SleepIsDeath/gameSource/HighlightLabelGL.h

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#ifndef HIGHLIGHT_LABEL_GL_INCLUDED
#define HIGHLIGHT_LABEL_GL_INCLUDED
#include "minorGems/graphics/openGL/gui/LabelGL.h"
#include "minorGems/graphics/Color.h"
// a label with a highlight that can be turned on and off
class HighlightLabelGL : public LabelGL, public ActionListenerList {
public:
// same params as LabelGL
HighlightLabelGL( double inAnchorX, double inAnchorY, double inWidth,
double inHeight, const char *inString,
TextGL *inText )
: LabelGL( inAnchorX, inAnchorY, inWidth,
inHeight, inString, inText ),
mHighlightOn( false ), mHighlightColor( 1.0, 0.5, 0 ) {
}
void setHighlight( char inHighlightOn ) {
mHighlightOn = inHighlightOn;
}
char isHighlightOn() {
return mHighlightOn;
}
// override fireRedraw in LabelGL
virtual void fireRedraw();
virtual void mousePressed( double inX, double inY );
protected:
char mHighlightOn;
Color mHighlightColor;
};
inline void HighlightLabelGL::fireRedraw() {
if( ! mEnabled ) {
// invisible if disabled
return;
}
Color *oldColor = NULL;
if( mHighlightOn ) {
oldColor = mText->getFontColor()->copy();
mText->setFontColor( mHighlightColor.copy() );
// lighten background to further highlight label
glColor4f( 1, 1, 1, 0.25 );
double drawWidth = mText->measureTextWidth( mString ) * mHeight;
glColor4f( mHighlightColor.r, mHighlightColor.g, mHighlightColor.b,
0.125 );
glBegin( GL_QUADS ); {
glVertex2d( mAnchorX - 1, mAnchorY - 1 );
glVertex2d( mAnchorX + drawWidth + 1, mAnchorY - 1 );
glVertex2d( mAnchorX + drawWidth + 1, mAnchorY + mHeight + 1 );
glVertex2d( mAnchorX - 1, mAnchorY + mHeight + 1 );
}
glEnd();
}
mText->drawText( mString, mAnchorX, mAnchorY,
mWidth, mHeight );
if( mHighlightOn ) {
mText->setFontColor( oldColor );
}
}
inline void HighlightLabelGL::mousePressed( double inX, double inY ) {
if( isEnabled() ) {
// fire an event
fireActionPerformed( this );
}
}
#endif