Reformat the code, using:
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
This commit is contained in:
@@ -15,41 +15,39 @@ namespace irr
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namespace gui
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{
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CGUISkin::CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver)
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: SpriteBank(0), Driver(driver), Type(type)
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CGUISkin::CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver *driver) :
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SpriteBank(0), Driver(driver), Type(type)
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{
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#ifdef _DEBUG
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#ifdef _DEBUG
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setDebugName("CGUISkin");
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#endif
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if ((Type == EGST_WINDOWS_CLASSIC) || (Type == EGST_WINDOWS_METALLIC))
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{
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Colors[EGDC_3D_DARK_SHADOW] = video::SColor(101,50,50,50);
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Colors[EGDC_3D_SHADOW] = video::SColor(101,130,130,130);
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Colors[EGDC_3D_FACE] = video::SColor(101,210,210,210);
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Colors[EGDC_3D_HIGH_LIGHT] = video::SColor(101,255,255,255);
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Colors[EGDC_3D_LIGHT] = video::SColor(101,210,210,210);
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Colors[EGDC_ACTIVE_BORDER] = video::SColor(101,16,14,115);
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Colors[EGDC_ACTIVE_CAPTION] = video::SColor(255,255,255,255);
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Colors[EGDC_APP_WORKSPACE] = video::SColor(101,100,100,100);
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Colors[EGDC_BUTTON_TEXT] = video::SColor(240,10,10,10);
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Colors[EGDC_GRAY_TEXT] = video::SColor(240,130,130,130);
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Colors[EGDC_HIGH_LIGHT] = video::SColor(101,8,36,107);
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Colors[EGDC_HIGH_LIGHT_TEXT] = video::SColor(240,255,255,255);
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Colors[EGDC_INACTIVE_BORDER] = video::SColor(101,165,165,165);
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Colors[EGDC_INACTIVE_CAPTION] = video::SColor(255,30,30,30);
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Colors[EGDC_TOOLTIP] = video::SColor(200,0,0,0);
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Colors[EGDC_TOOLTIP_BACKGROUND] = video::SColor(200,255,255,225);
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Colors[EGDC_SCROLLBAR] = video::SColor(101,230,230,230);
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Colors[EGDC_WINDOW] = video::SColor(101,255,255,255);
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Colors[EGDC_WINDOW_SYMBOL] = video::SColor(200,10,10,10);
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Colors[EGDC_ICON] = video::SColor(200,255,255,255);
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Colors[EGDC_ICON_HIGH_LIGHT] = video::SColor(200,8,36,107);
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = video::SColor(240,100,100,100);
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Colors[EGDC_EDITABLE] = video::SColor(255,255,255,255);
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Colors[EGDC_GRAY_EDITABLE] = video::SColor(255,120,120,120);
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Colors[EGDC_FOCUSED_EDITABLE] = video::SColor(255,240,240,255);
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#endif
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if ((Type == EGST_WINDOWS_CLASSIC) || (Type == EGST_WINDOWS_METALLIC)) {
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Colors[EGDC_3D_DARK_SHADOW] = video::SColor(101, 50, 50, 50);
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Colors[EGDC_3D_SHADOW] = video::SColor(101, 130, 130, 130);
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Colors[EGDC_3D_FACE] = video::SColor(101, 210, 210, 210);
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Colors[EGDC_3D_HIGH_LIGHT] = video::SColor(101, 255, 255, 255);
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Colors[EGDC_3D_LIGHT] = video::SColor(101, 210, 210, 210);
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Colors[EGDC_ACTIVE_BORDER] = video::SColor(101, 16, 14, 115);
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Colors[EGDC_ACTIVE_CAPTION] = video::SColor(255, 255, 255, 255);
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Colors[EGDC_APP_WORKSPACE] = video::SColor(101, 100, 100, 100);
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Colors[EGDC_BUTTON_TEXT] = video::SColor(240, 10, 10, 10);
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Colors[EGDC_GRAY_TEXT] = video::SColor(240, 130, 130, 130);
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Colors[EGDC_HIGH_LIGHT] = video::SColor(101, 8, 36, 107);
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Colors[EGDC_HIGH_LIGHT_TEXT] = video::SColor(240, 255, 255, 255);
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Colors[EGDC_INACTIVE_BORDER] = video::SColor(101, 165, 165, 165);
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Colors[EGDC_INACTIVE_CAPTION] = video::SColor(255, 30, 30, 30);
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Colors[EGDC_TOOLTIP] = video::SColor(200, 0, 0, 0);
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Colors[EGDC_TOOLTIP_BACKGROUND] = video::SColor(200, 255, 255, 225);
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Colors[EGDC_SCROLLBAR] = video::SColor(101, 230, 230, 230);
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Colors[EGDC_WINDOW] = video::SColor(101, 255, 255, 255);
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Colors[EGDC_WINDOW_SYMBOL] = video::SColor(200, 10, 10, 10);
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Colors[EGDC_ICON] = video::SColor(200, 255, 255, 255);
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Colors[EGDC_ICON_HIGH_LIGHT] = video::SColor(200, 8, 36, 107);
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = video::SColor(240, 100, 100, 100);
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Colors[EGDC_EDITABLE] = video::SColor(255, 255, 255, 255);
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Colors[EGDC_GRAY_EDITABLE] = video::SColor(255, 120, 120, 120);
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Colors[EGDC_FOCUSED_EDITABLE] = video::SColor(255, 240, 240, 255);
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Sizes[EGDS_SCROLLBAR_SIZE] = 14;
