From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/source/Irrlicht/CGUISkin.h | 498 +++++++++++----------- 1 file changed, 249 insertions(+), 249 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CGUISkin.h') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CGUISkin.h b/libraries/irrlicht-1.8/source/Irrlicht/CGUISkin.h index 903d856..50ac591 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CGUISkin.h +++ b/libraries/irrlicht-1.8/source/Irrlicht/CGUISkin.h @@ -1,249 +1,249 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __C_GUI_SKIN_H_INCLUDED__ -#define __C_GUI_SKIN_H_INCLUDED__ - -#include "IrrCompileConfig.h" -#ifdef _IRR_COMPILE_WITH_GUI_ - -#include "IGUISkin.h" -#include "irrString.h" - -namespace irr -{ -namespace video -{ - class IVideoDriver; -} -namespace gui -{ - - class CGUISkin : public IGUISkin - { - public: - - CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver); - - //! destructor - virtual ~CGUISkin(); - - //! returns default color - virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const; - - //! sets a default color - virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor); - - //! returns size for the given size type - virtual s32 getSize(EGUI_DEFAULT_SIZE size) const; - - //! sets a default size - virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size); - - //! returns the default font - virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const; - - //! sets a default font - virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT); - - //! sets the sprite bank used for drawing icons - virtual void setSpriteBank(IGUISpriteBank* bank); - - //! gets the sprite bank used for drawing icons - virtual IGUISpriteBank* getSpriteBank() const; - - //! Returns a default icon - /** Returns the sprite index within the sprite bank */ - virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const; - - //! Sets a default icon - /** Sets the sprite index used for drawing icons like arrows, - close buttons and ticks in checkboxes - \param icon: Enum specifying which icon to change - \param index: The sprite index used to draw this icon */ - virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index); - - //! Returns a default text. - /** For example for Message box button captions: - "OK", "Cancel", "Yes", "No" and so on. */ - virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const; - - //! Sets a default text. - /** For example for Message box button captions: - "OK", "Cancel", "Yes", "No" and so on. */ - virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText); - - //! draws a standard 3d button pane - /** Used for drawing for example buttons in normal state. - It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and - EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. - \param rect: Defining area where to draw. - \param clip: Clip area. - \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. */ - virtual void draw3DButtonPaneStandard(IGUIElement* element, - const core::rect& rect, - const core::rect* clip=0); - - //! draws a pressed 3d button pane - /** Used for drawing for example buttons in pressed state. - It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and - EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. - \param rect: Defining area where to draw. - \param clip: Clip area. - \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. */ - virtual void draw3DButtonPanePressed(IGUIElement* element, - const core::rect& rect, - const core::rect* clip=0); - - //! draws a sunken 3d pane - /** Used for drawing the background of edit, combo or check boxes. - \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. - \param bgcolor: Background color. - \param flat: Specifies if the sunken pane should be flat or displayed as sunken - deep into the ground. - \param rect: Defining area where to draw. - \param clip: Clip area. */ - virtual void draw3DSunkenPane(IGUIElement* element, - video::SColor bgcolor, bool flat, - bool fillBackGround, - const core::rect& rect, - const core::rect* clip=0); - - //! draws a window background - /** Used for drawing the background of dialogs and windows. - \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. - \param titleBarColor: Title color. - \param drawTitleBar: True to enable title drawing. - \param rect: Defining area where to draw. - \param clip: Clip area. - \param checkClientArea: When set to non-null the function will not draw anything, - but will instead return the clientArea which can be used for drawing by the calling window. - That is the area without borders and without titlebar. - \return Returns rect where it would be good to draw title bar text. This will - work even when checkClientArea is set to a non-null value.*/ - virtual core::rect draw3DWindowBackground(IGUIElement* element, - bool drawTitleBar, video::SColor titleBarColor, - const core::rect& rect, - const core::rect* clip, - core::rect* checkClientArea); - - //! draws a standard 3d menu pane - /** Used for drawing for menus and context menus. - It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and - EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. - \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. - \param rect: Defining area where to draw. - \param clip: Clip area. */ - virtual void draw3DMenuPane(IGUIElement* element, - const core::rect& rect, - const core::rect* clip=0); - - //! draws a standard 3d tool bar - /** Used for drawing for toolbars and menus. - \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. - \param rect: Defining area where to draw. - \param clip: Clip area. */ - virtual void draw3DToolBar(IGUIElement* element, - const core::rect& rect, - const core::rect* clip=0); - - //! draws a tab button - /** Used for drawing for tab buttons on top of tabs. - \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. - \param active: Specifies if the tab is currently active. - \param rect: Defining area where to draw. - \param clip: Clip area. */ - virtual