Beispiel #1
0
task main()
{
	TIconIndex icon = iconNone;
	string iconStr = "";
	StringFormat(iconStr, "0x%0.2X", icon);
	drawMenu(menuFromRight, icon, icon, icon, iconStr, "");

	while ( true ) {
		switch (nNxtButtonTransition)
		{
		case kEnterButton:
		case kExitButton:
			return;
			break;
		case kRightButton:
			icon++;
			StringFormat(iconStr, "0x%0.2X", icon);
			drawMenu(menuFromRight, icon, icon, icon, iconStr, "");
			break;
		case kLeftButton:
			icon--;
			StringFormat(iconStr, "0x%0.2X", icon);
			drawMenu(menuFromRight, icon, icon, icon, iconStr, "");
			break;
		}
	}
}
Beispiel #2
0
void doStateMachine()
{
  switch(state)
  {
    case(STATE_LOADING):
      loadStuff();
      break;
    case(STATE_MENU_MAIN):
      if(isActive)
        drawMenu();
      break;
    case(STATE_MENU_SCORES):
      if(isActive)
        drawMenu();
      break;
    case(STATE_MENU_OPTIONS):
      break;
    case(STATE_PLAYING):
      if(isActive)
        drawScene();
      break;
    case(STATE_CRASH):
      break;
    case(STATE_DEAD):
      break;
    case(STATE_FINISHED):
      ;
  }
}
void Menu()
{
	int done = 0;
	int ctrl = 0;

	// Set video mode based on aspect ratio
	if(CONF_GetAspectRatio() == CONF_ASPECT_16_9) isWide = 1;
	setVideoMode();
	drawLogo();

	dListTotal = findPaks();
	dListCurrentPosition = 0;
	if(dListTotal != 1)
	{
		sortList();
		getAllLogs();
		initMenu(1);
		drawMenu();
		pControl = ControlMenu;

		while(!done)
		{
			ctrl = Control();
			switch(ctrl)
			{
				case 1:
				case 2:
					done = 1;
					break;

				case 3:
					drawLogs();
					break;

				case -1:
					drawMenu();
					break;

				case -2:
					// BGM player isn't supported
					break;
			}
		}
		freeAllLogs();
		termMenu();
		if(ctrl == 2)
		{
			if (filelist)
			{
				free(filelist);
				filelist = NULL;
			}
			borExit(0);
		}
	}
	getBasePath(packfile, filelist[dListCurrentPosition+dListScrollPosition].filename, 1);
	free(filelist);
}
/************************************************************************

	Function:		display

	Description:	Draws initial static openGL. Sets up buttons, menu,
	drawing of letters, calls mouse functionality, runs all animations.

*************************************************************************/
void display(void)
{

	// Clear the screen and redraw updated stuff
	glClear(GL_COLOR_BUFFER_BIT);

	// Draw bonus in background if button pressed
	// The bonus is psychadelic sqaures that are multicolor, pulsing in the
	// background
	drawBonus();

	// Morphs the letter if button pressed, else stays as N
	morphLetter();

	// Draw the background for the menu
	drawMenu();

	// This draws the buttons
	// Always draw base buttons and shadows, but draw over if one is pressed
	drawButtons();

	// Checks if mouse is pressed and records the position
	mouseCheck();

	// Performs button operations depending on mouse position
	buttonLogic();

	// Draw text for buttons
	drawButtonText();

	// Use swap buffers for double buffering
	glutSwapBuffers();
}
Beispiel #5
0
int main()
{
    FILE *arq;
    contato reg;
    int opcao = -1;
    char buffer[256];

    if ( (arq = fopen("dados.dat", "r+")) == NULL )
    {
        printf("Arquivo nao encontrado! Criando arquivo 'dados.dat'!\n");
        // creating new file
        arq = fopen("dados.dat", "w+");  // create a new file
    }
    else
    {
        printf("Arquivo aberto com sucesso!\n");
    }

    // created and print a IndexList
    createIndexMap(arq);
    printIndexMap();
    getchar();

    while (opcao != 0 ) // menu: 0 to exit
    {
        opcao = drawMenu();
        menu(opcao, reg, buffer, arq);
    }

    return 0;
}
Beispiel #6
0
void Lamp::LampStatus(bool isOn)
{
  this->_lampOn = isOn;
  //Serial1.print("Lamp status:");
  //  Serial1.print(this->_lampOn);
  drawMenu(menuPosition());
}
Beispiel #7
0
/* display function - GLUT display callback function
 *		clears the screen, sets the camera position, draws the ground plane and movable box
 */
void display(void)
{
    