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Sizes[EGDS_MENU_HEIGHT] = 30;
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@@ -65,36 +63,34 @@ CGUISkin::CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver)
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_X] = 2;
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Sizes[EGDS_TITLEBARTEXT_DISTANCE_Y] = 0;
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}
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else
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{
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//0x80a6a8af
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Colors[EGDC_3D_DARK_SHADOW] = 0x60767982;
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//Colors[EGDC_3D_FACE] = 0xc0c9ccd4; // tab background
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Colors[EGDC_3D_FACE] = 0xc0cbd2d9; // tab background
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Colors[EGDC_3D_SHADOW] = 0x50e4e8f1; // tab background, and left-top highlight
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Colors[EGDC_3D_HIGH_LIGHT] = 0x40c7ccdc;
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Colors[EGDC_3D_LIGHT] = 0x802e313a;
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Colors[EGDC_ACTIVE_BORDER] = 0x80404040; // window title
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Colors[EGDC_ACTIVE_CAPTION] = 0xffd0d0d0;
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Colors[EGDC_APP_WORKSPACE] = 0xc0646464; // unused
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Colors[EGDC_BUTTON_TEXT] = 0xd0161616;
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Colors[EGDC_GRAY_TEXT] = 0x3c141414;
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Colors[EGDC_HIGH_LIGHT] = 0x6c606060;
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Colors[EGDC_HIGH_LIGHT_TEXT] = 0xd0e0e0e0;
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Colors[EGDC_INACTIVE_BORDER] = 0xf0a5a5a5;
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Colors[EGDC_INACTIVE_CAPTION] = 0xffd2d2d2;
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Colors[EGDC_TOOLTIP] = 0xf00f2033;
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Colors[EGDC_TOOLTIP_BACKGROUND] = 0xc0cbd2d9;
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Colors[EGDC_SCROLLBAR] = 0xf0e0e0e0;
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Colors[EGDC_WINDOW] = 0xf0f0f0f0;
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Colors[EGDC_WINDOW_SYMBOL] = 0xd0161616;
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Colors[EGDC_ICON] = 0xd0161616;
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Colors[EGDC_ICON_HIGH_LIGHT] = 0xd0606060;
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = 0x3c101010;
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Colors[EGDC_EDITABLE] = 0xf0ffffff;
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Colors[EGDC_GRAY_EDITABLE] = 0xf0cccccc;
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Colors[EGDC_FOCUSED_EDITABLE] = 0xf0fffff0;
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} else {
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// 0x80a6a8af
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Colors[EGDC_3D_DARK_SHADOW] = 0x60767982;
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// Colors[EGDC_3D_FACE] = 0xc0c9ccd4; // tab background
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Colors[EGDC_3D_FACE] = 0xc0cbd2d9; // tab background
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Colors[EGDC_3D_SHADOW] = 0x50e4e8f1; // tab background, and left-top highlight
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Colors[EGDC_3D_HIGH_LIGHT] = 0x40c7ccdc;
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Colors[EGDC_3D_LIGHT] = 0x802e313a;
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Colors[EGDC_ACTIVE_BORDER] = 0x80404040; // window title
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Colors[EGDC_ACTIVE_CAPTION] = 0xffd0d0d0;
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Colors[EGDC_APP_WORKSPACE] = 0xc0646464; // unused
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Colors[EGDC_BUTTON_TEXT] = 0xd0161616;
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Colors[EGDC_GRAY_TEXT] = 0x3c141414;
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Colors[EGDC_HIGH_LIGHT] = 0x6c606060;
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Colors[EGDC_HIGH_LIGHT_TEXT] = 0xd0e0e0e0;
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Colors[EGDC_INACTIVE_BORDER] = 0xf0a5a5a5;
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Colors[EGDC_INACTIVE_CAPTION] = 0xffd2d2d2;
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Colors[EGDC_TOOLTIP] = 0xf00f2033;
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Colors[EGDC_TOOLTIP_BACKGROUND] = 0xc0cbd2d9;
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Colors[EGDC_SCROLLBAR] = 0xf0e0e0e0;
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Colors[EGDC_WINDOW] = 0xf0f0f0f0;
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Colors[EGDC_WINDOW_SYMBOL] = 0xd0161616;
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Colors[EGDC_ICON] = 0xd0161616;
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Colors[EGDC_ICON_HIGH_LIGHT] = 0xd0606060;
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Colors[EGDC_GRAY_WINDOW_SYMBOL] = 0x3c101010;
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Colors[EGDC_EDITABLE] = 0xf0ffffff;
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Colors[EGDC_GRAY_EDITABLE] = 0xf0cccccc;
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Colors[EGDC_FOCUSED_EDITABLE] = 0xf0fffff0;
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Sizes[EGDS_SCROLLBAR_SIZE] = 14;
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Sizes[EGDS_MENU_HEIGHT] = 48;
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@@ -159,18 +155,16 @@ CGUISkin::CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver)
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Icons[EGDI_FILE] = 245;
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Icons[EGDI_DIRECTORY] = 246;
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for (u32 i=0; i<EGDF_COUNT; ++i)
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for (u32 i = 0; i < EGDF_COUNT; ++i)
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Fonts[i] = 0;
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UseGradient = (Type == EGST_WINDOWS_METALLIC) || (Type == EGST_BURNING_SKIN) ;
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UseGradient = (Type == EGST_WINDOWS_METALLIC) || (Type == EGST_BURNING_SKIN);
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}
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//! destructor
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CGUISkin::~CGUISkin()
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{
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for (u32 i=0; i<EGDF_COUNT; ++i)
