void ChessWidget::paintEvent(QPaintEvent * ) { cpos_.draw(this, curPt_); drawState(); drawInfo(); }
void gameInitial() { int i; initMap(map); drawInfo(global.score, global.life); pacman.mapX = 14; pacman.mapY = 18; pacman.screenX = 14 * UNIT + UNIT / 2 + OFFSET; pacman.screenY = 18 * UNIT + UNIT / 2 + OFFSET; pacman.dir = UP; pacman.speed = 1.2; drawPacman((int)pacman.screenX, (int)pacman.screenY, pacman.dir); for (i = 0; i < 3; i++) { ghost[i].mapX = 12 + i * 2; ghost[i].mapY = 16; ghost[i].screenX = mapToscreen(ghost[i].mapX) + UNIT / 2; ghost[i].screenY = mapToscreen(16); ghost[i].dir = UP; ghost[i].burst = 0; ghost[i].speed = 0.9; drawGhost(i, (int)ghost[i].screenX, (int)ghost[i].screenY, ghost[i].dir, ghost[i].burst); } ghost[3].mapX = 14; ghost[3].mapY = 12; ghost[3].screenX = mapToscreen(ghost[3].mapX); ghost[3].screenY = mapToscreen(12) + UNIT / 2; ghost[3].dir = LEFT; ghost[3].burst = 0; ghost[3].speed = 0.4; drawGhost(3, (int)ghost[3].screenX, (int)ghost[3].screenY, ghost[3].dir, ghost[3].burst); }
//-------------------------------------------------------------- void ofApp::draw(){ drawInfo(); topCam.begin(); ofTranslate(-dla.winCen.x, -dla.winCen.y, 0); if (dla.showthread) { ofSetColor(255, 255, 255); ofNoFill(); ofCircle(dla.winCen, dla.enterThread); } //debug enterThread ofFill(); // if (dla.bldrawFltPtl) { dla.dlaDrawfltPtls(); } if (dla.bldrawAggPtl) { dla.dlaDrawaggPtls(); } // dlaMesh.draw(); if (dla.bldrawMesh) { dla.dlaDrawMesh(); } topCam.end(); }
static void display(void) { demos[demoIndex].drawFunc(); if(!paused || step){ cpVect newPoint = cpvlerp(mouseBody->p, ChipmunkDemoMouse, 0.25f); mouseBody->v = cpvmult(cpvsub(newPoint, mouseBody->p), 60.0f); mouseBody->p = newPoint; demos[demoIndex].updateFunc(ticks); ticks++; step = cpFalse; } if(drawBBs) cpSpaceEachShape(space, drawShapeBB, NULL); drawInstructions(); drawInfo(); drawString(-300, -200, ChipmunkDemoMessageString); glutSwapBuffers(); glClear(GL_COLOR_BUFFER_BIT); }
void* def(void *a) { draw(0,0); shift_x=0; shift_y=0; shift_pix=1; draw(1,1); drawInfo(); pthread_exit(NULL); }
void display () { drawAttractor (); if (dset.displayInfo) { drawInfo (); } glutSwapBuffers (); }
void SplashScreenWidget::timerEvent(QTimerEvent *e){ getTask(); if(e->timerId()==dots_timer_id){ getDots(); } drawInfo(); update(); QObject::timerEvent(e); }
gameMech::gameMech(int ms) { milliseconds = ms; running = true; score = 0; startLoop = std::chrono::system_clock::now(); startGame = startLoop; drawInfo(); drawPoints(); }
// doDraw //--------------------------------------------------------------------------- void GetSessionView::doDraw(Surface &viewArea, Surface &clientArea) { if (previousSessionType != gameconfig->hostorjoin) { loadTitleSurface(); } MenuTemplateView::doDraw(viewArea, clientArea); drawInfo(clientArea); } // end GetSessionView::doDraw
void* dec(void* what) { draw(0,0); if( (MTYPE*) what==&shift_y ) shift_y-=SHIFT*MULT; if( (MTYPE*) what==&shift_x ) shift_x-=SHIFT*MULT; if( (MTYPE*) what==&shift_pix ) shift_pix/=MULT; draw(1,1); drawInfo(); pthread_exit(NULL); }
