i can certainly see the need to upgrade to the latest edition of cube... but it will be a tough row to hoe lol...
to start... to get themes back in delete the gui stuff in 'data' and make a new folder 'data/ theme' and you may as well delete 'packages/icons' too...
with this (it's just the modified version with themes included, nothing else touched)
Code: Select all
// creates multiple gui windows that float inside the 3d world
// special feature is that its mostly *modeless*: you can use this menu while playing, without turning menus on or off
// implementationwise, it is *stateless*: it keeps no internal gui structure, hit tests are instant, usage & implementation is greatly simplified
#include "engine.h"
#include "textedit.h"
static bool layoutpass, actionon = false;
static int mousebuttons = 0;
static struct gui *windowhit = NULL;
static float firstx, firsty;
enum {FIELDCOMMIT, FIELDABORT, FIELDEDIT, FIELDSHOW, FIELDKEY};
static int fieldmode = FIELDSHOW;
static bool fieldsactive = false;
static bool hascursor;
static float cursorx = 0.5f, cursory = 0.5f;
#define SHADOW 4
#define ICON_SIZE (FONTH-SHADOW)
#define SKIN_W 256
#define SKIN_H 128
#define SKIN_SCALE 4
#define INSERT (3*SKIN_SCALE)
#define MAXCOLUMNS 16
VARP(guiautotab, 6, 16, 40);
VARP(guiclicktab, 0, 0, 1);
VARP(guifadein, 0, 1, 1);
struct gui : g3d_gui
{
struct list
{
int parent, w, h, springs, curspring, column;
};
int firstlist, nextlist;
int columns[MAXCOLUMNS];
static vector<list> lists;
static float hitx, hity;
static int curdepth, curlist, xsize, ysize, curx, cury;
static bool shouldmergehits, shouldautotab;
static void reset()
{
lists.setsize(0);
}
static int ty, tx, tpos, *tcurrent, tcolor; //tracking tab size and position since uses different layout method...
bool allowautotab(bool on)
{
bool oldval = shouldautotab;
shouldautotab = on;
return oldval;
}
void autotab()
{
if(tcurrent)
{
if(layoutpass && !tpos) tcurrent = NULL; //disable tabs because you didn't start with one
if(shouldautotab && !curdepth && (layoutpass ? 0 : cury) + ysize > guiautotab*FONTH) tab(NULL, tcolor);
}
}
bool shouldtab()
{
if(tcurrent && shouldautotab)
{
if(layoutpass)
{
int space = guiautotab*FONTH - ysize;
if(space < 0) return true;
int l = lists[curlist].parent;
while(l >= 0)
{
space -= lists[l].h;
if(space < 0) return true;
l = lists[l].parent;
}
}
else
{
int space = guiautotab*FONTH - cury;
if(ysize > space) return true;
int l = lists[curlist].parent;
while(l >= 0)
{
if(lists[l].h > space) return true;
l = lists[l].parent;
}
}
}
return false;
}
bool visible() { return (!tcurrent || tpos==*tcurrent) && !layoutpass; }
//tab is always at top of page
void tab(const char *name, int color)
{
if(curdepth != 0) return;
if(color) tcolor = color;
tpos++;
if(!name) name = intstr(tpos);
int w = max(text_width(name) - 2*INSERT, 0);
if(layoutpass)
{
ty = max(ty, ysize);
ysize = 0;
}
else
{
cury = -ysize;
int h = FONTH-2*INSERT,
x1 = curx + tx,
x2 = x1 + w + ((skinx[3]-skinx[2]) + (skinx[5]-skinx[4]))*SKIN_SCALE,
y1 = cury - ((skiny[6]-skiny[1])-(skiny[3]-skiny[2]))*SKIN_SCALE-h,
y2 = cury;
bool hit = tcurrent && windowhit==this && hitx>=x1 && hity>=y1 && hitx<x2 && hity<y2;
if(hit && (!guiclicktab || mousebuttons&G3D_DOWN))
*tcurrent = tpos; //roll-over to switch tab
drawskin(x1-skinx[visible()?2:6]*SKIN_SCALE, y1-skiny[1]*SKIN_SCALE, w, h, visible()?10:19, 9, gui2d ? 1 : 2, light, alpha);
text_(name, x1 + (skinx[3]-skinx[2])*SKIN_SCALE - (w ? INSERT : INSERT/2), y1 + (skiny[2]-skiny[1])*SKIN_SCALE - INSERT, tcolor, visible());
}
tx += w + ((skinx[5]-skinx[4]) + (skinx[3]-skinx[2]))*SKIN_SCALE;
}
bool ishorizontal() const { return curdepth&1; }
bool isvertical() const { return !ishorizontal(); }
void pushlist()
{
if(layoutpass)
{
if(curlist>=0)
{
lists[curlist].w = xsize;
lists[curlist].h = ysize;
}
list &l = lists.add();
l.parent = curlist;
l.springs = 0;
l.column = -1;
curlist = lists.length()-1;
xsize = ysize = 0;
}
else
{
curlist = nextlist++;
if(curlist >= lists.length()) // should never get here unless script code doesn't use same amount of lists in layout and render passes
{
list &l = lists.add();
l.parent = curlist;
l.springs = 0;
l.column = -1;
l.w = l.h = 0;
}
list &l = lists[curlist];
l.curspring = 0;
if(l.springs > 0)
{
if(ishorizontal()) xsize = l.w; else ysize = l.h;
}
else
{
xsize = l.w;
ysize = l.h;
}
}
curdepth++;
}
void poplist()
{
if(!lists.inrange(curlist)) return;
list &l = lists[curlist];
if(layoutpass)
{
l.w = xsize;
l.h = ysize;
if(l.column >= 0) columns[l.column] = max(columns[l.column], ishorizontal() ? ysize : xsize);
}
curlist = l.parent;
curdepth--;
if(lists.inrange(curlist))
{
int w = xsize, h = ysize;
if(ishorizontal()) cury -= h; else curx -= w;
list &p = lists[curlist];
xsize = p.w;
ysize = p.h;
if(!layoutpass && p.springs > 0)
{
list &s = lists[p.parent];