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{
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for (u32 i = 0; i < EGDF_COUNT; ++i) {
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if (Fonts[i])
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Fonts[i]->drop();
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}
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@@ -179,7 +173,6 @@ CGUISkin::~CGUISkin()
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SpriteBank->drop();
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}
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//! returns default color
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video::SColor CGUISkin::getColor(EGUI_DEFAULT_COLOR color) const
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{
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@@ -189,7 +182,6 @@ video::SColor CGUISkin::getColor(EGUI_DEFAULT_COLOR color) const
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return video::SColor();
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}
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//! sets a default color
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void CGUISkin::setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor)
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{
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@@ -197,7 +189,6 @@ void CGUISkin::setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor)
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Colors[which] = newColor;
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}
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//! returns size for the given size type
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s32 CGUISkin::getSize(EGUI_DEFAULT_SIZE size) const
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{
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@@ -207,7 +198,6 @@ s32 CGUISkin::getSize(EGUI_DEFAULT_SIZE size) const
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return 0;
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}
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//! sets a default size
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void CGUISkin::setSize(EGUI_DEFAULT_SIZE which, s32 size)
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{
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@@ -215,9 +205,8 @@ void CGUISkin::setSize(EGUI_DEFAULT_SIZE which, s32 size)
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Sizes[which] = size;
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}
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//! returns the default font
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IGUIFont* CGUISkin::getFont(EGUI_DEFAULT_FONT which) const
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IGUIFont *CGUISkin::getFont(EGUI_DEFAULT_FONT which) const
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{
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if (((u32)which < EGDF_COUNT) && Fonts[which])
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return Fonts[which];
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@@ -225,15 +214,13 @@ IGUIFont* CGUISkin::getFont(EGUI_DEFAULT_FONT which) const
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return Fonts[EGDF_DEFAULT];
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}
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//! sets a default font
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void CGUISkin::setFont(IGUIFont* font, EGUI_DEFAULT_FONT which)
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void CGUISkin::setFont(IGUIFont *font, EGUI_DEFAULT_FONT which)
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{
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if ((u32)which >= EGDF_COUNT)
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return;
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if (font)
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{
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if (font) {
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font->grab();
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if (Fonts[which])
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Fonts[which]->drop();
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@@ -242,16 +229,14 @@ void CGUISkin::setFont(IGUIFont* font, EGUI_DEFAULT_FONT which)
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}
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}
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//! gets the sprite bank stored
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IGUISpriteBank* CGUISkin::getSpriteBank() const
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IGUISpriteBank *CGUISkin::getSpriteBank() const
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{
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return SpriteBank;
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}
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//! set a new sprite bank or remove one by passing 0
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void CGUISkin::setSpriteBank(IGUISpriteBank* bank)
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void CGUISkin::setSpriteBank(IGUISpriteBank *bank)
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{
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if (bank)
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bank->grab();
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@@ -262,7 +247,6 @@ void CGUISkin::setSpriteBank(IGUISpriteBank* bank)
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SpriteBank = bank;
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}
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//! Returns a default icon
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u32 CGUISkin::getIcon(EGUI_DEFAULT_ICON icon) const
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{
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@@ -272,7 +256,6 @@ u32 CGUISkin::getIcon(EGUI_DEFAULT_ICON icon) const
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return 0;
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}
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//! Sets a default icon
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void CGUISkin::setIcon(EGUI_DEFAULT_ICON icon, u32 index)
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{
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@@ -280,10 +263,9 @@ void CGUISkin::setIcon(EGUI_DEFAULT_ICON icon, u32 index)
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Icons[icon] = index;
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}
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//! Returns a default text. For example for Message box button captions:
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//! "OK", "Cancel", "Yes", "No" and so on.
