void HeightDown (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1) { if(asdcfg->Dim.y > MIN_HEIGHT) { asdcfg->Dim.y--; DrawDigits(screen, digits, asdcfg->Dim.y, HEIGHTSP, asdcfg->bBnw); if(CapR(&asdcfg->Mines, 9, (asdcfg->Dim.x-1) * (asdcfg->Dim.y-1))) DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw); } }
void WidthDown (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1) { if(asdcfg->Dim.x > MIN_WIDTH) { asdcfg->Dim.x--; DrawDigits(screen, digits, asdcfg->Dim.x, WIDTHSP, asdcfg->bBnw); if(CapR(&asdcfg->Mines, 9, (asdcfg->Dim.x-1) * (asdcfg->Dim.y-1))) DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw); } }
void CBarGeneratorEan8::Generate(void* data) { EAN8* p; EAN8 ean8; p=reinterpret_cast<EAN8*>(data); ean8=*p; int digit=CheckDigit(ean8); if (DigitLen(ean8)==7) { ean8*=10; ean8+=digit; } else if (DigitLen(ean8)==8) { EAN8 lastDigit; lastDigit=ean8-(EAN8)((EAN8)(ean8/10)*10); if (lastDigit!=digit) throw CBarGeneratorException("Check digit error"); } if (DigitLen(ean8)!=8) throw CBarGeneratorException("Length of EAN8 error"); std::string binary; binary=EncodeDigits(ean8); if (binary.length()!=67) throw CBarGeneratorException("Binary length error"); DrawBars(binary); DrawDigits(ean8); }
void MinesDown (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1) { if(asdcfg->Mines > MIN_MINES) { asdcfg->Mines--; DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw); } }
void MinesUp (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1) { if(asdcfg->Mines < (asdcfg->Dim.x-1) * (asdcfg->Dim.y-1)) { asdcfg->Mines++; DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw); } }
void HeightUp (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1) { if(asdcfg->Dim.y < MAX_HEIGHT) { asdcfg->Dim.y++; DrawDigits(screen, digits, asdcfg->Dim.y, HEIGHTSP, asdcfg->bBnw); } }
void WidthUp (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1) { if(asdcfg->Dim.x < MAX_WIDTH) { asdcfg->Dim.x++; DrawDigits(screen, digits, asdcfg->Dim.x, WIDTHSP, asdcfg->bBnw); } }
///////////////////////////////////////////////////////////////////// // main draw event for this control ///////////////////////////////////////////////////////////////////// void CFreqCtrl::paintEvent(QPaintEvent *) { QPainter painter(&m_Pixmap); if(m_UpdateAll) //if need to redraw everything { DrawBkGround(painter); m_UpdateAll = FALSE; } // draw any modified digits to the m_MemDC DrawDigits(painter); //now draw pixmap onto screen QPainter scrnpainter(this); scrnpainter.drawPixmap(0,0,m_Pixmap); //blt to the screen(flickers like a candle, why?) }
//***************************************************** void PointersView::Draw(BRect rect) { if (Pool.sample_type != NONE){ DrawDigits( 34, 18, Pool.l_pointer); DrawDigits( 109,18, Pool.r_pointer); DrawDigits( 184,18, Pool.r_pointer - Pool.l_pointer+1); DrawDigits( 34, 41, Pool.pointer); if (Pool.selection != NONE){ DrawDigits( 109,41, Pool.r_sel_pointer); DrawDigits( 184,41, Pool.r_sel_pointer - Pool.pointer+1); }else{ DrawDigits( 184,41, 0); } // Sync(); } }
void HUD::Draw(Locus::RenderingState& renderingState) const { //draw crosshairs renderingState.shaderController.UseProgram(notTexturedNotLitProgramID); glLineWidth(3.0f); renderingState.transformationStack.Push(); renderingState.transformationStack.Translate(Locus::FVector3(static_cast<float>(crosshairsX), static_cast<float>(crosshairsY), 0.0f)); renderingState.UploadTransformations(); crosshairs.Draw(renderingState); renderingState.transformationStack.Pop(); glLineWidth(1.0f); renderingState.shaderController.UseProgram(texturedNotLitProgramID); glEnable (GL_BLEND); //draw lives icon textureManager->GetTexture(MPM::TextureManager::Lives_Icon_TextureName)->Bind(); renderingState.shaderController.SetTextureUniform(Locus::ShaderSource::Map_Diffuse, 0); renderingState.transformationStack.UploadTransformations(renderingState.shaderController, livesIcon.CurrentModelTransformation()); livesIcon.Draw(renderingState); //draw lives times textureManager->GetTexture(MPM::TextureManager::Lives_Times_TextureName)->Bind(); renderingState.transformationStack.UploadTransformations(renderingState.shaderController, livesTimes.CurrentModelTransformation()); livesTimes.Draw(renderingState); //draw num extra lives textureManager->GetTexture(MPM::TextureManager::MakeDigitTextureName(lives - 1))->Bind(); renderingState.transformationStack.UploadTransformations(renderingState.shaderController, livesQuad.CurrentModelTransformation()); livesQuad.Draw(renderingState); //draw score label textureManager->GetTexture(MPM::TextureManager::Score_Label_TextureName)->Bind(); renderingState.transformationStack.UploadTransformations(renderingState.shaderController, scoreLabel.CurrentModelTransformation()); scoreLabel.Draw(renderingState); //draw level label textureManager->GetTexture(MPM::TextureManager::Level_Label_TextureName)->Bind(); renderingState.transformationStack.UploadTransformations(renderingState.shaderController, levelLabel.CurrentModelTransformation()); levelLabel.Draw(renderingState); //draw score DrawDigits(renderingState, score, HUD_NUM_SCORE_DIGITS, scoreX, topStripY); //draw level DrawDigits(renderingState, level, HUD_NUM_LEVEL_DIGITS, levelX, topStripY); DrawAmmo(renderingState); //draw FPS DrawDigits(renderingState, fps, HUD_NUM_FPS_DIGITS, fpsX, bottomStripY); glDisable(GL_BLEND); }