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diff --git a/src/GUIListBox.cpp b/src/GUIListBox.cpp
index 7278b60..9235852 100644
--- a/src/GUIListBox.cpp
+++ b/src/GUIListBox.cpp
@@ -1,433 +1,433 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GUIListBox.h"
using namespace std;
GUIListBox::GUIListBox(int left,int top,int width,int height,bool enabled,bool visible,int gravity):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible,gravity),itemHeight(24){
//Set the state -1.
state=-1;
//Create the scrollbar and add it to the children.
scrollBar=new GUIScrollBar(0,0,16,0,1,0,0,0,0,0,true,false);
childControls.push_back(scrollBar);
}
GUIListBox::~GUIListBox(){
//Remove all items and cache.
clearItems();
//We need to delete every child we have.
for(unsigned int i=0;i<childControls.size();i++){
delete childControls[i];
}
//Deleted the childs now empty the childControls vector.
childControls.clear();
}
bool GUIListBox::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Calculate the scrollbar position.
scrollBar->left=width-16;
scrollBar->height=height;
int m=item.size(),n=(height-4)/itemHeight;
if(m>n){
scrollBar->maxValue=m-n;
scrollBar->smallChange=1;
scrollBar->largeChange=n;
scrollBar->visible=true;
b=b||scrollBar->handleEvents(x,y,enabled,visible,b);
}else{
scrollBar->value=0;
scrollBar->maxValue=0;
scrollBar->visible=false;
}
//Set state negative.
state=-1;
//Check if the GUIListBox is visible, enabled and no event has been processed before.
if(enabled&&visible&&!b){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j;
SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x+2;
j-=y+2;
//Check if the mouse is inside the GUIListBox.
if(i>=0&&i<width-4&&j>=0&&j<height-4){
//Calculate the y location with the scrollbar position.
int idx=j/itemHeight+scrollBar->value;
//If the entry isn't above the max we have an event.
if(idx>=0&&idx<(int)item.size()){
state=idx;
//Check if the left mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && value!=idx){
value=idx;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
//Check for mouse wheel scrolling.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELDOWN && scrollBar->enabled){
scrollBar->value+=4;
if(scrollBar->value > scrollBar->maxValue)
scrollBar->value = scrollBar->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELUP && scrollBar->enabled){
scrollBar->value-=4;
if(scrollBar->value < 0)
scrollBar->value = 0;
}
}
}
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIListBox::render(int x,int y,bool draw){
//Rectangle the size of the GUIObject, used to draw borders.
- SDL_Rect r;
+ //SDL_Rect r; //Unused local variable :/
//There's no need drawing the GUIObject when it's invisible.
if(!visible||!draw)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Default background opacity
int clr=128;
//TODO: Add hover check?
//Draw the box.
Uint32 color=0xFFFFFFFF|clr;
drawGUIBox(x,y,width,height,screen,color);
//We need to draw the items.
//The number of items.
int m=item.size();
//The number of items that are visible.
- int n=floor(height/itemHeight)+1;
+ int n=(int)floor((float)height/(float)itemHeight)+1;
//Integer containing the current entry that is being drawn.
int i;
//The y coordinate the current entries reaches.
int j;
//If the number of items is higher than fits on the screen set the begin value (m) to scrollBar->value+n.
if(m>scrollBar->value+n)
m=scrollBar->value+n;
//Loop through the (visible) entries and draw them.
for(i=scrollBar->value,j=y+1;j>height,i<m;i++,j+=itemHeight){
//Check if the current item is out side of the widget.
int yOver=itemHeight;
if(j+images[i]->h>y+height)
yOver=y+height-j;
//Check if the mouse is hovering on current entry. If so draw borders around it.
if(state==i)
drawGUIBox(x,j-1,width,yOver+1,screen,0x00000000);
//Check if the current entry is selected. If so draw a gray background.
if(value==i)
drawGUIBox(x,j-1,width,yOver+1,screen,0xDDDDDDFF);
//Draw the image.
