colobot/src/ui/shortcut.cpp

242 lines
5.6 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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/.
// shortcut.cpp
#include "ui/shortcut.h"
#include "common/event.h"
#include "common/misc.h"
#include "common/iman.h"
#include "graphics/engine/engine.h"
#include "graphics/core/device.h"
#include <math.h>
namespace Ui {
// Object's constructor.
//CShortcut::CShortcut(CInstanceManager* iMan) : CControl(iMan)
CShortcut::CShortcut() : CControl()
{
m_time = 0.0f;
}
// Object's destructor.
CShortcut::~CShortcut()
{
}
// Creates a new button.
bool CShortcut::Create(Math::Point pos, Math::Point dim, int icon, EventType eventType)
{
if ( eventType == EVENT_NULL ) eventType = GetUniqueEventType();
CControl::Create(pos, dim, icon, eventType);
return true;
}
// Management of an event.
bool CShortcut::EventProcess(const Event &event)
{
CControl::EventProcess(event);
if ( event.type == EVENT_FRAME )
{
m_time += event.rTime;
}
if ( event.type == EVENT_MOUSE_BUTTON_DOWN &&
event.mouseButton.button == 1)
{
if ( CControl::Detect(event.mouseButton.pos) )
{
Event newEvent = event;
newEvent.type = m_eventType;
m_event->AddEvent(newEvent);
return false;
}
}
return true;
}
// Draws the button.
void CShortcut::Draw()
{
float zoom;
int icon, mode;
icon = 0;
zoom = 0.8f;
mode = Gfx::ENG_RSTATE_TTEXTURE_WHITE;
if ( m_state & STATE_HILIGHT )
{
icon = 4;
zoom = 0.9f;
mode = Gfx::ENG_RSTATE_NORMAL;
}
if ( m_state & STATE_CHECK )
{
icon = 1;
zoom = 0.8f;
mode = Gfx::ENG_RSTATE_NORMAL;
}
if ( m_state & STATE_PRESS )
{
icon = 1;
zoom = 1.0f;
mode = Gfx::ENG_RSTATE_NORMAL;
}
if ( m_icon == 6 || m_icon == 7 ) // pause or film?
{
icon = -1; // no bottom
zoom = 1.0f;
}
m_engine->SetTexture("button3.png");
if ( icon != -1 )
{
m_engine->SetState(mode);
DrawVertex(icon, 0.95f);
}
m_engine->SetState(Gfx::ENG_RSTATE_TTEXTURE_BLACK);
DrawVertex(m_icon, zoom);
if ( m_state & STATE_FRAME )
{
Math::Point p1, p2, c, uv1, uv2;
float zoom, dp;
m_engine->SetTexture("button2.png");
m_engine->SetState(Gfx::ENG_RSTATE_TTEXTURE_WHITE);
zoom = 0.9f+sinf(m_time*8.0f)*0.1f;
p1.x = m_pos.x;
p1.y = m_pos.y;
p2.x = m_pos.x + m_dim.x;
p2.y = m_pos.y + m_dim.y;
c.x = (p1.x+p2.x)/2.0f;
c.y = (p1.y+p2.y)/2.0f; // center
p1.x = (p1.x-c.x)*zoom + c.x;
p1.y = (p1.y-c.y)*zoom + c.y;
p2.x = (p2.x-c.x)*zoom + c.x;
p2.y = (p2.y-c.y)*zoom + c.y;
p2.x -= p1.x;
p2.y -= p1.y;
uv1.x = 176.0f/256.0f;
uv1.y = 224.0f/256.0f;
uv2.x = 192.0f/256.0f;
uv2.y = 240.0f/256.0f;
dp = 0.5f/256.0f;
uv1.x += dp;
uv1.y += dp;
uv2.x -= dp;
uv2.y -= dp;
DrawIcon(p1, p2, uv1, uv2);
}
if ( (m_state & STATE_RUN) && Math::Mod(m_time, 0.7f) >= 0.3f )
{
Math::Point uv1, uv2;
float dp;
m_engine->SetTexture("button3.png");
m_engine->SetState(Gfx::ENG_RSTATE_TTEXTURE_WHITE);
uv1.x = 160.0f/256.0f;
uv1.y = 0.0f/256.0f;
uv2.x = 192.0f/256.0f;
uv2.y = 32.0f/256.0f;
dp = 0.5f/256.0f;
uv1.x += dp;
uv1.y += dp;
uv2.x -= dp;
uv2.y -= dp;
DrawIcon(m_pos, m_dim, uv1, uv2);
}
}
// Draw the vertex array.
void CShortcut::DrawVertex(int icon, float zoom)
{
Gfx::CDevice* device;
Gfx::Vertex vertex[4]; // 2 triangles
Math::Point p1, p2, c;
Math::Vector n;
float u1, u2, v1, v2, dp;
device = m_engine->GetDevice();
p1.x = m_pos.x;
p1.y = m_pos.y;
p2.x = m_pos.x + m_dim.x;
p2.y = m_pos.y + m_dim.y;
c.x = (p1.x+p2.x)/2.0f;
c.y = (p1.y+p2.y)/2.0f; // center
p1.x = (p1.x-c.x)*zoom + c.x;
p1.y = (p1.y-c.y)*zoom + c.y;
p2.x = (p2.x-c.x)*zoom + c.x;
p2.y = (p2.y-c.y)*zoom + c.y;
u1 = (32.0f/256.0f)*(icon%8);
v1 = (32.0f/256.0f)*(icon/8); // u-v texture
u2 = (32.0f/256.0f)+u1;
v2 = (32.0f/256.0f)+v1;
dp = 0.5f/256.0f;
u1 += dp;
v1 += dp;
u2 -= dp;
v2 -= dp;
n = Math::Vector(0.0f, 0.0f, -1.0f); // normal
vertex[0] = Gfx::Vertex(Math::Vector(p1.x, p1.y, 0.0f), n, Math::Point(u1, v2));
vertex[1] = Gfx::Vertex(Math::Vector(p1.x, p2.y, 0.0f), n, Math::Point(u1, v1));
vertex[2] = Gfx::Vertex(Math::Vector(p2.x, p1.y, 0.0f), n, Math::Point(u2, v2));
vertex[3] = Gfx::Vertex(Math::Vector(p2.x, p2.y, 0.0f), n, Math::Point(u2, v1));
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
m_engine->AddStatisticTriangle(2);
}
}