bool Element::needToRefreshScreen = false;
Element::Element(uint32 x/*= 0*/, uint32 y/*= 0*/, uint32 w/*= 0*/, uint32 h/*= 0*/,
- Element * parentElement/*= NULL*/): parent(parentElement), backstore(NULL)
+ Element * parentElement/*= NULL*/): parent(parentElement), backstore(NULL), visible(true)
{
extents.x = x,
extents.y = y,
Element::Element(uint32 x, uint32 y, uint32 w, uint32 h,
uint8 fgR/*= 0xFF*/, uint8 fgG/*= 0xFF*/, uint8 fgB/*= 0xFF*/, uint8 fgA/*= 0xFF*/,
uint8 bgR/*= 0x00*/, uint8 bgG/*= 0x00*/, uint8 bgB/*= 0x00*/, uint8 bgA/*= 0xFF*/,
- Element * parentElement/*= NULL*/): parent(parentElement), backstore(NULL)
+ Element * parentElement/*= NULL*/): parent(parentElement), backstore(NULL), visible(true)
{
extents.x = x,
extents.y = y,
extents.h = h;
coverList.push_back(extents);
+#if 0
// This *should* allow us to store our colors in an endian safe way... :-/
uint8 * c = (uint8 *)&fgColor;
c[0] = fgR, c[1] = fgG, c[2] = fgB, c[3] = fgA;
c = (uint8 *)&bgColor;
c[0] = bgR, c[1] = bgG, c[2] = bgB, c[3] = bgA;
+#else
+ fgColor = SDL_MapRGBA(screen->format, fgR, fgG, fgB, fgA);
+ bgColor = SDL_MapRGBA(screen->format, bgR, bgG, bgB, bgA);
+#endif
}
Element::~Element()
}
}
+void Element::SetVisible(bool visibility)
+{
+ visible = visibility;
+}
+
//
// Class methods
//