// * 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/. #include #include #include #include "common/struct.h" #include "math/geometry.h" #include "graphics/d3d/d3dengine.h" #include "math/old/math3d.h" #include "common/event.h" #include "common/misc.h" #include "common/iman.h" #include "ui/compass.h" // Object's constructor. CCompass::CCompass(CInstanceManager* iMan) : CControl(iMan) { m_dir = 0.0f; } // Object's destructor. CCompass::~CCompass() { } // Creates a new button. bool CCompass::Create(Math::Point pos, Math::Point dim, int icon, EventMsg eventMsg) { if ( eventMsg == EVENT_NULL ) eventMsg = GetUniqueEventMsg(); CControl::Create(pos, dim, icon, eventMsg); return true; } // Management of an event. bool CCompass::EventProcess(const Event &event) { CControl::EventProcess(event); if ( event.event == EVENT_LBUTTONDOWN ) { if ( CControl::Detect(event.pos) ) { Event newEvent = event; newEvent.event = m_eventMsg; m_event->AddEvent(newEvent); return false; } } return true; } // Draw button. void CCompass::Draw() { LPDIRECT3DDEVICE7 device; D3DVERTEX2 vertex[4]; // 2 triangles Math::Point p1, p2, p3, c, uv1, uv2; D3DVECTOR n; float dp; if ( (m_state & STATE_VISIBLE) == 0 ) return; device = m_engine->RetD3DDevice(); m_engine->SetTexture("button2.tga"); m_engine->SetState(D3DSTATENORMAL); 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 uv1.x = 64.0f/256.0f; uv1.y = 32.0f/256.0f; uv2.x = 96.0f/256.0f; uv2.y = 64.0f/256.0f; dp = 0.5f/256.0f; uv1.x += dp; uv1.y += dp; uv2.x -= dp; uv2.y -= dp; n = D3DVECTOR(0.0f, 0.0f, -1.0f); // normal vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, uv1.x,uv2.y); vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, uv1.x,uv1.y); vertex[2] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, uv2.x,uv2.y); vertex[3] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, uv2.x,uv1.y); device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL); m_engine->AddStatisticTriangle(2); if ( m_state & STATE_ENABLE ) { p1.x = c.x; p1.y = c.y+m_dim.x*0.40f; p1 = Math::RotatePoint(c, m_dir, p1); p1.x = c.x+(p1.x-c.x)*(m_dim.x/m_dim.y); p2.x = c.x+m_dim.x*0.20f; p2.y = c.y-m_dim.x*0.40f; p2 = Math::RotatePoint(c, m_dir, p2); p2.x = c.x+(p2.x-c.x)*(m_dim.x/m_dim.y); p3.x = c.x-m_dim.x*0.20f; p3.y = c.y-m_dim.x*0.40f; p3 = Math::RotatePoint(c, m_dir, p3); p3.x = c.x+(p3.x-c.x)*(m_dim.x/m_dim.y); uv1.x = 96.0f/256.0f; uv1.y = 32.0f/256.0f; uv2.x = 104.0f/256.0f; uv2.y = 64.0f/256.0f; uv1.x += dp; uv1.y += dp; uv2.x -= dp; uv2.y -= dp; vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, uv1.x,uv1.y); vertex[1] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, uv1.x,uv2.y); vertex[2] = D3DVERTEX2(D3DVECTOR(p3.x, p3.y, 0.0f), n, uv2.x,uv2.y); device->DrawPrimitive(D3DPT_TRIANGLELIST, D3DFVF_VERTEX2, vertex, 3, NULL); m_engine->AddStatisticTriangle(1); } } // Management directions of the compass. void CCompass::SetDirection(float dir) { m_dir = dir; } float CCompass::RetDirection() { return m_dir; }