void MAS::HyperText::Draw(Bitmap &canvas) { // get the button state int state = Disabled() ? 2 : ((Selected() || (Flags() & D_PRESSED)) ? 1 : (HasFocus() ? 3 : 0)); // get the button colors and font Color fg = GetFontColor(state); Color bg = GetShadowColor(state); Font f = GetFont(state); Color textMode = GetTextMode(); canvas.Clear(textMode); switch (state) { case 0: case 2: f.GUITextoutEx(canvas, text, 1, 1, fg, bg, textMode, 0); canvas.Hline(1, h()-3, w()-2, fg); break; case 1: f.GUITextoutEx(canvas, text, 2, 2, fg, bg, textMode, 0); canvas.DrawDottedRect(1, 1, w()-1, h()-1, skin->c_font); canvas.Hline(1, h()-2, w()-2, fg); break; case 3: f.GUITextoutEx(canvas, text, 1, 1, fg, bg, textMode, 0); canvas.DrawDottedRect(0, 0, w()-2, h()-2, skin->c_font); canvas.Hline(1, h()-3, w()-2, fg); break; }; }
void GUI::_DisplayStringCommon(const std::string& text, uint16 x, uint16 y, bool centerString, uint32 time) { static uint32 sCurrentId = 0; const Font* font = FontRoster::GetFont("TOOLFONT"); uint16 height; uint16 stringWidth = font->StringWidth(text, &height); Bitmap* bitmap = new Bitmap(stringWidth, height, 8); bitmap->Clear(font->TransparentIndex()); //bitmap->SetColorKey(font->TransparentIndex()); // Pre-render the string to a bitmap GFX::rect rect(0, 0, bitmap->Width(), bitmap->Height()); font->RenderString(text, 0, bitmap, rect); // Set the position where to blit the bitmap rect.x = x; rect.y = y; if (centerString) { rect.x -= stringWidth / 2; } string_entry entry = { text, bitmap, rect, sCurrentId}; fTooltipList.push_back(entry); long id = sCurrentId++; Timer::AddOneShotTimer((uint32)time, DeleteStringEntry, (void*)id); }
void PlayArea::Draw(Bitmap &canvas) { canvas.Clear(Color::black); int x = 0; int y = PIECESIZE*PLAYHEIGHT; MyColor c; for (int j=0; j<PLAYHEIGHT; j++) { x = 0; y -= PIECESIZE; for (int i=0; i<PLAYWIDTH; i++) { //canvas.Rectangle(x, y, x+PIECESIZE, y+PIECESIZE, Color::darkgray); c = GetTile(i,j); if (c.c1) { //canvas.Rectfill(x, y, x+PIECESIZE, y+PIECESIZE, c); canvas.Rectfill( x, y, x+PIECESIZE-1, y+PIECESIZE-1, c.c1); canvas.Rectangle(x+1, y+1, x+PIECESIZE-2, y+PIECESIZE-2, c.c2); canvas.Rectangle(x+3, y+3, x+PIECESIZE-4, y+PIECESIZE-4, c.c3); } x += PIECESIZE; } } if (curPiece) { curPiece->Draw(canvas); } }
// a simple function that applies a blur effect on a bitmap // - Bitmap &bmp: the input bitmap // - int radius: blur radius void MAS::Cursor::Blur(Bitmap &bmp, int radius) { int x, y; int i, j; int r,g,b; int div = (2*radius+1)*(2*radius+1); Bitmap tmp2(bmp.w(), bmp.h(), Bitmap::MEMORY); tmp2.Clear(Color::transparent); bmp.Blit(tmp2, 0, 0, 0, 0, bmp.w(), bmp.h()); Bitmap tmp(Size(bmp.w() + 2*radius, bmp.h() + 2*radius), Bitmap::MEMORY); tmp.Clear(Color::black); bmp.Blit(tmp, Point(0,0), Point(radius, radius), bmp.size()); for (y=radius; y<tmp.h()-radius; y++) { for (x=radius; x<tmp.w()-radius; x++) { r = g = b = 0; for (j=-radius; j<=radius; j++) { for (i=-radius; i<=radius; i++) { Color col = tmp.Getpixel(Point(x+i, y+j)); r += col.r(); g += col.g(); b += col.b(); } } tmp2.Putpixel(Point(x-radius, y-radius), Color(r/div, g/div, b/div)); } } bmp.Clear(); tmp2.Blit(bmp, 0, 0, 0, 0, bmp.w(), bmp.h()); }
