1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #ifndef __GUI_SKIN_H_INCLUDED__
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6 #define __GUI_SKIN_H_INCLUDED__
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8 #include "IrrCompileConfig.h"
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9 #ifdef _IRR_COMPILE_WITH_GUI_
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11 #include "IGUISkin.h"
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12 #include "irrString.h"
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14 #include "ITexture.h"
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24 class GUISkin : public IGUISkin
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28 GUISkin(EGUI_SKIN_TYPE type, video::IVideoDriver* driver);
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33 //! returns default color
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34 virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
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36 //! sets a default color
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37 virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor);
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39 //! returns size for the given size type
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40 virtual s32 getSize(EGUI_DEFAULT_SIZE size) const;
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42 //! sets a default size
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43 virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size);
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45 //! returns the default font
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46 virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const;
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48 //! sets a default font
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49 virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT);
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51 //! sets the sprite bank used for drawing icons
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52 virtual void setSpriteBank(IGUISpriteBank* bank);
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54 //! gets the sprite bank used for drawing icons
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55 virtual IGUISpriteBank* getSpriteBank() const;
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57 //! Returns a default icon
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58 /** Returns the sprite index within the sprite bank */
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59 virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const;
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61 //! Sets a default icon
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62 /** Sets the sprite index used for drawing icons like arrows,
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63 close buttons and ticks in checkboxes
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64 \param icon: Enum specifying which icon to change
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65 \param index: The sprite index used to draw this icon */
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66 virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index);
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68 //! Returns a default text.
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69 /** For example for Message box button captions:
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70 "OK", "Cancel", "Yes", "No" and so on. */
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71 virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const;
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73 //! Sets a default text.
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74 /** For example for Message box button captions:
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75 "OK", "Cancel", "Yes", "No" and so on. */
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76 virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText);
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78 //! draws a standard 3d button pane
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79 /** Used for drawing for example buttons in normal state.
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80 It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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81 EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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82 \param rect: Defining area where to draw.
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83 \param clip: Clip area.
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84 \param element: Pointer to the element which wishes to draw this. This parameter
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85 is usually not used by ISkin, but can be used for example by more complex
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86 implementations to find out how to draw the part exactly. */
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87 virtual void draw3DButtonPaneStandard(IGUIElement* element,
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88 const core::rect<s32>& rect,
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89 const core::rect<s32>* clip=0)
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91 drawColored3DButtonPaneStandard(element, rect,clip);
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94 virtual void drawColored3DButtonPaneStandard(IGUIElement* element,
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95 const core::rect<s32>& rect,
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96 const core::rect<s32>* clip=0,
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97 const video::SColor* colors=0);
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99 //! draws a pressed 3d button pane
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100 /** Used for drawing for example buttons in pressed state.
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101 It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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102 EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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103 \param rect: Defining area where to draw.
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104 \param clip: Clip area.
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105 \param element: Pointer to the element which wishes to draw this. This parameter
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106 is usually not used by ISkin, but can be used for example by more complex
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107 implementations to find out how to draw the part exactly. */
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108 virtual void draw3DButtonPanePressed(IGUIElement* element,
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109 const core::rect<s32>& rect,
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110 const core::rect<s32>* clip=0)
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112 drawColored3DButtonPanePressed(element, rect, clip);
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115 virtual void drawColored3DButtonPanePressed(IGUIElement* element,
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116 const core::rect<s32>& rect,
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117 const core::rect<s32>* clip=0,
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118 const video::SColor* colors=0);
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120 //! draws a sunken 3d pane
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121 /** Used for drawing the background of edit, combo or check boxes.
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122 \param element: Pointer to the element which wishes to draw this. This parameter
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123 is usually not used by ISkin, but can be used for example by more complex
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124 implementations to find out how to draw the part exactly.
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125 \param bgcolor: Background color.
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126 \param flat: Specifies if the sunken pane should be flat or displayed as sunken
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127 deep into the ground.
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128 \param rect: Defining area where to draw.
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129 \param clip: Clip area. */
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130 virtual void draw3DSunkenPane(IGUIElement* element,
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131 video::SColor bgcolor, bool flat,
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132 bool fillBackGround,
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133 const core::rect<s32>& rect,
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134 const core::rect<s32>* clip=0)
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136 drawColored3DSunkenPane(element, bgcolor, flat, fillBackGround, rect, clip);
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139 virtual void drawColored3DSunkenPane(IGUIElement* element,
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140 video::SColor bgcolor, bool flat,
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141 bool fillBackGround,
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142 const core::rect<s32>& rect,
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143 const core::rect<s32>* clip=0,
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144 const video::SColor* colors=0);
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146 //! draws a window background
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147 /** Used for drawing the background of dialogs and windows.
