auria 807e0dd011 improved skinning of list control
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3604 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2009-06-11 01:00:42 +00:00

989 lines
36 KiB
C++

#include "gui/skin.hpp"
#include "gui/engine.hpp"
#include "gui/screen.hpp"
#include "gui/widget.hpp"
#include "gui/state_manager.hpp"
#include "io/file_manager.hpp"
#include <cassert>
#include <iostream>
using namespace GUIEngine;
Skin::Skin(IGUISkin* fallback_skin)
{
m_fallback_skin = fallback_skin;
m_fallback_skin->grab();
assert(fallback_skin != NULL);
m_tex_button = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glassbutton.png").c_str() );
m_tex_fbutton = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glassbutton_focused.png").c_str() );
m_tex_spinner = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glassspinner.png").c_str() );
m_tex_fspinner = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glassspinner_focus.png").c_str() );
m_tex_dspinner = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glassspinner_down.png").c_str() );
m_tex_tab = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasstab.png").c_str() );
m_tex_ftab = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasstab_focus.png").c_str() );
m_tex_dtab = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasstab_down.png").c_str() );
m_tex_ficonhighlight = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glass_iconhighlight_focus.png").c_str() );
m_tex_squarefocus = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glass_square_focused.png").c_str() );
m_tex_gaugefill = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasssgauge_fill.png").c_str() );
m_tex_bubble = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/bubble.png").c_str() );
m_tex_checkbox = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasscheckbox.png").c_str() );
m_tex_fcheckbox = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasscheckbox_focus.png").c_str() );
m_tex_dcheckbox = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasscheckbox_checked.png").c_str() );
m_tex_dfcheckbox = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glasscheckbox_checked_focus.png").c_str() );
m_tex_section = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/glass_section.png").c_str() );
}
Skin::~Skin()
{
m_fallback_skin->drop();
}
/** load default values */
BoxRenderParams::BoxRenderParams()
{
left_border = 0;
right_border = 0;
top_border = 0;
bottom_border = 0;
preserve_h_aspect_ratios = false;
hborder_out_portion = 0.5;
vborder_out_portion = 1.0;
areas = BODY | LEFT | RIGHT | TOP | BOTTOM;
vertical_flip = false;
}
void Skin::drawBoxFromStretchableTexture(const core::rect< s32 > &dest, ITexture* source, const BoxRenderParams& params)
{
const int left_border = params.left_border;
const int right_border = params.right_border;
const int top_border = params.top_border;
const int bottom_border = params.bottom_border;
const bool preserve_h_aspect_ratios = params.preserve_h_aspect_ratios;
const float hborder_out_portion = params.hborder_out_portion;
const float vborder_out_portion = params.vborder_out_portion;
int areas = params.areas;
const bool vertical_flip = params.vertical_flip;
// FIXME? - lots of things here will be re-calculated every frame, which is useless since
// widgets won't move, so they'd only need to be calculated once.
const int texture_w = source->getSize().Width;
const int texture_h = source->getSize().Height;
/*
The source texture is split this way to allow for a stretchable center and borders that don't stretch :
+----+--------------------+----+
| | | |
+----a--------------------b----+ <-- top_border
| | | |
| | | |
+----c--------------------d----+ <-- height - bottom-border
| | | |
+----+--------------------+----+
*/
const int ax = left_border;
const int ay = top_border;
