// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __I_GUI_SKIN_H_INCLUDED__ #define __I_GUI_SKIN_H_INCLUDED__ #include "IAttributeExchangingObject.h" #include "EGUIAlignment.h" #include "SColor.h" #include "rect.h" namespace irr { namespace gui { class IGUIFont; class IGUISpriteBank; class IGUIElement; //! Enumeration of available default skins. /** To set one of the skins, use the following code, for example to set the Windows classic skin: \code gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC); environment->setSkin(newskin); newskin->drop(); \endcode */ enum EGUI_SKIN_TYPE { //! Default windows look and feel EGST_WINDOWS_CLASSIC=0, //! Like EGST_WINDOWS_CLASSIC, but with metallic shaded windows and buttons EGST_WINDOWS_METALLIC, //! Burning's skin EGST_BURNING_SKIN, //! An unknown skin, not serializable at present EGST_UNKNOWN, //! this value is not used, it only specifies the number of skin types EGST_COUNT }; //! Names for gui element types const c8* const GUISkinTypeNames[EGST_COUNT+1] = { "windowsClassic", "windowsMetallic", "burning", "unknown", 0, }; //! Enumeration for skin colors enum EGUI_DEFAULT_COLOR { //! Dark shadow for three-dimensional display elements. EGDC_3D_DARK_SHADOW = 0, //! Shadow color for three-dimensional display elements (for edges facing away from the light source). EGDC_3D_SHADOW, //! Face color for three-dimensional display elements and for dialog box backgrounds. EGDC_3D_FACE, //! Highlight color for three-dimensional display elements (for edges facing the light source.) EGDC_3D_HIGH_LIGHT, //! Light color for three-dimensional display elements (for edges facing the light source.) EGDC_3D_LIGHT, //! Active window border. EGDC_ACTIVE_BORDER, //! Active window title bar text. EGDC_ACTIVE_CAPTION, //! Background color of multiple document interface (MDI) applications. EGDC_APP_WORKSPACE, //! Text on a button EGDC_BUTTON_TEXT, //! Grayed (disabled) text. EGDC_GRAY_TEXT, //! Item(s) selected in a control. EGDC_HIGH_LIGHT, //! Text of item(s) selected in a control. EGDC_HIGH_LIGHT_TEXT, //! Inactive window border. EGDC_INACTIVE_BORDER, //! Inactive window caption. EGDC_INACTIVE_CAPTION, //! Tool tip text color EGDC_TOOLTIP, //! Tool tip background color EGDC_TOOLTIP_BACKGROUND, //! Scrollbar gray area EGDC_SCROLLBAR, //! Window background EGDC_WINDOW, //! Window symbols like on close buttons, scroll bars and check boxes EGDC_WINDOW_SYMBOL, //! Icons in a list or tree EGDC_ICON, //! Selected icons in a list or tree EGDC_ICON_HIGH_LIGHT, //! Grayed (disabled) window symbols like on close buttons, scroll bars and check boxes EGDC_GRAY_WINDOW_SYMBOL, //! Window background for editable field (editbox, checkbox-field) EGDC_EDITABLE, //! Grayed (disabled) window background for editable field (editbox, checkbox-field) EGDC_GRAY_EDITABLE, //! Show focus of window background for editable field (editbox or when checkbox-field is pressed) EGDC_FOCUSED_EDITABLE, //! this value is not used, it only specifies the amount of default colors //! available. EGDC_COUNT }; //! Names for default skin colors const c8* const GUISkinColorNames[EGDC_COUNT+1] = { "3DDarkShadow", "3DShadow", "3DFace", "3DHighlight", "3DLight", "ActiveBorder", "ActiveCaption", "AppWorkspace", "ButtonText", "GrayText", "Highlight", "HighlightText", "InactiveBorder", "InactiveCaption", "ToolTip", "ToolTipBackground", "ScrollBar", "Window", "WindowSymbol", "Icon", "IconHighlight", "GrayWindowSymbol", "Editable", "GrayEditable", "FocusedEditable", 0, }; //! Enumeration for default sizes. enum EGUI_DEFAULT_SIZE { //! default with / height of scrollbar EGDS_SCROLLBAR_SIZE = 0, //! height of menu EGDS_MENU_HEIGHT, //! width of a window button EGDS_WINDOW_BUTTON_WIDTH, //! width of a checkbox check EGDS_CHECK_BOX_WIDTH, //! \deprecated This may be removed by Irrlicht 1.9 EGDS_MESSAGE_BOX_WIDTH, //! \deprecated This may be removed by Irrlicht 1.9 EGDS_MESSAGE_BOX_HEIGHT, //! width of a default button EGDS_BUTTON_WIDTH, //! height of a default button EGDS_BUTTON_HEIGHT, //! distance for text from background EGDS_TEXT_DISTANCE_X, //! distance for text from