colobot/src/ui/color.cpp

222 lines
5.8 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/.
#include "ui/color.h"
#include "common/event.h"
#include "common/misc.h"
#include "common/restext.h"
#include "graphics/core/device.h"
#include "graphics/engine/engine.h"
#include <string.h>
namespace Ui {
const float DELAY1 = 0.4f;
const float DELAY2 = 0.1f;
// Object's constructor.
CColor::CColor() : CControl()
{
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, EventType eventType)
{
if ( eventType == EVENT_NULL ) eventType = GetUniqueEventType();
CControl::Create(pos, dim, icon, eventType);
if ( icon == -1 )
{
std::string name = GetResourceName(eventType);
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.type == 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.type = m_eventType;
m_event->AddEvent(newEvent);
return false;
}
}
}
if ( event.type == EVENT_MOUSE_BUTTON_DOWN &&
event.mouseButton.button == MOUSE_BUTTON_LEFT &&
(m_state & STATE_VISIBLE) &&
(m_state & STATE_ENABLE) )
{
if ( CControl::Detect(event.mousePos) )
{
m_repeat = DELAY1;
Event newEvent = event;
newEvent.type = m_eventType;
m_event->AddEvent(newEvent);
return false;
}
}
if ( event.type == EVENT_MOUSE_BUTTON_UP && event.mouseButton.button == MOUSE_BUTTON_LEFT)
{
m_repeat = 0.0f;
}
return true;
}
// Dessine le bouton.
void CColor::Draw()
{
Gfx::CDevice* device;
Gfx::VertexCol vertex[4]; // 2 triangles
Gfx::Color 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.png");
m_engine->SetState(Gfx::ENG_RSTATE_NORMAL);
CControl::Draw();
#if _TEEN
// color = GetColor(m_color);
color = GetColor();
m_engine->SetTexture(""); // no texture
m_engine->SetState(Gfx::ENG_RSTATE_NORMAL);
device = m_engine->GetDevice();
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] = Gfx::Vertex(Math::Vector(p1.x, p1.y, 0.0f), 0x00000000,0x00000000, Math::Point( 0.0f, 0.0f));
vertex[1] = Gfx::Vertex(Math::Vector(p1.x, p2.y, 0.0f), 0x00000000,0x00000000, Math::Point( 0.0f, 0.0f));
vertex[2] = Gfx::Vertex(Math::Vector(p2.x, p1.y, 0.0f), 0x00000000,0x00000000, Math::Point( 0.0f, 0.0f));
vertex[3] = Gfx::Vertex(Math::Vector(p2.x, p2.y, 0.0f), 0x00000000,0x00000000, Math::Point( 0.0f, 0.0f));
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
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] = Gfx::Vertex(Math::Vector(p1.x, p1.y, 0.0f), color,0x00000000, Math::Point( 0.0f, 0.0f));
vertex[1] = Gfx::Vertex(Math::Vector(p1.x, p2.y, 0.0f), color,0x00000000, Math::Point( 0.0f, 0.0f));
vertex[2] = Gfx::Vertex(Math::Vector(p2.x, p1.y, 0.0f), color,0x00000000, Math::Point( 0.0f, 0.0f));
vertex[3] = Gfx::Vertex(Math::Vector(p2.x, p2.y, 0.0f), color,0x00000000, Math::Point( 0.0f, 0.0f));
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
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 = GetColor();
m_engine->SetTexture(""); // no texture
m_engine->SetState(Gfx::ENG_RSTATE_NORMAL);
vertex[0] = Gfx::VertexCol(Math::Vector(p1.x, p1.y, 0.0f), color);
vertex[1] = Gfx::VertexCol(Math::Vector(p1.x, p2.y, 0.0f), color);
vertex[2] = Gfx::VertexCol(Math::Vector(p2.x, p1.y, 0.0f), color);
vertex[3] = Gfx::VertexCol(Math::Vector(p2.x, p2.y, 0.0f), color);
device = m_engine->GetDevice();
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
m_engine->AddStatisticTriangle(2);
#endif
}
void CColor::SetRepeat(bool bRepeat)
{
m_bRepeat = bRepeat;
}
bool CColor::GetRepeat()
{
return m_bRepeat;
}
void CColor::SetColor(Gfx::Color color)
{
m_color = color;
}
Gfx::Color CColor::GetColor()
{
return m_color;
}
}