const int bx = texture_w - right_border;
const int by = top_border;
const int cx = left_border;
const int cy = texture_h - bottom_border;
const int dx = texture_w - right_border;
const int dy = texture_h - bottom_border;
core::rect<s32> source_area_left = core::rect<s32>(0, ay, cx, cy);
core::rect<s32> source_area_center = core::rect<s32>(ax, ay, dx, dy);
core::rect<s32> source_area_right = core::rect<s32>(bx, top_border, texture_w, dy);
core::rect<s32> source_area_top = core::rect<s32>(ax, 0, bx, by);
core::rect<s32> source_area_bottom = core::rect<s32>(cx, cy, dx, texture_h);
core::rect<s32> source_area_top_left = core::rect<s32>(0, 0, ax, ay);
core::rect<s32> source_area_top_right = core::rect<s32>(bx, 0, texture_w, top_border);
core::rect<s32> source_area_bottom_left = core::rect<s32>(0, cy, cx, texture_h);
core::rect<s32> source_area_bottom_right = core::rect<s32>(dx, dy, texture_w, texture_h);
/*
The dest area is split this way. Borders can go a bit beyond the given area so
components inside don't go over the borders
(how much it exceeds horizontally is specified in 'hborder_out_portion'. vertically is always the totality)
a----b--------------------c----+
| | | |
d----e--------------------f----g <-- top_border
| | | |
| | | |
| | | |
h----i--------------------j----k <-- height - bottom-border
| | | |
+----l--------------------m----n
*/
{
const int dest_x = dest.UpperLeftCorner.X;
const int dest_y = dest.UpperLeftCorner.Y;
const int dest_x2 = dest.LowerRightCorner.X;
const int dest_y2 = dest.LowerRightCorner.Y;
//const float xscale = (float)(dest_x2-dest_x)/texture_w;
const float yscale = (float)(dest_y2-dest_y)/texture_h;
int dest_left_border, dest_right_border;
// scale and keep aspect ratio
if(preserve_h_aspect_ratios)
{
dest_left_border = (int)(left_border * (dest_y2-dest_y) / texture_h );
dest_right_border = (int)(right_border * (dest_y2-dest_y) / texture_h);
}
else
{
dest_left_border = (int)(left_border *std::min<float>(yscale, 1.0));
dest_right_border = (int)(right_border *std::min<float>(yscale, 1.0));
}
int dest_top_border = (int)(top_border *std::min<float>(yscale, 1.0));
int dest_bottom_border = (int)(bottom_border*std::min<float>(yscale, 1.0));
const float hborder_in_portion = 1 - hborder_out_portion;
const float vborder_in_portion = 1 - vborder_out_portion;
const int ax = (int)(dest_x - dest_left_border*hborder_out_portion);
const int ay = (int)(dest_y - dest_top_border*vborder_out_portion);
const int bx = (int)(dest_x + dest_left_border*hborder_in_portion);
const int by = ay;
const int cx = (int)(dest_x2 - dest_right_border*hborder_in_portion);
const int cy = ay;
const int dx = ax;
const int dy = (int)(dest_y + dest_top_border*vborder_in_portion);
const int ex = bx;
const int ey = dy;
const int fx = cx;
const int fy = dy;
const int gx = (int)(dest_x2 + dest_right_border*hborder_out_portion);
const int gy = dy;
const int hx = ax;
const int hy = (int)(dest_y2 - dest_bottom_border*vborder_in_portion);
const int ix = bx;
const int iy = hy;
const int jx = cx;
const int jy = hy;
const int kx = gx;
const int ky = hy;
const int lx = bx;
const int ly = (int)(dest_y2 + dest_bottom_border*vborder_out_portion);
const int mx = cx;
const int my = ly;
const int nx = gx;
const int ny = ly;
core::rect<s32> dest_area_left = core::rect<s32>(dx, dy, ix, iy);
core::rect<s32> dest_area_center = core::rect<s32>(ex, ey, jx, jy);
core::rect<s32> dest_area_right = core::rect<s32>(fx, fy, kx, ky);
core::rect<s32> dest_area_top = core::rect<s32>(bx, by, fx, fy);
core::rect<s32> dest_area_bottom = core::rect<s32>(ix, iy, mx, my);
core::rect<s32> dest_area_top_left = core::rect<s32>(ax, ay, ex, ey);
core::rect<s32> dest_area_top_right = core::rect<s32>(cx, cy, gx, gy);
core::rect<s32> dest_area_bottom_left = core::rect<s32>(hx, hy, lx, ly);
