static void output_plain_fields (MuMsg *msg, const char *fields, gboolean color, gboolean threads) { const char* myfields; int nonempty; g_return_if_fail (fields); for (myfields = fields, nonempty = 0; *myfields; ++myfields) { MuMsgFieldId mfid; mfid = mu_msg_field_id_from_shortcut (*myfields, FALSE); if (mfid == MU_MSG_FIELD_ID_NONE || (!mu_msg_field_xapian_value (mfid) && !mu_msg_field_xapian_contact (mfid))) nonempty += printf ("%c", *myfields); else { ansi_color_maybe (mfid, color); nonempty += mu_util_fputs_encoded (display_field (msg, mfid), stdout); ansi_reset_maybe (mfid, color); } } if (nonempty) fputs ("\n", stdout); }
void GLScalarFieldScene::display(DisplayInfo &info) { require_initialization(); if (particles == NULL) return; render_field(info); display_field(info); legend->set_range(field_range.min[0], field_range.max[0]); legend->set_title(Glib::ustring("")); legend->display(info); }
static void output_plain_fields (MuMsg *msg, const char *fields, gboolean color, gboolean threads) { const char* myfields; int nonempty, backslash = 0; MuMsgFieldId mfid; g_return_if_fail (fields); for (myfields = fields, nonempty = 0; *myfields; ++myfields) { if (backslash) { /* Just saw a backslash, interpret special char */ switch (*myfields) { case 'n': printf("\n"); break; case 't': printf("\t"); break; default: printf("\\%c", *myfields); break; }; backslash = 0; } else if (*myfields == '\\') { /* Looks like we are about to see a special char */ backslash = 1; continue; } else { mfid = mu_msg_field_id_from_shortcut (*myfields, FALSE); if (mfid == MU_MSG_FIELD_ID_NONE || (!mu_msg_field_xapian_value (mfid) && !mu_msg_field_xapian_contact (mfid))) nonempty += printf ("%c", *myfields); else { ansi_color_maybe (mfid, color); nonempty += mu_util_fputs_encoded (display_field (msg, mfid), stdout); ansi_reset_maybe (mfid, color); } } } if (nonempty) fputs ("\n", stdout); }
void play( void ) { ende=0; display_field(); new_stone(); display_stone(); while (!ende) { move_stone(); display_stone(); fall_stone(); clear_line(); display_score(); check_ende(); delay(zeit); } }