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virtual void drawColored3DSunkenPane(IGUIElement* element,
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video::SColor bgcolor, bool flat,
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bool fillBackGround,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0,
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const video::SColor* colors=0);
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//! draws a window background
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/** Used for drawing the background of dialogs and windows.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param titleBarColor: Title color.
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\param drawTitleBar: True to enable title drawing.
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\param rect: Defining area where to draw.
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\param clip: Clip area.
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\param checkClientArea: When set to non-null the function will not draw anything,
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but will instead return the clientArea which can be used for drawing by the calling window.
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That is the area without borders and without titlebar.
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\return Returns rect where it would be good to draw title bar text. This will
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work even when checkClientArea is set to a non-null value.*/
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virtual core::rect<s32> draw3DWindowBackground(IGUIElement* element,
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bool drawTitleBar, video::SColor titleBarColor,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip,
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core::rect<s32>* checkClientArea)
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{
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return drawColored3DWindowBackground(element, drawTitleBar, titleBarColor,
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rect, clip, checkClientArea);
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}
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virtual core::rect<s32> drawColored3DWindowBackground(IGUIElement* element,
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bool drawTitleBar, video::SColor titleBarColor,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip,
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core::rect<s32>* checkClientArea,
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const video::SColor* colors=0);
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//! draws a standard 3d menu pane
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/** Used for drawing for menus and context menus.
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It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DMenuPane(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0)
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{
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drawColored3DMenuPane(element, rect, clip);
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}
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virtual void drawColored3DMenuPane(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0,
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const video::SColor* colors=0);
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//! draws a standard 3d tool bar
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/** Used for drawing for toolbars and menus.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DToolBar(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0)
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{
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drawColored3DToolBar(element, rect, clip);
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}
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virtual void drawColored3DToolBar(IGUIElement* element,
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const core::rect<s32>& rect,
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const core::rect<s32>* clip=0,
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const video::SColor* colors=0);
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//! draws a tab button
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/** Used for drawing for tab buttons on top of tabs.
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\param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param active: Specifies if the tab is currently active.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DTabButton(IGUIElement* element, bool active,
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const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
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{
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drawColored3DTabButton(element, active, rect, clip, alignment);
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}
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virtual void drawColored3DTabButton(IGUIElement* element, bool active,
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const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
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const video::SColor* colors=0);
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//! draws a tab control body
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/** \param element: Pointer to the element which wishes to draw this. This parameter
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is usually not used by ISkin, but can be used for example by more complex
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implementations to find out how to draw the part exactly.
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\param border: Specifies if the border should be drawn.
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\param background: Specifies if the background should be drawn.
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\param rect: Defining area where to draw.
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\param clip: Clip area. */
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virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
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const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
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{
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drawColored3DTabBody(element, border, background, rect, clip, tabHeight, alignment);
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}
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virtual void drawColored3DTabBody(IGUIElement* element, bool border, bool background,
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const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
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const video::SColor* colors=0);
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//! draws an icon, usually from the skin's sprite bank
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/** \param element: Pointer to the element which wishes to draw this icon.
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This parameter is usually not used by IGUISkin, but can be used for example
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by more complex implementations to find out how to draw the part exactly.
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\param icon: Specifies the icon to be drawn.
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\param position: The position to draw the icon
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\param starttime: The time at the start of the animation
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\param currenttime: The present time, used to calculate the frame number
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\param loop: Whether the animation should loop or not
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\param clip: Clip area. */
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virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
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const core::position2di position,
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u32 starttime=0, u32 currenttime=0,
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bool loop=false, const core::rect<s32>* clip=0)
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{
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drawColoredIcon(element, icon, position, starttime, currenttime, loop, clip);
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}
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virtual void drawColoredIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
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const core::position2di position,
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u32 starttime=0, u32 currenttime=0,
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bool loop=false, const core::rect<s32>* clip=0,
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const video::SColor* colors=0);
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//! draws a 2d rectangle.
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/** \param element: Pointer to the element which wishes to draw this icon.
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This parameter is usually not used by IGUISkin, but can be used for example
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by more complex implementations to find out how to draw the part exactly.
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\param color: Color of the rectangle to draw. The alpha component specifies how
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transparent the rectangle will be.
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\param pos: Position of the rectangle.
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\param clip: Pointer to rectangle against which the rectangle will be clipped.
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If the pointer is null, no clipping will be performed. */
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virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color,
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const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
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//! get the type of this skin
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virtual EGUI_SKIN_TYPE getType() const;
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//! Writes attributes of the object.
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//! Implement this to expose the attributes of your scene node animator for
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//! scripting languages, editors, debuggers or xml serialization purposes.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the object.
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//! Implement this to set the attributes of your scene node animator for
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//! scripting languages, editors, debuggers or xml deserialization purposes.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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//! gets the colors
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virtual void getColors(video::SColor* colors); // ::PATCH:
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private:
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video::SColor Colors[EGDC_COUNT];
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s32 Sizes[EGDS_COUNT];
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u32 Icons[EGDI_COUNT];
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IGUIFont* Fonts[EGDF_COUNT];
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IGUISpriteBank* SpriteBank;
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core::stringw Texts[EGDT_COUNT];
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video::IVideoDriver* Driver;
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bool UseGradient;
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EGUI_SKIN_TYPE Type;
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};
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#define set3DSkinColors(skin, button_color) \
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{ \
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skin->setColor(EGDC_3D_FACE, button_color); \
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skin->setColor(EGDC_3D_DARK_SHADOW, button_color, 0.25f); \
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skin->setColor(EGDC_3D_SHADOW, button_color, 0.5f); \
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skin->setColor(EGDC_3D_LIGHT, button_color); \
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skin->setColor(EGDC_3D_HIGH_LIGHT, button_color, 1.5f); \
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}
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#define getElementSkinColor(color) \
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{ \
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if (!Colors) \
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{ \
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IGUISkin* skin = Environment->getSkin(); \
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if (skin) \
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return skin->getColor(color); \
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} \
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return Colors[color]; \
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}
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#define setElementSkinColor(which, newColor, shading) \
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{ \
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if (!Colors) \
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{ \
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Colors = new video::SColor[EGDC_COUNT]; \
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GUISkin* skin = (GUISkin *)Environment->getSkin(); \
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if (skin) \
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skin->getColors(Colors); \
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} \
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Colors[which] = newColor; \
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setShading(Colors[which],shading); \
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}
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} // end namespace gui
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//! Sets the shading
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inline void setShading(video::SColor &color,f32 s) // :PATCH:
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{
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if (s < 1.0f)
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{
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color.setRed(color.getRed() * s);
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color.setGreen(color.getGreen() * s);
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color.setBlue(color.getBlue() * s);
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}
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else if (s > 1.0f)
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{
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s -= 1.0f;
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color.setRed(color.getRed() + (255 - color.getRed()) * s);
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color.setGreen(color.getGreen() + (255 - color.getGreen()) * s);
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color.setBlue(color.getBlue() + (255 - color.getBlue()) * s);
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}
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}
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_GUI_
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#endif
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