core::rect<s32> dest_area_bottom_right = core::rect<s32>(jx, jy, nx, ny);
if(vertical_flip)
{
#define FLIP_Y( X ) { const int y1 = X.UpperLeftCorner.Y - dest_y; \
const int y2 = X.LowerRightCorner.Y - dest_y; \
X.UpperLeftCorner.Y = dest_y + (dest_y2 - dest_y) - y2;\
X.LowerRightCorner.Y = dest_y + (dest_y2 - dest_y) - y1;}
FLIP_Y(dest_area_left)
FLIP_Y(dest_area_center)
FLIP_Y(dest_area_right)
FLIP_Y(dest_area_top)
FLIP_Y(dest_area_bottom)
FLIP_Y(dest_area_top_left)
FLIP_Y(dest_area_top_right)
FLIP_Y(dest_area_bottom_left)
FLIP_Y(dest_area_bottom_right)
#undef FLIP_Y
#define FLIP_Y( X ) { const int y1 = X.UpperLeftCorner.Y; \
const int y2 = X.LowerRightCorner.Y; \
X.UpperLeftCorner.Y = y2;\
X.LowerRightCorner.Y = y1;}
FLIP_Y(source_area_left)
FLIP_Y(source_area_center)
FLIP_Y(source_area_right)
FLIP_Y(source_area_top)
FLIP_Y(source_area_bottom)
FLIP_Y(source_area_top_left)
FLIP_Y(source_area_top_right)
FLIP_Y(source_area_bottom_left)
FLIP_Y(source_area_bottom_right)
#undef FLIP_Y
}
if((areas & BoxRenderParams::LEFT) != 0)
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_left, source_area_left,
0 /* no clipping */, 0, true /* alpha */);
}
if((areas & BoxRenderParams::BODY) != 0)
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_center, source_area_center,
0 /* no clipping */, 0, true /* alpha */);
}
if((areas & BoxRenderParams::RIGHT) != 0)
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_right, source_area_right,
0 /* no clipping */, 0, true /* alpha */);
}
if((areas & BoxRenderParams::TOP) != 0)
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_top, source_area_top,
0 /* no clipping */, 0, true /* alpha */);
}
if((areas & BoxRenderParams::BOTTOM) != 0)
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_bottom, source_area_bottom,
0 /* no clipping */, 0, true /* alpha */);
}
if( ((areas & BoxRenderParams::LEFT) != 0) && ((areas & BoxRenderParams::TOP) != 0) )
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_top_left, source_area_top_left,
0 /* no clipping */, 0, true /* alpha */);
}
if( ((areas & BoxRenderParams::RIGHT) != 0) && ((areas & BoxRenderParams::TOP) != 0) )
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_top_right, source_area_top_right,
0 /* no clipping */, 0, true /* alpha */);
}
if( ((areas & BoxRenderParams::LEFT) != 0) && ((areas & BoxRenderParams::BOTTOM) != 0) )
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_bottom_left, source_area_bottom_left,
0 /* no clipping */, 0, true /* alpha */);
}
if( ((areas & BoxRenderParams::RIGHT) != 0) && ((areas & BoxRenderParams::BOTTOM) != 0) )
{
GUIEngine::getDriver()->draw2DImage(source, dest_area_bottom_right, source_area_bottom_right,
0 /* no clipping */, 0, true /* alpha */);
}
}
}
void Skin::drawButton(const core::rect< s32 > &rect, const bool pressed, const bool focused)
{
static BoxRenderParams params;
// FIXME - move these numbers to a config file
params.left_border = 80;
params.right_border = 80;
params.top_border = 0;
params.bottom_border = 36;
params.preserve_h_aspect_ratios = true;
drawBoxFromStretchableTexture(rect, (focused ? m_tex_fbutton : m_tex_button), params);
}
void Skin::drawRibbon(const core::rect< s32 > &rect, const Widget* widget, const bool pressed, bool focused)
{
/*
// only combo ribbons need a border
if ( ((RibbonWidget*)widget)->getRibbonType() != RIBBON_COMBO ) return;
bool draw_border = focused;
// check if one of its children has focus (will happen when directly clicking on them)
const int amount = widget->m_children.size();
for(int n=0; n<amount; n++)
{
if(GUIEngine::getGUIEnv()->hasFocus(widget->m_children[n].m_element))
{
draw_border = true;
focused = true;
break;
}
}
if(!draw_border) return;
if(focused)
GUIEngine::getDriver()->draw2DRectangle( SColor(255, 150, 0, 0), rect );
else
GUIEngine::getDriver()->draw2DRectangle( SColor(255, 0, 150, 0), rect );
*/
}