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148 \param element: Pointer to the element which wishes to draw this. This parameter
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149 is usually not used by ISkin, but can be used for example by more complex
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150 implementations to find out how to draw the part exactly.
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151 \param titleBarColor: Title color.
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152 \param drawTitleBar: True to enable title drawing.
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153 \param rect: Defining area where to draw.
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154 \param clip: Clip area.
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155 \param checkClientArea: When set to non-null the function will not draw anything,
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156 but will instead return the clientArea which can be used for drawing by the calling window.
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157 That is the area without borders and without titlebar.
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158 \return Returns rect where it would be good to draw title bar text. This will
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159 work even when checkClientArea is set to a non-null value.*/
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160 virtual core::rect<s32> draw3DWindowBackground(IGUIElement* element,
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161 bool drawTitleBar, video::SColor titleBarColor,
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162 const core::rect<s32>& rect,
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163 const core::rect<s32>* clip,
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164 core::rect<s32>* checkClientArea)
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166 return drawColored3DWindowBackground(element, drawTitleBar, titleBarColor,
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167 rect, clip, checkClientArea);
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170 virtual core::rect<s32> drawColored3DWindowBackground(IGUIElement* element,
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171 bool drawTitleBar, video::SColor titleBarColor,
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172 const core::rect<s32>& rect,
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173 const core::rect<s32>* clip,
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174 core::rect<s32>* checkClientArea,
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175 const video::SColor* colors=0);
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177 //! draws a standard 3d menu pane
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178 /** Used for drawing for menus and context menus.
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179 It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and
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180 EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.
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181 \param element: Pointer to the element which wishes to draw this. This parameter
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182 is usually not used by ISkin, but can be used for example by more complex
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183 implementations to find out how to draw the part exactly.
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184 \param rect: Defining area where to draw.
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185 \param clip: Clip area. */
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186 virtual void draw3DMenuPane(IGUIElement* element,
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187 const core::rect<s32>& rect,
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188 const core::rect<s32>* clip=0)
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190 drawColored3DMenuPane(element, rect, clip);
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193 virtual void drawColored3DMenuPane(IGUIElement* element,
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194 const core::rect<s32>& rect,
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195 const core::rect<s32>* clip=0,
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196 const video::SColor* colors=0);
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198 //! draws a standard 3d tool bar
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199 /** Used for drawing for toolbars and menus.
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200 \param element: Pointer to the element which wishes to draw this. This parameter
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201 is usually not used by ISkin, but can be used for example by more complex
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202 implementations to find out how to draw the part exactly.
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203 \param rect: Defining area where to draw.
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204 \param clip: Clip area. */
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205 virtual void draw3DToolBar(IGUIElement* element,
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206 const core::rect<s32>& rect,
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207 const core::rect<s32>* clip=0)
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209 drawColored3DToolBar(element, rect, clip);
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212 virtual void drawColored3DToolBar(IGUIElement* element,
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213 const core::rect<s32>& rect,
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214 const core::rect<s32>* clip=0,
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215 const video::SColor* colors=0);
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217 //! draws a tab button
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218 /** Used for drawing for tab buttons on top of tabs.
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219 \param element: Pointer to the element which wishes to draw this. This parameter
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220 is usually not used by ISkin, but can be used for example by more complex
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221 implementations to find out how to draw the part exactly.
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222 \param active: Specifies if the tab is currently active.
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223 \param rect: Defining area where to draw.
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224 \param clip: Clip area. */
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225 virtual void draw3DTabButton(IGUIElement* element, bool active,
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226 const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
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228 drawColored3DTabButton(element, active, rect, clip, alignment);
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231 virtual void drawColored3DTabButton(IGUIElement* element, bool active,
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232 const core::rect<s32>& rect, const core::rect<s32>* clip=0, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
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233 const video::SColor* colors=0);
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235 //! draws a tab control body
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236 /** \param element: Pointer to the element which wishes to draw this. This parameter
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237 is usually not used by ISkin, but can be used for example by more complex
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238 implementations to find out how to draw the part exactly.
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239 \param border: Specifies if the border should be drawn.
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240 \param background: Specifies if the background should be drawn.
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241 \param rect: Defining area where to draw.