	//float origin[] = {0,0,0,1};
	float m_amb[] = {0.33, 0.22, 0.03, 1.0};
	float m_dif[] = {1, 0, 0, 1.0};
	float m_spec[] = {0.99, 0.91, 0.81, 1.0};
	float shiny = 60;
    
    
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
    
    
	gluLookAt(camPos[0], camPos[1], camPos[2], 0,0,0, 0,1,0);
    glColor3f(1,1,1);
    
    
	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_amb);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_dif);
	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_spec);
	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shiny);
    
    drawParticles();
    
    drawObjects();
    
    drawMenu();
    

	glutSwapBuffers();
}
Beispiel #8
0
/* initGui must be called to initialize the structures used by the GUI */
int initGUI(int level) {
  int i;
  int n = CARD_NUMBER;
  char cardName[50];
  if (i_initGUI) return(-1);  /* check the flag of GUI initialized*/

  markIndex = 0;                /* mark color index*/
  for (i=0; i<n; i++) {
    if (i<10) sprintf(cardName, "%s/0%1d.xpm", xpmdir, i);
    else      sprintf(cardName, "%s/%2d.xpm", xpmdir, i);
    read_cmap(cardName, &(mycard[i]));
  }
  initLayout(level);
  rootColor = NULL;
  doColorTable(mycard, 0, n);
  initGraphics();
  setBlack(& mycard[ EMPTY_CARD ]);

  initColors();
  remapColor(mycard, 0, CARD_NUMBER-1);
  initWindow();
  initImages(mycard, 0, CARD_NUMBER-1);
  drawMenu();

  /* printf(" Nex Graphics done \n"); */
  i_initGUI = 1;           /* set the flag of GUI initialized*/
  return(0);
}
Beispiel #9
0
void menu::drawHUD()
{
	glColor4f(1,1,1,0.3);
	hudBack.drawSprites(0,screenheight-100, screenwidth,100);
	
	text menu = text((const unsigned char*) "Menu",screenwidth-110,screenheight-35,0.3,0.3);
	menu.setTextBoxColor(0,0,0,1);
	menu.drawTextBox(screenwidth-120,screenheight-80,115,60);
	glColor4f(1,1,1,1);
	glEnable(GL_LINE_SMOOTH);
	glLineWidth(3.0);
	menu.drawText();
	if (isMouseInside(screenwidth-120,screenheight-80,115,60,1,1))
	{
		menu.setTextBoxColor(1,1,1,1);
		menu.drawTextBox(screenwidth-120,screenheight-80,115,60);
		glColor4f(0,0,0,1);
		menu.drawText();
		if(wasclicked_LB)
		{
			ingame = false;
			inGameMenu = true;
			drawMenu();
		}
	}
	
	drawHpBar(100);
	drawMpBar(100);

}
Beispiel #10
0
void displayGui(void) {
  drawGuiBackground();
  drawGuiLogo();
  drawMenu(gScreen);

  SystemSwapBuffers();  
}
Beispiel #11
0
void doSceneGraph( arMasterSlaveFramework &fw )
{
    static int loops = 0;
    static ar_timeval starttime = ar_time();
    static ar_timeval lastdrawtime = ar_time();
    ar_timeval now = ar_time();
    long long curtime = ( now.sec * 1000000 ) + now.usec, lasttime = ( lastdrawtime.sec * 1000000 ) + lastdrawtime.usec;
    long long sleeptime = 2000 - ( curtime - lasttime );
    ar_usleep( max( (int)sleeptime, 1 ) );

    fw.loadNavMatrix();
    glClearColor( 0, 0.749, 1, 0 );
    primary.draw();
    secondary.draw();
    sg->drawSceneGraph();
    if( menuOn )
        drawMenu( menu, fw );
        
    lastdrawtime = ar_time();
    loops++;
    if( lastdrawtime.sec > starttime.sec )
    {
        cout << "fps=" << loops << endl;
        starttime = lastdrawtime;
        loops = 0;
    }
}
Beispiel #12
0
void display_menu(){