/****************************************************************************** * @fn cc120x_FreqConfig * * @brief Writes frequency word depending on user input * * input index * * output none * * @return void */ uint8 cc120x_FreqConfig(uint16 index) { // Set frequency cc120xSpiWriteReg(CC120X_FS_CFG,&cc120xFsCfgs[index],1); cc120xSpiWriteReg(CC120X_FREQ2,freqSettings40Mhz[index],3); // Put radio in powerdown to save power trxSpiCmdStrobe(CC120X_SPWD); //Insert Carrier Sense threshold warning in Sniff Test Menu drawInfo(); return SNIFF_RETURN_SUCCESS; }
void D3D11Render::v_render() { float bgColor[4] ={ 0.0f, 0.0f, 0.0f, 1.0f }; m_pD3D11DeviceContext->RSSetState(m_pRasterState); m_pD3D11DeviceContext->OMSetRenderTargets(1, &m_pRenderTargetView, m_pDepthStencilView); m_pD3D11DeviceContext->ClearRenderTargetView(m_pRenderTargetView, bgColor); m_pD3D11DeviceContext->ClearDepthStencilView(m_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); drawInfo(); m_pSwapChain->Present(0, 0); sound.Play(); }
void HUD::draw() { if (mToggleHelp) { drawHelp(); } else { drawInfo(); } //display help info al_draw_text(mpFont, al_map_rgb(255, 255, 255), X_CENTRE, TOP_LEFT_X - 20, ALLEGRO_ALIGN_CENTRE, mHelpText[14].c_str()); }
void* inc(void* what) { draw(0,0); if( (MTYPE*) what==&shift_y ) shift_y+=SHIFT*MULT; if( (MTYPE*) what==&shift_x ) shift_x+=SHIFT*MULT; if( (MTYPE*) what==&shift_pix ) { if( shift_pix<50 ) shift_pix*=MULT; } draw(1,1); drawInfo(); pthread_exit(NULL); }
/** \brief Creates a QImage comprising the depth map **/ QImage QKinectWrapper::createCameraImage() { // Here must mutex / run also access the data xn::DepthMetaData dmd; xn::ImageMetaData imd; g_DepthGenerator.GetMetaData(dmd); g_ImageGenerator.GetMetaData(imd); XnUInt16 g_nXRes = dmd.XRes(); XnUInt16 g_nYRes = dmd.YRes(); QImage image(g_nXRes,g_nYRes,QImage::Format_RGB32); const XnUInt8 *idata = imd.Data(); for (unsigned nY=0; nY<g_nYRes; nY++) { uchar *imageptr = image.scanLine(nY); for (unsigned nX=0; nX < g_nXRes; nX++) { imageptr[0] = idata[2]; imageptr[1] = idata[1]; imageptr[2] = idata[0]; imageptr[3] = 0xff; imageptr+=4; idata+=3; } } QPainter painter; painter.begin(&image); if(displayInfoImage) { painter.setPen(textPen); painter.setFont(font); drawInfo(&painter); } if(displaySkeletonImage) { painter.setPen(skeletonPen); drawSkeleton(&painter); } painter.end(); return image; }
void FirstRunWindow::draw() { drawInfo(); drawButtons(); drawConnectMessage(); if (modelDriver->getSelectedWindow() == FIRSTWINDOW) { wattron(win, A_BOLD); wattron(win, COLOR_PAIR(HICOLOR)); } Window::draw(); wrefresh(win); }
void draw(){ ofPushMatrix(); ofSetColor(0); drawAngle(); ofTranslate(140, 0); drawGraph(); drawInfo(); ofTranslate(N + 20, 0); drawHistogram(); ofPopMatrix(); }
static void display(void) { const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; const double a = t*89.0; const double b = (animateXRot?t:1)*67.0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (persProject) glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0); else glOrtho(-ar*3, ar*3, -3.0, 3.0, 2.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_LIGHTING); glColor3d(1,0,0); glPushMatrix(); glTranslated(0,1.2,-6); glRotated(b,1,0,0); glRotated(a,0,0,1); table [function_index].solid (); glPopMatrix(); glPushMatrix(); glTranslated(0,-1.2,-6); glRotated(b,1,0,0); glRotated(a,0,0,1); table [function_index].wire (); glPopMatrix(); glDisable(GL_LIGHTING); glColor3d(0.1,0.1,0.4); if( show_info ) /* print info to screen */ drawInfo(); else /* print to command line instead */ printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ; glutSwapBuffers(); }