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242 \param clip: Clip area. */
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243 virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
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244 const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT)
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246 drawColored3DTabBody(element, border, background, rect, clip, tabHeight, alignment);
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249 virtual void drawColored3DTabBody(IGUIElement* element, bool border, bool background,
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250 const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT,
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251 const video::SColor* colors=0);
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253 //! draws an icon, usually from the skin's sprite bank
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254 /** \param element: Pointer to the element which wishes to draw this icon.
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255 This parameter is usually not used by IGUISkin, but can be used for example
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256 by more complex implementations to find out how to draw the part exactly.
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257 \param icon: Specifies the icon to be drawn.
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258 \param position: The position to draw the icon
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259 \param starttime: The time at the start of the animation
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260 \param currenttime: The present time, used to calculate the frame number
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261 \param loop: Whether the animation should loop or not
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262 \param clip: Clip area. */
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263 virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
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264 const core::position2di position,
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265 u32 starttime=0, u32 currenttime=0,
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266 bool loop=false, const core::rect<s32>* clip=0)
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268 drawColoredIcon(element, icon, position, starttime, currenttime, loop, clip);
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271 virtual void drawColoredIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
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272 const core::position2di position,
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273 u32 starttime=0, u32 currenttime=0,
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274 bool loop=false, const core::rect<s32>* clip=0,
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275 const video::SColor* colors=0);
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277 //! draws a 2d rectangle.
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278 /** \param element: Pointer to the element which wishes to draw this icon.
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279 This parameter is usually not used by IGUISkin, but can be used for example
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280 by more complex implementations to find out how to draw the part exactly.
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281 \param color: Color of the rectangle to draw. The alpha component specifies how
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282 transparent the rectangle will be.
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283 \param pos: Position of the rectangle.
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284 \param clip: Pointer to rectangle against which the rectangle will be clipped.
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285 If the pointer is null, no clipping will be performed. */
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286 virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color,
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287 const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
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290 //! get the type of this skin
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291 virtual EGUI_SKIN_TYPE getType() const;
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293 //! Writes attributes of the object.
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294 //! Implement this to expose the attributes of your scene node animator for
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295 //! scripting languages, editors, debuggers or xml serialization purposes.
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296 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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298 //! Reads attributes of the object.
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299 //! Implement this to set the attributes of your scene node animator for
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300 //! scripting languages, editors, debuggers or xml deserialization purposes.
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301 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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303 //! gets the colors
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304 virtual void getColors(video::SColor* colors); // ::PATCH:
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308 video::SColor Colors[EGDC_COUNT];
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309 s32 Sizes[EGDS_COUNT];
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310 u32 Icons[EGDI_COUNT];
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311 IGUIFont* Fonts[EGDF_COUNT];
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312 IGUISpriteBank* SpriteBank;
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313 core::stringw Texts[EGDT_COUNT];
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314 video::IVideoDriver* Driver;
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317 EGUI_SKIN_TYPE Type;
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320 #define set3DSkinColors(skin, button_color) \
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322 skin->setColor(EGDC_3D_FACE, button_color); \
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323 skin->setColor(EGDC_3D_DARK_SHADOW, button_color, 0.25f); \
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324 skin->setColor(EGDC_3D_SHADOW, button_color, 0.5f); \
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325 skin->setColor(EGDC_3D_LIGHT, button_color); \
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326 skin->setColor(EGDC_3D_HIGH_LIGHT, button_color, 1.5f); \
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329 #define getElementSkinColor(color) \
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333 IGUISkin* skin = Environment->getSkin(); \
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335 return skin->getColor(color); \
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337 return Colors[color]; \
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340 #define setElementSkinColor(which, newColor, shading) \
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344 Colors = new video::SColor[EGDC_COUNT]; \
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345 GUISkin* skin = (GUISkin *)Environment->getSkin(); \
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347 skin->getColors(Colors); \
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349 Colors[which] = newColor; \
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350 setShading(Colors[which],shading); \
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352 } // end namespace gui
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353 //! Sets the shading
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354 inline void setShading(video::SColor &color,f32 s) // :PATCH:
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358 color.setRed(color.getRed() * s);
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359 color.setGreen(color.getGreen() * s);
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360 color.setBlue(color.getBlue() * s);
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366 color.setRed(color.getRed() + (255 - color.getRed()) * s);
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367 color.setGreen(color.getGreen() + (255 - color.getGreen()) * s);
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368 color.setBlue(color.getBlue() + (255 - color.getBlue()) * s);
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371 } // end namespace irr
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374 #endif // _IRR_COMPILE_WITH_GUI_
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