Example #1
0
int main(){
	Simple_window win(Point(100, 100), 600, 400, "Arc");
	
	Graph_lib::Arc arc1(Point(300, 200), 100, 100, 45, 135);
	Graph_lib::Arc arc2(Point(300, 200), 100, 100, 225, 315);

	arc1.set_fill_color(Color::dark_green);
	arc1.set_color(Color::white);
	arc1.set_style(Line_style(Line_style::solid, 10));

	arc2.set_fill_color(Color::dark_blue);
	arc2.set_color(Color::white);
	arc2.set_style(Line_style(Line_style::solid, 10));

	win.attach(arc1);
	win.attach(arc2);
	win.wait_for_button();
}
Example #2
0
void G_WriteSnapshots (FILE *file)
{
	unsigned int i;

	for (i = 0; i < wadlevelinfos.Size(); i++)
	{
		if (wadlevelinfos[i].snapshot)
		{
			FPNGChunkArchive arc (file, SNAP_ID);
			writeSnapShot (arc, (level_info_t *)&wadlevelinfos[i]);
		}
	}
	if (TheDefaultLevelInfo.snapshot != NULL)
	{
		FPNGChunkArchive arc (file, DSNP_ID);
		writeSnapShot(arc, &TheDefaultLevelInfo);
	}

	FPNGChunkArchive *arc = NULL;
	
	// Write out which levels have been visited
	for (i = 0; i < wadlevelinfos.Size(); ++i)
	{
		if (wadlevelinfos[i].flags & LEVEL_VISITED)
		{
			if (arc == NULL)
			{
				arc = new FPNGChunkArchive (file, VIST_ID);
			}
			writeMapName (*arc, wadlevelinfos[i].MapName);
		}
	}

	if (arc != NULL)
	{
		BYTE zero = 0;
		*arc << zero;
		delete arc;
	}

	// Store player classes to be used when spawning a random class
	if (multiplayer)
	{
		FPNGChunkArchive arc2 (file, RCLS_ID);
		for (i = 0; i < MAXPLAYERS; ++i)
		{
			SBYTE cnum = SinglePlayerClass[i];
			arc2 << cnum;
		}
	}

	// Store player classes that are currently in use
	FPNGChunkArchive arc3 (file, PCLS_ID);
	for (i = 0; i < MAXPLAYERS; ++i)
	{
		BYTE pnum;
		if (playeringame[i])
		{
			pnum = i;
			arc3 << pnum;
			arc3.UserWriteClass (players[i].cls);
		}
		pnum = 255;
		arc3 << pnum;
	}
}