// * 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/. #define STRICT #define D3D_OVERLOADS #include #include #include #include "struct.h" #include "d3dengine.h" #include "language.h" #include "math3d.h" #include "event.h" #include "misc.h" #include "iman.h" #include "restext.h" #include "color.h" #define DELAY1 0.4f #define 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(FPOINT pos, FPOINT 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; FPOINT 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; }