Ejemplo n.º 1
0
// TODO: Make border radius true 1-point wide, even for low poly scenarios (by adjusting the inner radius intelligently, not just -1)
void DrawCircle(Vector2n Position, Vector2n Size, Color BackgroundColor, Color BorderColor)
{
	glDisable(GL_TEXTURE_2D);

	const auto TwoPi = std::atan(1) * 8;

	const uint32 x = 64;

	glBegin(GL_TRIANGLE_FAN);
		glColor3dv(BorderColor.GetComponents());
		glVertex2i(Position.X(), Position.Y());
		for (int i = 0; i <= x; ++i)
		{
			glVertex2d(Position.X() + std::sin(TwoPi * i / x) * Size.X() / 2, Position.Y() + std::cos(TwoPi * i / x) * Size.Y() / 2);
		}
	glEnd();

	glBegin(GL_TRIANGLE_FAN);
		glColor3dv(BackgroundColor.GetComponents());
		glVertex2i(Position.X(), Position.Y());
		for (int i = 0; i <= x; ++i)
		{
			glVertex2d(Position.X() + std::sin(TwoPi * i / x) * (Size.X() / 2 - 1), Position.Y() + std::cos(TwoPi * i / x) * (Size.Y() / 2 - 1));
		}
	glEnd();

	glEnable(GL_TEXTURE_2D);
}
Ejemplo n.º 2
0
void DrawAroundBox(Vector2n Position, Vector2n Size, Color BackgroundColor, Color BorderColor)
{
	glDisable(GL_TEXTURE_2D);

	glBegin(GL_QUADS);
		glColor3dv(BorderColor.GetComponents());
		glVertex2i(-1 + Position.X(), -1 + Position.Y());
		glVertex2i(-1 + Position.X(), +1 + Position.Y() + Size.Y());
		glVertex2i(+1 + Position.X() + Size.X(), +1 + Position.Y() + Size.Y());
		glVertex2i(+1 + Position.X() + Size.X(), -1 + Position.Y());
	glEnd();

	glBegin(GL_QUADS);
		glColor3dv(BackgroundColor.GetComponents());
		glVertex2i(Position.X(), Position.Y());
		glVertex2i(Position.X(), Position.Y() + Size.Y());
		glVertex2i(Position.X() + Size.X(), Position.Y() + Size.Y());
		glVertex2i(Position.X() + Size.X(), Position.Y());
	glEnd();

	glEnable(GL_TEXTURE_2D);
}
Ejemplo n.º 3
0
void DrawInnerBox(Vector2n Position, Vector2n Size, Color BackgroundColor, Color BorderColor)
{
	if (   0 == Size.X()
		|| 0 == Size.Y())
	{
		return;
	}

	glDisable(GL_TEXTURE_2D);

	const auto OuterDistance = 1.5;
	glBegin(GL_POLYGON);
		glColor3dv(BorderColor.GetComponents());
		glVertex2d(Position.X() + OuterDistance, Position.Y());
		glVertex2d(Position.X(), Position.Y() + OuterDistance);
		glVertex2d(Position.X(), Position.Y() - OuterDistance + Size.Y());
		glVertex2d(Position.X() + OuterDistance, Position.Y() + Size.Y());
		glVertex2d(Position.X() - OuterDistance + Size.X(), Position.Y() + Size.Y());
		glVertex2d(Position.X() + Size.X(), Position.Y() - OuterDistance + Size.Y());
		glVertex2d(Position.X() + Size.X(), Position.Y() + OuterDistance);
		glVertex2d(Position.X() - OuterDistance + Size.X(), Position.Y());
	glEnd();

	const auto InnerDistance = sqrt(2.0) + 0.5;
	glBegin(GL_POLYGON);
		glColor3dv(BackgroundColor.GetComponents());
		glVertex2d(Position.X() + InnerDistance, Position.Y() + 1);
		glVertex2d(Position.X() + 1, Position.Y() + InnerDistance);
		glVertex2d(Position.X() + 1, Position.Y() - InnerDistance + Size.Y());
		glVertex2d(Position.X() + InnerDistance, Position.Y() - 1 + Size.Y());
		glVertex2d(Position.X() - InnerDistance + Size.X(), Position.Y() - 1 + Size.Y());
		glVertex2d(Position.X() - 1 + Size.X(), Position.Y() - InnerDistance + Size.Y());
		glVertex2d(Position.X() - 1 + Size.X(), Position.Y() + InnerDistance);
		glVertex2d(Position.X() - InnerDistance + Size.X(), Position.Y() + 1);
	glEnd();

