Exemple #1
0
static void gr_draw_sunken_border( short x1, short y1, short x2, short y2 )
{
	const uint8_t cgrey = CGREY;
	const uint8_t cbright = CBRIGHT;
	Hline(x1-1, x2+1, y1-1, cgrey);
	Vline( y1-1, y2+1, x1-1, cgrey);

	Hline(x1-1, x2+1, y2+1, cbright);
	Vline( y1, y2+1, x2+1, cbright);
}
Exemple #2
0
void ui_draw_shad( short x1, short y1, short x2, short y2, short c1, short c2 )
{
	gr_setcolor( c1 );

	Hline( x1+0, x2-1, y1+0 );
	Vline( y1+1, y2+0, x1+0 );

	gr_setcolor( c2 );
	Hline( x1+1, x2, y2-0 );
	Vline( y1+0, y2-1, x2-0 );
}
Exemple #3
0
static int ligne(lua_State *L)
{
 unsigned short n = lua_gettop(L);
 short int x,y,y1,x1,page,i,xx,dx,dy,err,sx,sy,e2;
 short int coul;
x = (lua_toint(L, 1)-1);
y = (lua_toint(L, 2)-1);
x1 = (lua_toint(L, 3)-1);
y1 = (lua_toint(L, 4)-1);
if(n>=5) {page= lua_toint(L, 5);if(page<0 || page >5) page = 0;}   //peut representer la couleur ou un numero de buffer
else page = 0;
dx = abs(x1-x), sx = x<x1 ? 1 : -1;
dy = abs(y1-y), sy = y<y1 ? 1 : -1;

if ( !NetB ) {
   if (n==6 || dx == 0 || dy == 0) {

      if (x>x1) {xx=x ; x=max(x1 ,0) ;x1= min(xx,127);}
      if (y>y1) {xx=y ; y=max (y1,0) ;y1= min (xx,63);}      // donc y<=y1 et x<=x1

         if (n == 6) {            // rectangle
         coul = lua_toint(L,6);
             for( i=y ; i<=y1 ; i++){
              Hline(x, x1 , i , coul);
             }

               if (page!=coul) {
               Hline(x,x1,y,page);
               Vline(x1,y,y1,page);
               Hline(x,x1,y1,page);
               Vline(x,y,y1,page);
               }
         }
         else if (dy==0) Hline(x,x1,y1,page);
         else Vline(x,y,y1,page);              //dx == 0
      return 0;
      }
}
     err = (dx>dy ? dx : -dy)/2;
     for(;;){
     if ((x == x&0x007F) && (y == y&0x003F)) // si on est dans les plages de l'écran (tester si pas de pb pour les valeurs négatives)
       {
          if(NetB) ML_pixel(x,y,1,VRAM[page]);
          else draw_write_pix(x,y,page);
         }
     if (x==x1 && y==y1) break;
     e2 = err;
     if (e2 >-dx) { err -= dy; x += sx; }
     if (e2 < dy) { err += dx; y += sy; }
     }
 if (NetB && page==0)ML_display_vram(VRAM[0]);
return 0;

}
Exemple #4
0
void gr_draw_sunken_border( short x1, short y1, short x2, short y2 )
{

	gr_setcolor( CGREY );
	Hline( x1-1, x2+1, y1-1);
	Vline( y1-1, y2+1, x1-1);

	gr_setcolor( CBRIGHT );
	Hline( x1-1, x2+1, y2+1);
	Vline( y1, y2+1, x2+1);

}
Exemple #5
0
void ui_draw_line_in( short x1, short y1, short x2, short y2 )
{
	gr_setcolor( CGREY );
	Hline( x1, x2, y1 );
	Hline( x1, x2-1, y2-1 );
	Vline( y1+1, y2-2, x1 );
	Vline( y1+1, y2-2, x2-1 );

	gr_setcolor( CBRIGHT );
	Hline( x1+1, x2-1, y1+1 );
	Hline( x1, x2, y2 );
	Vline( y1+2, y2-2, x1+1 );
	Vline( y1+1, y2-1, x2 );

}
Exemple #6
0
void ui_draw_inputbox( UI_DIALOG *dlg, UI_GADGET_INPUTBOX * inputbox )
{
	int w, h, aw;

