#include #include "engine.h" #include "base.h" #include "shape.h" #include "texture.h" #include "font.h" #define ENTER bool flag = Enter() #define LEAVE Leave(flag) void mogltk::shape::box(int x1, int y1, int x2, int y2, ColorP c) { #if 0 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; #endif } void mogltk::shape::box(int x1, int y1, int x2, int y2, ColorP c1, ColorP c2, ColorP c3, ColorP c4) { #if 0 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; #endif } 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, bool 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, bool 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::pixel(int x, int y, ColorP c) { box(x, y, x, y, c); } 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 + (int) ((x2 - x1) * f), ty + (int) ((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 + (int) ((x2 - x1) * f), ty + (int) ((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) { #if 0 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; #endif } 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) { #if 0 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; #endif } void mogltk::shape::box3d(int x1, int y1, int x2, int y2, ColorP face, ColorP shade1, ColorP shade2, int depth, bool bevel) { #if 0 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; #endif } void mogltk::shape::obox3d(int x1, int y1, int x2, int y2, ColorP shade1, ColorP shade2, bool 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, const 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 + 19, shade1, shade2, 1); box(x1 + 2, y1 + 2, x2 - 2, y1 + 18, titlebackcolor); text((x1 + x2) / 2, y1 + 2, title, titlecolor, CENTER); LEAVE; } void mogltk::shape::text(int x, int y, const String & text, ColorP textcolor, align_t align) { int tsize = SystemFont->singletextsize(text); switch (align) { case LEFT: SystemFont->putcursor(x, y); break; case CENTER: SystemFont->putcursor(x - (tsize / 2), y); break; case RIGHT: SystemFont->putcursor(x - tsize, y); break; } SystemFont->setcolor(textcolor); SystemFont->setshadow(0); SystemFont->printf(text); } void mogltk::shape::text3d(int x, int y, const String & atext, ColorP textcolor, ColorP shade1, ColorP shade2, align_t align, bool bevel) { ENTER; SystemFont->setwspace(1); if (!bevel) { text(x - 1, y - 1, atext, shade2, align); text(x + 1, y + 1, atext, shade1, align); } else { text(x - 1, y - 1, atext, shade1, align); text(x + 1, y + 1, atext, shade2, align); } text(x, y, atext, textcolor, align); SystemFont->setwspace(0); LEAVE; } void mogltk::shape::button(int x1, int y1, int x2, int y2, const String & atext, bool bevel, ColorP front, ColorP shade1, ColorP shade2, ColorP round, ColorP textcolor, ColorP tshade1, ColorP tshade2) { ENTER; box3d(x1, y1, x2, y2, front, shade1, shade2, 2, bevel); hline(x1, x2, y1 - 1, round); hline(x1, x2, y2 + 1, round); vline(x1 - 1, y1, y2, round); vline(x2 + 1, y1, y2, round); pixel(x1, y1, round); pixel(x1, y2, round); pixel(x2, y1, round); pixel(x2, y2, round); text3d((x1 + x2) / 2, (y1 + y2) / 2 - 8, atext, textcolor, tshade1, tshade2, CENTER, bevel); LEAVE; } bool mogltk::shape::Enter() { if (SDL_MUSTLOCK(mogltk::engine::base_o->getsurface())) { SDL_LockSurface(mogltk::engine::base_o->getsurface()); return true; } else { return false; } } void mogltk::shape::Leave(bool locked) { if (locked) SDL_UnlockSurface(mogltk::engine::base_o->getsurface()); }