void Skin::drawRibbonChild(const core::rect< s32 > &rect, const Widget* widget, const bool pressed, bool focused)
{
bool mark_selected = widget->isSelected();
bool always_show_selection = false;
const bool parent_focused = GUIEngine::getGUIEnv()->getFocus() == widget->m_event_handler->m_element;
RibbonType type = ((RibbonWidget*)widget->m_event_handler)->getRibbonType();
/* tab-bar ribbons */
if(type == RIBBON_TABS)
{
// ribbons containing buttons are actually tabs
static BoxRenderParams params;
// FIXME - specify in file, don't hardcode
params.left_border = 75;
params.right_border = 75;
params.top_border = 0;
params.bottom_border = 15;
// automatically guess from position on-screen if tabs go up or down
const bool vertical_flip = rect.UpperLeftCorner.Y < GUIEngine::getDriver()->getCurrentRenderTargetSize().Height/2;
float portion_out = 0.2f;
/* when not using plain buttons, it's probably icons, so we need more space */
if(widget->m_type != WTYPE_BUTTON)
{
//border_below = 40;
}
core::rect< s32 > rect2 = rect;
params.hborder_out_portion = portion_out;
params.vertical_flip = vertical_flip;
if (mark_selected)
{
// selected tab should be slighlty bigger than others
if(vertical_flip)
rect2.UpperLeftCorner.Y -= 10;
else
rect2.LowerRightCorner.Y += 10;
drawBoxFromStretchableTexture(rect2, (focused || parent_focused ? m_tex_ftab : m_tex_dtab), params);
/*
GUIEngine::getDriver()->draw2DLine( core::position2d< s32 >(rect2.UpperLeftCorner.X,rect2.LowerRightCorner.Y),
core::position2d< s32 >(rect2.LowerRightCorner.X,rect2.LowerRightCorner.Y),
SColor(255,255,0,0) );
GUIEngine::getDriver()->draw2DLine( core::position2d< s32 >(rect2.UpperLeftCorner.X,rect2.UpperLeftCorner.Y),
core::position2d< s32 >(rect2.LowerRightCorner.X,rect2.UpperLeftCorner.Y),
SColor(255,255,0,0) );
*/
}
else
{
drawBoxFromStretchableTexture(rect2, m_tex_tab, params);
}
}
/* icon ribbons */
else
{
bool use_glow = true;
if (widget->m_event_handler != NULL && widget->m_event_handler->m_properties[PROP_SQUARE] == "true") use_glow = false;
if (widget->m_event_handler != NULL && widget->m_event_handler->m_event_handler != NULL &&
widget->m_event_handler->m_event_handler->m_properties[PROP_SQUARE] == "true") use_glow = false;
/* in combo ribbons, always show selection */
RibbonWidget* w = NULL;
if(widget->m_event_handler != NULL && widget->m_event_handler->m_type == WTYPE_RIBBON)
{
w = dynamic_cast<RibbonWidget*>(widget->m_event_handler);
if(w->getRibbonType() == RIBBON_COMBO) always_show_selection = true;
}
const bool mark_focused = focused || (parent_focused && w != NULL && w->m_focus == widget) ||
(mark_selected && !always_show_selection && parent_focused);
if(always_show_selection && mark_selected)
{
core::rect< s32 > rect2 = rect;
rect2.UpperLeftCorner.X -= rect.getWidth() / 5;
rect2.UpperLeftCorner.Y -= rect.getHeight() / 5;
rect2.LowerRightCorner.X += rect.getWidth() / 5;
rect2.LowerRightCorner.Y += rect.getHeight() / 5;
const int texture_w = m_tex_bubble->getSize().Width;
const int texture_h = m_tex_bubble->getSize().Height;
core::rect<s32> source_area = core::rect<s32>(0, 0, texture_w, texture_h);
GUIEngine::getDriver()->draw2DImage(m_tex_bubble, rect2, source_area,
0 /* no clipping */, 0, true /* alpha */);
}
if(mark_focused)
{
if (use_glow)
{
int grow = 45;
static float glow_effect = 0;
const float dt = GUIEngine::getLatestDt();
glow_effect += dt*3;
if (glow_effect > 6.2832f /* 2*PI */) glow_effect -= 6.2832f;
grow = (int)(45 + 10*sin(glow_effect));
const int glow_center_x = rect.UpperLeftCorner.X + rect.getWidth()/2;
const int glow_center_y = rect.UpperLeftCorner.Y + rect.getHeight() - 5;
const int texture_w = m_tex_ficonhighlight->getSize().Width;
const int texture_h = m_tex_ficonhighlight->getSize().Height;
core::rect<s32> source_area = core::rect<s32>(0, 0, texture_w, texture_h);