#if 0  //ndef OGL
	if ((inputbox->status==1) || (inputbox->position != inputbox->oldposition))
#endif
	{
		gr_set_current_canvas( inputbox->canvas );

		gr_setcolor( CBLACK );
		gr_rect( 0, 0, inputbox->width-1, inputbox->height-1 );
		gr_get_string_size(inputbox->text, &w, &h, &aw  );
		
		if (dlg->keyboard_focus_gadget == (UI_GADGET *)inputbox)
		{
			if (inputbox->first_time)
			{
				gr_set_fontcolor( CBLACK, -1 );
				gr_setcolor( CRED );
				gr_rect(2, 2, 2 + w, 2 + h);
			}
			else
				gr_set_fontcolor( CRED, -1 );
		}
		else
			gr_set_fontcolor( CWHITE, -1 );

		inputbox->status = 0;

		gr_string( 2, 2, inputbox->text );

		//gr_setcolor( CBLACK );
		//gr_rect( 2+w, 0, inputbox->width-1, inputbox->height-1 );

		if (dlg->keyboard_focus_gadget == (UI_GADGET *)inputbox  && !inputbox->first_time )
		{
			gr_setcolor(CRED);
			Vline( 2,inputbox->height-3, 2+w+1 );
			Vline( 2,inputbox->height-3, 2+w+2 );
		}
	}
}
Exemple #7
0
void ui_draw_inputbox( UI_GADGET_INPUTBOX * inputbox )
{
	int w, h, aw;

	if ((inputbox->status==1) || (inputbox->position != inputbox->oldposition))
	{
		ui_mouse_hide();
		gr_set_current_canvas( inputbox->canvas );

		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)inputbox)
		{
			if (inputbox->first_time)
				gr_set_fontcolor( CBLACK, CRED );
			else
				gr_set_fontcolor( CRED, CBLACK );
		}
		else
			gr_set_fontcolor( CWHITE, CBLACK );

		inputbox->status = 0;

		gr_string( 2, 2, inputbox->text );
		gr_get_string_size(inputbox->text, &w, &h, &aw  );

		gr_setcolor( CBLACK );
		gr_rect( 2+w, 0, inputbox->width-1, inputbox->height-1 );

		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)inputbox  && !inputbox->first_time )
		{
			gr_setcolor(CRED);
			Vline( 2,inputbox->height-3, 2+w+1 );
			Vline( 2,inputbox->height-3, 2+w+2 );
		}

		ui_mouse_show();
	}
}
Exemple #8
0
bool ON_Mesh::CollapseEdge( int topei )
{
  ON_Mesh& mesh = *this;

  ON__MESHEDGE me;
  memset(&me,0,sizeof(me));
  const ON_MeshTopology& top = mesh.Topology();  
  const int F_count = mesh.m_F.Count();
  const int V_count = mesh.m_V.Count();
  const int topv_count = top.m_topv.Count();
  //const int tope_count = top.m_tope.Count();

  if ( topei < 0 || topei >= top.m_tope.Count() )
  {
    return false;
  }

  const ON_MeshTopologyEdge& tope = top.m_tope[topei];

  if (    tope.m_topf_count < 1 
       || tope.m_topvi[0] == tope.m_topvi[1] 
       || tope.m_topvi[0] < 0
       || tope.m_topvi[1] < 0
       || tope.m_topvi[0] >= topv_count
       || tope.m_topvi[1] >= topv_count )
  {
    return false;
  }

  const ON_MeshTopologyVertex& topv0 = top.m_topv[tope.m_topvi[0]];
  const ON_MeshTopologyVertex& topv1 = top.m_topv[tope.m_topvi[1]];
  if ( topv0.m_v_count < 1 || topv1.m_v_count < 1 )
  {
    return false;
  }
  if ( topv0.m_vi[0] < 0 || topv0.m_vi[0] >= V_count )
  {
    return false;
  }
  if ( topv1.m_vi[0] < 0 || topv1.m_vi[0] >= V_count )
  {
    return false;
  }
  
