void CGUIWindowTestPattern::Render() { #if defined(HAS_SDL_OPENGL) int top = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.top; int bottom = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.bottom; int left = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.left; int right = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.right; glDisable(GL_TEXTURE_2D); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); switch (m_pattern) { case 0: DrawContrastBrightnessPattern(top, left, bottom, right); break; case 1: DrawVerticalLines(top, left, bottom, right); break; case 2: DrawHorizontalLines(top, left, bottom, right); break; case 3: DrawCheckers(top, left, bottom, right); break; case 4: DrawBouncingRectangle(top, left, bottom, right); break; } glEnable(GL_TEXTURE_2D); #endif CGUIWindow::Render(); }
void CGUIWindowTestPattern::Render() { BeginRender(); const RESOLUTION_INFO info = g_graphicsContext.GetResInfo(); int top = info.Overscan.top; int bottom = info.Overscan.bottom; int left = info.Overscan.left; int right = info.Overscan.right; switch (m_pattern) { case 0: DrawContrastBrightnessPattern(top, left, bottom, right); break; case 1: DrawVerticalLines(top, left, bottom, right); break; case 2: DrawHorizontalLines(top, left, bottom, right); break; case 3: DrawCheckers(top, left, bottom, right); break; case 4: DrawBouncingRectangle(top, left, bottom, right); break; } EndRender(); CGUIWindow::Render(); }
void CGUIWindowTestPattern::Render() { BeginRender(); int top = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.top; int bottom = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.bottom; int left = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.left; int right = g_settings.m_ResInfo[g_graphicsContext.GetVideoResolution()].Overscan.right; switch (m_pattern) { case 0: DrawContrastBrightnessPattern(top, left, bottom, right); break; case 1: DrawVerticalLines(top, left, bottom, right); break; case 2: DrawHorizontalLines(top, left, bottom, right); break; case 3: DrawCheckers(top, left, bottom, right); break; case 4: DrawBouncingRectangle(top, left, bottom, right); break; } EndRender(); CGUIWindow::Render(); }