int32_t SetVF(int32_t c) { struct font_entry* currentvf; unsigned char *command,*end; struct vf_char* ptr=currentfont->chr[c]; static unsigned char initvf[]={ PUSH, W1, 0, X1, 0, Y1, 0, Z1, 0, POP }; currentvf=currentfont; SetFntNum(currentvf->defaultfont,currentvf); DEBUG_PRINTF2(DEBUG_DVI,"\n INIT VF:\t%s %s", dvi_commands[initvf[0]], dvi_commands[initvf[1]]); DrawCommand(initvf,NULL); DrawCommand(initvf+1,currentvf); DEBUG_PRINTF(DEBUG_DVI," %s", dvi_commands[initvf[3]]); DrawCommand(initvf+3,currentvf); DEBUG_PRINTF(DEBUG_DVI," %s", dvi_commands[initvf[5]]); DrawCommand(initvf+5,currentvf); DEBUG_PRINTF(DEBUG_DVI," %s", dvi_commands[initvf[7]]); DrawCommand(initvf+7,currentvf); command = ptr->mmap; end = command + ptr->length; while (command < end) { DEBUG_PRINTF(DEBUG_DVI,"\n VF MACRO:\t%s ", dvi_commands[*command]); DrawCommand(command,currentvf); command += CommandLength(command); } DEBUG_PRINTF(DEBUG_DVI,"\n EXIT VF:\t%s", dvi_commands[initvf[9]]); DrawCommand(initvf+9,NULL); currentfont=currentvf; return(ptr->tfmw); }
/***************************************************************** 関数名 : DrawMain 機能 : メイン画面の描画 引数 : なし 出力 : なし *****************************************************************/ void DrawMain() { SDL_FillRect(gMainWindow,NULL,0x101010); if(mState == MAIN_RESULT) //結果画面 DrawResult(); else DrawShip(); if(mState == MAIN_COMMAND) //コマンド入力 DrawCommand(); else if(mState == MAIN_MOVE){ //コマンド適用 DrawShot(); boxColor(gMainWindow, 0, 0, F_WIDTH, HEIGHT, 0x00000040); } SDL_Flip(gMainWindow); }
fastuidraw::reference_counted_ptr<fastuidraw::PainterDraw> fastuidraw::gl::detail::PainterBackendGL:: map_draw(void) { return FASTUIDRAWnew DrawCommand(m_pool, m_reg_gl->params(), this); }
DrawCommand GameObject::Draw() { return DrawCommand(_texture, _radius * 2, 0, _position); }