// Calculate the thumb colors based on the specified background color. void Slider::setThumbColorBasedOnColor(const GFXColor& c) { if(!isClear(c)) { if(isColorLight(c)) { // Light color. Make thumb darker. setThumbColor(darkenColor(c,.3), GUI_OPAQUE_WHITE()); } else { // Dark Color. setThumbColor(lightenColor(c,.3), GUI_OPAQUE_WHITE()); } } }
//Draw all visible windows. void WindowManager::draw() { GFXHudMode( true ); //Load identity matrices. GFXColorf( GUI_OPAQUE_WHITE() ); GFXDisable( DEPTHTEST ); GFXEnable( DEPTHWRITE ); GFXDisable( LIGHTING ); GFXDisable( CULLFACE ); GFXClear( GFXTRUE ); GFXDisable( DEPTHWRITE ); GFXBlendMode( SRCALPHA, INVSRCALPHA ); GFXDisable( TEXTURE1 ); GFXEnable( TEXTURE0 ); //Just loop through all the windows, and remember if anything gets drawn. //Since the first window in the list is drawn first, z-order is //maintained. First entry is the bottom window, last is the top window. //FIXME mbyron -- I think the event manager needs to get involved with window z-order. //(Mouse events should go to windows in zorder, shouldn't they?) for (size_t i = 0; i < m_windows.size(); i++) { if ( m_windows[i]->controller() )//it's a controller m_windows[i]->controller()->draw();//that can draw if ( i < m_windows.size() ) m_windows[i]->draw(); } //Emulate EndGUIFrame. static VSSprite MouseVSSprite( "mouse.spr", BILINEAR, GFXTRUE ); static Texture dummy( "white.bmp", 0, NEAREST, TEXTURE2D, TEXTURE_2D, GFXTRUE ); GFXDisable( CULLFACE ); ConditionalCursorDraw( true ); //Figure position of cursor sprite. float sizex = 0.0, sizey = 0.0; const Point loc = globalEventManager().mouseLoc(); MouseVSSprite.GetSize( sizex, sizey ); float tempx = 0.0, tempy = 0.0; MouseVSSprite.GetPosition( tempx, tempy ); MouseVSSprite.SetPosition( tempx+loc.x+sizex/2, tempy+loc.y+sizey/2 ); dummy.MakeActive(); GFXBlendMode( SRCALPHA, INVSRCALPHA ); GFXColorf( GUI_OPAQUE_WHITE() ); //Draw the cursor sprite. GFXEnable( TEXTURE0 ); GFXDisable( DEPTHTEST ); GFXDisable( TEXTURE1 ); MouseVSSprite.Draw(); GFXHudMode( false ); GFXEnable( CULLFACE ); MouseVSSprite.SetPosition( tempx, tempy ); }