if(ishorizontal()) xsize = s.w; else ysize = s.h;
}
layout(w, h);
}
}
int text (const char *text, int color, const char *icon) { autotab(); return button_(text, color, icon, false, false); }
int button(const char *text, int color, const char *icon) { autotab(); return button_(text, color, icon, true, false); }
int title (const char *text, int color, const char *icon) { autotab(); return button_(text, color, icon, false, true); }
void separator() { autotab(); line_(FONTH/3); }
void progress(float percent) { autotab(); line_((FONTH*4)/5, percent); }
//use to set min size (useful when you have progress bars)
void strut(float size) { layout(isvertical() ? int(size*FONTW) : 0, isvertical() ? 0 : int(size*FONTH)); }
//add space between list items
void space(float size) { layout(isvertical() ? 0 : int(size*FONTW), isvertical() ? int(size*FONTH) : 0); }
void spring(int weight)
{
if(curlist < 0) return;
list &l = lists[curlist];
if(layoutpass) { if(l.parent >= 0) l.springs += weight; return; }
int nextspring = min(l.curspring + weight, l.springs);
if(nextspring <= l.curspring) return;
if(ishorizontal())
{
int w = xsize - l.w;
layout((w*nextspring)/l.springs - (w*l.curspring)/l.springs, 0);
}
else
{
int h = ysize - l.h;
layout(0, (h*nextspring)/l.springs - (h*l.curspring)/l.springs);
}
l.curspring = nextspring;
}
void column(int col)
{
if(curlist < 0 || !layoutpass || col < 0 || col >= MAXCOLUMNS) return;
list &l = lists[curlist];
l.column = col;
}
int layout(int w, int h)
{
if(layoutpass)
{
if(ishorizontal())
{
xsize += w;
ysize = max(ysize, h);
}
else
{
xsize = max(xsize, w);
ysize += h;
}
return 0;
}
else
{
bool hit = *BANME BANME BANME*(w, h);
if(ishorizontal()) curx += w;
else cury += h;
return (hit && visible()) ? mousebuttons|G3D_ROLLOVER : 0;
}
}
bool mergehits(bool on)
{
bool oldval = shouldmergehits;
shouldmergehits = on;
return oldval;
}
bool *BANME BANME BANME*(int w, int h, int x = curx, int y = cury)
{
if(shouldmergehits) return windowhit==this && (ishorizontal() ? hitx>=x && hitx<x+w : hity>=y && hity<y+h);
if(ishorizontal()) h = ysize;
else w = xsize;
return windowhit==this && hitx>=x && hity>=y && hitx<x+w && hity<y+h;
}
int image(Texture *t, float scale, bool overlaid)
{
autotab();
if(scale==0) scale = 1;
int size = (int)(scale*2*FONTH)-SHADOW;
if(visible()) icon_(t, overlaid, curx, cury, size, *BANME BANME BANME*(size+SHADOW, size+SHADOW));
return layout(size+SHADOW, size+SHADOW);
}
int texture(VSlot &vslot, float scale, bool overlaid)
{
autotab();
if(scale==0) scale = 1;
int size = (int)(scale*2*FONTH)-SHADOW;
if(visible()) previewslot(vslot, overlaid, curx, cury, size, *BANME BANME BANME*(size+SHADOW, size+SHADOW));
return layout(size+SHADOW, size+SHADOW);
}
int playerpreview(int model, int team, int weap, float sizescale, bool overlaid)
{
autotab();
if(sizescale==0) sizescale = 1;
int size = (int)(sizescale*2*FONTH)-SHADOW;
if(visible())
{
bool hit = *BANME BANME BANME*(size+SHADOW, size+SHADOW);
float xs = size, ys = size, xi = curx, yi = cury;
if(overlaid && hit && actionon)
{
glDisable(GL_TEXTURE_2D);
notextureshader->set();
glColor4f(0, 0, 0, 0.75f);
rect_(xi+SHADOW, yi+SHADOW, xs, ys);
glEnable(GL_TEXTURE_2D);
defaultshader->set();
}
int x1 = int(floor(screen->w*(xi*scale.x+origin.x))), y1 = int(floor(screen->h*(1 - ((yi+ys)*scale.y+origin.y)))),
x2 = int(ceil(screen->w*((xi+xs)*scale.x+origin.x))), y2 = int(ceil(screen->h*(1 - (yi*scale.y+origin.y))));
glViewport(x1, y1, x2-x1, y2-y1);
glScissor(x1, y1, x2-x1, y2-y1);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
modelpreview::start(overlaid);
game::renderplayerpreview(model, team, weap);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
modelpreview::end();
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, screen->w, screen->h);
if(overlaid)
{
if(hit)
{
glDisable(GL_TEXTURE_2D);
notextureshader->set();
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glColor3f(1, 0.5f, 0.5f);
rect_(xi, yi, xs, ys);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
defaultshader->set();
}
if(!overlaytex) overlaytex = textureload("data/theme/2.1/guioverlay.png", 3);
glColor3fv(light.v);
glBindTexture(GL_TEXTURE_2D, overlaytex->id);
rect_(xi, yi, xs, ys, 0);
}
}
return layout(size+SHADOW, size+SHADOW);
}
int modelpreview(const char *name, int anim, float sizescale, bool overlaid)
{
autotab();
if(sizescale==0) sizescale = 1;
int size = (int)(sizescale*2*FONTH)-SHADOW;
if(visible())
{
bool hit = *BANME BANME BANME*(size+SHADOW, size+SHADOW);
float xs = size, ys = size, xi = curx, yi = cury;
if(overlaid && hit && actionon)
{
glDisable(GL_TEXTURE_2D);
notextureshader->set();
glColor4f(0, 0, 0, 0.75f);
rect_(xi+SHADOW, yi+SHADOW, xs, ys);
glEnable(GL_TEXTURE_2D);
defaultshader->set();
}
int x1 = int(floor(screen->w*(xi*scale.x+origin.x))), y1 = int(floor(screen->h*(1 - ((yi+ys)*scale.y+origin.y)))),