  // create a ON__MESHEDGE for each face (usually one or two) that uses the edge
  ON__MESHEDGE* me_list = (ON__MESHEDGE*)alloca(tope.m_topf_count*sizeof(me_list[0]));
  int me_list_count = 0;
  int efi;
  for ( efi = 0; efi < tope.m_topf_count; efi++ )
  {
    int fi = tope.m_topfi[efi];
    if ( fi < 0 || fi >= F_count )
      continue;
    const ON_MeshFace& f = mesh.m_F[fi];
    if ( !f.IsValid(V_count) )
      continue;
    me.vi1 = f.vi[3];
    me.topvi1 = top.m_topv_map[me.vi1];
    int fvi;
    for ( fvi = 0; fvi < 4; fvi++ )
    {
      me.vi0 = me.vi1;
      me.topvi0 = me.topvi1;
      me.vi1 = f.vi[fvi];
      me.topvi1 = top.m_topv_map[me.vi1];
      if ( me.vi0 != me.vi1 )
      {
        if (    (me.topvi0 == tope.m_topvi[0] && me.topvi1 == tope.m_topvi[1])
             || (me.topvi0 == tope.m_topvi[1] && me.topvi1 == tope.m_topvi[0]) )
        {
          if ( me.vi0 > me.vi1 )
          {
            int i = me.vi0; me.vi0 = me.vi1; me.vi1 = i;
            i = me.topvi0; me.topvi0 = me.topvi1; me.topvi1 = i;
          }
          me_list[me_list_count++] = me;
          break;
        }
      }
    }
  }

  if (me_list_count<1)
  {
    return false;
  }

  // Sort me_list[] so edges using same vertices are adjacent
  // to each other in the list.  This is needed so that non-manifold
  // crease edges will be properly collapsed.
  ON_qsort(me_list,me_list_count,sizeof(me_list[0]),(QSORTCMPFUNC)CompareMESHEDGE);

  // create new vertex or vertices that edge will be
  // collapsed to.
  mesh.m_C.Destroy();
  mesh.m_K.Destroy();
  
  int mei;
  bool bHasVertexNormals = mesh.HasVertexNormals();
  bool bHasTextureCoordinates = mesh.HasTextureCoordinates();
  bool bHasFaceNormals = mesh.HasFaceNormals();
  if ( topv0.m_v_count == 1 || topv1.m_v_count == 1 )
  {
    // a single new vertex
    ON_Line Vline(ON_origin,ON_origin);
    ON_Line Tline(ON_origin,ON_origin);
    ON_3dVector N0(0,0,0);
    ON_3dVector N1(0,0,0);
    ON_3dPoint P;
    int vi, tvi, cnt;

    int newvi = topv0.m_vi[0];

    cnt = 0;
    for ( tvi = 0; tvi < topv0.m_v_count; tvi++ )
    {
      vi = topv0.m_vi[tvi];
      if ( vi < 0 || vi > V_count )
        continue;
      if ( vi < newvi )
        newvi = vi;
      cnt++;
      P = mesh.m_V[vi];
      Vline.from += P;
      if ( bHasVertexNormals )
      {
        N0 += ON_3dVector(mesh.m_N[vi]);
      }
      if ( bHasTextureCoordinates )
      {
        P = mesh.m_T[vi];
        Tline.from += P;
      }
    }

    if (cnt > 1)
    {
      double s = 1.0/((double)cnt);
      Vline.from.x *= s;
      Vline.from.y *= s;
      Vline.from.z *= s;
      Tline.from.x *= s;
      Tline.from.y *= s;
      Tline.from.z *= s;
      N0 = s*N0;
    }

    cnt = 0;
    for ( tvi = 0; tvi < topv1.m_v_count; tvi++ )
    {
      vi = topv1.m_vi[tvi];
      if ( vi < 0 || vi > V_count )
        continue;
      if ( vi < newvi )
        newvi = vi;
      cnt++;
      P = mesh.m_V[vi];
      Vline.to += P;
      if ( bHasVertexNormals )
      {
        N1 += ON_3dVector(mesh.m_N[vi]);
      }
      if ( bHasTextureCoordinates )
      {
        P = mesh.m_T[vi];
        Tline.to += P;
      }
    }

    if (cnt > 1)
    {
      double s = 1.0/((double)cnt);
      Vline.to.x *= s;
      Vline.to.y *= s;
      Vline.to.z *= s;
      Tline.to.x *= s;
      Tline.to.y *= s;
      Tline.to.z *= s;
      N1 = s*N1;
    }