background EGDS_TEXT_DISTANCE_Y, //! distance for text in the title bar, from the left of the window rect EGDS_TITLEBARTEXT_DISTANCE_X, //! distance for text in the title bar, from the top of the window rect EGDS_TITLEBARTEXT_DISTANCE_Y, //! free space in a messagebox between borders and contents on all sides EGDS_MESSAGE_BOX_GAP_SPACE, //! minimal space to reserve for messagebox text-width EGDS_MESSAGE_BOX_MIN_TEXT_WIDTH, //! maximal space to reserve for messagebox text-width EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH, //! minimal space to reserve for messagebox text-height EGDS_MESSAGE_BOX_MIN_TEXT_HEIGHT, //! maximal space to reserve for messagebox text-height EGDS_MESSAGE_BOX_MAX_TEXT_HEIGHT, //! pixels to move an unscaled button image to the right when a button is pressed and the unpressed image looks identical EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X, //! pixels to move an unscaled button image down when a button is pressed and the unpressed image looks identical EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y, //! pixels to move the button text to the right when a button is pressed EGDS_BUTTON_PRESSED_TEXT_OFFSET_X, //! pixels to move the button text down when a button is pressed EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y, //! pixels to move an unscaled button sprite to the right when a button is pressed EGDS_BUTTON_PRESSED_SPRITE_OFFSET_X, //! pixels to move an unscaled button sprite down when a button is pressed EGDS_BUTTON_PRESSED_SPRITE_OFFSET_Y, //! this value is not used, it only specifies the amount of default sizes //! available. EGDS_COUNT }; //! Names for default skin sizes const c8* const GUISkinSizeNames[EGDS_COUNT+1] = { "ScrollBarSize", "MenuHeight", "WindowButtonWidth", "CheckBoxWidth", "MessageBoxWidth", "MessageBoxHeight", "ButtonWidth", "ButtonHeight", "TextDistanceX", "TextDistanceY", "TitleBarTextX", "TitleBarTextY", "MessageBoxGapSpace", "MessageBoxMinTextWidth", "MessageBoxMaxTextWidth", "MessageBoxMinTextHeight", "MessageBoxMaxTextHeight", "ButtonPressedImageOffsetX", "ButtonPressedImageOffsetY", "ButtonPressedTextOffsetX", "ButtonPressedTextOffsetY", "ButtonPressedSpriteOffsetX", "ButtonPressedSpriteOffsetY", 0 }; enum EGUI_DEFAULT_TEXT { //! Text for the OK button on a message box EGDT_MSG_BOX_OK = 0, //! Text for the Cancel button on a message box EGDT_MSG_BOX_CANCEL, //! Text for the Yes button on a message box EGDT_MSG_BOX_YES, //! Text for the No button on a message box EGDT_MSG_BOX_NO, //! Tooltip text for window close button EGDT_WINDOW_CLOSE, //! Tooltip text for window maximize button EGDT_WINDOW_MAXIMIZE, //! Tooltip text for window minimize button EGDT_WINDOW_MINIMIZE, //! Tooltip text for window restore button EGDT_WINDOW_RESTORE, //! this value is not used, it only specifies the number of default texts EGDT_COUNT }; //! Names for default skin sizes const c8* const GUISkinTextNames[EGDT_COUNT+1] = { "MessageBoxOkay", "MessageBoxCancel", "MessageBoxYes", "MessageBoxNo", "WindowButtonClose", "WindowButtonMaximize", "WindowButtonMinimize", "WindowButtonRestore", 0 }; //! Customizable symbols for GUI enum EGUI_DEFAULT_ICON { //! maximize window button EGDI_WINDOW_MAXIMIZE = 0, //! restore window button EGDI_WINDOW_RESTORE, //! close window button EGDI_WINDOW_CLOSE, //! minimize window button EGDI_WINDOW_MINIMIZE, //! resize icon for bottom right corner of a window EGDI_WINDOW_RESIZE, //! scroll bar up button EGDI_CURSOR_UP, //! scroll bar down button EGDI_CURSOR_DOWN, //! scroll bar left button EGDI_CURSOR_LEFT, //! scroll bar right button EGDI_CURSOR_RIGHT, //! icon for menu children EGDI_MENU_MORE, //! tick for checkbox EGDI_CHECK_BOX_CHECKED, //! down arrow for dropdown menus EGDI_DROP_DOWN, //! smaller up arrow EGDI_SMALL_CURSOR_UP, //! smaller down arrow EGDI_SMALL_CURSOR_DOWN, //! selection dot in a radio button EGDI_RADIO_BUTTON_CHECKED, //! << icon indicating there is more content to the left EGDI_MORE_LEFT, //! >> icon indicating that there is more content to the right EGDI_MORE_RIGHT, //! icon indicating that there is more content above