  //bool we use to keep from redrawing everything
  run_once=false;

  drawMenu();
	wait1Msec(250);
  //while we are not pressing enter
  while(nNxtButtonPressed!=3){
    //if we press the left button
    //and it has been .5 seconds since the last button press
    //and we have an upper menu to go to
    if(nNxtButtonPressed==2 && time1[T1] > 500 && selection > 0){
      time1[T1] = 0; //reset time 1 so that we don't repeat
      change_menu(-1); //decrease selection
    }else if(nNxtButtonPressed==1 && time1[T1] > 500 && selection < 7){ //same as above but with right button and making sure we have a menu item below us
      change_menu(1); //increase selection
      time1[T1] = 0; //reset time
    }
  }
  while(nNxtButtonPressed==3); //do not double read enters so hang while holding enter
  eraseDisplay(); //clear display
  switch(selection) //get delection and make decision
  {
    case 0: //go back
      current_function=previous_function;//go back to prev page
      ClearSounds(); //clear sound buffer. not neccesary probably
    break;
    case 1:
      current_function=0;//log
    break;
  }
  wait1Msec(250); // don't immediately move on wait .25 seconds
}
Beispiel #13
0
//Main menu function
void openMenu(menuStruct_t *menuToShow)
{
 int8_t selectedIndex = 0;               //Current selected item

 chThdSleepMilliseconds(50);
 drawMenu(menuToShow, selectedIndex);

   do {
     if (BUTTON_DOWN)
     {
        selectedIndex--;
        if (selectedIndex < 0)
        {
           selectedIndex = menuToShow->numberItems + 1;
        }
        drawMenu(menuToShow, selectedIndex);
     }
     else if (BUTTON_UP)
     {
        selectedIndex++;
        if (selectedIndex > (menuToShow->numberItems + 1))
        {
           selectedIndex = 0;
        }
        drawMenu(menuToShow, selectedIndex);
     }
     else if (BUTTON_SEL)
     {
        if (selectedIndex > menuToShow->numberItems) /* Last item is "exit" */
        {
            return;
        }
        else if (menuToShow->items[selectedIndex].handler != NULL)
        {
            menuToShow->items[selectedIndex].handler();
        }
        else if (menuToShow->items[selectedIndex].subMenu != NULL)
        {
            openMenu(menuToShow->items[selectedIndex].subMenu);
        }
        drawMenu(menuToShow, selectedIndex);
     }
     chThdSleepMilliseconds(250);
  } while (true);

  return;
}
Beispiel #14
0
void SceneMenu::draw()
{
	if(state==0)
		drawMenu();

	/*else if (state==1)
		drawDificultyMenu();*/
}
Beispiel #15
0
void loopMainMenu(Inputs input, Map *map, Map *menu) {
	updateMenu(&input, &map);

	if (isOnMenu() != IS_IN_PRINCIPAL_MENU)
		clearWindow();
	else
		drawMenu(menu);
}
static void set_menu()
{
    if (!blackout)
    {
        menu = true;
        drawMenu();
    }
}
Beispiel #17
0
void displayGui() {
  drawGuiBackground();
  if(!game->settings->softwareRendering)
    drawGuiLogo();
  drawMenu(game->screen);

  SystemSwapBuffers();  
}
Beispiel #18
0
void Lamp::Wake()
{
  _idleTime=0;
  updateMenuIndex('t');
  // if (_sleeping == true) backLightBr(getLCDBrightness());
  this->_sleeping = false;
  drawMenu(menuPosition());

}
Beispiel #19
0
void mSettings (uint8_t menuSize, struct sMenuEntry menu[])
{
    uint8_t select = 0;
    bool stay = true;

    drawMenu(menuSize, menu, "Einstellungen");
    mSlected(select+2);

    /*Homescreen Aktualisierung unterdrücken*/
    iHomescreenActiv = false;

    while(stay)
    {
        if(loggedKeyInput & KEY_OK)
        {
            loggedKeyInput &= ~KEY_OK;

            if(menu[select].function != NULL)
            {
                loggedKeyInput = NO_KEY;
                clrContent();
                menu[select].function();
                drawMenu(menuSize, menu, "Einstellungen");
                mSlected(select+2);
            }
            else
            {
                clrContent();
                stay = false;
            }
        }

        if( (loggedKeyInput & (KEY_UP)) || (loggedKeyInput & (KEY_DOWN)) )
        {
            moveCursor(&select, menuSize);
        }