SDL_Rect clip;
clip.x=0;
clip.y=0;
clip.w=images[i]->w;
clip.h=yOver;
applySurface(x+4,j,images[i],screen,&clip);
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y,draw);
}
}
void GUIListBox::clearItems(){
item.clear();
for(unsigned int i=0;i<images.size();i++){
SDL_FreeSurface(images[i]);
}
images.clear();
}
void GUIListBox::addItem(std::string name, SDL_Surface* image){
item.push_back(name);
if(image){
itemHeight=image->h;
images.push_back(image);
}else if(!image&&!name.empty()){
SDL_Color black={0,0,0,0};
SDL_Surface* tmp=TTF_RenderUTF8_Blended(fontText,name.c_str(),black);
images.push_back(tmp);
}
}
void GUIListBox::updateItem(int index, std::string newText, SDL_Surface* newImage){
item.at(index)=newText;
if(newImage){
itemHeight=newImage->h;
SDL_FreeSurface(images.at(index));
images.at(index)=newImage;
}else if(!newImage&&!newText.empty()){
SDL_FreeSurface(images.at(index));
SDL_Color black={0,0,0,0};
SDL_Surface* tmp=TTF_RenderUTF8_Blended(fontText,newText.c_str(),black);
images.at(index)=tmp;
}
}
std::string GUIListBox::getItem(int index){
return item.at(index);
}
GUISingleLineListBox::GUISingleLineListBox(int left,int top,int width,int height,bool enabled,bool visible,int gravity):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible,gravity),animation(0){}
bool GUISingleLineListBox::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
state&=~0xF;
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x;
j-=y;
//The selected button.
//0=nothing 1=left 2=right.
int idx=0;
//Check which button the mouse is above.
if(i>=0&&i<width&&j>=0&&j<height){
if(i<26 && i<width/2){
//The left arrow.
idx=1;
}else if(i>=width-26){
//The right arrow.
idx=2;
}
}
//If idx is 0 it means the mous doesn't hover any arrow so reset animation.
if(idx==0)
animation=0;
//Check if there's a mouse button press or not.
if(k&SDL_BUTTON(1)){
if(((state>>4)&0xF)==idx)
state|=idx;
}else{
state|=idx;
}
//Check if there's a mouse press.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && idx){
state=idx|(idx<<4);
}else if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && idx && ((state>>4)&0xF)==idx){
int m=(int)item.size();
if(m>0){
if(idx==2){
idx=value+1;
if(idx<0||idx>=m) idx=0;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}else if(idx==1){
idx=value-1;
if(idx<0||idx>=m) idx=m-1;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
}
}
if(event.type==SDL_MOUSEBUTTONUP) state&=0xF;
}else{
//Set state zero.
state=0;
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUISingleLineListBox::render(int x,int y,bool draw){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//NOTE: logic in the render method since it's the only part that gets called every frame.
if((state&0xF)==0x1 || (state&0xF)==0x2){
animation++;
if(animation>20)
animation=-20;
}
//Get the absolute x and y location.
x+=left;
y+=top;
if(gravity==GUIGravityCenter)
gravityX=int(width/2);
else if(gravity==GUIGravityRight)
gravityX=width;
x-=gravityX;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || item[value].compare(cachedCaption)!=0){
//Free the cache.
SDL_FreeSurface(cache);
cache=NULL;
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=item[value];
}
//Draw the text.
if(value>=0 && value<(int)item.size()){
//Get the text.
const char* lp=item[value].c_str();
//Check if the text is empty or not.
if(lp!=NULL && lp[0]){
if(!cache){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
cache=TTF_RenderUTF8_Blended(fontGUI,lp,color);
//If the text is too wide then we change to smaller font (?)
//NOTE: The width is 32px smaller (2x16px for the arrows).
if(cache->w>width-32){
SDL_FreeSurface(cache);
cache=TTF_RenderUTF8_Blended(fontGUISmall,lp,color);
}
}
if(draw){
//Center the text both vertically as horizontally.
r.x=x+(width-cache->w)/2;
r.y=y+(height-cache->h)/2-GUI_FONT_RAISE;
//Draw the text and free the surface afterwards.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
if(draw){
//Draw the arrows.
SDL_Rect r2={48,0,16,16};
r.x=x;
if((state&0xF)==0x1)
r.x+=abs(animation/2);
r.y=y+4;
if(inDialog)
applySurface(r.x,r.y,arrowLeft2,screen,NULL);
else
applySurface(r.x,r.y,arrowLeft1,screen,NULL);
r.x=x+width-16;
if((state&0xF)==0x2)
r.x-=abs(animation/2);
if(inDialog)
applySurface(r.x,r.y,arrowRight2,screen,NULL);
else
applySurface(r.x,r.y,arrowRight1,screen,NULL);
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y,draw);
}
}
diff --git a/src/GUIObject.cpp b/src/GUIObject.cpp
index 2137d25..2659d92 100644
--- a/src/GUIObject.cpp
+++ b/src/GUIObject.cpp
@@ -1,671 +1,671 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GUIObject.h"
#include <iostream>
#include <list>
using namespace std;
//Set the GUIObjectRoot to NULL.