x2 = int(ceil(screen->w*((xi+xs)*scale.x+origin.x))), y2 = int(ceil(screen->h*(1 - (yi*scale.y+origin.y))));
glViewport(x1, y1, x2-x1, y2-y1);
glScissor(x1, y1, x2-x1, y2-y1);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
modelpreview::start(overlaid);
model *m = loadmodel(name);
if(m)
{
entitylight light;
light.color = vec(1, 1, 1);
light.dir = vec(0, -1, 2).normalize();
vec center, radius;
m->boundbox(center, radius);
float dist = 2.0f*max(radius.magnitude2(), 1.1f*radius.z),
yaw = fmod(lastmillis/10000.0f*360.0f, 360.0f);
vec o(-center.x, dist - center.y, -0.1f*dist - center.z);
rendermodel(&light, name, anim, o, yaw, 0, 0, NULL, NULL, 0);
}
modelpreview::end();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, screen->w, screen->h);
if(overlaid)
{
if(hit)
{
glDisable(GL_TEXTURE_2D);
notextureshader->set();
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glColor3f(1, 0.5f, 0.5f);
rect_(xi, yi, xs, ys);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
defaultshader->set();
}
if(!overlaytex) overlaytex = textureload("data/theme/2.1/guioverlay.png", 3);
glColor3fv(light.v);
glBindTexture(GL_TEXTURE_2D, overlaytex->id);
rect_(xi, yi, xs, ys, 0);
}
}
return layout(size+SHADOW, size+SHADOW);
}
void slider(int &val, int vmin, int vmax, int color, const char *label)
{
autotab();
int x = curx;
int y = cury;
line_((FONTH*2)/3);
if(visible())
{
if(!label) label = intstr(val);
int w = text_width(label);
bool hit;
int px, py;
if(ishorizontal())
{
hit = *BANME BANME BANME*(FONTH, ysize, x, y);
px = x + (FONTH-w)/2;
py = y + (ysize-FONTH) - ((ysize-FONTH)*(val-vmin))/((vmax==vmin) ? 1 : (vmax-vmin)); //vmin at bottom
}
else
{
hit = *BANME BANME BANME*(xsize, FONTH, x, y);
px = x + FONTH/2 - w/2 + ((xsize-w)*(val-vmin))/((vmax==vmin) ? 1 : (vmax-vmin)); //vmin at left
py = y;
}
if(hit) color = 0xFF0000;
text_(label, px, py, color, hit && actionon, hit);
if(hit && actionon)
{
int vnew = (vmin < vmax ? 1 : -1)+vmax-vmin;
if(ishorizontal()) vnew = int((vnew*(y+ysize-FONTH/2-hity))/(ysize-FONTH));
else vnew = int((vnew*(hitx-x-FONTH/2))/(xsize-w));
vnew += vmin;
vnew = vmin < vmax ? clamp(vnew, vmin, vmax) : clamp(vnew, vmax, vmin);
if(vnew != val) val = vnew;
}
}
}
char *field(const char *name, int color, int length, int height, const char *initval, int initmode)
{
return field_(name, color, length, height, initval, initmode, FIELDEDIT);
}
char *keyfield(const char *name, int color, int length, int height, const char *initval, int initmode)
{
return field_(name, color, length, height, initval, initmode, FIELDKEY);
}
char *field_(const char *name, int color, int length, int height, const char *initval, int initmode, int fieldtype = FIELDEDIT)
{
editor *e = useeditor(name, initmode, false, initval); // generate a new editor if necessary
if(layoutpass)
{
if(initval && e->mode==EDITORFOCUSED && (e!=currentfocus() || fieldmode == FIELDSHOW))
{
if(strcmp(e->lines[0].text, initval)) e->clear(initval);
}
e->linewrap = (length<0);
e->maxx = (e->linewrap) ? -1 : length;
e->maxy = (height<=0)?1:-1;
e->pixelwidth = abs(length)*FONTW;
if(e->linewrap && e->maxy==1)
{
int temp;
text_bounds(e->lines[0].text, temp, e->pixelheight, e->pixelwidth); //only single line editors can have variable height
}
else
e->pixelheight = FONTH*max(height, 1);
}
int h = e->pixelheight;
int w = e->pixelwidth + FONTW;
bool wasvertical = isvertical();
if(wasvertical && e->maxy != 1) pushlist();
char *result = NULL;
if(visible() && !layoutpass)
{
e->rendered = true;
bool hit = *BANME BANME BANME*(w, h);
if(hit)
{
if(mousebuttons&G3D_DOWN) //mouse request focus
{
if(fieldtype==FIELDKEY) e->clear();
useeditor(name, initmode, true);
e->mark(false);
fieldmode = fieldtype;
}
}
bool editing = (fieldmode != FIELDSHOW) && (e==currentfocus());
if(hit && editing && (mousebuttons&G3D_PRESSED)!=0 && fieldtype==FIELDEDIT) e->hit(int(floor(hitx-(curx+FONTW/2))), int(floor(hity-cury)), (mousebuttons&G3D_DRAGGED)!=0); //mouse request position
if(editing && ((fieldmode==FIELDCOMMIT) || (fieldmode==FIELDABORT) || !hit)) // commit field if user pressed enter or wandered out of focus
{
if(fieldmode==FIELDCOMMIT || (fieldmode!=FIELDABORT && !hit)) result = e->currentline().text;
e->active = (e->mode!=EDITORFOCUSED);
fieldmode = FIELDSHOW;
}
else fieldsactive = true;
e->draw(curx+FONTW/2, cury, color, hit && editing);
lineshader->set();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
if(editing) glColor3f(1, 0, 0);
else glColor3ub(color>>16, (color>>8)&0xFF, color&0xFF);
rect_(curx, cury, w, h, true);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
defaultshader->set();
}
layout(w, h);
if(e->maxy != 1)
{
int slines = e->limitscrolly();
if(slines > 0)
{
int pos = e->scrolly;
slider(e->scrolly, slines, 0, color, NULL);