        /**********************************************************************/
        workLoad();
        /**********************************************************************/
    }
}
void drawLogs()
{
	int i=which_logfile, j, k, l, done=0;
	s_screen *Viewer = NULL;

	bothkeys = bothnewkeys = 0;
	Viewer = allocscreen(Source->width, Source->height, Source->pixelformat);
	clearscreen(Viewer);
	bothkeys = bothnewkeys = 0;

	while(!done)
	{
	    copyScreens(Viewer);
	    //inputrefresh();
	    refreshInput();
	    printText((isWide ? 410 : 250), 3, RED, 0, 0, "Quit : 1/B");
		if(buttonsPressed & (WIIMOTE_1|CC_B|GC_B)) done = 1;

		if(logfile[i].ready)
		{
			printText(5, 3, RED, 0, 0, "OpenBorLog.txt");
			if(buttonsHeld & DIR_UP) --logfile[i].line;
	        if(buttonsHeld & DIR_DOWN) ++logfile[i].line;
			if(buttonsHeld & DIR_LEFT) logfile[i].line = 0;
			if(buttonsHeld & DIR_RIGHT) logfile[i].line = logfile[i].rows - (LOG_SCREEN_END - LOG_SCREEN_TOP);
			if(logfile[i].line > logfile[i].rows - (LOG_SCREEN_END - LOG_SCREEN_TOP) - 1) logfile[i].line = logfile[i].rows - (LOG_SCREEN_END - LOG_SCREEN_TOP) - 1;
			if(logfile[i].line < 0) logfile[i].line = 0;
			for(l=LOG_SCREEN_TOP, j=logfile[i].line; j<logfile[i].rows-1; l++, j++)
			{
				if(l<LOG_SCREEN_END)
				{
					char textpad[480] = {""};
					for(k=0; k<480; k++)
					{
						if(!logfile[i].buf->ptr[logfile[i].pos[j]+k]) break;
						textpad[k] = logfile[i].buf->ptr[logfile[i].pos[j]+k];
					}
					if(logfile[i].rows>0xFFFF)
						printText(5, l*10, WHITE, 0, 0, "0x%08x:  %s", j, textpad);
					else
						printText(5, l*10, WHITE, 0, 0, "0x%04x:  %s", j, textpad);
				}
				else break;
			}
		}
		else if(i == SCRIPT_LOG) printText(5, 3, RED, 0, 0, "Log NOT Found: ScriptLog.txt");
		else                     printText(5, 3, RED, 0, 0, "Log NOT Found: OpenBorLog.txt");

	    drawScreens(NULL, 0, 0);
	}
	freescreen(&Viewer);
	Viewer = NULL;
	drawMenu();
}
Beispiel #21
0
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Draw the whole video with query running message:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void drawQueryRunning(){
    oslStartDrawing();
    drawCommonGraphics();
    drawButtonBar(MODE_MEDIA_LIBRARY);
    drawMenu(&commonMenu);
    drawMLinfo();
    drawWait(langGetString("QUERY_RUNNING_TITLE"), langGetString("QUERY_RUNNING"));
    oslEndDrawing();
    oslEndFrame();
    oslSyncFrame();
}
Beispiel #22
0
/*will update info on a screen. Uses WorkMode*/
inline void updateDisplay(){
	switch (workMode){
		case 0:
		case 2:
		drawTemperature();
		break;
		case 1:
		displayClear();
		drawMenu();
		break;
	}
}
Beispiel #23
0
void displayConfigure(void) {
  char message[] = "Press a key for this action!";
  drawGuiBackground();
  drawGuiLogo();
  drawMenu(gScreen);

  rasonly(gScreen);
  glColor3f(1.0, 1.0, 1.0);
  drawText(guiFtx, gScreen->vp_w / 6, 20,
	   gScreen->vp_w / (6.0f / 4.0f * strlen(message)), message);
  SystemSwapBuffers();
}
	void run() {

		initDisplay();

		touch->initialize();

		drawMenu();