GUIObject* GUIObjectRoot=NULL;
//Initialise the event queue.
list<GUIEvent> GUIEventQueue;
void GUIObjectHandleEvents(bool kill){
//Check if user resizes the window.
if(event.type==SDL_VIDEORESIZE){
//onVideoResize();
//Don't let other objects process this event (?)
return;
}
//Make sure that GUIObjectRoot isn't null.
if(GUIObjectRoot)
GUIObjectRoot->handleEvents();
//Check for SDL_QUIT.
if(event.type==SDL_QUIT && kill){
//We get a quit event so enter the exit state.
setNextState(STATE_EXIT);
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
//Keep calling events until there are none left.
while(!GUIEventQueue.empty()){
//Get one event and remove it from the queue.
GUIEvent e=GUIEventQueue.front();
GUIEventQueue.pop_front();
//If an eventCallback exist call it.
if(e.eventCallback){
e.eventCallback->GUIEventCallback_OnEvent(e.name,e.obj,e.eventType);
}
}
//We empty the event queue just to be sure.
GUIEventQueue.clear();
}
GUIObject::~GUIObject(){
if(cache){
SDL_FreeSurface(cache);
cache=NULL;
}
//We need to delete every child we have.
for(unsigned int i=0;i<childControls.size();i++){
delete childControls[i];
}
//Deleted the childs now empty the childControls vector.
childControls.clear();
}
bool GUIObject::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//Type specific event handling.
switch(type){
case GUIObjectButton:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectCheckBox:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//It's a checkbox so toggle the value.
value=value?0:1;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectTextBox:
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the text after the carrot.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
this->key=SDLK_BACKSPACE;
keyHoldTime=0;
keyTime=5;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_DELETE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
this->key=SDLK_DELETE;
keyHoldTime=0;
keyTime=5;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
value=clamp(value+1,0,caption.length());
this->key=SDLK_RIGHT;
keyHoldTime=0;
keyTime=5;
}else if(event.key.keysym.sym==SDLK_LEFT){
value=clamp(value-1,0,caption.length());
this->key=SDLK_LEFT;
keyHoldTime=0;
keyTime=5;
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if released key is the same as the holded key.
if(event.key.keysym.sym==key){
//It is so stop the key.
key=-1;
}
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Also update the cursor type.
currentCursor=CURSOR_CARROT;
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//Move carrot to the place clicked
int click=i-x;
if(!cache){
value=0;
}else if(click>cache->w){
value=caption.length();
}else{
unsigned int wid=0;
for(unsigned int i=0;i<caption.length();i++){
int advance;
TTF_GlyphMetrics(fontText,caption[i],NULL,NULL,NULL,NULL,&advance);
wid+=advance;
- if(click<wid-advance/2){
+ if(click<(int)wid-(int)advance/2){
value=i;
break;
}
}
}
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
break;
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
//Found on gmane.comp.lib.sdl mailing list, see: http://comments.gmane.org/gmane.comp.lib.sdl/33664
//Original code by "Patricia Curtis" and later modified by "Jason"
static void SetSurfaceTrans(SDL_Surface* Src,double PercentTrans){
Uint8 Sbpp = Src->format->BytesPerPixel;
Uint8 *Sbits;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int amask = 0x000000ff;
int cmask = 0xffffff00;
#else
int amask = 0xff000000;
int cmask = 0x00ffffff;
int Shift = 24;
#endif
int x,y;
Uint32 Pixels;
Uint32 Alpha;
for(y=0;y<Src->h;y++)
{
for(x=0;x<Src->w;x++)
{
Sbits = ((Uint8 *)Src->pixels+(y*Src->pitch)+(x*Sbpp));
Pixels = *((Uint32 *)(Sbits));
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
Alpha = Pixels & mask;
#else
Alpha = (Pixels&amask)>>Shift;
#endif
Alpha*=PercentTrans;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
*((Uint32 *)(Sbits)) = (Pixels & cmask)|Alpha;
#else
*((Uint32 *)(Sbits)) = (Pixels & cmask)|(Alpha<<Shift);
#endif
}
}
}
void GUIObject::render(int x,int y,bool draw){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0 || width<=0){
//Free the cache.
SDL_FreeSurface(cache);
cache=NULL;
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
//Finally resize the widget
if(autoWidth)
width=-1;
}
//Now do the type specific rendering.
switch(type){
case GUIObjectLabel:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//We don't draw a background and/or border since that label is transparent.
//Get the caption and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Render the text using the small font.
if(cache==NULL){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
cache=TTF_RenderUTF8_Blended(fontText,lp,color);
if(width<=0)
width=cache->w;
}
if(draw){
if(gravity==GUIGravityCenter)
gravityX=(width-cache->w)/2;
else if(gravity==GUIGravityRight)
gravityX=width+cache->w;
else
gravityX=0;
//Center the text vertically and draw it to the screen.
r.y=y+(height - cache->h)/2;
r.x+=gravityX;
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
break;
case GUIObjectCheckBox:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//We render black text.
if(!cache){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
cache=TTF_RenderUTF8_Blended(fontText,lp,color);
}
if(draw){
//Calculate the location, center it vertically.
r.x=x;
r.y=y+(height - cache->h)/2;
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
if(draw){
//Draw the check (or not).