void draw3DTabButton(IGUIElement* element, bool active, - const core::rect& rect, const core::rect* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT); - - //! draws a tab control body - /** \param element: Pointer to the element which wishes to draw this. This parameter - is usually not used by ISkin, but can be used for example by more complex - implementations to find out how to draw the part exactly. - \param border: Specifies if the border should be drawn. - \param background: Specifies if the background should be drawn. - \param rect: Defining area where to draw. - \param clip: Clip area. */ - virtual void draw3DTabBody(IGUIElement* element, bool border, bool background, - const core::rect& rect, const core::rect* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT); - - //! draws an icon, usually from the skin's sprite bank - /** \param element: Pointer to the element which wishes to draw this icon. - This parameter is usually not used by IGUISkin, but can be used for example - by more complex implementations to find out how to draw the part exactly. - \param icon: Specifies the icon to be drawn. - \param position: The position to draw the icon - \param starttime: The time at the start of the animation - \param currenttime: The present time, used to calculate the frame number - \param loop: Whether the animation should loop or not - \param clip: Clip area. */ - virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon, - const core::position2di position, - u32 starttime=0, u32 currenttime=0, - bool loop=false, const core::rect* clip=0); - - - //! draws a 2d rectangle. - /** \param element: Pointer to the element which wishes to draw this icon. - This parameter is usually not used by IGUISkin, but can be used for example - by more complex implementations to find out how to draw the part exactly. - \param color: Color of the rectangle to draw. The alpha component specifies how - transparent the rectangle will be. - \param pos: Position of the rectangle. - \param clip: Pointer to rectangle against which the rectangle will be clipped. - If the pointer is null, no clipping will be performed. */ - virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color, - const core::rect& pos, const core::rect* clip = 0); - - - //! get the type of this skin - virtual EGUI_SKIN_TYPE getType() const; - - //! Writes attributes of the object. - //! Implement this to expose the attributes of your scene node animator for - //! scripting languages, editors, debuggers or xml serialization purposes. - virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; - - //! Reads attributes of the object. - //! Implement this to set the attributes of your scene node animator for - //! scripting languages, editors, debuggers or xml deserialization purposes. - virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); - - private: - - video::SColor Colors[EGDC_COUNT]; - s32 Sizes[EGDS_COUNT]; - u32 Icons[EGDI_COUNT]; - IGUIFont* Fonts[EGDF_COUNT]; - IGUISpriteBank* SpriteBank; - core::stringw Texts[EGDT_COUNT]; - video::IVideoDriver* Driver; - bool UseGradient; - - EGUI_SKIN_TYPE Type; - }; - - -} // end namespace gui -} // end namespace irr - -#endif // _IRR_COMPILE_WITH_GUI_ - -#endif - - +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __C_GUI_SKIN_H_INCLUDED__ +#define __C_GUI_SKIN_H_INCLUDED__ + +#include "IrrCompileConfig.h" +#ifdef _IRR_COMPILE_WITH_GUI_ + +#include "IGUISkin.h" +#include "irrString.h" + +namespace irr +{ +namespace video +{ + class IVideoDriver; +} +namespace gui +{ + + class CGUISkin : public IGUISkin + { + public: + + CGUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver); + + //! destructor + virtual ~CGUISkin(); + + //! returns default color + virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const; + + //! sets a default color + virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor); + + //! returns size for the given size type + virtual s32 getSize(EGUI_DEFAULT_SIZE size) const; + + //! sets a default size + virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size); + + //! returns the default font + virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const; + + //! sets a default font + virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT); + + //! sets the sprite bank used for drawing icons + virtual void setSpriteBank(IGUISpriteBank* bank); + + //! gets the sprite bank used for drawing icons + virtual IGUISpriteBank* getSpriteBank() const; + + //! Returns a default icon + /** Returns the sprite index within the sprite bank */ + virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const; + + //! Sets a default icon + /** Sets the sprite index used for drawing icons like arrows, + close buttons and ticks in checkboxes + \param icon: Enum specifying which icon to change + \param index: The sprite index used to draw this icon */ + virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index); + + //! Returns a default text. + /** For example for Message box button captions: + "OK", "Cancel", "Yes", "No" and so on. */ + virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const; + + //! Sets a default text. + /** For example for Message box button captions: + "OK", "Cancel", "Yes", "No" and so on. */ + virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText); + + //! draws a standard 3d button pane + /** Used for drawing for example buttons in normal state. + It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and + EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. + \param rect: Defining area where to draw. + \param clip: Clip area. + \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. */ + virtual void draw3DButtonPaneStandard(IGUIElement* element, + const core::rect& rect, + const core::rect* clip=0); + + //! draws a pressed 3d button pane + /** Used for drawing for example buttons in pressed state. + It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and + EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. + \param