Example #1
0
void renderMenu()
{
    if(renderinitialised==0)
        return;
    renderPicture(&Background);
    renderButton(&choixJeu);
    renderButton(&choixStat);
    renderButton(&choixQuit);
}
Example #2
0
void Mixer::renderMute(byte id) {
	int w = (_tft.getDisplayXSize() - 11) / 3,
		x = 10 + (w * id),
		y = _tft.getDisplayYSize() - 40;

	renderButton(id, (char *) (id == 0 ? "Sampler" : id == 1 ? "Synth 1" : "Synth 2"), x, y, w, !(id == 0 ? _sampler->mute : _synths[id - 1]->mute));
}
Example #3
0
//Update all the widgets
void GHEffectViews_renderEffects(LinkedList* effectParams) {
	GHEffectParamView* param;
	list_rewind(effectParams);

	//List over all the parameters.
	while((param = list_next(effectParams))) {
		//Knobs need to be repainted every time. Otherwise the animated cursor would erase the position indicators.
		if (param->knob)
		{
			renderKnob(param);
		}

		//If the parameter value hasn't changed, we can carry on
		if (!param->invalidated) continue;

		//Display text-based widgets if they are defined
		if (param->nameShard) {
			GHTextShards_displaySingle(param->nameShard);
		}
		if (param->valueShard) {
			formatParamTextValue(param->valueShard->value, param->controller);
			GHTextShards_displaySingle(param->valueShard);
		}

		//Display button if it is defined
		if(param->button) {
			renderButton(param);
		}

		//invalidated is set to 1 when the value of a parameter changes. The update then needs to happen twice in a row in order to fill both buffers.
		if(param->invalidated==2) param->invalidated = 0;
		else param->invalidated = 2;
	}
}
/** Displays the player view in the panel area.
    \param defaultPos default position if rank is 0 (race startup)
*/
void
CAPlayerView::display( const int defaultPos ) {
    // Maybe we need to re-render the button sprite:
    //
    if( currentColor!=player->getColor() ) {
        renderButton();
    }

    int lap = (int)( floor( player->getPosition() )+1.0 );
    int rank = (player->getRaceRank()==0 ? defaultPos : player->getRaceRank());
    int y = (rank-1) * 55 + 110 + 38; // The turbo jauge + the ammo jauge

    if( lap>5 ) lap=5;

    std::ostringstream ossLap, ossRank, ossNumLap;
    ossLap << lap;
    ossRank << rank;
    ossNumLap << CA_NUMLAPS;

    // Display color button:
    //
    button.draw ( *CA_APP->graphicContext,0, y);
    CA_RES->panel_life.draw ( *CA_APP->graphicContext, (int)((float)player->getLife() / 100.0 * 120.0), y );

    // Display name:
    //
    CA_RES->font_normal_11_white.draw_text( *CA_APP->graphicContext, 3, y+2, player->getName() );

    // Display laps and rank:
    //
    CA_RES->panel_infoview.draw ( *CA_APP->graphicContext,0, y+20);
    CA_RES->font_lcd_13_green.draw_text( *CA_APP->graphicContext, 50, y+22, ossLap.str() );
    CA_RES->font_lcd_13_green.draw_text( *CA_APP->graphicContext, 70, y+31, ossNumLap.str() );
    CA_RES->font_normal_11_white.draw_text( *CA_APP->graphicContext, 99, y+30, ossRank.str() );

    // Display cross for death players:
    //
    if( player->getLife()<0.1 ) {
        CL_Draw::fill( *CA_APP->graphicContext, CL_Rectf(0, y, 120, y+55), CL_Colorf(0, 0, 0, 85) );
        CA_RES->panel_death.draw ( *CA_APP->graphicContext,0, y);
    }
}
/** Constructor.
    \param player Pointer to the appropriate player.
*/
CAPlayerView::CAPlayerView( Player* player ) {
    this->player = player;
    renderButton();
}
Example #6
0
	virtual void render()
	{
		renderButton();
	}