SDL_Rect r1={0,0,16,16};
if(value==1||value==2)
r1.x=value*16;
r.x=x+width-20;
r.y=y+(height-16)/2;
SDL_BlitSurface(bmGUI,&r1,screen,&r);
}
}
break;
case GUIObjectButton:
{
//Get the text.
const char* lp=caption.c_str();
//Make sure the text isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
if(!smallFont)
cache=TTF_RenderUTF8_Blended(fontGUI,lp,color);
else
cache=TTF_RenderUTF8_Blended(fontGUISmall,lp,color);
if(!enabled)
SetSurfaceTrans(cache,0.5);
if(width<=0){
width=cache->w+50;
if(gravity==GUIGravityCenter){
gravityX=int(width/2);
}else if(gravity==GUIGravityRight){
gravityX=width;
}else{
gravityX=0;
}
}
}
if(draw){
//Center the text both vertically as horizontally.
r.x=x-gravityX+(width-cache->w)/2;
r.y=y+(height-cache->h)/2-GUI_FONT_RAISE;
//Check if the arrows don't fall of.
if(cache->w+32<=width){
//Create a rectangle that selects the right image from bmGUI,
SDL_Rect r2={64,0,16,16};
if(state==1){
if(inDialog){
applySurface(x-gravityX+(width-cache->w)/2+4+cache->w+5,y+2,arrowLeft2,screen,NULL);
applySurface(x-gravityX+(width-cache->w)/2-25,y+2,arrowRight2,screen,NULL);
}else{
applySurface(x-gravityX+(width-cache->w)/2+4+cache->w+5,y+2,arrowLeft1,screen,NULL);
applySurface(x-gravityX+(width-cache->w)/2-25,y+2,arrowRight1,screen,NULL);
}
}else if(state==2){
if(inDialog){
applySurface(x-gravityX+(width-cache->w)/2+4+cache->w,y+2,arrowLeft2,screen,NULL);
applySurface(x-gravityX+(width-cache->w)/2-20,y+2,arrowRight2,screen,NULL);
}else{
applySurface(x-gravityX+(width-cache->w)/2+4+cache->w,y+2,arrowLeft1,screen,NULL);
applySurface(x-gravityX+(width-cache->w)/2-20,y+2,arrowRight1,screen,NULL);
}
}
}
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
break;
case GUIObjectTextBox:
{
//FIXME: Logic in the render method since that is update constant.
if(key!=-1){
//Increase the key time.
keyHoldTime++;
//Make sure the deletionTime isn't to short.
if(keyHoldTime>=keyTime){
keyHoldTime=0;
keyTime--;
if(keyTime<1)
keyTime=1;
//Now check the which key it was.
switch(key){
case SDLK_BACKSPACE:
{
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
break;
}
case SDLK_DELETE:
{
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
break;
}
case SDLK_LEFT:
{
value=clamp(value-1,0,caption.length());
break;
}
case SDLK_RIGHT:
{
value=clamp(value+1,0,caption.length());
break;
}
}
}
}
if(draw){
//Default background opacity
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,screen,color);
}
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
//Draw the black text.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontText,lp,black);
}
if(draw){
//Calculate the location, center it vertically.
r.x=x+2;
r.y=y+(height - cache->h)/2;
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
SDL_BlitSurface(cache,&tmp,screen,&r);
//Only draw the carrot when focus.
if(state==2){
r.x=x;
r.y=y+4;
r.w=2;
r.h=height-8;
int advance;
for(int n=0;n<value;n++){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
//Make sure that the carrot is inside the textbox.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
}
}else{
//Only draw the carrot when focus.
if(state==2&&draw){
r.x=x+4;
r.y=y+4;
r.w=2;
r.h=height-8;
SDL_FillRect(screen,&r,0);
}
}
}
break;
case GUIObjectFrame:
{
if(draw){
//Create a rectangle the size of the button and fill it.
Uint32 color=0xDDDDDDFF;
drawGUIBox(x,y,width,height,screen,color);
}
//Get the title text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
cache=TTF_RenderUTF8_Blended(fontGUI,lp,themeTextColorDialog);
}
if(draw){
//Calculate the location, center horizontally and vertically relative to the top.
r.x=x+(width-cache->w)/2;
r.y=y+6-GUI_FONT_RAISE;
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
break;
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y,draw);
}
}

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