Z_DEFINE_TEST_CASE(Bitmap, tester, clear) { Bitmap bitmap; bitmap.Set(100); Z_EXPECT_TRUE(bitmap.Test(100)); bitmap.Clear(100); Z_EXPECT_FALSE(bitmap.Test(100)); }
void MAS::Image::Draw(Bitmap &canvas) { if (!bmp && bitmap < 0) { return; } Bitmap bmp2 = bmp ? bmp : skin->GetBitmap(bitmap); if (!bmp2) { return; } int xx = MAX((w() - bmp2.w())/2, 0); int yy = MAX((h() - bmp2.h())/2, 0); if (bg) canvas.Clear(bg); bmp2.Blit(canvas, 0, 0, xx, yy, w(), h()); }
// Create blank (black) images used to repaint borders around game frame void CreateBlankImage(int coldepth) { // this is the first time that we try to use the graphics driver, // so it's the most likey place for a crash try { Bitmap *blank = BitmapHelper::CreateBitmap(16, 16, coldepth); blank = ReplaceBitmapWithSupportedFormat(blank); blank->Clear(); blankImage = gfxDriver->CreateDDBFromBitmap(blank, false, true); blankSidebarImage = gfxDriver->CreateDDBFromBitmap(blank, false, true); delete blank; } catch (Ali3DException gfxException) { quit((char*)gfxException._message); } }
void CreateBlankImage() { // this is the first time that we try to use the graphics driver, // so it's the most likey place for a crash try { Bitmap *blank = BitmapHelper::CreateBitmap(16, 16, final_col_dep); blank = gfxDriver->ConvertBitmapToSupportedColourDepth(blank); blank->Clear(); blankImage = gfxDriver->CreateDDBFromBitmap(blank, false, true); blankSidebarImage = gfxDriver->CreateDDBFromBitmap(blank, false, true); delete blank; } catch (Ali3DException gfxException) { quit((char*)gfxException._message); } }
void update_walk_behind_images() { int ee, rr; int bpp = (thisroom.ebscene[play.bg_frame]->GetColorDepth() + 7) / 8; Bitmap *wbbmp; for (ee = 1; ee < MAX_OBJ; ee++) { update_polled_stuff_if_runtime(); if (walkBehindRight[ee] > 0) { wbbmp = BitmapHelper::CreateBitmap( (walkBehindRight[ee] - walkBehindLeft[ee]) + 1, (walkBehindBottom[ee] - walkBehindTop[ee]) + 1, thisroom.ebscene[play.bg_frame]->GetColorDepth()); wbbmp->Clear(wbbmp->GetMaskColor()); int yy, startX = walkBehindLeft[ee], startY = walkBehindTop[ee]; for (rr = startX; rr <= walkBehindRight[ee]; rr++) { for (yy = startY; yy <= walkBehindBottom[ee]; yy++) { if (thisroom.object->GetScanLine(yy)[rr] == ee) { for (int ii = 0; ii < bpp; ii++) wbbmp->GetScanLineForWriting(yy - startY)[(rr - startX) * bpp + ii] = thisroom.ebscene[play.bg_frame]->GetScanLine(yy)[rr * bpp + ii]; } } } update_polled_stuff_if_runtime(); if (walkBehindBitmap[ee] != NULL) { gfxDriver->DestroyDDB(walkBehindBitmap[ee]); } walkBehindBitmap[ee] = gfxDriver->CreateDDBFromBitmap(wbbmp, false); delete wbbmp; } } walkBehindsCachedForBgNum = play.bg_frame; }
void DynamicSprite_Rotate(ScriptDynamicSprite *sds, int angle, int width, int height) { if ((angle < 1) || (angle > 359)) quit("!DynamicSprite.Rotate: invalid angle (must be 1-359)"); if (sds->slot == 0) quit("!DynamicSprite.Rotate: sprite has been deleted"); if ((width == SCR_NO_VALUE) || (height == SCR_NO_VALUE)) { // calculate the new image size automatically // 1 degree = 181 degrees in terms of x/y size, so % 180 int useAngle = angle % 180; // and 0..90 is the same as 180..90 if (useAngle > 90) useAngle = 180 - useAngle; // useAngle is now between 0 and 90 (otherwise the sin/cos stuff doesn't work) double angleInRadians = (double)useAngle * (M_PI / 180.0); double sinVal = sin(angleInRadians); double cosVal = cos(angleInRadians); width = (cosVal * (double)spritewidth[sds->slot] + sinVal * (double)spriteheight[sds->slot]); height = (sinVal * (double)spritewidth[sds->slot] + cosVal * (double)spriteheight[sds->slot]); } else { multiply_up_coordinates(&width, &height); } // convert to allegro angle angle = (angle * 256) / 360; // resize the sprite to the requested size Bitmap *newPic = BitmapHelper::CreateBitmap(width, height, spriteset[sds->slot]->GetColorDepth()); newPic->Clear(newPic->GetMaskColor()); // rotate the sprite about its centre // (+ width%2 fixes one pixel offset problem) newPic->RotateBlt(spriteset[sds->slot], width / 2 + width % 2, height / 2, spritewidth[sds->slot] / 2, spriteheight[sds->slot] / 2, itofix(angle)); delete spriteset[sds->slot]; // replace the bitmap in the sprite set add_dynamic_sprite(sds->slot, newPic, (game.spriteflags[sds->slot] & SPF_ALPHACHANNEL) != 0); }
void Rectangle::Render(Bitmap& bitmap) { if (IsVisible() && width_>0 && height_>0) { int x1=(int)(GetX()-GetOriginX()); int y1=(int)(GetY()-GetOriginY()); int x2=x1+(int)GetWidth()-1; int y2=y1+(int)GetHeight()-1; if (x1==0 && y1==0 && x2==bitmap.GetWidth()-1 && y2==bitmap.GetHeight()-1 && GetColor()==0 && GetAlpha()==255) { bitmap.Clear(); } else { bitmap.Fill(x1,y1,x2,y2,GetColor(),GetAlpha()); } } }
void DynamicSprite_ChangeCanvasSize(ScriptDynamicSprite *sds, int width, int height, int x, int y) { if (sds->slot == 0) quit("!DynamicSprite.ChangeCanvasSize: sprite has been deleted"); if ((width < 1) || (height < 1)) quit("!DynamicSprite.ChangeCanvasSize: new size is too small"); multiply_up_coordinates(&x, &y); multiply_up_coordinates(&width, &height); Bitmap *newPic = BitmapHelper::CreateBitmap(width, height, spriteset[sds->slot]->GetColorDepth()); newPic->Clear(newPic->GetMaskColor()); // blit it into the enlarged image newPic->Blit(spriteset[sds->slot], 0, 0, x, y, spritewidth[sds->slot], spriteheight[sds->slot]); delete spriteset[sds->slot]; // replace the bitmap in the sprite set add_dynamic_sprite(sds->slot, newPic, (game.spriteflags[sds->slot] & SPF_ALPHACHANNEL) != 0); }
ScriptDynamicSprite* DynamicSprite_Create(int width, int height, int alphaChannel) { multiply_up_coordinates(&width, &height); int gotSlot = spriteset.findFreeSlot(); if (gotSlot <= 0) return NULL; Bitmap *newPic = BitmapHelper::CreateBitmap(width, height, final_col_dep); if (newPic == NULL) return NULL; newPic->Clear(newPic->GetMaskColor()); if ((alphaChannel) && (final_col_dep < 32)) alphaChannel = false; add_dynamic_sprite(gotSlot, gfxDriver->ConvertBitmapToSupportedColourDepth(newPic), alphaChannel != 0); ScriptDynamicSprite *new_spr = new ScriptDynamicSprite(gotSlot); GlobalReturnValue.SetDynamicObject(new_spr, new_spr); return new_spr; }
