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/*
** Haaf's Game Engine 1.7
** Copyright (C) 2003-2007, Relish Games
** hge.relishgames.com
**
** Tutorial 06 - Creating menus
*/
// In menuitem.cpp/h we define the
// behaviour of our custom GUI control
#include "menuitem.h"
#define UnfocColor 0xFFAAAAAA
#define FocColor 0xFFFFFFFF
// This is a GUI control constructor,
// we should initialize all the variables here
hgeGUIMenuItem::hgeGUIMenuItem(int _id, hgeFont *_fnt, HEFFECT _snd, float _x, float _y, float _delay, char *_title)
{
float w;
id=_id;
fnt=_fnt;
snd=_snd;
delay=_delay;
title=_title;
color.SetHWColor(UnfocColor);
shadow.SetHWColor(0x30000000);
offset=0.0f;
timer=-1.0f;
timer2=-1.0f;
bStatic=false;
bVisible=true;
bEnabled=true;
w=fnt->GetStringWidth(title);
rect.Set(_x-w/2, _y, _x+w/2, _y+fnt->GetHeight());
}
// Reposition the item
void hgeGUIMenuItem::RePos(float x,float y)
{
float w=fnt->GetStringWidth(title);
rect.Set(x-w/2, y, x+w/2, y+fnt->GetHeight());
}
// This method is called when the control should be rendered
void hgeGUIMenuItem::Render()
{
fnt->SetColor(shadow.GetHWColor());
fnt->Render(rect.x1+offset+3, rect.y1+3, HGETEXT_LEFT, title);
fnt->SetColor(color.GetHWColor());
fnt->Render(rect.x1-offset, rect.y1-offset, HGETEXT_LEFT, title);
}
// This method is called each frame,
// we should update the animation here
void hgeGUIMenuItem::Update(float dt)
{
if(timer2 != -1.0f)
{
timer2+=dt;
if(timer2 >= delay+0.1f)
{
color=scolor2+dcolor2;
shadow=sshadow+dshadow;
offset=0.0f;
timer2=-1.0f;
}
else
{
if(timer2 < delay) { color=scolor2; shadow=sshadow; }
else { color=scolor2+dcolor2*(timer2-delay)*10; shadow=sshadow+dshadow*(timer2-delay)*10; }
}
}
else if(timer != -1.0f)
{
timer+=dt;
if(timer >= 0.2f)
{
color=scolor+dcolor;
offset=soffset+doffset;
timer=-1.0f;
}
else
{
color=scolor+dcolor*timer*5;
offset=soffset+doffset*timer*5;
}
}
}
// This method is called when the GUI
// is about to appear on the screen
void hgeGUIMenuItem::Enter()
{
hgeColor tcolor2;
scolor2.SetHWColor(UnfocColor&0x00FFFFFF);
tcolor2.SetHWColor(UnfocColor);
dcolor2=tcolor2-scolor2;
sshadow.SetHWColor(0x00000000);
tcolor2.SetHWColor(0x30000000);
dshadow=tcolor2-sshadow;
timer2=0.0f;
}
// This method is called when the GUI
// is about to disappear from the screen
void hgeGUIMenuItem::Leave()
{
hgeColor tcolor2;
scolor2.SetHWColor(UnfocColor);
tcolor2.SetHWColor(UnfocColor&0x00FFFFFF);
dcolor2=tcolor2-scolor2;
sshadow.SetHWColor(0x30000000);
tcolor2.SetHWColor(0x00000000);
dshadow=tcolor2-sshadow;
timer2=0.0f;
}
// This method is called to test whether the control
// have finished it's Enter/Leave animation
bool hgeGUIMenuItem::IsDone()
{
if(timer2==-1.0f) return true;
else return false;
}
// This method is called when the control
// receives or loses keyboard input focus
void hgeGUIMenuItem::Focus(bool bFocused)
{
hgeColor tcolor;
if(bFocused)
{
hge->Effect_Play(snd);
scolor.SetHWColor(UnfocColor);
tcolor.SetHWColor(FocColor);
soffset=0;
doffset=4;
}
else
{
scolor.SetHWColor(FocColor);
tcolor.SetHWColor(UnfocColor);
soffset=4;
doffset=-4;
}
dcolor=tcolor-scolor;
timer=0.0f;
}
// This method is called to notify the control
// that the mouse cursor has entered or left it's area
void hgeGUIMenuItem::MouseOver(bool bOver)
{
if(bOver) gui->SetFocus(id);
}
// This method is called to notify the control
// that the left mouse button state has changed.
// If it returns true - the caller will receive
// the control's ID
bool hgeGUIMenuItem::MouseLButton(bool bDown)
{
if(!bDown)
{
offset=4;
return true;
}
else
{
hge->Effect_Play(snd);
offset=0;
return false;
}
}
// This method is called to notify the
// control that a key has been clicked.
// If it returns true - the caller will
// receive the control's ID
bool hgeGUIMenuItem::KeyClick(int key, int chr)
{
if(key==HGEK_ENTER || key==HGEK_SPACE || key==HGEK_Z)
{
MouseLButton(true);
return MouseLButton(false);
}
return false;
}
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