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const wchar_t* CGUISkin::getDefaultText(EGUI_DEFAULT_TEXT text) const
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const wchar_t *CGUISkin::getDefaultText(EGUI_DEFAULT_TEXT text) const
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{
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if ((u32)text < EGDT_COUNT)
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return Texts[text].c_str();
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@@ -291,16 +273,14 @@ const wchar_t* CGUISkin::getDefaultText(EGUI_DEFAULT_TEXT text) const
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return Texts[0].c_str();
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}
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//! Sets a default text. For example for Message box button captions:
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//! "OK", "Cancel", "Yes", "No" and so on.
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void CGUISkin::setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText)
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void CGUISkin::setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t *newText)
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{
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if ((u32)which < EGDT_COUNT)
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Texts[which] = newText;
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}
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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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@@ -310,24 +290,22 @@ 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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void CGUISkin::draw3DButtonPaneStandard(IGUIElement* element,
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const core::rect<s32>& r,
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const core::rect<s32>* clip)
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void CGUISkin::draw3DButtonPaneStandard(IGUIElement *element,
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const core::rect<s32> &r,
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const core::rect<s32> *clip)
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{
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if (!Driver)
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return;
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core::rect<s32> rect = r;
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if ( Type == EGST_BURNING_SKIN )
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{
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if (Type == EGST_BURNING_SKIN) {
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rect.UpperLeftCorner.X -= 1;
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rect.UpperLeftCorner.Y -= 1;
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rect.LowerRightCorner.X += 1;
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rect.LowerRightCorner.Y += 1;
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draw3DSunkenPane(element,
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getColor( EGDC_WINDOW ).getInterpolated( 0xFFFFFFFF, 0.9f )
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,false, true, rect, clip);
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getColor(EGDC_WINDOW).getInterpolated(0xFFFFFFFF, 0.9f), false, true, rect, clip);
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return;
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}
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@@ -344,19 +322,15 @@ void CGUISkin::draw3DButtonPaneStandard(IGUIElement* element,
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rect.LowerRightCorner.X -= 1;
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rect.LowerRightCorner.Y -= 1;
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if (!UseGradient)
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{
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if (!UseGradient) {
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Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
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}
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else
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{
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} else {
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const video::SColor c1 = getColor(EGDC_3D_FACE);
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const video::SColor c2 = c1.getInterpolated(getColor(EGDC_3D_DARK_SHADOW), 0.4f);
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Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
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}
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}
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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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@@ -366,9 +340,9 @@ 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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void CGUISkin::draw3DButtonPanePressed(IGUIElement* element,
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const core::rect<s32>& r,
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const core::rect<s32>* clip)
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void CGUISkin::draw3DButtonPanePressed(IGUIElement *element,
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const core::rect<s32> &r,
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const core::rect<s32> *clip)
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{
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if (!Driver)
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return;
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@@ -387,19 +361,15 @@ void CGUISkin::draw3DButtonPanePressed(IGUIElement* element,
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rect.UpperLeftCorner.X += 1;
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rect.UpperLeftCorner.Y += 1;
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if (!UseGradient)
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{
|
||||
if (!UseGradient) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
const video::SColor c1 = getColor(EGDC_3D_FACE);
|
||||
const video::SColor c2 = c1.getInterpolated(getColor(EGDC_3D_DARK_SHADOW), 0.4f);
|
||||
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! 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
|
||||
@@ -410,10 +380,10 @@ implementations to find out how to draw the part exactly.