const core::rect< s32 > rect2 = core::rect< s32 >(glow_center_x - 45 - grow,
glow_center_y - 25 - grow/2,
glow_center_x + 45 + grow,
glow_center_y + 25 + grow/2);
GUIEngine::getDriver()->draw2DImage(m_tex_ficonhighlight, rect2, source_area,
0 /* no clipping */, 0, true /* alpha */);
}
/* if we're not using glow */
else
{
const bool show_focus = focused || parent_focused;
if(!always_show_selection && !show_focus) return;
const int texture_w = m_tex_squarefocus->getSize().Width;
const int texture_h = m_tex_squarefocus->getSize().Height;
core::rect<s32> source_area = core::rect<s32>(0, 0, texture_w, texture_h);
static BoxRenderParams params;
params.left_border = 6;
params.right_border = 6;
params.top_border = 6;
params.bottom_border = 6;
params.hborder_out_portion = 1.0;
drawBoxFromStretchableTexture(rect, m_tex_squarefocus, params);
}
} // end if mark_focused
}
}
void Skin::drawSpinnerBody(const core::rect< s32 > &rect, const Widget* widget, const bool pressed, bool focused)
{
if(!focused)
{
IGUIElement* focused_widget = GUIEngine::getGUIEnv()->getFocus();
if(focused_widget != NULL && widget->m_children.size()>2)
{
if(widget->m_children[0].id == focused_widget->getID() ||
widget->m_children[1].id == focused_widget->getID() ||
widget->m_children[2].id == focused_widget->getID())
{
focused = true;
}
}
}
static BoxRenderParams params;
// FIXME - move these numbers to a config file
params.left_border = 110;
params.right_border = 110;
params.top_border = 0;
params.bottom_border = 36;
params.preserve_h_aspect_ratios = true;
params.hborder_out_portion = 0.0f;
drawBoxFromStretchableTexture(rect, (focused || pressed ? m_tex_fspinner : m_tex_spinner), params);
const SpinnerWidget* w = dynamic_cast<const SpinnerWidget*>(widget);
if( w->isGauge() )
{
// the width of an handle is about 0.84 the height in the current skin. FIXME - don't hardcode.
const int handle_size = (int)( widget->h*0.84f );
const float value = (float)(w->getValue() - w->getMin()) / (w->getMax() - w->getMin());
const core::rect< s32 > dest_area = core::rect< s32 >(widget->x + handle_size,
widget->y,
widget->x + handle_size + (int)((widget->w - 2*handle_size)*value),
widget->y + widget->h);
const int texture_w = m_tex_gaugefill->getSize().Width;
const int texture_h = m_tex_gaugefill->getSize().Height;
const core::rect< s32 > source_area = core::rect< s32 >(0, 0, texture_w, texture_h);
GUIEngine::getDriver()->draw2DImage(m_tex_gaugefill, dest_area, source_area,
0 /* no clipping */, 0, true /* alpha */);
}
}
void Skin::drawSpinnerChild(const core::rect< s32 > &rect, Widget* widget, const bool pressed, bool focused)
{
if(pressed)
{
Widget* spinner = widget->m_event_handler;
int areas = 0;
//std::cout << "drawing spinner child " << widget->m_properties[PROP_ID].c_str() << std::endl;
if (widget->m_properties[PROP_ID] == "left") areas = BoxRenderParams::LEFT;
else if (widget->m_properties[PROP_ID] == "right") areas = BoxRenderParams::RIGHT;
else return;
core::rect< s32 > rect2 = core::rect< s32 >( spinner->x, spinner->y,
spinner->x + spinner->w,
spinner->y + spinner->h );
static BoxRenderParams params;
// FIXME - move these numbers to a config file
params.left_border = 110;
params.right_border = 110;
params.top_border = 0;
params.bottom_border = 36;
params.preserve_h_aspect_ratios = true;
params.hborder_out_portion = 0.0f;
params.areas = areas;
drawBoxFromStretchableTexture(rect2, m_tex_dspinner, params);
}
}
void Skin::drawCheckBox(const core::rect< s32 > &rect, Widget* widget, bool focused)
{
CheckBoxWidget* w = dynamic_cast<CheckBoxWidget*>(widget);
const int texture_w = m_tex_checkbox->getSize().Width;
const int texture_h = m_tex_checkbox->getSize().Height;
const core::rect< s32 > source_area = core::rect< s32 >(0, 0, texture_w, texture_h);
if(w->getState() == true)
{
GUIEngine::getDriver()->draw2DImage( focused ? m_tex_dfcheckbox : m_tex_dcheckbox, rect, source_area,