if(pos != e->scrolly) e->cy = e->scrolly;
}
if(wasvertical) poplist();
}
return result;
}
void rect_(float x, float y, float w, float h, bool lines = false)
{
glBegin(lines ? GL_LINE_LOOP : GL_TRIANGLE_STRIP);
glVertex2f(x, y);
glVertex2f(x + w, y);
if(lines) glVertex2f(x + w, y + h);
glVertex2f(x, y + h);
if(!lines) glVertex2f(x + w, y + h);
glEnd();
xtraverts += 4;
}
void rect_(float x, float y, float w, float h, int usetc)
{
glBegin(GL_TRIANGLE_STRIP);
static const GLfloat tc[5][2] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}, {0, 0}};
glTexCoord2fv(tc[usetc]); glVertex2f(x, y);
glTexCoord2fv(tc[usetc+1]); glVertex2f(x + w, y);
glTexCoord2fv(tc[usetc+3]); glVertex2f(x, y + h);
glTexCoord2fv(tc[usetc+2]); glVertex2f(x + w, y + h);
glEnd();
xtraverts += 4;
}
void text_(const char *text, int x, int y, int color, bool shadow, bool force = false)
{
if(shadow) draw_text(text, x+SHADOW, y+SHADOW, 0x00, 0x00, 0x00, -0xC0);
draw_text(text, x, y, color>>16, (color>>8)&0xFF, color&0xFF, force ? -0xFF : 0xFF);
}
void background(int color, int inheritw, int inherith)
{
if(layoutpass) return;
glDisable(GL_TEXTURE_2D);
notextureshader->set();
glColor4ub(color>>16, (color>>8)&0xFF, color&0xFF, 0x80);
int w = xsize, h = ysize;
if(inheritw>0)
{
int parentw = curlist, parentdepth = 0;
for(;parentdepth < inheritw && lists[parentw].parent>=0; parentdepth++)
parentw = lists[parentw].parent;
list &p = lists[parentw];
w = p.springs > 0 && (curdepth-parentdepth)&1 ? lists[p.parent].w : p.w;
}
if(inherith>0)
{
int parenth = curlist, parentdepth = 0;
for(;parentdepth < inherith && lists[parenth].parent>=0; parentdepth++)
parenth = lists[parenth].parent;
list &p = lists[parenth];
h = p.springs > 0 && !((curdepth-parentdepth)&1) ? lists[p.parent].h : p.h;
}
rect_(curx, cury, w, h);
glEnable(GL_TEXTURE_2D);
defaultshader->set();
}
void icon_(Texture *t, bool overlaid, int x, int y, int size, bool hit)
{
float scale = float(size)/max(t->xs, t->ys); //scale and preserve aspect ratio
float xs = t->xs*scale, ys = t->ys*scale;
x += int((size-xs)/2);
y += int((size-ys)/2);
const vec &color = hit ? vec(1, 0.5f, 0.5f) : (overlaid ? vec(1, 1, 1) : light);
glBindTexture(GL_TEXTURE_2D, t->id);
if(hit && actionon)
{
glColor4f(0, 0, 0, 0.75f);
rect_(x+SHADOW, y+SHADOW, xs, ys, 0);
}
glColor3fv(color.v);
rect_(x, y, xs, ys, 0);
if(overlaid)
{
if(!overlaytex) overlaytex = textureload("data/theme/2.1/guioverlay.png", 3);
glBindTexture(GL_TEXTURE_2D, overlaytex->id);
glColor3fv(light.v);
rect_(x, y, xs, ys, 0);
}
}
void previewslot(VSlot &vslot, bool overlaid, int x, int y, int size, bool hit)
{
Slot &slot = *vslot.slot;
if(slot.sts.empty()) return;
VSlot *layer = NULL;
Texture *t = NULL, *glowtex = NULL, *layertex = NULL;
if(slot.loaded)
{
t = slot.sts[0].t;
if(t == notexture) return;
Slot &slot = *vslot.slot;
if(slot.texmask&(1<<TEX_GLOW)) { loopvj(slot.sts) if(slot.sts[j].type==TEX_GLOW) { glowtex = slot.sts[j].t; break; } }
if(vslot.layer)
{
layer = &lookupvslot(vslot.layer);
if(!layer->slot->sts.empty()) layertex = layer->slot->sts[0].t;
}
}
else if(slot.thumbnail && slot.thumbnail != notexture) t = slot.thumbnail;
else return;
float xt = min(1.0f, t->xs/(float)t->ys), yt = min(1.0f, t->ys/(float)t->xs), xs = size, ys = size;
if(hit && actionon)
{
glDisable(GL_TEXTURE_2D);
notextureshader->set();
glColor4f(0, 0, 0, 0.75f);
rect_(x+SHADOW, y+SHADOW, xs, ys);
glEnable(GL_TEXTURE_2D);
defaultshader->set();
}
SETSHADER(rgbonly);
const vec &color = hit ? vec(1, 0.5f, 0.5f) : (overlaid ? vec(1, 1, 1) : light);
float tc[4][2] = { { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 } };
int xoff = vslot.xoffset, yoff = vslot.yoffset;
if(vslot.rotation)
{
if((vslot.rotation&5) == 1) { swap(xoff, yoff); loopk(4) swap(tc[k][0], tc[k][1]); }
if(vslot.rotation >= 2 && vslot.rotation <= 4) { xoff *= -1; loopk(4) tc[k][0] *= -1; }
if(vslot.rotation <= 2 || vslot.rotation == 5) { yoff *= -1; loopk(4) tc[k][1] *= -1; }
}
loopk(4) { tc[k][0] = tc[k][0]/xt - float(xoff)/t->xs; tc[k][1] = tc[k][1]/yt - float(yoff)/t->ys; }
if(slot.loaded) glColor3f(color.x*vslot.colorscale.x, color.y*vslot.colorscale.y, color.z*vslot.colorscale.z);
else glColor3fv(color.v);
glBindTexture(GL_TEXTURE_2D, t->id);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2fv(tc[0]); glVertex2f(x, y);
glTexCoord2fv(tc[1]); glVertex2f(x+xs, y);
glTexCoord2fv(tc[3]); glVertex2f(x, y+ys);
glTexCoord2fv(tc[2]); glVertex2f(x+xs, y+ys);
glEnd();
if(glowtex)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, glowtex->id);
if(hit || overlaid) glColor3f(color.x*vslot.glowcolor.x, color.y*vslot.glowcolor.y, color.z*vslot.glowcolor.z);
else glColor3fv(vslot.glowcolor.v);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2fv(tc[0]); glVertex2f(x, y);
glTexCoord2fv(tc[1]); glVertex2f(x+xs, y);
