Exemple #1
0
/*
** Draws the solid background & bevel if such are defined
*/
bool Meter::Draw(Gfx::Canvas& canvas)
{
	if (IsHidden()) return false;

	canvas.SetAntiAliasing(m_AntiAlias);

	if (m_SolidColor.a != 0.0f || m_SolidColor2.a != 0.0f)
	{
		const FLOAT x = (FLOAT)GetX();
		const FLOAT y = (FLOAT)GetY();

		const D2D1_RECT_F r = D2D1::RectF(x, y, x + (FLOAT)m_W, y + (FLOAT)m_H);

		if (m_SolidColor.r == m_SolidColor2.r && m_SolidColor.g == m_SolidColor2.g && 
			m_SolidColor.b == m_SolidColor2.b && m_SolidColor.a == m_SolidColor2.a)
		{
			canvas.FillRectangle(r, m_SolidColor);
		}
		else
		{
			canvas.FillGradientRectangle(r, m_SolidColor, m_SolidColor2, (FLOAT)m_SolidAngle);
		}
	}

	if (m_SolidBevel != BEVELTYPE_NONE)
	{
		D2D1_COLOR_F lightColor = D2D1::ColorF(D2D1::ColorF::White);
		D2D1_COLOR_F darkColor = D2D1::ColorF(D2D1::ColorF::Black);
		
		if (m_SolidBevel == BEVELTYPE_DOWN)
		{
			lightColor = D2D1::ColorF(D2D1::ColorF::Black);
			darkColor = D2D1::ColorF(D2D1::ColorF::White);
		}

		// The bevel is drawn outside the meter
		const FLOAT x = (FLOAT)GetX();
		const FLOAT y = (FLOAT)GetY();
		const D2D1_RECT_F rect = D2D1::RectF(x - 2.0f, y - 2.0f, x + (FLOAT)m_W + 2.0f, y + (FLOAT)m_H + 2.0f);
		DrawBevel(canvas, rect, lightColor, darkColor);
	}

	return true;
}