0 /* no clipping */, 0, true /* alpha */);
}
else
{
GUIEngine::getDriver()->draw2DImage( focused ? m_tex_fcheckbox : m_tex_checkbox, rect, source_area,
0 /* no clipping */, 0, true /* alpha */);
}
}
void Skin::drawList(const core::rect< s32 > &rect, Widget* widget, bool focused)
{
static BoxRenderParams params;
params.left_border = 15;
params.right_border = 15;
params.top_border = 15;
params.bottom_border = 15;
params.hborder_out_portion = 1.0;
params.vborder_out_portion = 1.0f;
drawBoxFromStretchableTexture( rect, m_tex_section, params );
}
void Skin::drawListSelection(const core::rect< s32 > &rect, Widget* widget, bool focused)
{
// focused render params
static BoxRenderParams focusparams;
focusparams.left_border = 0;
focusparams.right_border = 0;
focusparams.top_border = 0;
focusparams.bottom_border = 0;
focusparams.hborder_out_portion = 0.0f;
focusparams.vborder_out_portion = 0.0f;
// non-focused render params
static BoxRenderParams params;
params.left_border = 80;
params.right_border = 80;
params.top_border = 0;
params.bottom_border = 36;
params.preserve_h_aspect_ratios = true;
params.areas = BoxRenderParams::BODY;
params.hborder_out_portion = 1.0f;
params.vborder_out_portion = 1.0f;
// adjust render area
core::rect< s32 > rect2 = rect;
rect2.UpperLeftCorner.X -= 10;
rect2.LowerRightCorner.X += 10;
if(focused)
drawBoxFromStretchableTexture( rect2, m_tex_gaugefill, focusparams );
else
drawBoxFromStretchableTexture( rect2, m_tex_button, params );
}
/** recusrive function to render all sections (recursion allows to easily travesre the tree of children and sub-children) */
void Skin::renderSections(ptr_vector<Widget>* within_vector)
{
if(within_vector == NULL) within_vector = &getCurrentScreen()->m_widgets;
const unsigned short widgets_amount = within_vector->size();
for(int n=0; n<widgets_amount; n++)
{
Widget& widget = (*within_vector)[n];
if(widget.m_type == WTYPE_DIV)
{
if(widget.m_show_bounding_box)
{
core::rect< s32 > rect = core::rect<s32>( widget.x, widget.y, widget.x + widget.w, widget.y + widget.h );
//getDriver()->draw2DImage(g_skin->m_tex_section, rect, source_area,
// 0 /* no clipping */, 0, true /* alpha */);
static BoxRenderParams params;
params.left_border = 15;
params.right_border = 15;
params.top_border = 15;
params.bottom_border = 15;
params.hborder_out_portion = 1.0;
params.vborder_out_portion = 0.2f;
drawBoxFromStretchableTexture( rect, m_tex_section, params );
/*
void drawBoxFromStretchableTexture(const core::rect< s32 > &dest, ITexture* source,
const int left_border, const int right_border,
const int top_border, const int bottom_border,
const bool preserve_h_aspect_ratios=false,
const float hborder_out_portion = 0.5,
int areas = BODY | LEFT | RIGHT | TOP | BOTTOM,
const bool vertical_flip=false);
*/
}
else
{
renderSections( &widget.m_children );
}
}
} // next
}
#if 0
#pragma mark -
#pragma mark irrlicht skin functions
#endif
void Skin::draw2DRectangle (IGUIElement *element, const video::SColor &color, const core::rect< s32 > &rect, const core::rect< s32 > *clip)
{
if(StateManager::isGameState()) return; // ignore in game mode
//const bool focused = GUIEngine::getGUIEnv()->hasFocus(element);
const int id = element->getID();
Widget* widget = GUIEngine::getCurrentScreen()->getWidget(id);
if(widget == NULL) return;
const bool focused = GUIEngine::getGUIEnv()->hasFocus(element);
const WidgetType type = widget->m_type;
if(type == WTYPE_LIST)
{
// list selection background
drawListSelection(rect, widget, focused);
}
}
void Skin::process3DPane(IGUIElement *element, const core::rect< s32 > &rect, const bool pressed)
{
const bool focused = GUIEngine::getGUIEnv()->hasFocus(element);
const int id = element->getID();
Widget* widget = GUIEngine::getCurrentScreen()->getWidget(id);
if(widget == NULL) return;