		for(;;){
			processEvents();
		}
	}
Beispiel #25
0
void MenuState::stateRender(){
    SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
    SDL_RenderClear(gRenderer);
    drawMenu();
    for (int index = 0; index < 3; index++) {
        currentSprite = index;
        if (hover[index]) {
            currentSprite += 3;
        }
        boardButtons[index].render(currentSprite);
    }
}
Beispiel #26
0
void displayConfigure() {
  char message[] = "Press a key for this action!";
  drawGuiBackground();
  if(!game->settings->softwareRendering)
    drawGuiLogo();
  drawMenu(game->screen);

  rasonly(game->screen);
  glColor3f(1.0, 1.0, 1.0);
  drawText(guiFtx, game->screen->vp_w / 6, 20,
	   game->screen->vp_w / (6.0 / 4.0 * strlen(message)), message);
  SystemSwapBuffers();
}
Beispiel #27
0
void displayTport() {
  char message[] = "Enter port of tracker ...";
  drawGuiBackground();
  if(!game->settings->softwareRendering)
    drawGuiLogo();
  drawMenu(game->screen);

  rasonly(game->screen);
  glColor3f(1.0, 1.0, 1.0);
  drawText(guiFtx, game->screen->vp_w / 6, 20,
	   game->screen->vp_w / (6.0 / 4.0 * strlen(message)), message);
  SystemSwapBuffers();
}
Beispiel #28
0
void Application::run()
{
	sf::Sprite drawing_sprite;
	sf::Vector2i mouse;
	Resource *res = Resource::GetInstance();
	while (m_window->isOpen())
	{
		while (m_window->pollEvent(m_event))
		{
			handleEvent();
		}

		m_window->clear();
		mouse = sf::Mouse::getPosition(*m_window);

		switch (m_state)
		{
		case SET_START:
			drawing_sprite = res->getSprite(Resource::SPR_START);
			drawing_sprite.setPosition((float)(mouse.x / SQUARE_SIZE) * SQUARE_SIZE, (float)(mouse.y / SQUARE_SIZE) * SQUARE_SIZE);
			m_window->draw(drawing_sprite);
			break;
		case SET_FINISH:
			drawing_sprite = res->getSprite(Resource::SPR_FINISH);
			drawing_sprite.setPosition((float)(mouse.x / SQUARE_SIZE) * SQUARE_SIZE, (float)(mouse.y / SQUARE_SIZE) * SQUARE_SIZE);
			m_window->draw(drawing_sprite);
			break;
		case SET_COLLIDER:
			drawing_sprite = res->getSprite(Resource::SPR_COLLIDER);
			drawing_sprite.setPosition((float)(mouse.x / SQUARE_SIZE) * SQUARE_SIZE, (float)(mouse.y / SQUARE_SIZE) * SQUARE_SIZE);
			m_window->draw(drawing_sprite);
		}

		if (!m_pause)
		{
			m_level->tick(*m_window);	//calculating and moving A*
			m_pause = true;
		}

		m_level->draw(*m_window, (m_state == SET_COLLIDER) ? true : false);

		if (m_drawMenu)
		{
			drawMenu();
		}

		m_window->display();

		sf::sleep(sf::milliseconds(10));
	}
}
Beispiel #29
0
void drawGUI(void)
{
	//make main border with title
	box(stdscr,0,0);
	move(0,1);
	wprintw(stdscr,"ASIM Tester %s",SDM_VERSION);
	w_menu = subwin(stdscr,MENU_HEIGHT,MENU_WIDTH,1,1);
	w_out = subwin(stdscr,LINES-2,COLS-2-MENU_WIDTH,1,MENU_WIDTH+1);
	w_in = subwin(stdscr,LINES-2-MENU_HEIGHT,MENU_WIDTH,MENU_HEIGHT+1,1);
	drawInput();
	drawOutput();
	drawMenu();
	wrefresh(stdscr);
}
Beispiel #30
0
/**
* Render the game on the screen
*/
void Game::renderGame() {
		//Clear the screen
	_graphic.clearWindow();

		//Draw the screen's content based on the game state
	if (_gameState == GameState::MENU) {
		drawMenu();
	}
	else {
		drawGame();
	}
		//Refresh screen
	_graphic.refreshWindow();
}