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authorDavid Walter Seikel2016-03-28 22:28:34 +1000
committerDavid Walter Seikel2016-03-28 22:28:34 +1000
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parentMove lemon to the src/others directory. (diff)
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Move Irrlicht to src/others.
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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __C_GUI_SKIN_H_INCLUDED__
6#define __C_GUI_SKIN_H_INCLUDED__
7
8#include "IrrCompileConfig.h"
9#ifdef _IRR_COMPILE_WITH_GUI_
10
11#include "IGUISkin.h"
12#include "irrString.h"
13
14namespace irr
15{
16namespace video
17{
18 class IVideoDriver;
19}
20namespace gui
21{
22
23 class CGUISkin : public IGUISkin
24 {
25 public:
26
27 CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver);
28
29 //! destructor
30 virtual ~CGUISkin();
31
32 //! returns default color
33 virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
34
35 //! sets a default color
36 virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor);
37
38 //! returns size for the given size type
39 virtual s32 getSize(EGUI_DEFAULT_SIZE size) const;
40
41 //! sets a default size
42 virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size);
43
44 //! returns the default font
45 virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const;
46
47 //! sets a default font
48 virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT);
49
50 //! sets the sprite bank used for drawing icons
51 virtual void setSpriteBank(IGUISpriteBank* bank);
52
53 //! gets the sprite bank used for drawing icons
54 virtual IGUISpriteBank* getSpriteBank() const;
55
56 //! Returns a default icon
57 /** Returns the sprite index within the sprite bank */
58 virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const;
59
60 //! Sets a default icon
61 /** Sets the sprite index used for drawing icons like arrows,
62 close buttons and ticks in checkboxes
63 \param icon: Enum specifying which icon to change
64 \param index: The sprite index used to draw this icon */
65 virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index);
66
67 //! Returns a default text.
68 /** For example for Message box button captions:
69 "OK", "Cancel", "Yes", "No" and so on. */
70 virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const;
71
72 //! Sets a default text.
73 /** For example for Message box button captions:
74 "OK", "Cancel", "Yes", "No" and so on. */
75 virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText);
76
77 //! draws a standard 3d button pane
78 /** Used for drawing for example buttons in normal state.
79 It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
80 EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
81 \param rect: Defining area where to draw.
82 \param clip: Clip area.
83 \param element: Pointer to the element which wishes to draw this. This parameter
84 is usually not used by ISkin, but can be used for example by more complex
85 implementations to find out how to draw the part exactly. */
86 virtual void draw3DButtonPaneStandard(IGUIElement* element,
87 const core::rect<s32>& rect,
88 const core::rect<s32>* clip=0);
89
90 //! draws a pressed 3d button pane
91 /** Used for drawing for example buttons in pressed state.
92 It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
93 EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
94 \param rect: Defining area where to draw.
95 \param clip: Clip area.
96 \param element: Pointer to the element which wishes to draw this. This parameter
97 is usually not used by ISkin, but can be used for example by more complex
98 implementations to find out how to draw the part exactly. */
99 virtual void draw3DButtonPanePressed(IGUIElement* element,
100 const core::rect<s32>& rect,
101 const core::rect<s32>* clip=0);
102
103 //! draws a sunken 3d pane
104 /** Used for drawing the background of edit, combo or check boxes.
105 \param element: Pointer to the element which wishes to draw this. This parameter
106 is usually not used by ISkin, but can be used for example by more complex
107 implementations to find out how to draw the part exactly.
108 \param bgcolor: Background color.
109 \param flat: Specifies if the sunken pane should be flat or displayed as sunken
110 deep into the ground.
111 \param rect: Defining area where to draw.
112 \param clip: Clip area. */
113 virtual void draw3DSunkenPane(IGUIElement* element,
114 video::SColor bgcolor, bool flat,
115 bool fillBackGround,
116 const core::rect<s32>& rect,
117 const core::rect<s32>* clip=0);
118
119 //! draws a window background
120 /** Used for drawing the background of dialogs and windows.
121 \param element: Pointer to the element which wishes to draw this. This parameter
122 is usually not used by ISkin, but can be used for example by more complex
123 implementations to find out how to draw the part exactly.
124 \param titleBarColor: Title color.
125 \param drawTitleBar: True to enable title drawing.
126 \param rect: Defining area where to draw.
127 \param clip: Clip area.
128 \param checkClientArea: When set to non-null the function will not draw anything,
129 but will instead return the clientArea which can be used for drawing by the calling window.