glTexCoord2fv(tc[3]); glVertex2f(x, y+ys);
glTexCoord2fv(tc[2]); glVertex2f(x+xs, y+ys);
glEnd();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if(layertex)
{
glBindTexture(GL_TEXTURE_2D, layertex->id);
glColor3f(color.x*layer->colorscale.x, color.y*layer->colorscale.y, color.z*layer->colorscale.z);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2fv(tc[0]); glVertex2f(x+xs/2, y+ys/2);
glTexCoord2fv(tc[1]); glVertex2f(x+xs, y+ys/2);
glTexCoord2fv(tc[3]); glVertex2f(x+xs/2, y+ys);
glTexCoord2fv(tc[2]); glVertex2f(x+xs, y+ys);
glEnd();
}
defaultshader->set();
if(overlaid)
{
if(!overlaytex) overlaytex = textureload("data/theme/2.1/guioverlay.png", 3);
glBindTexture(GL_TEXTURE_2D, overlaytex->id);
glColor3fv(light.v);
rect_(x, y, xs, ys, 0);
}
}
void line_(int size, float percent = 1.0f)
{
if(visible())
{
if(!slidertex) slidertex = textureload("data/theme/2.1/guislider.png", 3);
glBindTexture(GL_TEXTURE_2D, slidertex->id);
if(percent < 0.99f)
{
glColor4f(light.x, light.y, light.z, 0.375f);
if(ishorizontal())
rect_(curx + FONTH/2 - size/2, cury, size, ysize, 0);
else
rect_(curx, cury + FONTH/2 - size/2, xsize, size, 1);
}
glColor3fv(light.v);
if(ishorizontal())
rect_(curx + FONTH/2 - size/2, cury + ysize*(1-percent), size, ysize*percent, 0);
else
rect_(curx, cury + FONTH/2 - size/2, xsize*percent, size, 1);
}
layout(ishorizontal() ? FONTH : 0, ishorizontal() ? 0 : FONTH);
}
void textbox(const char *text, int width, int height, int color)
{
width *= FONTW;
height *= FONTH;
int w, h;
text_bounds(text, w, h, width);
if(h > height) height = h;
if(visible()) draw_text(text, curx, cury, color>>16, (color>>8)&0xFF, color&0xFF, 0xFF, -1, width);
layout(width, height);
}
int button_(const char *text, int color, const char *icon, bool clickable, bool center)
{
const int padding = 10;
int w = 0;
if(icon) w += ICON_SIZE;
if(icon && text) w += padding;
if(text) w += text_width(text);
if(visible())
{
bool hit = *BANME BANME BANME*(w, FONTH);
if(hit && clickable) color = 0xFF0000;
int x = curx;
if(isvertical() && center) x += (xsize-w)/2;
if(icon)
{
if(icon[0] != ' ')
{
const char *ext = strrchr(icon, '.');
defformatstring(tname)("data/theme/2.1/icons/%s%s", icon, ext ? "" : ".jpg");
icon_(textureload(tname, 3), false, x, cury, ICON_SIZE, clickable && hit);
}
x += ICON_SIZE;
}
if(icon && text) x += padding;
if(text) text_(text, x, cury, color, center || (hit && clickable && actionon), hit && clickable);
}
return layout(w, FONTH);
}
static Texture *skintex, *overlaytex, *slidertex;
static const int skinx[], skiny[];
static const struct patch { ushort left, right, top, bottom; uchar flags; } patches[];
static void drawskin(int x, int y, int gapw, int gaph, int start, int n, int passes = 1, const vec &light = vec(1, 1, 1), float alpha = 0.80f)//int vleft, int vright, int vtop, int vbottom, int start, int n)
{
if(!skintex) skintex = textureload("data/theme/2.1/guiskin.png", 3);
glBindTexture(GL_TEXTURE_2D, skintex->id);
int gapx1 = INT_MAX, gapy1 = INT_MAX, gapx2 = INT_MAX, gapy2 = INT_MAX;
float wscale = 1.0f/(SKIN_W*SKIN_SCALE), hscale = 1.0f/(SKIN_H*SKIN_SCALE);
loopj(passes)
{
bool quads = false;
if(passes>1) glDepthFunc(j ? GL_LEQUAL : GL_GREATER);
glColor4f(j ? light.x : 1.0f, j ? light.y : 1.0f, j ? light.z : 1.0f, passes<=1 || j ? alpha : alpha/2); //ghost when its behind something in depth
loopi(n)
{
const patch &p = patches[start+i];
int left = skinx[p.left]*SKIN_SCALE, right = skinx[p.right]*SKIN_SCALE,
top = skiny[p.top]*SKIN_SCALE, bottom = skiny[p.bottom]*SKIN_SCALE;
float tleft = left*wscale, tright = right*wscale,
ttop = top*hscale, tbottom = bottom*hscale;
if(p.flags&0x1)
{
gapx1 = left;
gapx2 = right;
}
else if(left >= gapx2)
{
left += gapw - (gapx2-gapx1);
right += gapw - (gapx2-gapx1);
}
if(p.flags&0x10)
{
gapy1 = top;
gapy2 = bottom;
}
else if(top >= gapy2)
{
top += gaph - (gapy2-gapy1);
bottom += gaph - (gapy2-gapy1);
}
//multiple tiled quads if necessary rather than a single stretched one
int ystep = bottom-top;
int yo = y+top;
while(ystep > 0)
{
if(p.flags&0x10 && yo+ystep-(y+top) > gaph)
{
ystep = gaph+y+top-yo;
tbottom = ttop+ystep*hscale;
}
int xstep = right-left;
int xo = x+left;
float tright2 = tright;
while(xstep > 0)
{
if(p.flags&0x01 && xo+xstep-(x+left) > gapw)
{
xstep = gapw+x+left-xo;
tright = tleft+xstep*wscale;
}
if(!quads) { quads = true; glBegin(GL_QUADS); }
glTexCoord2f(tleft, ttop); glVertex2f(xo, yo);
glTexCoord2f(tright, ttop); glVertex2f(xo+xstep, yo);
glTexCoord2f(tright, tbottom); glVertex2f(xo+xstep, yo+ystep);
glTexCoord2f(tleft, tbottom); glVertex2f(xo, yo+ystep);
xtraverts += 4;
if(!(p.flags&0x01)) break;
xo += xstep;
}
tright = tright2;
if(!(p.flags&0x10)) break;
yo += ystep;
}
}
if(quads) glEnd();
else break; //if it didn't happen on the first pass, it won't happen on the second..
