void XMLScene::display() { static int i=0; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //axis.draw(); /* glMatrixMode(GL_PROJECTION); glLoadIdentity(); int viewport[]={0,0,0,0}; glGetIntegerv(GL_VIEWPORT,viewport); glViewport(0,0,viewport[2],viewport[3]); //file->sceneCameras[camera].second->updateProjectionMatrix(viewport[2],viewport[3]); file->sceneCameras[camera].second->applyView(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); */ //activeCamera->setZ(-20); activeCamera->applyView(); printScoreBoard(); //draw lights selectDrawMode(); for(unsigned int i=0;i<file->sceneLights.size();i++) { if(activeLights[i]==1) { file->sceneLights[i]->enable(); file->sceneLights[i]->draw(); } else file->sceneLights[i]->disable(); file->sceneLights[i]->update(); } //end of draw lights glPushMatrix(); drawObjects(); glPopMatrix(); data->getBoard()->draw(); //if theme is changed if(lastOption!=option) { data->getBoard()->setPieceOption(option); changeTheme(); lastOption=option; } i++; glutSwapBuffers(); }
void Board::printText()const { for(int i=0;i<HEIGHT;++i) { for(int j=0;j<WIDTH;++j) { if((text[i][j]==PLAYER)||(text[i][j]==ARROW)) { cout << ' '; } else { cout << text[i][j]; } } cout << endl; } pList->print(); aList->print(); printScoreBoard(0); }