rect: Defining area where to draw. + \param clip: Clip area. + \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. */ + virtual void draw3DButtonPanePressed(IGUIElement* element, + const core::rect& rect, + const core::rect* clip=0); + + //! draws a sunken 3d pane + /** Used for drawing the background of edit, combo or check boxes. + \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. + \param bgcolor: Background color. + \param flat: Specifies if the sunken pane should be flat or displayed as sunken + deep into the ground. + \param rect: Defining area where to draw. + \param clip: Clip area. */ + virtual void draw3DSunkenPane(IGUIElement* element, + video::SColor bgcolor, bool flat, + bool fillBackGround, + const core::rect& rect, + const core::rect* clip=0); + + //! draws a window background + /** Used for drawing the background of dialogs and windows. + \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. + \param titleBarColor: Title color. + \param drawTitleBar: True to enable title drawing. + \param rect: Defining area where to draw. + \param clip: Clip area. + \param checkClientArea: When set to non-null the function will not draw anything, + but will instead return the clientArea which can be used for drawing by the calling window. + That is the area without borders and without titlebar. + \return Returns rect where it would be good to draw title bar text. This will + work even when checkClientArea is set to a non-null value.*/ + virtual core::rect draw3DWindowBackground(IGUIElement* element, + bool drawTitleBar, video::SColor titleBarColor, + const core::rect& rect, + const core::rect* clip, + core::rect* checkClientArea); + + //! draws a standard 3d menu pane + /** Used for drawing for menus and context menus. + It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and + EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. + \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. + \param rect: Defining area where to draw. + \param clip: Clip area. */ + virtual void draw3DMenuPane(IGUIElement* element, + const core::rect& rect, + const core::rect* clip=0); + + //! draws a standard 3d tool bar + /** Used for drawing for toolbars and menus. + \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. + \param rect: Defining area where to draw. + \param clip: Clip area. */ + virtual void draw3DToolBar(IGUIElement* element, + const core::rect& rect, + const core::rect* clip=0); + + //! draws a tab button + /** Used for drawing for tab buttons on top of tabs. + \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. + \param active: Specifies if the tab is currently active. + \param rect: Defining area where to draw. + \param clip: Clip area. */ + virtual void draw3DTabButton(IGUIElement* element, bool active, + const core::rect& rect, const core::rect* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT); + + //! draws a tab control body + /** \param element: Pointer to the element which wishes to draw this. This parameter + is usually not used by ISkin, but can be used for example by more complex + implementations to find out how to draw the part exactly. + \param border: Specifies if the border should be drawn. + \param background: Specifies if the background should be drawn. + \param rect: Defining area where to draw. + \param clip: Clip area. */ + virtual void draw3DTabBody(IGUIElement* element, bool border, bool background, + const core::rect& rect, const core::rect* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT); + + //! draws an icon, usually from the skin's sprite bank + /** \param element: Pointer to the element which wishes to draw this icon. + This parameter is usually not used by IGUISkin, but can be used for example + by more complex implementations to find out how to draw the part exactly. + \param icon: Specifies the icon to be drawn. + \param position: The position to draw the icon + \param starttime: The time at the start of the animation + \param currenttime: The present time, used to calculate the frame number + \param loop: Whether the animation should loop or not + \param clip: Clip area. */ + virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon, + const core::position2di position, + u32 starttime=0, u32 currenttime=0, + bool loop=false, const core::rect* clip=0); + + + //! draws a 2d rectangle. + /** \param element: Pointer to the element which wishes to draw this icon. + This parameter is usually not used by IGUISkin, but can be used for example + by more complex implementations to find out how to draw the part exactly. + \param color: Color of the rectangle to draw. The alpha component specifies how + transparent the rectangle will be. + \param pos: Position of the rectangle. + \param clip: Pointer to rectangle against which the rectangle will be clipped. + If the pointer is null, no clipping will be performed. */ + virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color, + const core::rect& pos, const core::rect* clip = 0); + + + //! get the type of this skin + virtual EGUI_SKIN_TYPE getType() const; + + //! Writes attributes of the object. + //! Implement this to expose the attributes of your scene node animator for + //! scripting languages, editors, debuggers or xml serialization purposes. + virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; + + //! Reads attributes of the object. + //! Implement this to set the attributes of your scene node animator for + //! scripting languages, editors, debuggers or xml deserialization purposes. + virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); + + private: + + video::SColor Colors[EGDC_COUNT]; + s32 Sizes[EGDS_COUNT]; + u32 Icons[EGDI_COUNT]; + IGUIFont* Fonts[EGDF_COUNT]; + IGUISpriteBank* SpriteBank; + core::stringw Texts[EGDT_COUNT]; + video::IVideoDriver* Driver; + bool UseGradient; + + EGUI_SKIN_TYPE Type; + }; + + +} // end namespace gui +} // end namespace irr + +#endif // _IRR_COMPILE_WITH_GUI_ + +#endif + + -- cgit v1.1