void DynamicSprite_Flip(ScriptDynamicSprite *sds, int direction) { if ((direction < 1) || (direction > 3)) quit("!DynamicSprite.Flip: invalid direction"); if (sds->slot == 0) quit("!DynamicSprite.Flip: sprite has been deleted"); // resize the sprite to the requested size Bitmap *newPic = BitmapHelper::CreateBitmap(spritewidth[sds->slot], spriteheight[sds->slot], spriteset[sds->slot]->GetColorDepth()); newPic->Clear(newPic->GetMaskColor()); if (direction == 1) newPic->FlipBlt(spriteset[sds->slot], 0, 0, Common::kBitmap_HFlip); else if (direction == 2) newPic->FlipBlt(spriteset[sds->slot], 0, 0, Common::kBitmap_VFlip); else if (direction == 3) newPic->FlipBlt(spriteset[sds->slot], 0, 0, Common::kBitmap_HVFlip); delete spriteset[sds->slot]; // replace the bitmap in the sprite set add_dynamic_sprite(sds->slot, newPic, (game.spriteflags[sds->slot] & SPF_ALPHACHANNEL) != 0); }
//////////////////////////////////////////////////////////////////////////////// // Draws a default skin bitmap void MAS::Skin::GenerateDefaultBitmap(int i) { Bitmap *bmp = bmpList[i]; static int w[] = { 64,64,18,26,72,18,18,11,15,15,15,15,36,64,18, 48,64,64,64,64,12,36,26,16,18,18,16,16,16,16,16,16,16,12, 2,18,64,88,88,30,30,30, 8, 8,12,30 }; static int h[] = { 64,64,72,52,72,80,88,88,56,56,56,56,96,64,24,112,64,64,64,64,36,12,52,64,64,64,64,64,64,64,64,48,64, 2,12,72,64,18,11, 8,30,36,72,72,17, 8 }; static int tw[] = { 60,58,14,13,68,18,14,11,15,15,15,15,32,60,18, 16,60,60,60,60, 8,14,13,16,14,14,12,16,16,16,12,12,12, 8, 2,14,60,18,22,-1,-1,-1,-1,-1,-1,-1 }; static int th[] = { 48,58,14,13,68,20,18,22,14,14,14,14, 8,60,12, 16,60,60,60,60,14, 8,13,16,12,12,12,16,16,16,12, 8,12, 2, 8,14,60,14,11,-1,-1,-1,-1,-1,-1,-1 }; bmp->Create(w[i], h[i], MAS::Settings::useVideoMemory ? Bitmap::VIDEO : Bitmap::MEMORY); bmp->ThickX(tw[i]); bmp->ThickY(th[i]); bmp->Clear(c_face); switch (i) { case BOX: bmp->Rectangle(1, 4, 63, 63, c_shad1); bmp->Rectangle(0, 3, 62, 62, c_shad2); break; case BOX_SHADOW: bmp->Draw3DFrame(0, 0, 62, 62, c_face, c_shad1, c_shad2); bmp->Hline(1, 63, 63, Color::black); bmp->Vline(63, 1, 63, Color::black); break; case BUTTON: bmp->Draw3DFrame(0, 0, 17, 17, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 18, 17, 35, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 36, 17, 53, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 54, 17, 71, c_focus, c_shad1, c_shad2); break; case CHECKBOX: bmp->Draw3DFrame(0, 0, 12, 12, c_sunken, c_shad2, c_shad1); bmp->Draw3DFrame(13, 0, 25, 12, c_sunken, c_shad2, c_shad1); bmp->DrawXMark(19, 6, 6, c_font); bmp->Draw3DFrame(0, 13, 12, 25, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(13, 13, 25, 25, c_select, c_shad2, c_shad1); bmp->DrawXMark(19, 19, 6, c_font); bmp->Draw3DFrame(0, 26, 12, 38, c_face, c_shad2, c_shad1); bmp->Draw3DFrame(13, 26, 25, 38, c_face, c_shad2, c_shad1); bmp->DrawXMark(19, 32, 6, c_disable); bmp->Draw3DFrame(0, 39, 12, 51, c_focus, c_shad2, c_shad1); bmp->Draw3DFrame(13,39, 25, 51, c_focus, c_shad2, c_shad1); bmp->DrawXMark(19, 45, 6, c_font); break; case CLEAR_BACK: bmp->Clear(c_back); break; case COMBO_BUTTON: bmp->Clear(Color::transparent); bmp->DrawArrow(4, 9, c_font, 3); bmp->DrawArrow(4, 29, c_font, 3); bmp->DrawArrow(4, 49, c_disable, 3); bmp->DrawArrow(4, 69, c_font, 3); break; case HSLIDER_BACK: bmp->Draw3DFrame(0, 9, 17, 12, Color::transparent, c_shad2, c_shad1); bmp->Draw3DFrame(0, 31, 17, 34, Color::transparent, c_shad2, c_shad1); bmp->Draw3DFrame(0, 53, 17, 56, Color::transparent, c_shad2, c_shad1); bmp->Draw3DFrame(0, 