	glEnable(GL_TEXTURE_2D);
}
Ejemplo n.º 4
0
void DrawBoxBorderless(Vector2n Position, Vector2n Size, Color Color)
{
	glDisable(GL_TEXTURE_2D);

	glBegin(GL_QUADS);
		glColor3dv(Color.GetComponents());
		glVertex2i(Position.X(), Position.Y());
		glVertex2i(Position.X(), Position.Y() + Size.Y());
		glVertex2i(Position.X() + Size.X(), Position.Y() + Size.Y());
		glVertex2i(Position.X() + Size.X(), Position.Y());
	glEnd();

	glEnable(GL_TEXTURE_2D);
}
Ejemplo n.º 5
0
// TODO: Make a more direct implementation
void DrawInnerRoundedBox(Vector2n Position, Vector2n Size, uint32 Radius, Color BackgroundColor, Color BorderColor)
{
	DrawCircle(Position + Vector2n(Radius, Radius), Vector2n(Radius * 2, Radius * 2), BackgroundColor, BorderColor);
	
	if (   Size.X() < Radius * 2
		|| Size.Y() < Radius * 2)
	{
		return;
	}

	DrawCircle(Position + Vector2n(Size.X(), 0) + Vector2n(-Radius, Radius), Vector2n(Radius * 2, Radius * 2), BackgroundColor, BorderColor);
	DrawCircle(Position + Vector2n(0, Size.Y()) + Vector2n(Radius, -Radius), Vector2n(Radius * 2, Radius * 2), BackgroundColor, BorderColor);
	DrawCircle(Position + Size - Vector2n(Radius, Radius), Vector2n(Radius * 2, Radius * 2), BackgroundColor, BorderColor);

	{
		Position += Vector2n(Radius, 0);
		Size -= Vector2n(Radius * 2, 0);

		// DUPLICATION: A tweaked copy of DrawBox()
		{
			glDisable(GL_TEXTURE_2D);

			glBegin(GL_QUADS);
				glColor3dv(BorderColor.GetComponents());
				glVertex2i(Position.X(), Position.Y());
				glVertex2i(Position.X(), Position.Y() + Size.Y());
				glVertex2i(Position.X() + Size.X(), Position.Y() + Size.Y());
				glVertex2i(Position.X() + Size.X(), Position.Y());
			glEnd();

			glBegin(GL_QUADS);
				glColor3dv(BackgroundColor.GetComponents());
				glVertex2i(Position.X(), +1 + Position.Y());
				glVertex2i(Position.X(), -1 + Position.Y() + Size.Y());
				glVertex2i(Position.X() + Size.X(), -1 + Position.Y() + Size.Y());
				glVertex2i(Position.X() + Size.X(), +1 + Position.Y());
			glEnd();

			glEnable(GL_TEXTURE_2D);
		}
	}

	{
		Position += Vector2n(-Radius, Radius);
		Size += Vector2n(Radius * 2, -Radius * 2);

		// DUPLICATION: A tweaked copy of DrawBox()
		{
			glDisable(GL_TEXTURE_2D);

			glBegin(GL_QUADS);
				glColor3dv(BorderColor.GetComponents());
				glVertex2i(Position.X(), Position.Y());
				glVertex2i(Position.X(), Position.Y() + Size.Y());
				glVertex2i(Position.X() + Size.X(), Position.Y() + Size.Y());
				glVertex2i(Position.X() + Size.X(), Position.Y());
			glEnd();

			glBegin(GL_QUADS);
				glColor3dv(BackgroundColor.GetComponents());
				glVertex2i(+1 + Position.X(), Position.Y());
				glVertex2i(+1 + Position.X(), Position.Y() + Size.Y());
				glVertex2i(-1 + Position.X() + Size.X(), Position.Y() + Size.Y());
				glVertex2i(-1 + Position.X() + Size.X(), Position.Y());
			glEnd();

			glEnable(GL_TEXTURE_2D);
		}
	}
}