}
if(passes>1) glDepthFunc(GL_ALWAYS);
}
vec origin, scale, *savedorigin;
float dist;
g3d_callback *cb;
bool gui2d;
static float basescale, maxscale;
static bool passthrough;
static float alpha;
static vec light;
void adjustscale()
{
int w = xsize + (skinx[2]-skinx[1])*SKIN_SCALE + (skinx[10]-skinx[9])*SKIN_SCALE, h = ysize + (skiny[9]-skiny[7])*SKIN_SCALE;
if(tcurrent) h += ((skiny[5]-skiny[1])-(skiny[3]-skiny[2]))*SKIN_SCALE + FONTH-2*INSERT;
else h += (skiny[6]-skiny[3])*SKIN_SCALE;
float aspect = forceaspect ? 1.0f/forceaspect : float(screen->h)/float(screen->w), fit = 1.0f;
if(w*aspect*basescale>1.0f) fit = 1.0f/(w*aspect*basescale);
if(h*basescale*fit>maxscale) fit *= maxscale/(h*basescale*fit);
origin = vec(0.5f-((w-xsize)/2 - (skinx[2]-skinx[1])*SKIN_SCALE)*aspect*scale.x*fit, 0.5f + (0.5f*h-(skiny[9]-skiny[7])*SKIN_SCALE)*scale.y*fit, 0);
scale = vec(aspect*scale.x*fit, scale.y*fit, 1);
}
void start(int starttime, float initscale, int *tab, bool allowinput)
{
if(gui2d)
{
initscale *= 0.025f;
if(allowinput) hascursor = true;
}
basescale = initscale;
if(layoutpass) scale.x = scale.y = scale.z = guifadein ? basescale*min((totalmillis-starttime)/300.0f, 1.0f) : basescale;
alpha = allowinput ? 0.80f : 0.60f;
passthrough = scale.x<basescale || !allowinput;
curdepth = -1;
curlist = -1;
tpos = 0;
tx = 0;
ty = 0;
tcurrent = tab;
tcolor = 0xFFFFFF;
pushlist();
if(layoutpass)
{
firstlist = nextlist = curlist;
memset(columns, 0, sizeof(columns));
}
else
{
if(tcurrent && !*tcurrent) tcurrent = NULL;
cury = -ysize;
curx = -xsize/2;
glPushMatrix();
if(gui2d)
{
glTranslatef(origin.x, origin.y, origin.z);
glScalef(scale.x, scale.y, scale.z);
light = vec(1, 1, 1);
}
else
{
float yaw = atan2f(origin.y-camera1->o.y, origin.x-camera1->o.x);
glTranslatef(origin.x, origin.y, origin.z);
glRotatef(yaw/RAD-90, 0, 0, 1);
glRotatef(-90, 1, 0, 0);
glScalef(-scale.x, scale.y, scale.z);
vec dir;
lightreaching(origin, light, dir, false, 0, 0.5f);
float intensity = vec(yaw, 0.0f).dot(dir);
light.mul(1.0f + max(intensity, 0.0f));
}
drawskin(curx-skinx[2]*SKIN_SCALE, cury-skiny[6]*SKIN_SCALE, xsize, ysize, 0, 9, gui2d ? 1 : 2, light, alpha);
if(!tcurrent) drawskin(curx-skinx[5]*SKIN_SCALE, cury-skiny[6]*SKIN_SCALE, xsize, 0, 9, 1, gui2d ? 1 : 2, light, alpha);
}
}
void adjusthorizontalcolumn(int col, int i)
{
int h = columns[col], dh = 0;
for(int d = 1; i >= 0; d ^= 1)
{
list &p = lists[i];
if(d&1) { dh = h - p.h; if(dh <= 0) break; p.h = h; }
else { p.h += dh; h = p.h; }
i = p.parent;
}
ysize += max(dh, 0);
}
void adjustverticalcolumn(int col, int i)
{
int w = columns[col], dw = 0;
for(int d = 0; i >= 0; d ^= 1)
{
list &p = lists[i];
if(d&1) { p.w += dw; w = p.w; }
else { dw = w - p.w; if(dw <= 0) break; p.w = w; }
i = p.parent;
}
xsize = max(xsize, w);
}
void adjustcolumns()
{
if(lists.inrange(curlist))
{
list &l = lists[curlist];
if(l.column >= 0) columns[l.column] = max(columns[l.column], ishorizontal() ? ysize : xsize);
}
int parent = -1, depth = 0;
for(int i = firstlist; i < lists.length(); i++)
{
list &l = lists[i];
if(l.parent > parent) { parent = l.parent; depth++; }
else if(l.parent < parent) { parent = l.parent; depth--; }
if(l.column >= 0)
{
if(depth&1) adjusthorizontalcolumn(l.column, i);
else adjustverticalcolumn(l.column, i);
}
}
}
void end()
{
if(layoutpass)
{
adjustcolumns();
xsize = max(tx, xsize);
ysize = max(ty, ysize);
ysize = max(ysize, (skiny[7]-skiny[6])*SKIN_SCALE);
if(tcurrent) *tcurrent = max(1, min(*tcurrent, tpos));
if(gui2d) adjustscale();
if(!windowhit && !passthrough)
{
float dist = 0;
if(gui2d)
{
hitx = (cursorx - origin.x)/scale.x;
hity = (cursory - origin.y)/scale.y;
}
else
{
plane p;
p.toplane(vec(origin).sub(camera1->o).set(2, 0).normalize(), origin);
if(p.rayintersect(camera1->o, camdir, dist) && dist>=0)
{
vec hitpos(camdir);
hitpos.mul(dist).add(camera1->o).sub(origin);
hitx = vec(-p.y, p.x, 0).dot(hitpos)/scale.x;
hity = -hitpos.z/scale.y;
}
}