75, 17, 78, Color::transparent, c_shad2, c_shad1); break; case HSLIDER_GRIP: bmp->Draw3DFrame(0, 0, 10, 21, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 22, 10, 43, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 44, 10, 65, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 66, 10, 87, c_focus, c_shad1, c_shad2); break; case ICONEXIT: bmp->Draw3DFrame(0, 0, 14, 13, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 14, 14, 27, c_face, c_shad2, c_shad1); bmp->Draw3DFrame(0, 28, 14, 41, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 42, 14, 55, c_face, c_shad1, c_shad2); bmp->DrawXMark(7, 7, 6, c_font); bmp->DrawXMark(7, 21, 6, c_font); bmp->DrawXMark(7, 35, 6, c_disable); bmp->DrawXMark(7, 49, 6, c_font); break; case ICONMAX: bmp->Draw3DFrame(0, 0, 14, 13, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 14, 14, 27, c_face, c_shad2, c_shad1); bmp->Draw3DFrame(0, 28, 14, 41, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 42, 14, 55, c_face, c_shad1, c_shad2); bmp->Rectangle(3, 3, 10, 10, c_font); bmp->Rectangle(3, 17, 10, 24, c_font); bmp->Rectangle(3, 31, 10, 38, c_disable); bmp->Rectangle(3, 45, 10, 52, c_font); bmp->Hline(3, 4, 10, c_font); bmp->Hline(3, 18, 10, c_font); bmp->Hline(3, 32, 10, c_disable); bmp->Hline(3, 46, 10, c_font); break; case ICONMIN: bmp->Draw3DFrame(0, 0, 14, 13, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 14, 14, 27, c_face, c_shad2, c_shad1); bmp->Draw3DFrame(0, 28, 14, 41, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 42, 14, 55, c_face, c_shad1, c_shad2); bmp->Rectangle(3, 9, 10, 10, c_font); bmp->Rectangle(3, 23, 10, 24, c_font); bmp->Rectangle(3, 37, 10, 38, c_disable); bmp->Rectangle(3, 51, 10, 52, c_font); break; case ICONRESTORE: bmp->Draw3DFrame(0, 0, 14, 13, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 14, 14, 27, c_face, c_shad2, c_shad1); bmp->Draw3DFrame(0, 28, 14, 41, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(0, 42, 14, 55, c_face, c_shad1, c_shad2); bmp->Rectangle(3, 3, 10, 10, c_font); bmp->Rectangle(3, 17, 10, 24, c_font); bmp->Rectangle(3, 31, 10, 38, c_disable); bmp->Rectangle(3, 45, 10, 52, c_font); bmp->Hline(3, 4, 10, c_font); bmp->Hline(3, 18, 10, c_font); bmp->Hline(3, 32, 10, c_disable); bmp->Hline(3, 46, 10, c_font); break; case LIST: bmp->Rectfill(0, 0, 35, 11, c_sunken); bmp->Rectfill(0, 12, 35, 23, c_face); bmp->Rectfill(0, 24, 35, 35, c_sunken); bmp->Rectfill(0, 36, 35, 47, c_face); bmp->Rectfill(0, 48, 35, 59, c_select); bmp->Rectfill(0, 60, 35, 71, c_select); bmp->Rectfill(0, 72, 35, 83, c_face); bmp->Rectfill(0, 84, 35, 95, c_face); break; case MENU_BACK: bmp->Draw3DFrame(0, 0, 63, 63, c_face, c_shad1, c_shad2); break; case MENU_BUTTON: bmp->Clear(c_deselect); bmp->Rectfill(0, 12, 17, 23, c_select); break; case MENU_ITEM: bmp->Clear(c_face); bmp->Rectfill( 2, 2, 45, 13, c_face); bmp->Rectfill( 2, 18, 45, 29, c_select); bmp->Hline( 4, 38, 43, c_shad2); bmp->Hline( 4, 39, 43, c_shad1); bmp->Rectfill( 2, 50, 45, 61, c_face); bmp->DrawArrow(40, 53, c_font, 1); bmp->Rectfill( 2, 66, 45, 77, c_select); bmp->DrawArrow(40, 69, c_sunken, 1); bmp->Rectfill( 2, 82, 45, 93, c_face); bmp->DrawCheckMark(5, 