void D3D11Render::v_render() { float bgColor[4] ={ 0.0f, 0.0f, 0.0f, 1.0f }; m_pD3D11DeviceContext->RSSetState(m_pRasterState); m_pD3D11DeviceContext->OMSetRenderTargets(1, &m_pRenderTargetView, m_pDepthStencilView); m_pD3D11DeviceContext->ClearRenderTargetView(m_pRenderTargetView, bgColor); m_pD3D11DeviceContext->ClearDepthStencilView(m_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); drawInfo(); #ifdef USE_CEGUI D3DCEGUI::getInstance()->render(); #endif m_pSwapChain->Present(0, 0); }
void move( int dir, int* floor ) { //动画移一层 if ( dir == 1 ) sprintf( msg, "%-4d:Moving up from %d to Floor %d\n", Time, *floor, *floor+dir ); else sprintf( msg, "%-4d:Moving down from %d to Floor %d\n", Time, *floor, *floor+dir ); drawInfo( msg ); drawMove( dir ); *floor += dir; showFloor( *floor ); Time += runTime; }
void ofxGuiImage::draw() { glPushMatrix(); glTranslatef( mObjX, mObjY, 0.0f ); ofFill(); if (bImageSet) drawImage(); else drawBlank(); if ( mParamName != "" ) drawHighlightParamString( PARAM_TEXT_OFFSET_X, .0f, mParamName, false ); if ( bDrawInfo && bCanDrawInfo && pCam != NULL ) drawInfo(); if (bCamSelected) drawSelectedText(); glPopMatrix(); }
static void display(void) { glClear(GL_COLOR_BUFFER_BIT); drawSpace(space, currDemo->drawOptions ? currDemo->drawOptions : &options); drawInstructions(); drawInfo(); drawString(-300, -210, messageString); glutSwapBuffers(); ticks++; cpVect newPoint = cpvlerp(mousePoint_last, mousePoint, 0.25f); mouseBody->p = newPoint; mouseBody->v = cpvmult(cpvsub(newPoint, mousePoint_last), 60.0f); mousePoint_last = newPoint; currDemo->updateFunc(ticks); }
static void display(void) { PrintStringBuffer[0] = 0; PrintStringCursor = PrintStringBuffer; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(scale, scale, 1.0); glTranslatef(translate_x, translate_y, 0.0); demos[demoIndex].drawFunc(); if(!paused || step){ cpVect newPoint = cpvlerp(mouseBody->p, ChipmunkDemoMouse, 0.25f); mouseBody->v = cpvmult(cpvsub(newPoint, mouseBody->p), 60.0f); mouseBody->p = newPoint; demos[demoIndex].updateFunc(ticks); ticks++; ChipmunkDemoTime = ticks/60.0; step = cpFalse; } if(drawBBs) cpSpaceEachShape(space, drawShapeBB, NULL); glMatrixMode(GL_MODELVIEW); glPushMatrix(); { // Draw the text at fixed positions, // but save the drawing matrix for the mouse picking glLoadIdentity(); drawInstructions(); drawInfo(); drawString(-300, -200, ChipmunkDemoMessageString); } glPopMatrix(); glutSwapBuffers(); glClear(GL_COLOR_BUFFER_BIT); }
void Viewer::update() { // clear frame glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // run user renderer if (renderer) { renderer->render(); } // draw info if( showInfo ) { drawInfo(); } // swap buffers glfwSwapBuffers(window); // poll events glfwPollEvents(); }
