Ejemplo n.º 1
0
/** Redraw all the Window */
void Window::Invalidate()
{
	DefaultControl[0] = -1;
	DefaultControl[1] = -1;
	ScrollControl = -1;
	unsigned int i = 0;
	for (std::vector<Control*>::iterator m = Controls.begin(); m != Controls.end(); ++m, ++i) {
		Control *ctrl = *m;
		ctrl->MarkDirty();
		switch (ctrl->ControlType) {
			case IE_GUI_SCROLLBAR:
				if ((ScrollControl == -1) || (ctrl->Flags & IE_GUI_SCROLLBAR_DEFAULT))
					ScrollControl = i;
				break;
			case IE_GUI_BUTTON:
				if (ctrl->Flags & IE_GUI_BUTTON_DEFAULT) {
					DefaultControl[0] = i;
				}
				if (ctrl->Flags & IE_GUI_BUTTON_CANCEL) {
					DefaultControl[1] = i;
				}
				break;
			case IE_GUI_GAMECONTROL:
				DefaultControl[0] = DefaultControl[1] = i;
				break;
			default: ;
		}
	}
	Flags |= WF_CHANGED;
}
Ejemplo n.º 2
0
/** This function Draws the Window on the Output Screen */
void Window::DrawWindow()
{
	if (!Visible) return; // no point in drawing invisible windows
	Video* video = core->GetVideoDriver();
	Region clip( XPos, YPos, Width, Height );
	//Frame && Changed
	if ( (Flags & (WF_FRAME|WF_CHANGED) ) == (WF_FRAME|WF_CHANGED) ) {
		Region screen( 0, 0, core->Width, core->Height );
		video->SetScreenClip( NULL );
		//removed this?
		video->DrawRect( screen, ColorBlack );
		if (core->WindowFrames[0])
			video->BlitSprite( core->WindowFrames[0], 0, 0, true );
		if (core->WindowFrames[1])
			video->BlitSprite( core->WindowFrames[1], core->Width - core->WindowFrames[1]->Width, 0, true );
		if (core->WindowFrames[2])
			video->BlitSprite( core->WindowFrames[2], (core->Width - core->WindowFrames[2]->Width) / 2, 0, true );
		if (core->WindowFrames[3])
			video->BlitSprite( core->WindowFrames[3], (core->Width - core->WindowFrames[3]->Width) / 2, core->Height - core->WindowFrames[3]->Height, true );
	}

	video->SetScreenClip( &clip );
	//Float || Changed
	bool bgRefreshed = false;
	if (BackGround && (Flags & (WF_FLOAT|WF_CHANGED) ) ) {
		DrawBackground(NULL);
		bgRefreshed = true;
	}

	std::vector< Control*>::iterator m;
	for (m = Controls.begin(); m != Controls.end(); ++m) {
		Control* c = *m;
		// FIXME: drawing BG in the same loop as controls can produce incorrect results with overlapping controls. the only case I know of this occuring it is ok due to no BG drawing
		// furthermore, overlapping controls are still a problem when NeedsDraw() returns false for the top control, but true for the bottom (see the level up icon on char portraits)
		// we will fix both issues later by refactoring with the concept of views and subviews
		if (BackGround && !bgRefreshed && !c->IsOpaque() && c->NeedsDraw()) {
			const Region& fromClip = c->ControlFrame();
			DrawBackground(&fromClip);
		}
		if (Flags & (WF_FLOAT)) {
			// FIXME: this is a total hack. Required for anything drawing over GameControl (nothing really at all to do with floating)
			c->MarkDirty();
		}
		c->Draw( XPos, YPos );
	}
	if ( (Flags&WF_CHANGED) && (Visible == WINDOW_GRAYED) ) {
		Color black = { 0, 0, 0, 128 };
		video->DrawRect(clip, black);
	}
	video->SetScreenClip( NULL );
	Flags &= ~WF_CHANGED;
}