const WidgetType type = widget->m_type;
// buttons are used for other uses than plain clickable buttons because irrLicht
// does not have widgets for everything we need. so at render time, we just check
// which type this button represents and render accordingly
if(widget->m_event_handler != NULL && widget->m_event_handler->m_type == WTYPE_RIBBON)
{
drawRibbonChild(rect, widget, pressed /* pressed */, focused /* focused */);
}
else if(widget->m_event_handler != NULL && widget->m_event_handler->m_type == WTYPE_SPINNER)
{
drawSpinnerChild(rect, widget, pressed /* pressed */, focused /* focused */);
}
else if(type == WTYPE_ICON_BUTTON)
{
if(!focused) return; /* don't draw any border in this case */
else drawButton(rect, pressed /* pressed */, true /* focused */);
}
else if(type == WTYPE_BUTTON)
{
drawButton(rect, pressed, focused);
}
else if(type == WTYPE_RIBBON)
{
drawRibbon(rect, widget, pressed, focused);
}
else if(type == WTYPE_SPINNER)
{
drawSpinnerBody(rect, widget, pressed, focused);
}
else if(type == WTYPE_CHECKBOX)
{
drawCheckBox(rect, widget, focused);
}
}
void Skin::draw3DButtonPanePressed (IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip)
{
process3DPane(element, rect, true /* pressed */ );
}
void Skin::draw3DButtonPaneStandard (IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip)
{
process3DPane(element, rect, false /* pressed */ );
}
void Skin::draw3DSunkenPane (IGUIElement *element, video::SColor bgcolor, bool flat, bool fillBackGround, const core::rect< s32 > &rect, const core::rect< s32 > *clip)
{
const int id = element->getID();
Widget* widget = GUIEngine::getCurrentScreen()->getWidget(id);
if(widget == NULL) return;
const WidgetType type = widget->m_type;
const bool focused = GUIEngine::getGUIEnv()->getFocus() == element;
if(type == WTYPE_LIST)
{
drawList(rect, widget, focused);
}
//if(focused)
// GUIEngine::getDriver()->draw2DRectangle( SColor(255, 150, 0, 0), rect );
//else
// GUIEngine::getDriver()->draw2DRectangle( SColor(255, 0, 150, 0), rect );
}
core::rect< s32 > Skin::draw3DWindowBackground (IGUIElement *element, bool drawTitleBar, video::SColor titleBarColor, const core::rect< s32 > &rect, const core::rect< s32 > *clip)
{
// fade out background
GUIEngine::getDriver()->draw2DRectangle( SColor(150, 255, 255, 255),
core::rect< s32 >(position2d< s32 >(0,0) , GUIEngine::getDriver()->getCurrentRenderTargetSize()) );
static BoxRenderParams params;
params.left_border = 15;
params.right_border = 15;
params.top_border = 15;
params.bottom_border = 15;
params.hborder_out_portion = 1.0;
params.vborder_out_portion = 0.2f;
// draw frame (since it's transluscent, draw many times to get opacity)
drawBoxFromStretchableTexture(rect, m_tex_section, params);
drawBoxFromStretchableTexture(rect, m_tex_section, params);
return rect;
}
void Skin::draw3DMenuPane (IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip)
{
//printf("draw menu pane\n");
}
void Skin::draw3DTabBody (IGUIElement *element, bool border, bool background, const core::rect< s32 > &rect, const core::rect< s32 > *clip, s32 tabHeight, gui::EGUI_ALIGNMENT alignment)
{
//printf("draw tab body\n");
}
void Skin::draw3DTabButton (IGUIElement *element, bool active, const core::rect< s32 > &rect, const core::rect< s32 > *clip, gui::EGUI_ALIGNMENT alignment)
{
//printf("draw tab button\n");
}
void Skin::draw3DToolBar (IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip)
{
}
void Skin::drawIcon (IGUIElement *element, EGUI_DEFAULT_ICON icon, const core::position2di position, u32 starttime, u32 currenttime, bool loop, const core::rect< s32 > *clip)
{
/* m_fallback_skin->drawIcon(element, icon, position, starttime, currenttime, loop, clip); */
}
video::SColor Skin::getColor (EGUI_DEFAULT_COLOR color) const
{
/*
EGDC_3D_DARK_SHADOW Dark shadow for three-dimensional display elements.