|
||||
deep into the ground.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
void CGUISkin::draw3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
|
||||
bool flat, bool fillBackGround,
|
||||
const core::rect<s32>& r,
|
||||
const core::rect<s32>* clip)
|
||||
void CGUISkin::draw3DSunkenPane(IGUIElement *element, video::SColor bgcolor,
|
||||
bool flat, bool fillBackGround,
|
||||
const core::rect<s32> &r,
|
||||
const core::rect<s32> *clip)
|
||||
{
|
||||
if (!Driver)
|
||||
return;
|
||||
@@ -423,34 +393,31 @@ void CGUISkin::draw3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
|
||||
if (fillBackGround)
|
||||
Driver->draw2DRectangle(bgcolor, rect, clip);
|
||||
|
||||
if (flat)
|
||||
{
|
||||
if (flat) {
|
||||
// draw flat sunken pane
|
||||
|
||||
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // top
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // top
|
||||
|
||||
++rect.UpperLeftCorner.Y;
|
||||
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
||||
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // left
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // left
|
||||
|
||||
rect = r;
|
||||
++rect.UpperLeftCorner.Y;
|
||||
rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // right
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // right
|
||||
|
||||
rect = r;
|
||||
++rect.UpperLeftCorner.X;
|
||||
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
||||
--rect.LowerRightCorner.X;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // bottom
|
||||
}
|
||||
else
|
||||
{
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // bottom
|
||||
} else {
|
||||
// draw deep sunken pane
|
||||
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // top
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // top
|
||||
++rect.UpperLeftCorner.X;
|
||||
++rect.UpperLeftCorner.Y;
|
||||
--rect.LowerRightCorner.X;
|
||||
@@ -458,10 +425,10 @@ void CGUISkin::draw3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
|
||||
|
||||
rect.UpperLeftCorner.X = r.UpperLeftCorner.X;
|
||||
rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y+1;
|
||||
rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y + 1;
|
||||
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
|
||||
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // left
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip); // left
|
||||
++rect.UpperLeftCorner.X;
|
||||
++rect.UpperLeftCorner.Y;
|
||||
++rect.LowerRightCorner.X;
|
||||
@@ -471,7 +438,7 @@ void CGUISkin::draw3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
|
||||
rect = r;
|
||||
rect.UpperLeftCorner.X = rect.LowerRightCorner.X - 1;
|
||||
++rect.UpperLeftCorner.Y;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // right
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // right
|
||||
--rect.UpperLeftCorner.X;
|
||||
++rect.UpperLeftCorner.Y;
|
||||
--rect.LowerRightCorner.X;
|
||||
@@ -482,7 +449,7 @@ void CGUISkin::draw3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
|
||||
++rect.UpperLeftCorner.X;
|
||||
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
||||
--rect.LowerRightCorner.X;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // bottom
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip); // bottom
|
||||
++rect.UpperLeftCorner.X;
|
||||
--rect.UpperLeftCorner.Y;
|
||||
--rect.LowerRightCorner.X;
|
||||
@@ -491,19 +458,16 @@ void CGUISkin::draw3DSunkenPane(IGUIElement* element, video::SColor bgcolor,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! draws a window background
|
||||
// return where to draw title bar text.
|
||||
core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32>& r,
|
||||
const core::rect<s32>* clip,
|
||||
core::rect<s32>* checkClientArea)
|
||||
core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement *element,
|
||||
bool drawTitleBar, video::SColor titleBarColor,
|
||||
const core::rect<s32> &r,
|
||||
const core::rect<s32> *clip,
|
||||
core::rect<s32> *checkClientArea)
|
||||
{
|
||||
if (!Driver)
|
||||
{
|
||||
if ( checkClientArea )
|
||||
{
|
||||
if (!Driver) {
|
||||
if (checkClientArea) {
|
||||
*checkClientArea = r;
|
||||
}
|
||||
return r;
|
||||
@@ -513,16 +477,14 @@ core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
|
||||
// top border
|
||||
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + 1;
|
||||
if ( !checkClientArea )