85, c_font); bmp->Rectfill( 2, 98, 45, 109, c_select); bmp->DrawCheckMark(5, 101, c_sunken); break; case PANEL_GROOVE: bmp->Rectangle(1, 1, 63, 63, c_shad2); bmp->Rectangle(0, 0, 62, 62, c_shad1); break; case PANEL_RAISED: bmp->Draw3DFrame(0, 0, 63, 63, c_face, c_shad1, c_shad2); break; case PANEL_RIDGE: bmp->Rectangle(1, 1, 63, 63, c_shad1); bmp->Rectangle(0, 0, 62, 62, c_shad2); break; case PANEL_SUNKEN: bmp->Draw3DFrame(0, 0, 63, 63, c_sunken, c_shad2, c_shad1); break; case PROGRESSH: bmp->Clear(Color::transparent); bmp->Draw3DFrame(0, 0, 11, 17, c_face, c_shad2, c_shad1); bmp->Rectfill(2, 20, 10, 33, c_select); break; case PROGRESSV: bmp->Clear(Color::transparent); bmp->Draw3DFrame(0, 0, 17, 11, c_face, c_shad2, c_shad1); bmp->Rectfill(20, 2, 34, 9, c_select); break; case RADIO: bmp->Draw3DCircle(6, 6, 6, c_sunken, c_shad2, c_shad1); bmp->Draw3DCircle(19, 6, 6, c_sunken, c_shad2, c_shad1); bmp->Circlefill(19, 6, 2, c_font); bmp->Draw3DCircle(6, 19, 6, c_select, c_shad2, c_shad1); bmp->Draw3DCircle(19, 19, 6, c_select, c_shad2, c_shad1); bmp->Circlefill(19, 19, 2, c_font); bmp->Draw3DCircle(6, 32, 6, c_face, c_shad2, c_shad1); bmp->Draw3DCircle(19, 32, 6, c_face, c_shad2, c_shad1); bmp->Circlefill(19, 32, 2, c_disable); bmp->Draw3DCircle(6, 45, 6, c_focus, c_shad2, c_shad1); bmp->Draw3DCircle(19, 45, 6, c_focus, c_shad2, c_shad1); bmp->Circlefill(19, 45, 2, c_font); break; case SCROLL_DOWN: bmp->Clear(Color::transparent); bmp->Draw3DFrame(0, 0, 15, 15, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 16, 15, 31, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 32, 15, 47, c_face, c_shad2, c_shad2); bmp->Draw3DFrame(0, 48, 15, 63, c_focus, c_shad1, c_shad2); bmp->DrawArrow(4, 6, c_font, 3); bmp->DrawArrow(5, 23, c_font, 3); bmp->DrawArrow(4, 38, c_disable, 3); bmp->DrawArrow(4, 54, c_font, 3); break; case SCROLL_HBACK: break; case SCROLL_HGRIP: bmp->Draw3DFrame(0, 0, 17, 15, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 16, 17, 31, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 32, 17, 47, c_face, c_shad2, c_shad2); bmp->Draw3DFrame(0, 48, 17, 63, c_select, c_shad1, c_shad2); break; case SCROLL_HGRIPOVERLAY: bmp->Clear(Color::transparent); break; case SCROLL_LEFT: bmp->Clear(Color::transparent); bmp->Draw3DFrame(0, 0, 15, 15, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 16, 15, 31, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 32, 15, 47, c_face, c_shad2, c_shad2); bmp->Draw3DFrame(0, 48, 15, 63, c_focus, c_shad1, c_shad2); bmp->DrawArrow(5, 4, c_font, 0); bmp->DrawArrow(6, 21, c_font, 0); bmp->DrawArrow(5, 36, c_disable, 0); bmp->DrawArrow(5, 52, c_font, 0); break; case SCROLL_RIGHT: bmp->Clear(Color::transparent); bmp->Draw3DFrame(0, 0, 15, 15, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 16, 15, 31, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 32, 15, 47, c_face, c_shad2, c_shad2); bmp->Draw3DFrame(0, 48, 15, 63, c_focus, c_shad1, c_shad2); bmp->DrawArrow(6, 4, c_font, 1); bmp->DrawArrow(7, 21, c_font, 1); bmp->DrawArrow(6, 36, c_disable, 1); bmp->DrawArrow(6, 52, c_font, 1); break; case SCROLL_UP: bmp->Clear(Color::transparent); bmp->Draw3DFrame(0, 0, 15, 15, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 