EGDC_3D_SHADOW Shadow color for three-dimensional display elements (for edges facing away from the light source).
EGDC_3D_FACE Face color for three-dimensional display elements and for dialog box backgrounds.
EGDC_3D_HIGH_LIGHT Highlight color for three-dimensional display elements (for edges facing the light source.).
EGDC_3D_LIGHT Light color for three-dimensional display elements (for edges facing the light source.).
EGDC_ACTIVE_BORDER Active window border.
EGDC_ACTIVE_CAPTION Active window title bar text.
EGDC_APP_WORKSPACE Background color of multiple document interface (MDI) applications.
EGDC_BUTTON_TEXT Text on a button.
EGDC_GRAY_TEXT Grayed (disabled) text.
EGDC_HIGH_LIGHT Item(s) selected in a control.
EGDC_HIGH_LIGHT_TEXT Text of item(s) selected in a control.
EGDC_INACTIVE_BORDER Inactive window border.
EGDC_INACTIVE_CAPTION Inactive window caption.
EGDC_TOOLTIP Tool tip text color.
EGDC_TOOLTIP_BACKGROUND Tool tip background color.
EGDC_SCROLLBAR Scrollbar gray area.
EGDC_WINDOW Window background.
EGDC_WINDOW_SYMBOL Window symbols like on close buttons, scroll bars and check boxes.
EGDC_ICON Icons in a list or tree.
EGDC_ICON_HIGH_LIGHT Selected icons in a list or tree.
*/
// TODO : make configurable
switch(color)
{
case EGDC_BUTTON_TEXT:
return SColor(255, 0, 0, 0);
break;
case EGDC_GRAY_TEXT:
return SColor(255, 80, 80, 80);
break;
case EGDC_HIGH_LIGHT:
case EGDC_ICON_HIGH_LIGHT:
case EGDC_HIGH_LIGHT_TEXT:
return SColor(255, 0, 0, 0);
//return SColor(255, 0, 150, 0);
default:
return SColor(255, 255, 255, 255);
}
}
const wchar_t* Skin::getDefaultText (EGUI_DEFAULT_TEXT text) const
{
return L"SuperTuxKart";
}
IGUIFont* Skin::getFont (EGUI_DEFAULT_FONT which) const
{
return GUIEngine::getFont();
}
u32 Skin::getIcon (EGUI_DEFAULT_ICON icon) const
{
//return m_fallback_skin->getIcon(icon);
// return m_fallback_skin->getIcon(irr::gui::EGUI_DEFAULT_ICON);
return 0;
}
s32 Skin::getSize (EGUI_DEFAULT_SIZE size) const
{
return m_fallback_skin->getSize(size);
}
IGUISpriteBank* Skin::getSpriteBank () const
{
return m_fallback_skin->getSpriteBank();
}
//EGUI_SKIN_TYPE getType () const
void Skin::setColor (EGUI_DEFAULT_COLOR which, video::SColor newColor)
{
m_fallback_skin->setColor(which, newColor);
}
void Skin::setDefaultText (EGUI_DEFAULT_TEXT which, const wchar_t *newText)
{
m_fallback_skin->setDefaultText(which, newText);
}
void Skin::setFont (IGUIFont *font, EGUI_DEFAULT_FONT which)
{
m_fallback_skin->setFont(font, which);
}
void Skin::setIcon (EGUI_DEFAULT_ICON icon, u32 index)
{
m_fallback_skin->setIcon(icon, index);
}
void Skin::setSize (EGUI_DEFAULT_SIZE which, s32 size)
{
m_fallback_skin->setSize(which, size);
//printf("setting size\n");
}
void Skin::setSpriteBank (IGUISpriteBank *bank)
{
//printf("setting sprite bank\n");
m_fallback_skin->setSpriteBank(bank);
//this->m_bank = bank;
}