if((mousebuttons & G3D_PRESSED) && (fabs(hitx-firstx) > 2 || fabs(hity - firsty) > 2)) mousebuttons |= G3D_DRAGGED;
if(dist>=0 && hitx>=-xsize/2 && hitx<=xsize/2 && hity<=0)
{
if(hity>=-ysize || (tcurrent && hity>=-ysize-(FONTH-2*INSERT)-((skiny[6]-skiny[1])-(skiny[3]-skiny[2]))*SKIN_SCALE && hitx<=tx-xsize/2))
windowhit = this;
}
}
}
else
{
if(tcurrent && tx<xsize) drawskin(curx+tx-skinx[5]*SKIN_SCALE, -ysize-skiny[6]*SKIN_SCALE, xsize-tx, FONTH, 9, 1, gui2d ? 1 : 2, light, alpha);
glPopMatrix();
}
poplist();
}
void draw()
{
cb->gui(*this, layoutpass);
}
};
Texture *gui::skintex = NULL, *gui::overlaytex = NULL, *gui::slidertex = NULL;
//chop skin into a grid
const int gui::skiny[] = {0, 7, 21, 34, 43, 48, 56, 104, 111, 117, 128},
gui::skinx[] = {0, 11, 23, 37, 105, 119, 137, 151, 215, 229, 246, 256};
//Note: skinx[3]-skinx[2] = skinx[7]-skinx[6]
// skinx[5]-skinx[4] = skinx[9]-skinx[8]
const gui::patch gui::patches[] =
{ //arguably this data can be compressed - it depends on what else needs to be skinned in the future
{1,2,3,6, 0}, // body
{2,9,5,6, 0x01},
{9,10,3,6, 0},
{1,2,6,7, 0x10},
{2,9,6,7, 0x11},
{9,10,6,7, 0x10},
{1,2,7,9, 0},
{2,9,7,9, 0x01},
{9,10,7,9, 0},
{5,6,3,5, 0x01}, // top
{2,3,1,2, 0}, // selected tab
{3,4,1,2, 0x01},
{4,5,1,2, 0},
{2,3,2,3, 0x10},
{3,4,2,3, 0x11},
{4,5,2,3, 0x10},
{2,3,3,5, 0},
{3,4,3,5, 0x01},
{4,5,3,5, 0},
{6,7,1,2, 0}, // deselected tab
{7,8,1,2, 0x01},
{8,9,1,2, 0},
{6,7,2,3, 0x10},
{7,8,2,3, 0x11},
{8,9,2,3, 0x10},
{6,7,3,5, 0},
{7,8,3,5, 0x01},
{8,9,3,5, 0},
};
vector<gui::list> gui::lists;
float gui::basescale, gui::maxscale = 1, gui::hitx, gui::hity, gui::alpha;
bool gui::passthrough, gui::shouldmergehits = false, gui::shouldautotab = true;
vec gui::light;
int gui::curdepth, gui::curlist, gui::xsize, gui::ysize, gui::curx, gui::cury;
int gui::ty, gui::tx, gui::tpos, *gui::tcurrent, gui::tcolor;
static vector<gui> guis2d, guis3d;
VARP(guipushdist, 1, 4, 64);
bool menukey(int code, bool isdown, int cooked)
{
editor *e = currentfocus();
if(fieldmode == FIELDKEY)
{
switch(code)
{
case SDLK_ESCAPE:
if(isdown) fieldmode = FIELDCOMMIT;
return true;
}
const char *keyname = getkeyname(code);
if(keyname && isdown)
{
if(e->lines.length()!=1 || !e->lines[0].empty()) e->insert(" ");
e->insert(keyname);
}
return true;
}
if(code==-1 && g3d_windowhit(isdown, true)) return true;
else if(code==-3 && g3d_windowhit(isdown, false)) return true;
if(fieldmode == FIELDSHOW || !e)
{
if(windowhit) switch(code)
{
case -4: // window "management"
if(isdown)
{
if(windowhit->gui2d)
{
vec origin = *guis2d.last().savedorigin;
int i = windowhit - &guis2d[0];
for(int j = guis2d.length()-1; j > i; j--) *guis2d[j].savedorigin = *guis2d[j-1].savedorigin;
*windowhit->savedorigin = origin;
if(guis2d.length() > 1)
{
if(camera1->o.dist(*windowhit->savedorigin) <= camera1->o.dist(*guis2d.last().savedorigin))
windowhit->savedorigin->add(camdir);
}
}
else windowhit->savedorigin->add(vec(camdir).mul(guipushdist));
}
return true;
case -5:
if(isdown)
{
if(windowhit->gui2d)
{
vec origin = *guis2d[0].savedorigin;
loopj(guis2d.length()-1) *guis2d[j].savedorigin = *guis2d[j + 1].savedorigin;
*guis2d.last().savedorigin = origin;
if(guis2d.length() > 1)
{
if(camera1->o.dist(*guis2d.last().savedorigin) >= camera1->o.dist(*guis2d[0].savedorigin))
guis2d.last().savedorigin->sub(camdir);
}
}
else windowhit->savedorigin->sub(vec(camdir).mul(guipushdist));
}
return true;
}
return false;
}
switch(code)
{
case SDLK_ESCAPE: //cancel editing without commit
if(isdown) fieldmode = FIELDABORT;
return true;
case SDLK_RETURN:
case SDLK_TAB:
if(cooked && (e->maxy != 1)) break;
case SDLK_KP_ENTER:
if(isdown) fieldmode = FIELDCOMMIT; //signal field commit (handled when drawing field)
return true;
case SDLK_HOME:
case SDLK_END:
case SDLK_PAGEUP:
case SDLK_PAGEDOWN:
case SDLK_DELETE:
case SDLK_BACKSPACE:
case SDLK_UP:
case SDLK_DOWN:
case SDLK_LEFT:
case SDLK_RIGHT:
case SDLK_LSHIFT:
case SDLK_RSHIFT:
