static void tab_paint(t_tab *x, t_object *view) { t_rect rect; ebox_get_rect_for_view((t_ebox *)x, &rect); draw_selection(x, view, &rect); draw_background(x, view, &rect); draw_text(x, view, &rect); }
void VisObj::display(const std::string& display_method , Console& cs, bool smooth, float gamma) { if(create_display_list){ create_display_list = false; produce_renderer(display_method, cs, smooth, gamma); } view_ctrl.set_gl_modelview(); renderer->draw(); if(active_selection) draw_selection(); }
void edit_interface_rep::draw_post (renderer ren, rectangle r) { renderer win= get_renderer (this); win->set_shrinking_factor (sfactor); ren->set_shrinking_factor (sfactor); draw_context (ren, r); draw_env (ren); draw_selection (ren); draw_graphics (ren); draw_cursor (ren); // the text cursor must be drawn over the graphical object ren->set_shrinking_factor (1); win->set_shrinking_factor (1); }
void game_mesh::draw(void) { if(p_geom) { /* Set a world matrix */ draw_world_set(); /* Set material */ if(p_mat) { p_mat->set(); } else { mesh_material::set_default(); } /* Draw geometry */ p_geom->draw(); /* Draw normals if requested */ if(graph3d::config.draw_debug_normals) { p_geom->draw_normals(); } /* Draw selection if this object is selected */ if(graph3d::config.draw_selection) { if(mark_get(MARK_SELECTED)) { draw_selection(); } } } /* Draw pivot if requested */ if(graph3d::config.draw_pivots) { draw_pivot(); } /* Draw bouding boxes if requested */ else { if(graph3d::config.draw_bouding_boxes) { draw_box(); } } }