    ON_3fPoint newV(Vline.PointAt(0.5));
    ON_3fVector newN;
    ON_2fPoint newT;
    if ( bHasVertexNormals )
    {
      N0.Unitize();
      N1.Unitize();
      ON_3dVector N = N0+N1;
      if ( !N.Unitize() )
      {
        N = (topv0.m_v_count == 1) ? mesh.m_N[topv0.m_vi[0]] :mesh.m_N[topv1.m_vi[0]];
      }
      newN = N;
    }
    if ( bHasTextureCoordinates )
    {
      newT = Tline.PointAt(0.5);
    }
    for ( mei = 0; mei < me_list_count; mei++ )
    {
      me_list[mei].newvi = newvi;
      me_list[mei].newV = newV;
      me_list[mei].newN = newN;
      me_list[mei].newT = newT;
    }
  }
  else
  {
    // collapsing a "crease" edge - attempt to preserve
    // the crease.
    memset(&me,0,sizeof(me));
    me.vi0 = -1;
    me.vi1 = -1;
    for ( mei = 0; mei < me_list_count; mei++ )
    {
      if ( 0 == mei && CompareMESHEDGE(&me,me_list+mei) )
      {
        // cook up new vertex
        me_list[mei].newvi = mesh.m_V.Count();
        me = me_list[mei];
        ON_Line line;
        line.from = mesh.m_V[me.vi0];
        line.to   = mesh.m_V[me.vi1];
        me.newV = line.PointAt(0.5);
        if ( bHasVertexNormals )
        {
          ON_3dVector N0(mesh.m_N[me.vi0]);
          ON_3dVector N1(mesh.m_N[me.vi1]);
          ON_3dVector N = N0 + N1;
          if ( !N.Unitize() )
            N = N0;
          me.newN = N;
        }
        if ( bHasTextureCoordinates )
        {
          line.from = mesh.m_T[me.vi0];
          line.to   = mesh.m_T[me.vi1];
          me.newT = line.PointAt(0.5);
        }
        me.newvi = (me.vi0 < me.vi1) ? me.vi0 : me.vi1;
      }
      else
      {
        me_list[mei].newvi = me.newvi;
        me_list[mei].newV = me.newV;
        me_list[mei].newN = me.newN;
        me_list[mei].newT = me.newT;
      }
    }
  }

  // We are done averaging old mesh values.
  // Change values in mesh m_V[], m_N[] and m_T[] arrays.
  for ( mei = 0; mei < me_list_count; mei++ )
  {
    mesh.m_V[me_list[mei].vi0] = me_list[mei].newV;
    mesh.m_V[me_list[mei].vi1] = me_list[mei].newV;
    if ( bHasVertexNormals )
    {
      mesh.m_N[me_list[mei].vi0] = me_list[mei].newN;
      mesh.m_N[me_list[mei].vi1] = me_list[mei].newN;
    }
    if ( bHasTextureCoordinates )
    {
      mesh.m_T[me_list[mei].vi0] = me_list[mei].newT;
      mesh.m_T[me_list[mei].vi1] = me_list[mei].newT;
    }
  }

  // make a map of old to new
  int old2new_map_count = 0;
  ON__NEWVI* old2new_map = (ON__NEWVI*)alloca(2*me_list_count*sizeof(old2new_map[0]));

  for ( mei = 0; mei < me_list_count; mei++ )
  {
    old2new_map[old2new_map_count].oldvi = me_list[mei].vi0;
    old2new_map[old2new_map_count].newvi = me_list[mei].newvi;
    old2new_map_count++;
    old2new_map[old2new_map_count].oldvi = me_list[mei].vi1;
    old2new_map[old2new_map_count].newvi = me_list[mei].newvi;
    old2new_map_count++;
  }

  // sort old2new_map[] so we can use a fast bsearch() call
  // to update faces.
  ON_qsort(old2new_map,old2new_map_count,sizeof(old2new_map[0]),(QSORTCMPFUNC)CompareNEWVI);

  // count faces that use the vertices that are being changed
  int bad_fi_count = 0;
  int topv_end, vei, fi, fvi23, fvi;
  ON__NEWVI nvi;

  for ( topv_end = 0; topv_end < 2; topv_end++ )
  {
    const ON_MeshTopologyVertex& topv = (topv_end) ? topv1 : topv0;
    for ( vei = 0; vei < topv.m_tope_count; vei++ )
    {
      topei = topv.m_topei[vei];
      if ( topei < 0 && topei >= top.m_tope.Count() )
        continue;
      bad_fi_count += top.m_tope[topei].m_topf_count;
    }
  }
  int* bad_fi = (int*)alloca(bad_fi_count*sizeof(*bad_fi));
  bad_fi_count = 0;

