156 lines
3.4 KiB
C++
156 lines
3.4 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#include "ui/controls/gauge.h"
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#include "graphics/engine/engine.h"
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#include "graphics/core/renderers.h"
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#include "graphics/core/transparency.h"
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namespace Ui
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{
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// Object's constructor.
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CGauge::CGauge() : CControl()
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{
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m_level = 0.0f;
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}
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// Object's destructor.
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CGauge::~CGauge()
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{
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}
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// Creates a new button.
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bool CGauge::Create(const glm::vec2& pos, const glm::vec2& dim, int icon, EventType eventType)
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{
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if ( eventType == EVENT_NULL ) eventType = GetUniqueEventType();
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CControl::Create(pos, dim, icon, eventType);
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return true;
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}
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// Management of an event.
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bool CGauge::EventProcess(const Event &event)
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{
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CControl::EventProcess(event);
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if ( event.type == EVENT_MOUSE_BUTTON_DOWN )
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{
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if ( CControl::Detect(event.mousePos) && TestState(STATE_VISIBLE) )
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{
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m_event->AddEvent(Event(m_eventType));
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return false;
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}
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}
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return true;
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}
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// Draw the gauge.
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void CGauge::Draw()
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{
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glm::vec2 pos, dim, ddim, uv1, uv2, corner;
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float dp;
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if ( (m_state & STATE_VISIBLE) == 0 ) return;
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auto texture = m_engine->LoadTexture("textures/interface/button2.png");
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auto renderer = m_engine->GetUIRenderer();
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renderer->SetTexture(texture);
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renderer->SetTransparency(Gfx::TransparencyMode::NONE);
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dp = 0.5f/256.0f;
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pos = m_pos;
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dim = m_dim;
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uv1.x = 32.0f / 256.0f;
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uv1.y = 32.0f / 256.0f;
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uv2.x = 64.0f / 256.0f;
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uv2.y = 64.0f / 256.0f;
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uv1.x += dp;
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uv1.y += dp;
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uv2.x -= dp;
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uv2.y -= dp;
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corner.x = 10.0f / 640.0f;
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corner.y = 10.0f / 480.0f;
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DrawIcon(pos, dim, uv1, uv2, corner, 8.0f/256.0f);
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pos.x += 3.0f / 640.0f;
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pos.y += 3.0f / 480.0f;
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dim.x -= 6.0f / 640.0f;
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dim.y -= 6.0f / 480.0f;
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if ( m_dim.x < m_dim.y ) // vertical gauge?
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{
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uv1.x = (0.0f + m_icon * 16.0f) / 256.0f;
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uv2.x = uv1.x + 16.0f / 256.0f;
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uv1.y = 128.0f/256.0f + m_level * (64.0f/256.0f);
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uv2.y = uv1.y + 64.0f/256.0f;
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}
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else // horizontal gauge?
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{
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uv1.x = 64.0f/256.0f + (1.0f - m_level) * (64.0f/256.0f);
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uv2.x = uv1.x + 64.0f/256.0f;
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uv1.y = (128.0f + m_icon*16.0f) / 256.0f;
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uv2.y = uv1.y + 16.0f/256.0f;
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}
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uv1.x += dp;
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uv1.y += dp;
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uv2.x -= dp;
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uv2.y -= dp;
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DrawIcon(pos, dim, uv1, uv2);
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}
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// Management of level of the gauge.
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void CGauge::SetLevel(float level)
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{
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if ( level < 0.0f ) level = 0.0f;
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if ( level > 1.0f ) level = 1.0f;
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m_level = level;
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}
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float CGauge::GetLevel()
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{
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return m_level;
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}
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}
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