Пример #1
0
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;
    };
}
Пример #2
0
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);
}
Пример #3
0
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);
	}
}
Пример #4
0
// 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());
}
Пример #5
0
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));
}
Пример #6
0
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());
}
Пример #7
0
// 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);
    }
}
Пример #8
0
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);
    }

}
Пример #9
0
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;
}
Пример #10
0
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);
}
Пример #11
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());
			}
		}

	}
Пример #12
0
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);
}
Пример #13
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;
}
Пример #14
0
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);
}
Пример #15
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;
   };
}
Пример #16
0
void MAS::ClearScreen::Draw(Bitmap &canvas) {
   canvas.Clear(col);
}
Пример #17
0
void NextPiece::Draw(Bitmap &canvas) {
	if (piece) {
		canvas.Clear(skin->c_face);
		piece->Draw(canvas, 0, 0);
	}
}