Example #1
0
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);
}
Example #2
0
/*****************************************************************
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);
}
Example #3
0
fastuidraw::reference_counted_ptr<fastuidraw::PainterDraw>
fastuidraw::gl::detail::PainterBackendGL::
map_draw(void)
{
  return FASTUIDRAWnew DrawCommand(m_pool, m_reg_gl->params(), this);
}
Example #4
0
DrawCommand GameObject::Draw()
{
	return DrawCommand(_texture, _radius * 2, 0, _position);
}