|
||||
{
|
||||
if (!checkClientArea) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip);
|
||||
}
|
||||
|
||||
// left border
|
||||
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
||||
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + 1;
|
||||
if ( !checkClientArea )
|
||||
{
|
||||
if (!checkClientArea) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_HIGH_LIGHT), rect, clip);
|
||||
}
|
||||
|
||||
@@ -531,8 +493,7 @@ core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
rect.LowerRightCorner.X = r.LowerRightCorner.X;
|
||||
rect.UpperLeftCorner.Y = r.UpperLeftCorner.Y;
|
||||
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
||||
if ( !checkClientArea )
|
||||
{
|
||||
if (!checkClientArea) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
|
||||
}
|
||||
|
||||
@@ -541,8 +502,7 @@ core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
rect.LowerRightCorner.X -= 1;
|
||||
rect.UpperLeftCorner.Y += 1;
|
||||
rect.LowerRightCorner.Y -= 1;
|
||||
if ( !checkClientArea )
|
||||
{
|
||||
if (!checkClientArea) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip);
|
||||
}
|
||||
|
||||
@@ -551,8 +511,7 @@ core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
rect.UpperLeftCorner.Y = r.LowerRightCorner.Y - 1;
|
||||
rect.LowerRightCorner.Y = r.LowerRightCorner.Y;
|
||||
rect.LowerRightCorner.X = r.LowerRightCorner.X;
|
||||
if ( !checkClientArea )
|
||||
{
|
||||
if (!checkClientArea) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), rect, clip);
|
||||
}
|
||||
|
||||
@@ -561,37 +520,29 @@ core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
rect.LowerRightCorner.X -= 1;
|
||||
rect.UpperLeftCorner.Y -= 1;
|
||||
rect.LowerRightCorner.Y -= 1;
|
||||
if ( !checkClientArea )
|
||||
{
|
||||
if (!checkClientArea) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip);
|
||||
}
|
||||
|
||||
// client area for background
|
||||
rect = r;
|
||||
rect.UpperLeftCorner.X +=1;
|
||||
rect.UpperLeftCorner.Y +=1;
|
||||
rect.UpperLeftCorner.X += 1;
|
||||
rect.UpperLeftCorner.Y += 1;
|
||||
rect.LowerRightCorner.X -= 2;
|
||||
rect.LowerRightCorner.Y -= 2;
|
||||
if (checkClientArea)
|
||||
{
|
||||
if (checkClientArea) {
|
||||
*checkClientArea = rect;
|
||||
}
|
||||
|
||||
if ( !checkClientArea )
|
||||
{
|
||||
if (!UseGradient)
|
||||
{
|
||||
if (!checkClientArea) {
|
||||
if (!UseGradient) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
|
||||
}
|
||||
else if ( Type == EGST_BURNING_SKIN )
|
||||
{
|
||||
const video::SColor c1 = getColor(EGDC_WINDOW).getInterpolated ( 0xFFFFFFFF, 0.9f );
|
||||
const video::SColor c2 = getColor(EGDC_WINDOW).getInterpolated ( 0xFFFFFFFF, 0.8f );
|
||||
} else if (Type == EGST_BURNING_SKIN) {
|
||||
const video::SColor c1 = getColor(EGDC_WINDOW).getInterpolated(0xFFFFFFFF, 0.9f);
|
||||
const video::SColor c2 = getColor(EGDC_WINDOW).getInterpolated(0xFFFFFFFF, 0.8f);
|
||||
|
||||
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
const video::SColor c2 = getColor(EGDC_3D_SHADOW);
|
||||
const video::SColor c1 = getColor(EGDC_3D_FACE);
|
||||
Driver->draw2DRectangle(rect, c1, c1, c1, c2, clip);
|
||||
@@ -605,26 +556,19 @@ core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
rect.LowerRightCorner.X -= 2;
|
||||
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + getSize(EGDS_WINDOW_BUTTON_WIDTH) + 2;
|
||||
|
||||
if (drawTitleBar )
|
||||
{
|
||||
if (checkClientArea)
|
||||
{
|
||||
if (drawTitleBar) {
|
||||
if (checkClientArea) {
|
||||
(*checkClientArea).UpperLeftCorner.Y = rect.LowerRightCorner.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// draw title bar
|
||||
//if (!UseGradient)
|
||||
// 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);
|
||||
// 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);
|
||||
} else {
|
||||
const video::SColor c = titleBarColor.getInterpolated(video::SColor(titleBarColor.getAlpha(), 0, 0, 0), 0.2f);
|
||||
Driver->draw2DRectangle(rect, titleBarColor, c, titleBarColor, c, clip);
|
||||
}
|
||||
}
|
||||
@@ -633,7 +577,6 @@ core::rect<s32> CGUISkin::draw3DWindowBackground(IGUIElement* element,
|
||||
return rect;
|
||||
}
|
||||
|
||||
|
||||
//! 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
|
||||
@@ -643,16 +586,15 @@ 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. */
|
||||
void CGUISkin::draw3DMenuPane(IGUIElement* element,
|
||||
