Beispiel #1
0
void ViewScheduleDiff::showStatus(MythUIButtonListItem *item)
{
    ProgramInfo *pi = CurrentProgram();
    if (!pi)
        return;

    QString timeFormat = gCoreContext->GetSetting("TimeFormat", "h:mm AP");

    QString message = pi->toString(ProgramInfo::kTitleSubtitle, " - ");
    message += "\n\n";
    message += toDescription(
        pi->GetRecordingStatus(), pi->GetRecordingStartTime());

    if (pi->GetRecordingStatus() == rsConflict ||
        pi->GetRecordingStatus() == rsLaterShowing)
    {
        message += " " + QObject::tr("The following programs will be recorded "
                                     "instead:") + "\n\n";

        ProgramList::const_iterator it = m_recListAfter.begin();
        for (; it != m_recListAfter.end(); ++it)
        {
            const ProgramInfo *pa = *it;
            if (pa->GetRecordingStartTime() >= pi->GetRecordingEndTime())
                break;
            if (pa->GetRecordingEndTime() > pi->GetRecordingStartTime() &&
                (pa->GetRecordingStatus() == rsWillRecord ||
                 pa->GetRecordingStatus() == rsRecording))
            {
                message += QString("%1 - %2  %3\n")
                    .arg(pa->GetRecordingStartTime().toString(timeFormat))
                    .arg(pa->GetRecordingEndTime().toString(timeFormat))
                    .arg(pa->toString(ProgramInfo::kTitleSubtitle, " - "));
            }
        }
    }

    QString title = QObject::tr("Program Status");
    MythScreenStack *mainStack = GetMythMainWindow()->GetStack("main stack");
    MythDialogBox   *dlg = new MythDialogBox(title, message, mainStack,
                                             "statusdialog", true);

    if (dlg->Create())
    {
        dlg->AddButton(QObject::tr("OK"));
        mainStack->AddScreen(dlg);
    }
    else
        delete dlg;
}
Beispiel #2
0
void DrawScene()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPatchParameteri(GL_PATCH_VERTICES, 4);

    glUniform4f(u("Color"), 1.3f, 1.3f, 1.3f, 1.0f);
    glBindVertexArray(Scene.StatueVao);
    glDrawArrays(GL_PATCHES, 0, Scene.StatueVertexCount);

    if (CurrentProgram() == Scene.OffscreenProgram) {
        glUseProgram(Scene.FloorProgram);
        SetUniforms();
    }

    glUniform4f(u("Color"), 0.0f/255.0f,165.0f/255.0f,211.0f/255.0f, 1.0f);
    glBindVertexArray(Scene.FloorVao);
    glVertexAttrib3f(NormalSlot, 0, -1, 0);
    glDrawElements(GL_PATCHES, Scene.FloorIndexCount, GL_UNSIGNED_INT, 0);
}