MenuCheckBox::MenuCheckBox() { m_MenuItemType = MIT_CheckBox; m_State = MCBS_Idle; m_FingerHolding = -1; m_Checked = false; m_Action = 0; m_PosX = 0; m_PosY = 0; m_Justification = 0; m_InputWidth = 0; m_InputHeight = 0; m_pFont = 0; m_FontHeight = 30; m_String[0] = 0; m_TextOffsetX = 0; m_TextOffsetY = 0; m_TextJustification = 0; m_TextDropShadowOffsetX = 0; m_TextDropShadowOffsetY = 0; m_TextColor = ColorByte(255,255,255,255); m_BGWidth = 0; m_BGHeight = 0; m_BGDropShadowOffsetX = 0; m_BGDropShadowOffsetY = 0; m_pCheckedBGSprite = 0; m_CheckedBGSpriteUVs = Vector4( 0, 1, 0, 1 ); m_CheckedBGColor = ColorByte(255,255,255,255); m_pUncheckedBGSprite = 0; m_UncheckedBGSpriteUVs = Vector4( 0, 1, 0, 1 ); m_UncheckedBGColor = ColorByte(255,255,255,255); m_SoundPressed = GameAudioCue_None; }
void Screen_Pause::Draw() { Screen_Base::Draw(); g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->Create( 1, 1, 0, 1, 0, 1, Justify_Left|Justify_Top ); g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->SetPosition( 0, 1, 0 ); g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->SetTint( ColorByte(0,0,0,240) ); g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->Draw( &g_pGame->m_OrthoMatrix ); FontDefinition* pFont = g_pGame->m_pSystemFont; int scrw = (int)g_pGame->m_GameWidth; int scrh = (int)g_pGame->m_GameHeight; float fontheight = 30; unsigned char justify = Justify_CenterX|Justify_CenterY; g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->SetTint( ColorByte(0,150,0,255) ); g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->Create( 1, 0.2f, 0, 1, 0, 1, Justify_CenterX|Justify_CenterY ); g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->SetPosition( 0.5f, 0.8f, 0 ); g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]->Draw( &g_pGame->m_OrthoMatrix ); //if( g_pGame->m_GBGameType == GBType_Options ) //{ // RenderTextQuick( pFont, fontheight*4, 0.5f*scrw, 0.8f*scrh, justify, "OPTIONS" ); //} //else { RenderTextQuick( pFont, fontheight*4, 0.5f*scrw, 0.8f*scrh, justify, "PAUSE" ); } int i=0; for( i=0; i<m_MenuItemsNeeded; i++ ) { if( GetMenuItem(i) ) { GetMenuItem(i)->Draw( &g_pGame->m_OrthoMatrixGameSize ); } } }
void ScoreChunk::Reset() { m_pFont = 0; m_String[0] = 0; m_Value = 0; m_FontHeight = 0; m_X = -10000; m_Y = -10000; m_Size = 0; m_Color = ColorByte(255, 255, 255, 255); m_ShadowColor = ColorByte(0, 0, 0, 128); m_ShadowOffsetX = 0; m_ShadowOffsetY = 0; m_Angle = 0; m_InitialDelay = 0; m_MoveSpeed = 10; m_SitTime = 0; m_TimeAlive = 0; m_TimeToLive = 1; }
void MenuCheckBox::Draw() { if( m_Visible == false ) return; if( m_State == MCBS_Disabled ) return; //float scrw = g_pGame->m_GameWidth; //float scrh = g_pGame->m_GameHeight; float shadowoffx = m_TextDropShadowOffsetX; float shadowoffy = m_TextDropShadowOffsetY; float CheckBoxshadowoffx = m_BGDropShadowOffsetX; float CheckBoxshadowoffy = m_BGDropShadowOffsetY; float bgwidth = m_BGWidth; float bgheight = m_BGHeight; MySprite* pSprite = m_pCheckedBGSprite; Vector4 uvs = m_CheckedBGSpriteUVs; ColorByte bgcolor = m_CheckedBGColor; if( m_Checked == false ) { pSprite = m_pUncheckedBGSprite; uvs = m_UncheckedBGSpriteUVs; bgcolor = m_UncheckedBGColor; } if( pSprite == 0 ) { pSprite = g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]; } pSprite->SetTint( bgcolor ); MySprite* pShadowSprite = pSprite; //m_pShadowSprite; Vector4 shuvs = uvs; if( pShadowSprite == 0 ) { pShadowSprite = g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]; shuvs = Vector4( 0, 1, 0, 1 ); } // draw the checkbox with drop shadow. if( pSprite ) { if( pShadowSprite ) { pShadowSprite->Create( "MenuCheckBox", bgwidth, bgheight, shuvs.x, shuvs.y, shuvs.z, shuvs.w, Justify_CenterX|Justify_CenterY ); pShadowSprite->SetTint( ColorByte(0,0,0,64) ); pShadowSprite->SetPosition( m_PosX+CheckBoxshadowoffx, m_PosY+CheckBoxshadowoffy, 0.1f ); pShadowSprite->Draw( &g_pGame->m_OrthoMatrixGameSize ); } pSprite->Create( "MenuCheckBox", bgwidth, bgheight, uvs.x, uvs.y, uvs.z, uvs.w, Justify_CenterX|Justify_CenterY ); pSprite->SetTint( bgcolor ); if( m_State == MCBS_HeldDown ) { pSprite->SetTint( ColorByte(200,200,200,255) ); } pSprite->SetPosition( m_PosX, m_PosY, 0 ); pSprite->Draw( &g_pGame->m_OrthoMatrixGameSize ); } float y; // draw text if( m_pFont != 0 && m_String[0] != 0 ) { ColorByte textcolor = m_TextColor; ColorByte textshadowcolor(0,0,0,200); y = m_PosY; y += m_TextOffsetY; RenderTextQuickWithColor( m_pFont, m_FontHeight, m_PosX+shadowoffx, y-shadowoffy, m_Justification, textshadowcolor, m_String ); RenderTextQuickWithColor( m_pFont, m_FontHeight, m_PosX, y, m_Justification, textcolor, m_String ); } }
// claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #include "GameCommonHeader.h" //#include "../GameSliders.h" //#include "../Core/ResourceManager.h" //#include "../GravityBalls/GravityBalls_Resources.h" #include "MenuCheckBox.h" ColorByte DefaultMenuCheckBoxColors[MCBCT_NumColors] = { ColorByte(255,255,255,255), // MCBCT_CheckedBG ColorByte(128,128,128,128), // MCBCT_UncheckedBG ColorByte(255,255,255,255), // MCBCT_Text }; MenuCheckBox::MenuCheckBox() { m_MenuItemType = MIT_CheckBox; m_State = MCBS_Idle; m_FingerHolding = -1; m_Checked = false; m_Action = 0;
void MenuSprite::Draw() { if( m_Visible == false ) return; //float scrw = g_pGame->m_GameWidth; //float scrh = g_pGame->m_GameHeight; float bgshadowoffx = m_DropShadowOffsetBG_X; float bgshadowoffy = m_DropShadowOffsetBG_Y; //float posx = (m_PositionOffset.x + m_Transform.m41) / scrw; //float posy = (m_PositionOffset.y + m_Transform.m42) / scrh; //float bgwidth = m_BGWidth / scrw * m_Scale.x; //float bgheight = m_BGHeight / scrh * m_Scale.y; MySprite* pSprite = m_pBGSprite; //Vector4 uvs = m_BGSpriteUVs; ColorByte bgcolor = m_BGColor; //if( pSprite ) // pSprite->SetTint( ColorByte(255,255,255,255) ); //if( pSprite == 0 ) //{ // pSprite = g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]; // //pSprite->SetTint( bgcolor ); //} MySprite* pShadowSprite = m_pShadowSprite; //Vector4 shuvs = m_ShadowSpriteUVs; //if( pShadowSprite == 0 ) //{ // pShadowSprite = g_pGame->m_pResources->m_pSprites[SL_WhiteSquareResizable]; // shuvs = Vector4( 0, 1, 0, 1 ); //} if( pSprite ) { if( pShadowSprite && m_HasShadow ) { //pShadowSprite->Create( bgwidth, bgheight, shuvs.x, shuvs.y, shuvs.z, shuvs.w, m_Justification ); ColorByte shadowcolor = ColorByte(0,0,0,bgcolor.a/4); pShadowSprite->SetTint( shadowcolor ); //pShadowSprite->SetPosition( posx+bgshadowoffx, posy-bgshadowoffy, 0.1f ); pShadowSprite->SetTransform( m_Transform ); pShadowSprite->m_Position.m41 += bgshadowoffx; pShadowSprite->m_Position.m42 += bgshadowoffy; pShadowSprite->Draw( &g_pGame->m_OrthoMatrixGameSize ); } //pSprite->Create( bgwidth, bgheight, uvs.x, uvs.y, uvs.z, uvs.w, m_Justification ); pSprite->SetTint( bgcolor ); //pSprite->SetPosition( posx, posy, 0 ); pSprite->SetTransform( m_Transform ); pSprite->Draw( &g_pGame->m_OrthoMatrixGameSize ); } }
// // Copyright (c) 2012-2016 Jimmy Lord http://www.flatheadgames.com // // This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #include "SharedCommonHeader.h" //#include "Core/ResourceManager.h" #include "MenuSlider.h" ColorByte MenuSliderColors[MSCT_NumColors] = { ColorByte(255,255,255,255), // MSCT_BarColor ColorByte(200,200,200,255), // MSCT_HandleColor ColorByte(0,0,0,0), // MSCT_BGColor }; MenuSlider::MenuSlider(GameCore* pGameCore) : MenuItem( pGameCore ) { m_Disabled = false; m_ValuePerc = 0; for( int i=0; i<MSCT_NumColors; i++ ) m_Colors[i] = MenuSliderColors[i];