mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 22:00:05 +00:00
86 lines
3.2 KiB
C++
86 lines
3.2 KiB
C++
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/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#include "Gwen/Gwen.h"
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#include <math.h>
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namespace Gwen
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{
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namespace Skin
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{
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/*
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Here we're drawing a few symbols such as the directional arrows and the checkbox check
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Texture'd skins don't generally use these - but the Simple skin does. We did originally
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use the marlett font to draw these.. but since that's a Windows font it wasn't a very
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good cross platform solution.
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*/
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void Base::DrawArrowDown( Gwen::Rect rect )
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{
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float x = (rect.w / 5.0f);
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float y = (rect.h / 5.0f);
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*0.0f, rect.y + y*1.0f, x, y*1.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*1.0f, x, y*2.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*2.0f, rect.y + y*1.0f, x, y*3.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*3.0f, rect.y + y*1.0f, x, y*2.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*4.0f, rect.y + y*1.0f, x, y*1.0f ) );
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}
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void Base::DrawArrowUp( Gwen::Rect rect )
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{
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float x = (rect.w / 5.0f);
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float y = (rect.h / 5.0f);
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*0.0f, rect.y + y*3.0f, x, y*1.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*2.0f, x, y*2.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*2.0f, rect.y + y*1.0f, x, y*3.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*3.0f, rect.y + y*2.0f, x, y*2.0f ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*4.0f, rect.y + y*3.0f, x, y*1.0f ) );
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}
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void Base::DrawArrowLeft( Gwen::Rect rect )
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{
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float x = (rect.w / 5.0f);
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float y = (rect.h / 5.0f);
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*3.0f, rect.y + y*0.0f, x*1.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*2.0f, rect.y + y*1.0f, x*2.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*2.0f, x*3.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*2.0f, rect.y + y*3.0f, x*2.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*3.0f, rect.y + y*4.0f, x*1.0f, y ) );
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}
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void Base::DrawArrowRight( Gwen::Rect rect )
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{
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float x = (rect.w / 5.0f);
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float y = (rect.h / 5.0f);
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*0.0f, x*1.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*1.0f, x*2.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*2.0f, x*3.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*3.0f, x*2.0f, y ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*4.0f, x*1.0f, y ) );
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}
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void Base::DrawCheck( Gwen::Rect rect )
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{
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float x = (rect.w / 5.0f);
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float y = (rect.h / 5.0f);
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*0.0f, rect.y + y*3.0f, x*2, y*2 ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*1.0f, rect.y + y*4.0f, x*2, y*2 ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*2.0f, rect.y + y*3.0f, x*2, y*2 ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*3.0f, rect.y + y*1.0f, x*2, y*2 ) );
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m_Render->DrawFilledRect( Gwen::Rect( rect.x + x*4.0f, rect.y + y*0.0f, x*2, y*2 ) );
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}
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}
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}
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