const core::rect<s32>& r, const core::rect<s32>* clip)
|
||||
void CGUISkin::draw3DMenuPane(IGUIElement *element,
|
||||
const core::rect<s32> &r, const core::rect<s32> *clip)
|
||||
{
|
||||
if (!Driver)
|
||||
return;
|
||||
|
||||
core::rect<s32> rect = r;
|
||||
|
||||
if ( Type == EGST_BURNING_SKIN )
|
||||
{
|
||||
if (Type == EGST_BURNING_SKIN) {
|
||||
rect.UpperLeftCorner.Y -= 3;
|
||||
draw3DButtonPaneStandard(element, rect, clip);
|
||||
return;
|
||||
@@ -698,22 +640,20 @@ void CGUISkin::draw3DMenuPane(IGUIElement* element,
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), rect, clip);
|
||||
|
||||
rect = r;
|
||||
rect.UpperLeftCorner.X +=1;
|
||||
rect.UpperLeftCorner.Y +=1;
|
||||
rect.UpperLeftCorner.X += 1;
|
||||
rect.UpperLeftCorner.Y += 1;
|
||||
rect.LowerRightCorner.X -= 2;
|
||||
rect.LowerRightCorner.Y -= 2;
|
||||
|
||||
if (!UseGradient)
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
|
||||
else
|
||||
{
|
||||
else {
|
||||
const video::SColor c1 = getColor(EGDC_3D_FACE);
|
||||
const video::SColor c2 = getColor(EGDC_3D_SHADOW);
|
||||
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! 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
|
||||
@@ -721,9 +661,9 @@ 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. */
|
||||
void CGUISkin::draw3DToolBar(IGUIElement* element,
|
||||
const core::rect<s32>& r,
|
||||
const core::rect<s32>* clip)
|
||||
void CGUISkin::draw3DToolBar(IGUIElement *element,
|
||||
const core::rect<s32> &r,
|
||||
const core::rect<s32> *clip)
|
||||
{
|
||||
if (!Driver)
|
||||
return;
|
||||
@@ -739,28 +679,21 @@ void CGUISkin::draw3DToolBar(IGUIElement* element,
|
||||
rect = r;
|
||||
rect.LowerRightCorner.Y -= 1;
|
||||
|
||||
if (!UseGradient)
|
||||
{
|
||||
if (!UseGradient) {
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), rect, clip);
|
||||
}
|
||||
else
|
||||
if ( Type == EGST_BURNING_SKIN )
|
||||
{
|
||||
} else if (Type == EGST_BURNING_SKIN) {
|
||||
const video::SColor c1 = 0xF0000000 | getColor(EGDC_3D_FACE).color;
|
||||
const video::SColor c2 = 0xF0000000 | getColor(EGDC_3D_SHADOW).color;
|
||||
|
||||
rect.LowerRightCorner.Y += 1;
|
||||
Driver->draw2DRectangle(rect, c1, c2, c1, c2, clip);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
const video::SColor c1 = getColor(EGDC_3D_FACE);
|
||||
const video::SColor c2 = getColor(EGDC_3D_SHADOW);
|
||||
Driver->draw2DRectangle(rect, c1, c1, c2, c2, clip);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! 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
|
||||
@@ -769,16 +702,15 @@ 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. */
|
||||
void CGUISkin::draw3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& frameRect, const core::rect<s32>* clip, EGUI_ALIGNMENT alignment)
|
||||
void CGUISkin::draw3DTabButton(IGUIElement *element, bool active,
|
||||
const core::rect<s32> &frameRect, const core::rect<s32> *clip, EGUI_ALIGNMENT alignment)
|
||||
{
|
||||
if (!Driver)
|
||||
return;
|
||||
|
||||
core::rect<s32> tr = frameRect;
|
||||
|
||||
if ( alignment == EGUIA_UPPERLEFT )
|
||||
{
|
||||
if (alignment == EGUIA_UPPERLEFT) {
|
||||
tr.LowerRightCorner.X -= 2;
|
||||
tr.LowerRightCorner.Y = tr.UpperLeftCorner.Y + 1;
|
||||
tr.UpperLeftCorner.X += 1;
|
||||
@@ -806,9 +738,7 @@ void CGUISkin::draw3DTabButton(IGUIElement* element, bool active,
|
||||
tr.UpperLeftCorner.X += 1;
|
||||
tr.UpperLeftCorner.Y += 1;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_DARK_SHADOW), tr, clip);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
tr.LowerRightCorner.X -= 2;
|
||||
tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
|
||||
tr.UpperLeftCorner.X += 1;
|
||||
@@ -831,7 +761,7 @@ void CGUISkin::draw3DTabButton(IGUIElement* element, bool active,
|
||||
// draw right middle gray shadow
|
||||
tr.LowerRightCorner.X += 1;
|
||||
tr.UpperLeftCorner.X = tr.LowerRightCorner.X - 1;
|
||||
//tr.LowerRightCorner.Y -= 1;
|
||||
// tr.LowerRightCorner.Y -= 1;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), tr, clip);
|
||||
|
||||
tr.LowerRightCorner.X += 1;
|
||||
@@ -841,7 +771,6 @@ void CGUISkin::draw3DTabButton(IGUIElement* element, bool active,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! 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
|
||||
@@ -850,22 +779,20 @@ implementations to find out how to draw the part exactly.
