1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/*
** 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 0xFFCCCC40
#define FocColor 0xFFFFCC66
//static const char* MENUITEM_SRC_FN="menuitem.cpp";
// 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, const char *_title)
{
float w;
id=_id;
fnt=_fnt;
snd=_snd;
delay=_delay;
title=(char*)_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;
}
|