  // Go through all the faces that use the vertices at the
  // ends of the edge and update the vi[] values to use the
  // new vertices.
  for ( topv_end = 0; topv_end < 2; topv_end++ )
  {
    const ON_MeshTopologyVertex& topv = (topv_end) ? topv1 : topv0;
    for ( vei = 0; vei < topv.m_tope_count; vei++ )
    {
      topei = topv.m_topei[vei];
      if ( topei < 0 && topei >= top.m_tope.Count() )
        continue;
      const ON_MeshTopologyEdge& e = top.m_tope[topei];
      for ( efi = 0; efi < e.m_topf_count; efi++ )
      {
        fi = e.m_topfi[efi];
        if ( fi < 0 || fi >= F_count )
          continue;
        bool bChangedFace = false;
        ON_MeshFace& f = mesh.m_F[fi];
        for ( fvi = 0; fvi < 4; fvi++ )
        {
          nvi.oldvi = f.vi[fvi];
          ON__NEWVI* p = (ON__NEWVI*)bsearch(&nvi,old2new_map,old2new_map_count,sizeof(old2new_map[0]),(QSORTCMPFUNC)CompareNEWVI);
          if ( 0 != p && p->oldvi != p->newvi)
          {
            f.vi[fvi] = p->newvi;
            bChangedFace = true;
          }
        }
        if ( bChangedFace )
        {
          if ( !f.IsValid(V_count) )
          {
            if ( f.vi[3] == f.vi[0] )
            {
              f.vi[0] = f.vi[1];
              f.vi[1] = f.vi[2];
              f.vi[2] = f.vi[3];
            }
            else if ( f.vi[0] == f.vi[1] )
            {
              fvi23 = f.vi[0];
              f.vi[0] = f.vi[2];
              f.vi[1] = f.vi[3];
              f.vi[2] = fvi23;
              f.vi[3] = fvi23;
            }
            else if ( f.vi[1] == f.vi[2] )
            {
              fvi23 = f.vi[1];
              f.vi[1] = f.vi[0];
              f.vi[0] = f.vi[3];
              f.vi[2] = fvi23;
              f.vi[3] = fvi23;
            }
            if ( f.vi[0] == f.vi[1] || f.vi[1] == f.vi[2] || f.vi[2] == f.vi[0] || f.vi[2] != f.vi[3] )
            {
              bad_fi[bad_fi_count++] = fi;
            }
          }
          if ( bHasFaceNormals )
          {
            // invalid faces are removed below
            ON_3fVector a, b, n;
            a = mesh.m_V[f.vi[2]] - mesh.m_V[f.vi[0]];
            b = mesh.m_V[f.vi[3]] - mesh.m_V[f.vi[1]];
            n = ON_CrossProduct( a, b );
            n.Unitize();
            mesh.m_FN[fi] = n;
          }
        }
      }
    }
  }

  if ( bad_fi_count > 0 )
  {
    // remove collapsed faces
    ON_qsort(bad_fi,bad_fi_count,sizeof(bad_fi[0]),CompareInt);
    int bfi = 1;
    int dest_fi = bad_fi[0];
    for ( fi = dest_fi+1; fi < F_count && bfi < bad_fi_count; fi++ )
    {
      if ( fi == bad_fi[bfi] )
      {
        bfi++;
      }
      else
      {
        mesh.m_F[dest_fi++] = mesh.m_F[fi];
      }
    }
    while (fi<F_count)
    {
      mesh.m_F[dest_fi++] = mesh.m_F[fi++];
    }
    mesh.m_F.SetCount(dest_fi);

    if ( bHasFaceNormals )
    {
      bfi = 1;
      dest_fi = bad_fi[0];
      for ( fi = dest_fi+1; fi < F_count && bfi < bad_fi_count; fi++ )
      {
        if ( fi == bad_fi[bfi] )
        {
          bfi++;
        }
        else
        {
          mesh.m_FN[dest_fi++] = mesh.m_FN[fi];
        }
      }
      while (fi<F_count)
      {
        mesh.m_FN[dest_fi++] = mesh.m_FN[fi++];
      }
      mesh.m_FN.SetCount(dest_fi);
    }
  }

  mesh.Compact();
  mesh.DestroyTopology();
  mesh.DestroyPartition();

  return true;
}
void Xbar(int x,int y,int lx,int ly,char c){
	Hline(x,y,x+lx-1,c);
	Hline(x,y+ly-1,x+lx-1,c);
	Vline(x,y,y+ly-1,c);
	Vline(x+lx-1,y,y+ly-1,c);
};