Exemple #1
0
void GPC_Canvas::DrawAllBanners(void)
{
	if(!m_bannersEnabled || (m_banners.size() < 1))
		return;
	
	// Save the old rendering parameters.

	CanvasRenderState render_state;
	PushRenderState(render_state);

	// Set up everything for banner display.
	
	// Set up OpenGL matrices 
	SetOrthoProjection();
	// Activate OpenGL settings needed for display of the texture
	::glDisable(GL_LIGHTING);
	::glDisable(GL_DEPTH_TEST);
	::glDisable(GL_FOG);
	::glEnable(GL_TEXTURE_2D);
	::glEnable(GL_BLEND);
	::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	TBannerMap::iterator it = m_banners.begin();
	while (it != m_banners.end()) {
		if (it->second.enabled) {
			DrawBanner(it->second);
		}
		it++;
	}

	PopRenderState(render_state);
}
Exemple #2
0
static void
Draw(Canvas &canvas)
{
  PixelRect rc = canvas.GetRect();
  rc.Grow(-16);

  DrawBanner(canvas, rc);
  DrawFlights(canvas, rc);
}
Exemple #3
0
int PSPNetconfDialog::Update(int animSpeed) {
	UpdateButtons();
	I18NCategory *d = GetI18NCategory("Dialog");
	I18NCategory *err = GetI18NCategory("Error");
	const float WRAP_WIDTH = 254.0f;
	const int confirmBtnImage = g_Config.iButtonPreference == PSP_SYSTEMPARAM_BUTTON_CROSS ? I_CROSS : I_CIRCLE;
	const int confirmBtn = g_Config.iButtonPreference == PSP_SYSTEMPARAM_BUTTON_CROSS ? CTRL_CROSS : CTRL_CIRCLE;

	if (status == SCE_UTILITY_STATUS_INITIALIZE)
	{
		status = SCE_UTILITY_STATUS_RUNNING;
	}
	else if (status == SCE_UTILITY_STATUS_RUNNING && (request.netAction == NETCONF_CONNECT_APNET || request.netAction == NETCONF_STATUS_APNET)) {
		UpdateFade(animSpeed);
		StartDraw();
		DrawBanner();
		PPGeDrawRect(0, 0, 480, 272, CalcFadedColor(0x63636363));
		PPGeDrawTextWrapped(err->T("PPSSPPDoesNotSupportInternet", "PPSSPP currently does not support connecting to the Internet for DLC, PSN, or game updates."), 241, 132, WRAP_WIDTH, PPGE_ALIGN_CENTER, 0.5f, CalcFadedColor(0xFFFFFFFF));
		PPGeDrawImage(confirmBtnImage, 195, 250, 20, 20, 0, CalcFadedColor(0xFFFFFFFF));
		PPGeDrawText(d->T("OK"), 225, 252, PPGE_ALIGN_LEFT, 0.5f, CalcFadedColor(0xFFFFFFFF));

		if (IsButtonPressed(confirmBtn)) {
			StartFade(false);
			status = SCE_UTILITY_STATUS_FINISHED;
			// TODO: When the dialog is aborted, does it really set the result to this?
			// It seems to make Phantasy Star Portable 2 happy, so it should be okay for now.
			request.common.result = SCE_UTILITY_DIALOG_RESULT_ABORT;
		}
		
	}
	else if (status == SCE_UTILITY_STATUS_RUNNING && (request.netAction == NETCONF_CONNECT_ADHOC || request.netAction == NETCONF_CREATE_ADHOC || request.netAction == NETCONF_JOIN_ADHOC)) {
		if (request.NetconfData != NULL) {
			Shutdown(true);
			if (sceNetAdhocctlCreate(request.NetconfData->groupName) == 0)
			{
				status = SCE_UTILITY_STATUS_FINISHED;
				return 0;
			}
			return -1;
		}
	}
	else if (status == SCE_UTILITY_STATUS_FINISHED)
	{
		status = SCE_UTILITY_STATUS_SHUTDOWN;
	}

	EndDraw();
	return 0;
}
Exemple #4
0
 void World::Draw()
 {
     if(m_state == IDLE)
     {
         if(m_texBanner != nullptr && m_texBanner->GetTexId() != 0)
         {
             DrawBanner();
         }
     }
     else if(m_state == PLAYING)
     {
         DrawPlayField();
         DrawScore();
         DrawBall();
         DrawPlayer1();
         DrawPlayer2();
     } 
     else if(m_state == GAMEOVER) 
     {
         glClear(GL_COLOR_BUFFER_BIT);
         DrawPlayField();
         DrawScore();
     }
 }