colobot/src/ui/color.cpp

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// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
#include <windows.h>
#include <stdio.h>
#include <d3d.h>
#include "common/struct.h"
#include "old/d3dengine.h"
#include "common/language.h"
#include "old/math3d.h"
#include "common/event.h"
#include "common/misc.h"
#include "common/iman.h"
#include "common/restext.h"
#include "ui/color.h"
const float DELAY1 = 0.4f;
const float DELAY2 = 0.1f;
// Object's constructor.
CColor::CColor(CInstanceManager* iMan) : CControl(iMan)
{
m_bRepeat = false;
m_repeat = 0.0f;
m_color.r = 0.0f;
m_color.g = 0.0f;
m_color.b = 0.0f;
m_color.a = 0.0f;
}
// Object's destructor.
CColor::~CColor()
{
}
// Creates a new button.
bool CColor::Create(Math::Point pos, Math::Point dim, int icon, EventMsg eventMsg)
{
if ( eventMsg == EVENT_NULL ) eventMsg = GetUniqueEventMsg();
CControl::Create(pos, dim, icon, eventMsg);
if ( icon == -1 )
{
char name[100];
char* p;
GetResource(RES_EVENT, eventMsg, name);
p = strchr(name, '\\');
if ( p != 0 ) *p = 0;
SetName(name);
}
return true;
}
// Management of an event.
bool CColor::EventProcess(const Event &event)
{
if ( m_state & STATE_DEAD ) return true;
CControl::EventProcess(event);
if ( event.event == EVENT_FRAME && m_bRepeat )
{
if ( m_repeat != 0.0f )
{
m_repeat -= event.rTime;
if ( m_repeat <= 0.0f )
{
m_repeat = DELAY2;
Event newEvent = event;
newEvent.event = m_eventMsg;
m_event->AddEvent(newEvent);
return false;
}
}
}
if ( event.event == EVENT_LBUTTONDOWN &&
(m_state & STATE_VISIBLE) &&
(m_state & STATE_ENABLE) )
{
if ( CControl::Detect(event.pos) )
{
m_repeat = DELAY1;
Event newEvent = event;
newEvent.event = m_eventMsg;
m_event->AddEvent(newEvent);
return false;
}
}
if ( event.event == EVENT_LBUTTONUP )
{
m_repeat = 0.0f;
}
return true;
}
// Dessine le bouton.
void CColor::Draw()
{
LPDIRECT3DDEVICE7 device;
D3DLVERTEX vertex[4]; // 2 triangles
D3DCOLOR color;
Math::Point p1, p2;
if ( (m_state & STATE_VISIBLE) == 0 ) return;
if ( m_state & STATE_SHADOW )
{
DrawShadow(m_pos, m_dim);
}
m_engine->SetTexture("button1.tga");
m_engine->SetState(D3DSTATENORMAL);
CControl::Draw();
#if _TEEN
color = ::RetColor(m_color);
m_engine->SetTexture("xxx.tga"); // no texture
m_engine->SetState(D3DSTATENORMAL);
device = m_engine->RetD3DDevice();
p1.x = m_pos.x+(4.0f/640.0f);
p1.y = m_pos.y+(4.0f/480.0f);
p2.x = m_pos.x+m_dim.x-(4.0f/640.0f);
p2.y = m_pos.y+m_dim.y-(4.0f/480.0f);
vertex[0] = D3DLVERTEX(D3DVECTOR(p1.x, p1.y, 0.0f), 0x00000000,0x00000000, 0.0f,0.0f);
vertex[1] = D3DLVERTEX(D3DVECTOR(p1.x, p2.y, 0.0f), 0x00000000,0x00000000, 0.0f,0.0f);
vertex[2] = D3DLVERTEX(D3DVECTOR(p2.x, p1.y, 0.0f), 0x00000000,0x00000000, 0.0f,0.0f);
vertex[3] = D3DLVERTEX(D3DVECTOR(p2.x, p2.y, 0.0f), 0x00000000,0x00000000, 0.0f,0.0f);
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_LVERTEX, vertex, 4, NULL);
p1.x = m_pos.x+(5.0f/640.0f);
p1.y = m_pos.y+(5.0f/480.0f);
p2.x = m_pos.x+m_dim.x-(5.0f/640.0f);
p2.y = m_pos.y+m_dim.y-(5.0f/480.0f);
vertex[0] = D3DLVERTEX(D3DVECTOR(p1.x, p1.y, 0.0f), color,0x00000000, 0.0f,0.0f);
vertex[1] = D3DLVERTEX(D3DVECTOR(p1.x, p2.y, 0.0f), color,0x00000000, 0.0f,0.0f);
vertex[2] = D3DLVERTEX(D3DVECTOR(p2.x, p1.y, 0.0f), color,0x00000000, 0.0f,0.0f);
vertex[3] = D3DLVERTEX(D3DVECTOR(p2.x, p2.y, 0.0f), color,0x00000000, 0.0f,0.0f);
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_LVERTEX, vertex, 4, NULL);
m_engine->AddStatisticTriangle(4);
#else
p1.x = m_pos.x+(3.0f/640.0f);
p1.y = m_pos.y+(3.0f/480.0f);
p2.x = m_pos.x+m_dim.x-(3.0f/640.0f);
p2.y = m_pos.y+m_dim.y-(3.0f/480.0f);
color = ::RetColor(m_color);
m_engine->SetTexture("xxx.tga"); // no texture
m_engine->SetState(D3DSTATENORMAL);
vertex[0] = D3DLVERTEX(D3DVECTOR(p1.x, p1.y, 0.0f), color,0x00000000, 0.0f,0.0f);
vertex[1] = D3DLVERTEX(D3DVECTOR(p1.x, p2.y, 0.0f), color,0x00000000, 0.0f,0.0f);
vertex[2] = D3DLVERTEX(D3DVECTOR(p2.x, p1.y, 0.0f), color,0x00000000, 0.0f,0.0f);
vertex[3] = D3DLVERTEX(D3DVECTOR(p2.x, p2.y, 0.0f), color,0x00000000, 0.0f,0.0f);
device = m_engine->RetD3DDevice();
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_LVERTEX, vertex, 4, NULL);
m_engine->AddStatisticTriangle(2);
#endif
}
void CColor::SetRepeat(bool bRepeat)
{
m_bRepeat = bRepeat;
}
bool CColor::RetRepeat()
{
return m_bRepeat;
}
void CColor::SetColor(D3DCOLORVALUE color)
{
m_color = color;
}
D3DCOLORVALUE CColor::RetColor()
{
return m_color;
}