EGDI_MORE_UP, //! icon indicating that there is more content below EGDI_MORE_DOWN, //! plus icon for trees EGDI_EXPAND, //! minus icon for trees EGDI_COLLAPSE, //! file icon for file selection EGDI_FILE, //! folder icon for file selection EGDI_DIRECTORY, //! value not used, it only specifies the number of icons EGDI_COUNT }; const c8* const GUISkinIconNames[EGDI_COUNT+1] = { "windowMaximize", "windowRestore", "windowClose", "windowMinimize", "windowResize", "cursorUp", "cursorDown", "cursorLeft", "cursorRight", "menuMore", "checkBoxChecked", "dropDown", "smallCursorUp", "smallCursorDown", "radioButtonChecked", "moreLeft", "moreRight", "moreUp", "moreDown", "expand", "collapse", "file", "directory", 0 }; // Customizable fonts enum EGUI_DEFAULT_FONT { //! For static text, edit boxes, lists and most other places EGDF_DEFAULT=0, //! Font for buttons EGDF_BUTTON, //! Font for window title bars EGDF_WINDOW, //! Font for menu items EGDF_MENU, //! Font for tooltips EGDF_TOOLTIP, //! this value is not used, it only specifies the amount of default fonts //! available. EGDF_COUNT }; const c8* const GUISkinFontNames[EGDF_COUNT+1] = { "defaultFont", "buttonFont", "windowFont", "menuFont", "tooltipFont", 0 }; //! A skin modifies the look of the GUI elements. class IGUISkin : public virtual io::IAttributeExchangingObject { public: //! returns default color virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const = 0; //! sets a default color virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor) = 0; //! returns size for the given size type virtual s32 getSize(EGUI_DEFAULT_SIZE size) const = 0; //! Returns a default text. /** For example for Message box button captions: "OK", "Cancel", "Yes", "No" and so on. */ virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const = 0; //! Sets a default text. /** For example for Message box button captions: "OK", "Cancel", "Yes", "No" and so on. */ virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText) = 0; //! sets a default size virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size) = 0; //! returns the default font virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const = 0; //! sets a default font virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT) = 0; //! returns the sprite bank virtual IGUISpriteBank* getSpriteBank() const = 0; //! sets the sprite bank virtual void setSpriteBank(IGUISpriteBank* bank) = 0; //! Returns a default icon /** Returns the sprite index within the sprite bank */ virtual u32 getIcon(EGUI_DEFAULT_ICON icon) const = 0; //! Sets a default icon /** Sets the sprite index used for drawing icons like arrows, close buttons and ticks in checkboxes \param icon: Enum specifying which icon to change \param index: The sprite index used to draw this icon */ virtual void setIcon(EGUI_DEFAULT_ICON icon, u32 index) = 0; //! draws a standard 3d button pane /** Used for drawing for example buttons in normal state. It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param rect: Defining area where to draw. \param clip: Clip area. */ virtual void draw3DButtonPaneStandard(IGUIElement* element, const core::rect& rect, const core::rect* clip=0) = 0; //! draws a pressed 3d button pane /** Used for drawing for example buttons in pressed state. It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param rect: Defining area where to draw. \param clip: Clip area. */ virtual void draw3DButtonPanePressed(IGUIElement* element, const core::rect& rect, const core::rect* clip=0) = 0; //! draws a sunken 3d pane /** Used for drawing the background of edit, combo or check boxes. \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param bgcolor: Background color. \param flat: Specifies if the sunken pane should be flat or displayed as sunken deep into the ground. \param fillBackGround: Specifies if the background should be filled with the background color or not be drawn at all. \param rect: Defining area where to draw. \param clip: Clip area. */ virtual void draw3DSunkenPane(IGUIElement* element, video::SColor bgcolor, bool flat, bool fillBackGround, const core::rect& rect, const