/* The main drawing function. Technically there's a race condition between drawing and writing new values from the simulation for the body positions. I'm lazy and It doesn't need to be displayed 100% accurately so this should be good enough. */ static void drawGLScene() { if (!scene) return; mwMicroSleep(scene->usleepdt); /* draw scene if necessary */ if (scene->changed) { nbodyGraphicsSetOn(&scene->attached); scene->changed = FALSE; /* erase scene */ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); /* get ready to render 3D objects */ glLoadIdentity(); glTranslatef(0.0f, 0.0f, scene->z + 0.1f); /* rotate view--I know these two rotation matrices don't commute */ glRotatef(scene->xrot, 1.0f, 0.0f, 0.0f); glRotatef(scene->yrot, 0.0f, 1.0f, 0.0f); if (scene->drawGalaxy) { drawSimpleGalaxy(); } if (scene->drawaxes) { drawAxes(); } drawPoints(); drawInfo(); glutSwapBuffers(); } }
void waiting( void ) { int waitTime = 0; eleStat.dir = 0; while ( isWait() ) { //计时,等待超时则返回第一层 if ( waitTime > maxWaitTime ) if ( eleStat.floor != 1 ) { eleStat.inRqst[1] = 1; break; } waitTime ++; fprintf( oPtr, "%-4d:Wait at Floor %d\n", Time, eleStat.floor ); sprintf( msg, "%-4d:Wait at Floor %d\n", Time, eleStat.floor ); drawInfo( msg ); putClock( 1 ); } return; }
void stop( int dir, int floor ) { sprintf( msg, "%-4d:Stop at Floor %d\n", Time, floor ); drawInfo( msg ); //清除完成的请求 eleStat.inRqst[floor] = 0; //相应当前请求 if ( dir != 0 ) { if ( dir == 1 ) upRqst[floor] = 0; else if ( dir == -1 ) dnRqst[floor] = 0; drawOutRqstLight( floor, dir, -1 ); } else if ( upRqst[floor] == 1 ) { upRqst[floor] = 0; if ( floor != 9 ) drawOutRqstLight( floor, 1, -1 ); } else if ( dnRqst[floor] == 1 ) { dnRqst[floor] = 0; if ( floor != 1 ) drawOutRqstLight( floor, -1, -1 ); } //更新电梯面板显示 drawInRqstLight( -floor ); //播放声音 PlaySound( "global.wav", NULL, SND_ASYNC|SND_NODEFAULT ); Sleep(1000); PlaySound( snd[floor], NULL, SND_SYNC|SND_NODEFAULT ); //时间推进 putClock( stopTime ); }
//-------------------------------------------------------------- void ofApp::draw(){ drawInfo(); topCam.begin(); ofTranslate(-dla.winCen.x, -dla.winCen.y, 0); if (showthread) { ofSetColor(255, 255, 255); ofNoFill(); ofCircle(dla.winCen, dla.enterThread); } //debug enterThread ofFill(); // if (dla.bldrawFltPtl) { dla.dlaDrawfltPtls(); } if (dla.bldrawAggPtl) { dla.dlaDrawaggPtls(); } shader.begin(); shader.setUniform1f("time", ofGetElapsedTimef()); shader.setUniform1f("scale", 100.0); shader.setUniform1f("width", divWidth); shader.setUniform1f("height", divHeight); // dlaMesh.draw(); if (dla.bldrawMesh) { dla.dlaDrawMesh(); } shader.end(); topCam.end(); }
void GLWidget::paintGL() { glClearColor(0.0, 0.3, 0.0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); drawInfo(); m_camera->setUp(); m_light->setUp(); m_forklift->draw(); drawBox(); glFlush(); }
SplashScreenWidget::SplashScreenWidget(){ setObjectName("splash_screen_widget"); Version v = Version::appVersion(); version = v.text; QImage image(":ugene/images/ugene_splash.png"); QSize widgetSize = image.size(); setFixedSize(widgetSize); image = image.scaled(widgetSize * devicePixelRatio()); image.setDevicePixelRatio(devicePixelRatio()); image1 = image2 = image; dots_number = 0; task = ""; dots_timer_id = startTimer(500); startTimer(50); getTask(); getDots(); drawInfo(); }