130 That is the area without borders and without titlebar.
131 \return Returns rect where it would be good to draw title bar text. This will
132 work even when checkClientArea is set to a non-null value.*/
133 virtual core::rect<s32> draw3DWindowBackground(IGUIElement* element,
134 bool drawTitleBar, video::SColor titleBarColor,
135 const core::rect<s32>& rect,
136 const core::rect<s32>* clip,
137 core::rect<s32>* checkClientArea);
138
139 //! draws a standard 3d menu pane
140 /** Used for drawing for menus and context menus.
141 It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
142 EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
143 \param element: Pointer to the element which wishes to draw this. This parameter
144 is usually not used by ISkin, but can be used for example by more complex
145 implementations to find out how to draw the part exactly.
146 \param rect: Defining area where to draw.
147 \param clip: Clip area. */
148 virtual void draw3DMenuPane(IGUIElement* element,
149 const core::rect<s32>& rect,
150 const core::rect<s32>* clip=0);
151
152 //! draws a standard 3d tool bar
153 /** Used for drawing for toolbars and menus.
154 \param element: Pointer to the element which wishes to draw this. This parameter
155 is usually not used by ISkin, but can be used for example by more complex
156 implementations to find out how to draw the part exactly.
157 \param rect: Defining area where to draw.
158 \param clip: Clip area. */
159 virtual void draw3DToolBar(IGUIElement* element,
160 const core::rect<s32>& rect,
161 const core::rect<s32>* clip=0);
162
163 //! draws a tab button
164 /** Used for drawing for tab buttons on top of tabs.
165 \param element: Pointer to the element which wishes to draw this. This parameter
166 is usually not used by ISkin, but can be used for example by more complex
167 implementations to find out how to draw the part exactly.
168 \param active: Specifies if the tab is currently active.
169 \param rect: Defining area where to draw.
170 \param clip: Clip area. */
171 virtual void draw3DTabButton(IGUIElement* element, bool active,
172 const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT);
173
174 //! draws a tab control body
175 /** \param element: Pointer to the element which wishes to draw this. This parameter
176 is usually not used by ISkin, but can be used for example by more complex
177 implementations to find out how to draw the part exactly.
178 \param border: Specifies if the border should be drawn.
179 \param background: Specifies if the background should be drawn.
180 \param rect: Defining area where to draw.
181 \param clip: Clip area. */
182 virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
183 const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT);
184
185 //! draws an icon, usually from the skin's sprite bank
186 /** \param element: Pointer to the element which wishes to draw this icon.
187 This parameter is usually not used by IGUISkin, but can be used for example
188 by more complex implementations to find out how to draw the part exactly.
189 \param icon: Specifies the icon to be drawn.
190 \param position: The position to draw the icon
191 \param starttime: The time at the start of the animation
192 \param currenttime: The present time, used to calculate the frame number
193 \param loop: Whether the animation should loop or not
194 \param clip: Clip area. */
195 virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
196 const core::position2di position,
197 u32 starttime=0, u32 currenttime=0,
198 bool loop=false, const core::rect<s32>* clip=0);
199
200
201 //! draws a 2d rectangle.
202 /** \param element: Pointer to the element which wishes to draw this icon.
203 This parameter is usually not used by IGUISkin, but can be used for example
204 by more complex implementations to find out how to draw the part exactly.
205 \param color: Color of the rectangle to draw. The alpha component specifies how
206 transparent the rectangle will be.
207 \param pos: Position of the rectangle.
208 \param clip: Pointer to rectangle against which the rectangle will be clipped.
209 If the pointer is null, no clipping will be performed. */
210 virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color,
211 const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
212
213
214 //! get the type of this skin
215 virtual EGUI_SKIN_TYPE getType() const;
216
217 //! Writes attributes of the object.
218 //! Implement this to expose the attributes of your scene node animator for
219 //! scripting languages, editors, debuggers or xml serialization purposes.
220 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
221
222 //! Reads attributes of the object.
223 //! Implement this to set the attributes of your scene node animator for
224 //! scripting languages, editors, debuggers or xml deserialization purposes.
225 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
226
227 private:
228
229 video::SColor Colors[EGDC_COUNT];
230 s32 Sizes[EGDS_COUNT];
231 u32 Icons[EGDI_COUNT];
232 IGUIFont* Fonts[EGDF_COUNT];
233 IGUISpriteBank* SpriteBank;
234 core::stringw Texts[EGDT_COUNT];
235 video::IVideoDriver* Driver;
236 bool UseGradient;
237
238 EGUI_SKIN_TYPE Type;
239 };
240
241
242} // end namespace gui
243} // end namespace irr
244
245#endif // _IRR_COMPILE_WITH_GUI_
246
247#endif
248
249