core::rect* clip=0) = 0; //! draws a window background /** Used for drawing the background of dialogs and windows. \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param titleBarColor: Title color. \param drawTitleBar: True to enable title drawing. \param rect: Defining area where to draw. \param clip: Clip area. \param checkClientArea: When set to non-null the function will not draw anything, but will instead return the clientArea which can be used for drawing by the calling window. That is the area without borders and without titlebar. \return Returns rect where it would be good to draw title bar text. This will work even when checkClientArea is set to a non-null value.*/ virtual core::rect draw3DWindowBackground(IGUIElement* element, bool drawTitleBar, video::SColor titleBarColor, const core::rect& rect, const core::rect* clip=0, core::rect* checkClientArea=0) = 0; //! draws a standard 3d menu pane /** Used for drawing for menus and context menus. It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details. \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param rect: Defining area where to draw. \param clip: Clip area. */ virtual void draw3DMenuPane(IGUIElement* element, const core::rect& rect, const core::rect* clip=0) = 0; //! draws a standard 3d tool bar /** Used for drawing for toolbars and menus. \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param rect: Defining area where to draw. \param clip: Clip area. */ virtual void draw3DToolBar(IGUIElement* element, const core::rect& rect, const core::rect* clip=0) = 0; //! draws a tab button /** Used for drawing for tab buttons on top of tabs. \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param active: Specifies if the tab is currently active. \param rect: Defining area where to draw. \param clip: Clip area. \param alignment Alignment of GUI element. */ virtual void draw3DTabButton(IGUIElement* element, bool active, const core::rect& rect, const core::rect* clip=0, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT) = 0; //! draws a tab control body /** \param element: Pointer to the element which wishes to draw this. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param border: Specifies if the border should be drawn. \param background: Specifies if the background should be drawn. \param rect: Defining area where to draw. \param clip: Clip area. \param tabHeight Height of tab. \param alignment Alignment of GUI element. */ virtual void draw3DTabBody(IGUIElement* element, bool border, bool background, const core::rect& rect, const core::rect* clip=0, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT ) = 0; //! draws an icon, usually from the skin's sprite bank /** \param element: Pointer to the element which wishes to draw this icon. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param icon: Specifies the icon to be drawn. \param position: The position to draw the icon \param starttime: The time at the start of the animation \param currenttime: The present time, used to calculate the frame number \param loop: Whether the animation should loop or not \param clip: Clip area. */ virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon, const core::position2di position, u32 starttime=0, u32 currenttime=0, bool loop=false, const core::rect* clip=0) = 0; //! draws a 2d rectangle. /** \param element: Pointer to the element which wishes to draw this icon. This parameter is usually not used by IGUISkin, but can be used for example by more complex implementations to find out how to draw the part exactly. \param color: Color of the rectangle to draw. The alpha component specifies how transparent the rectangle will be. \param pos: Position of the rectangle. \param clip: Pointer to rectangle against which the rectangle will be clipped. If the pointer is null, no clipping will be performed. */ virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color, const core::rect& pos, const core::rect* clip = 0) = 0; //! get the type of this skin virtual EGUI_SKIN_TYPE getType() const { return EGST_UNKNOWN; } }; } // end namespace gui } // end namespace irr #endif