//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include REGISTER_CLASS_SOURCE(GLWProgress); GLWProgress::GLWProgress(float x, float y, float w, float min, float max) : GLWPanel(x, y, w, 25.0f, true), x_(x), y_(y), w_(w), min_(min), max_(max), current_(min) { } GLWProgress::~GLWProgress() { } void GLWProgress::draw() { GLfloat width = ((current_ - min_) / (max_ - min_)) * (w_ - 4); GLWPanel::draw(); glColor3f(0.4f, 0.4f, 0.5f); glBegin(GL_QUADS); glVertex2f(x_ + 2.0f, y_ + 2.0f); glVertex2f(x_ + width + 2.0f, y_ + 2.0f); glVertex2f(x_ + width + 2.0f, y_ + 22.0f); glVertex2f(x_ + 2.0f, y_ + 22.0f); glEnd(); } void GLWProgress::setCurrent(float newCurrent) { if (newCurrent < min_) current_ = min_; else if (newCurrent > max_) current_ = max_; else current_ = newCurrent; }