|
||||
\param background: Specifies if the background should be drawn.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
void CGUISkin::draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip, s32 tabHeight, EGUI_ALIGNMENT alignment)
|
||||
void CGUISkin::draw3DTabBody(IGUIElement *element, bool border, bool background,
|
||||
const core::rect<s32> &rect, const core::rect<s32> *clip, s32 tabHeight, EGUI_ALIGNMENT alignment)
|
||||
{
|
||||
if (!Driver)
|
||||
return;
|
||||
|
||||
core::rect<s32> tr = rect;
|
||||
|
||||
if ( tabHeight == -1 )
|
||||
if (tabHeight == -1)
|
||||
tabHeight = getSize(gui::EGDS_BUTTON_HEIGHT);
|
||||
|
||||
// draw border.
|
||||
if (border)
|
||||
{
|
||||
if ( alignment == EGUIA_UPPERLEFT )
|
||||
{
|
||||
if (border) {
|
||||
if (alignment == EGUIA_UPPERLEFT) {
|
||||
// draw left hightlight
|
||||
tr.UpperLeftCorner.Y += tabHeight + 2;
|
||||
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
||||
@@ -880,9 +807,7 @@ void CGUISkin::draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
tr = rect;
|
||||
tr.UpperLeftCorner.Y = tr.LowerRightCorner.Y - 1;
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_SHADOW), tr, clip);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// draw left hightlight
|
||||
tr.LowerRightCorner.Y -= tabHeight + 2;
|
||||
tr.LowerRightCorner.X = tr.UpperLeftCorner.X + 1;
|
||||
@@ -900,30 +825,25 @@ void CGUISkin::draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
}
|
||||
}
|
||||
|
||||
if (background)
|
||||
{
|
||||
if ( alignment == EGUIA_UPPERLEFT )
|
||||
{
|
||||
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
|
||||
{
|
||||
} else {
|
||||
tr = rect;
|
||||
tr.UpperLeftCorner.X += 1;
|
||||
tr.UpperLeftCorner.Y -= 1;
|
||||
tr.LowerRightCorner.X -= 1;
|
||||
tr.LowerRightCorner.Y -= tabHeight + 2;
|
||||
//tr.UpperLeftCorner.X += 1;
|
||||
// tr.UpperLeftCorner.X += 1;
|
||||
}
|
||||
|
||||
if (!UseGradient)
|
||||
Driver->draw2DRectangle(getColor(EGDC_3D_FACE), tr, clip);
|
||||
else
|
||||
{
|
||||
else {
|
||||
video::SColor c1 = getColor(EGDC_3D_FACE);
|
||||
video::SColor c2 = getColor(EGDC_3D_SHADOW);
|
||||
Driver->draw2DRectangle(tr, c1, c1, c2, c2, clip);
|
||||
@@ -931,7 +851,6 @@ void CGUISkin::draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! 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
|
||||
@@ -942,30 +861,28 @@ by more complex implementations to find out how to draw the part exactly.
|
||||
\param currenttime: The present time, used to calculate the frame number
|
||||
\param loop: Whether the animation should loop or not
|
||||
\param clip: Clip area. */
|
||||
void CGUISkin::drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime, u32 currenttime,
|
||||
bool loop, const core::rect<s32>* clip)
|
||||
void CGUISkin::drawIcon(IGUIElement *element, EGUI_DEFAULT_ICON icon,
|
||||
const core::position2di position,
|
||||
u32 starttime, u32 currenttime,
|
||||
bool loop, const core::rect<s32> *clip)
|
||||
{
|
||||
if (!SpriteBank)
|
||||
return;
|
||||
|
||||
bool gray = element && !element->isEnabled();
|
||||
SpriteBank->draw2DSprite(Icons[icon], position, clip,
|
||||
Colors[gray? EGDC_GRAY_WINDOW_SYMBOL : EGDC_WINDOW_SYMBOL], starttime, currenttime, loop, true);
|
||||
Colors[gray ? EGDC_GRAY_WINDOW_SYMBOL : EGDC_WINDOW_SYMBOL], starttime, currenttime, loop, true);
|
||||
}
|
||||
|
||||
|
||||
EGUI_SKIN_TYPE CGUISkin::getType() const
|
||||
{
|
||||
return Type;
|
||||
}
|
||||
|
||||
|
||||
//! draws a 2d rectangle.
|
||||
void CGUISkin::draw2DRectangle(IGUIElement* element,
|
||||
const video::SColor &color, const core::rect<s32>& pos,
|
||||
const core::rect<s32>* clip)
|
||||
void CGUISkin::draw2DRectangle(IGUIElement *element,
|
||||
const video::SColor &color, const core::rect<s32> &pos,
|
||||
const core::rect<s32> *clip)
|
||||
{
|
||||
Driver->draw2DRectangle(color, pos, clip);
|
||||
}
|
||||
|
Reference in New Issue
Block a user