case -4:
case -5:
break;
default:
if(!cooked || (code<32)) return false;
break;
}
if(!isdown) return true;
e->key(code, cooked);
return true;
}
void g3d_cursorpos(float &x, float &y)
{
if(guis2d.length()) { x = cursorx; y = cursory; }
else x = y = 0.5f;
}
void g3d_resetcursor()
{
cursorx = cursory = 0.5f;
}
FVARP(guisens, 1e-3f, 1, 1e3f);
bool g3d_movecursor(int dx, int dy)
{
if(!guis2d.length() || !hascursor) return false;
const float CURSORSCALE = 500.0f;
cursorx = max(0.0f, min(1.0f, cursorx+guisens*dx*(screen->h/(screen->w*CURSORSCALE))));
cursory = max(0.0f, min(1.0f, cursory+guisens*dy/CURSORSCALE));
return true;
}
VARNP(guifollow, useguifollow, 0, 1, 1);
VARNP(gui2d, usegui2d, 0, 1, 1);
void g3d_addgui(g3d_callback *cb, vec &origin, int flags)
{
bool gui2d = flags&GUI_FORCE_2D || (flags&GUI_2D && usegui2d) || mainmenu;
if(!gui2d && flags&GUI_FOLLOW && useguifollow) origin.z = player->o.z-(player->eyeheight-1);
gui &g = (gui2d ? guis2d : guis3d).add();
g.cb = cb;
g.origin = origin;
g.savedorigin = &origin;
g.dist = flags&GUI_BOTTOM && gui2d ? 1e16f : camera1->o.dist(g.origin);
g.gui2d = gui2d;
}
void g3d_limitscale(float scale)
{
gui::maxscale = scale;
}
static inline bool g3d_sort(const gui &a, const gui &b) { return a.dist < b.dist; }
bool g3d_windowhit(bool on, bool act)
{
extern int cleargui(int n);
if(act)
{
if(actionon || windowhit)
{
if(on) { firstx = gui::hitx; firsty = gui::hity; }
mousebuttons |= (actionon=on) ? G3D_DOWN : G3D_UP;
}
} else if(!on && windowhit) cleargui(1);
return (guis2d.length() && hascursor) || (windowhit && !windowhit->gui2d);
}
void g3d_render()
{
windowhit = NULL;
if(actionon) mousebuttons |= G3D_PRESSED;
gui::reset();
guis2d.shrink(0);
guis3d.shrink(0);
// call all places in the engine that may want to render a gui from here, they call g3d_addgui()
extern void g3d_texturemenu();
if(!mainmenu) g3d_texturemenu();
g3d_mainmenu();
if(!mainmenu) game::g3d_gamemenus();
guis2d.sort(g3d_sort);
guis3d.sort(g3d_sort);
readyeditors();
bool wasfocused = (fieldmode!=FIELDSHOW);
fieldsactive = false;
hascursor = false;
layoutpass = true;
loopv(guis2d) guis2d[i].draw();
loopv(guis3d) guis3d[i].draw();
layoutpass = false;
if(guis2d.length() || guis3d.length())
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if(guis3d.length())
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
loopvrev(guis3d) guis3d[i].draw();
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glDisable(GL_DEPTH_TEST);
}
if(guis2d.length())
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1, 1, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
loopvrev(guis2d) guis2d[i].draw();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
if(guis2d.length() || guis3d.length())
{
glDisable(GL_BLEND);
}
flusheditors();
if(!fieldsactive) fieldmode = FIELDSHOW; //didn't draw any fields, so loose focus - mainly for menu closed
if((fieldmode!=FIELDSHOW) != wasfocused)
{
SDL_EnableUNICODE(fieldmode!=FIELDSHOW);
keyrepeat(fieldmode!=FIELDSHOW || editmode);
}
mousebuttons = 0;
}
void consolebox(int x1, int y1, int x2, int y2)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glTranslatef(x1, y1, 0);
float bw = x2 - x1, bh = y2 - y1, aspect = bw/bh, sh = bh, sw = sh*aspect;
bw *= float(4*FONTH)/(SKIN_H*SKIN_SCALE);
bh *= float(4*FONTH)/(SKIN_H*SKIN_SCALE);
sw /= bw + (gui::skinx[2]-gui::skinx[1] + gui::skinx[10]-gui::skinx[9])*SKIN_SCALE;
sh /= bh + (gui::skiny[9]-gui::skiny[7] + gui::skiny[6]-gui::skiny[4])*SKIN_SCALE;
glScalef(sw, sh, 1);
gui::drawskin(-gui::skinx[1]*SKIN_SCALE, -gui::skiny[4]*SKIN_SCALE, int(bw), int(bh), 0, 9, 1, vec(1, 1, 1), 0.60f);
gui::drawskin((-gui::skinx[1] + gui::skinx[2] - gui::skinx[5])*SKIN_SCALE, -gui::skiny[4]*SKIN_SCALE, int(bw), 0, 9, 1, 1, vec(1, 1, 1), 0.60f);
glPopMatrix();
}
build... and you will have themes back...
well rpg is kindof a standalone, so maybe when the fps is stable i'll toy with that too... oh... please please don't forget
...