#include #include "glbase.h" #include "glshape.h" #include "gltexture.h" #include "glfont.h" #define ENTER bool was2d = in2D(true) #define ENTERT bool was2d = in2D(false) #define LEAVE out2D(was2d) void mogltk::shape::box(int x1, int y1, int x2, int y2, ColorP c) { ENTER; c.Bind(); glBegin(GL_TRIANGLE_STRIP); glVertex2i(x1, y1); glVertex2i(x2 + 1, y1); glVertex2i(x1, y2 + 1); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::shape::box(int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4) { ENTER; glBegin(GL_TRIANGLE_STRIP); c1.Bind(); glVertex2i(x1, y1); c2.Bind(); glVertex2i(x2 + 1, y1); c3.Bind(); glVertex2i(x1, y2 + 1); c4.Bind(); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::shape::hline(int x1, int x2, int y, ColorP c) { box(x1, y, x2, y, c); } void mogltk::shape::hline3d(int x1, int x2, int y, ColorP shade1, ColorP shade2, int bevel) { ENTER; if (!bevel) { hline(x1, x2, y, shade2); hline(x1, x2, y + 1, shade1); } else { hline(x1, x2, y, shade1); hline(x1, x2, y + 1, shade2); } LEAVE; } void mogltk::shape::vline(int x, int y1, int y2, ColorP c) { box(x, y1, x, y2, c); } void mogltk::shape::vline3d(int x, int y1, int y2, ColorP shade1, ColorP shade2, int bevel) { ENTER; if (!bevel) { vline(x, y1, y2, shade2); vline(x + 1, y1, y2, shade1); } else { vline(x, y1, y2, shade1); vline(x + 1, y1, y2, shade2); } LEAVE; } void mogltk::shape::hline(int x1, int x2, int y, ColorP c1, ColorP c2) { box(x1, y, x2, y, c1, c2, c1, c2); } void mogltk::shape::vline(int x, int y1, int y2, ColorP c1, ColorP c2) { box(x, y1, x, y2, c1, c1, c2, c2); } void mogltk::shape::obox(int x1, int y1, int x2, int y2, ColorP c) { ENTER; hline(x1, x2, y1, c); hline(x1, x2, y2, c); vline(x1, y1, y2, c); vline(x2, y1, y2, c); LEAVE; } void mogltk::shape::obox(int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4) { ENTER; hline(x1, x2, y1, c1, c2); hline(x1, x2, y2, c3, c4); vline(x1, y1, y2, c1, c3); vline(x2, y1, y2, c2, c4); LEAVE; } void mogltk::shape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, int tx, int ty, double f, ColorP c) { tbox(t, x1, y1, x2, y2, tx, ty, tx + (x2 - x1) * f, ty + (y2 - y1) * f, c); } void mogltk::shape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4, int tx, int ty, double f) { tbox(t, x1, y1, x2, y2, c1, c2, c3, c4, tx, ty, tx + (x2 - x1) * f, ty + (y2 - y1) * f); } void mogltk::shape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, int tx1, int ty1, int tx2, int ty2, ColorP c) { ENTERT; c.Bind(); t->Bind(); glBegin(GL_TRIANGLE_STRIP); glTexCoord2i(tx1, ty1); glVertex2i(x1, y1); glTexCoord2i(tx2 + 1, ty1); glVertex2i(x2 + 1, y1); glTexCoord2i(tx1, ty2 + 1); glVertex2i(x1, y2 + 1); glTexCoord2i(tx2 + 1, ty2 + 1); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::shape::tbox(mogltk::texture * t, int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4, int tx1, int ty1, int tx2, int ty2) { ENTERT; t->Bind(); glBegin(GL_TRIANGLE_STRIP); c1.Bind(); glTexCoord2i(tx1, ty1); glVertex2i(x1, y1); c2.Bind(); glTexCoord2i(tx2 + 1, ty1); glVertex2i(x2 + 1, y1); c3.Bind(); glTexCoord2i(tx1, ty2 + 1); glVertex2i(x1, y2 + 1); c4.Bind(); glTexCoord2i(tx2 + 1, ty2 + 1); glVertex2i(x2 + 1, y2 + 1); glEnd(); LEAVE; } void mogltk::shape::box3d(int x1, int y1, int x2, int y2, ColorP face, ColorP shade1, ColorP shade2, int depth, int bevel) { ENTER; if (!bevel) { shade1.Bind(); } else { shade2.Bind(); } glBegin(GL_TRIANGLE_FAN); glVertex2i(x1, y1); glVertex2i(x2 + 1, y1); glVertex2i(x2 + 1 - depth, y1 + depth); glVertex2i(x1 + depth, y2 + 1 - depth); glVertex2i(x1, y2 + 1); glEnd(); if (!bevel) { shade2.Bind(); } else { shade1.Bind(); } glBegin(GL_TRIANGLE_FAN); glVertex2i(x2 + 1, y2 + 1); glVertex2i(x1, y2 + 1); glVertex2i(x1 + depth, y2 + 1 - depth); glVertex2i(x2 + 1 - depth, y1 + depth); glVertex2i(x2 + 1, y1); glEnd(); face.Bind(); glBegin(GL_TRIANGLE_STRIP); glVertex2i(x1 + depth, y1 + depth); glVertex2i(x2 + 1 - depth, y1 + depth); glVertex2i(x1 + depth, y2 + 1 - depth); glVertex2i(x2 + 1 - depth, y2 + 1 - depth); glEnd(); LEAVE; } void mogltk::shape::obox3d(int x1, int y1, int x2, int y2, ColorP shade1, ColorP shade2, int bevel) { ENTER; if (!bevel) { obox(x1 + 1, y1 + 1, x2, y2, shade1); obox(x1, y1, x2 - 1, y2 - 1, shade2); } else { obox(x1, y1, x2 - 1, y2 - 1, shade1); obox(x1 + 1, y1 + 1, x2, y2, shade2); } LEAVE; } void mogltk::shape::window(int x1, int y1, int x2, int y2, String title, ColorP titlecolor, ColorP titlebackcolor, ColorP front, ColorP shade1, ColorP shade2) { ENTER; box3d(x1, y1, x2, y2, front, shade1, shade2); hline3d(x1 + 2, x2 - 2, y1 + 18, shade1, shade2, 1); box(x1 + 2, y1 + 2, x2 - 2, y1 + 17, titlebackcolor); int tsize = SystemFont->singletextsize(title); SystemFont->putcursor((x2 + x1 - tsize) / 2, y1 + 2); SystemFont->setcolor(titlecolor); SystemFont->setshadow(0); SystemFont->printf(title); LEAVE; } void mogltk::shape::text3d(int x, int y, String text, ColorP textcolor, ColorP shade1, ColorP shade2, align_t align, int bevel) { } bool mogltk::shape::in2D(bool unbind) { bool was2D = mogltk::glbase::is2D(); if (!was2D) mogltk::glbase::Enter2DMode(); if (unbind) mogltk::texture::Unbind(); return was2D; } void mogltk::shape::out2D(bool was2D) { if (!was2D) mogltk::glbase::Leave2DMode(); }