16, 15, 31, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 32, 15, 47, c_face, c_shad2, c_shad2); bmp->Draw3DFrame(0, 48, 15, 63, c_focus, c_shad1, c_shad2); bmp->DrawArrow(4, 6, c_font, 2); bmp->DrawArrow(5, 23, c_font, 2); bmp->DrawArrow(4, 38, c_disable, 2); bmp->DrawArrow(4, 54, c_font, 2); break; case SCROLL_VBACK: break; case SCROLL_VGRIP: bmp->Draw3DFrame(0, 0, 15, 11, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(0, 12, 15, 23, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(0, 24, 15, 35, c_face, c_shad2, c_shad2); bmp->Draw3DFrame(0, 36, 15, 47, c_select, c_shad1, c_shad2); break; case SCROLL_VGRIPOVERLAY: bmp->Clear(Color::transparent); break; case SEPARATORH: bmp->Hline(0, 0, 11, c_shad2); bmp->Hline(0, 1, 11, c_shad1); break; case SEPARATORV: bmp->Vline(0, 0, 11, c_shad2); bmp->Vline(1, 0, 11, c_shad1); break; case TAB_BUTTON: bmp->Clear(Color::transparent); bmp->Draw3DFrame(0, 0, 17, 19, c_face, c_shad1, c_shad2); bmp->Hline( 1, 17, 16, c_shad1); bmp->Putpixel( 0, 17, Color::transparent); bmp->Putpixel( 17, 17, Color::transparent); bmp->Draw3DFrame(0, 18, 17, 38, c_face, c_shad1, c_shad2); bmp->Putpixel( 0, 35, Color::transparent); bmp->Putpixel( 17, 35, Color::transparent); bmp->Draw3DFrame(0, 36, 17, 55, c_face, c_shad1, c_shad2); bmp->Hline( 1, 53, 16, c_shad1); bmp->Putpixel( 0, 53, Color::transparent); bmp->Putpixel( 17, 53, Color::transparent); bmp->Draw3DFrame(0, 54, 17, 74, c_face, c_shad1, c_shad2); bmp->Hline( 1, 71, 16, c_shad1); bmp->Putpixel( 0, 71, Color::transparent); bmp->Putpixel( 17, 71, Color::transparent); break; case TAB_WINDOW: bmp->Draw3DFrame(0, 0, 63, 63, c_face, c_shad1, c_shad2); break; case VSLIDER_BACK: bmp->Draw3DFrame( 9, 0, 12, 17, Color::transparent, c_shad2, c_shad1); bmp->Draw3DFrame(31, 0, 34, 17, Color::transparent, c_shad2, c_shad1); bmp->Draw3DFrame(53, 0, 56, 17, Color::transparent, c_shad2, c_shad1); bmp->Draw3DFrame(75, 0, 78, 17, Color::transparent, c_shad2, c_shad1); break; case VSLIDER_GRIP: bmp->Draw3DFrame( 0, 0, 21, 10, c_deselect, c_shad1, c_shad2); bmp->Draw3DFrame(22, 0, 43, 10, c_select, c_shad2, c_shad1); bmp->Draw3DFrame(44, 0, 65, 10, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(66, 0, 87, 10, c_focus, c_shad1, c_shad2); break; case WINBOTTOM: bmp->Draw3DFrame(-2, 0, 31, 7, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(-2, -2, 31, 3, c_face, c_shad1, c_shad2); break; case WINDOW: break; case WINGRIP: bmp->Rectfill( 0, 0, 29, 17, c_select); bmp->Rectfill( 0, 18, 29, 35, c_shad2); break; case WINLEFT: bmp->Draw3DFrame(0, 0, 7, 71, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(4, 0, 10, 71, c_face, c_shad1, c_shad2); break; case WINRIGHT: bmp->Draw3DFrame(0, 0, 7, 71, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(-2, 0, 3, 71, c_face, c_shad1, c_shad2); break; case WINTEXT: bmp->Clear(Color::transparent); break; case WINTOP: bmp->Draw3DFrame(-2, 0, 31, 7, c_face, c_shad1, c_shad2); bmp->Draw3DFrame(-2, 4, 31, 10, c_face, c_shad1, c_shad2); break; }; }
void MAS::ClearScreen::Draw(Bitmap &canvas) { canvas.Clear(col); }
void NextPiece::Draw(Bitmap &canvas) { if (piece) { canvas.Clear(skin->c_face); piece->Draw(canvas, 0, 0); } }