Exemple #1
0
/* CTextureCanvas::draw
 * Draws the canvas contents
 *******************************************************************/
void CTextureCanvas::draw()
{
	// Setup the viewport
	glViewport(0, 0, GetSize().x, GetSize().y);

	// Setup the screen projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, GetSize().x, GetSize().y, 0, -1, 1);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Clear
	glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	// Translate to inside of pixel (otherwise inaccuracies can occur on certain gl implementations)
	if (OpenGL::accuracyTweak())
		glTranslatef(0.375f, 0.375f, 0);

	// Draw background
	drawCheckeredBackground();

	// Pan by view offset
	glTranslated(offset.x, offset.y, 0);

	// Draw texture
	if (texture)
		drawTexture();

	// Swap buffers (ie show what was drawn)
	SwapBuffers();
}
// -----------------------------------------------------------------------------
// Draw the canvas contents
// -----------------------------------------------------------------------------
void CropCanvas::draw()
{
	// Setup for 2d
	setup2D();

	// Draw background
	drawCheckeredBackground();

	// Determine graphic position & scale
	double width  = GetSize().x;
	double height = GetSize().y;

	// Get image dimensions
	auto&  tex_info = OpenGL::Texture::info(texture_);
	double x_dim    = (double)tex_info.size.x;
	double y_dim    = (double)tex_info.size.y;

	// Get max scale for x and y (including padding)
	double x_scale = ((double)width - UI::scalePx(24)) / x_dim;
	double y_scale = ((double)height - UI::scalePx(24)) / y_dim;

	// Set scale to smallest of the 2 (so that none of the texture will be clipped)
	double scale = std::min<double>(x_scale, y_scale);

	glPushMatrix();
	glTranslated(width * 0.5, height * 0.5, 0); // Translate to middle of area
	glScaled(scale, scale, scale);              // Scale to fit within area

	// Draw graphic
	double hw = 0;
	double hh = 0;
	if (texture_)
	{
		glEnable(GL_TEXTURE_2D);
		hw = x_dim * -0.5;
		hh = y_dim * -0.5;
		Drawing::drawTexture(texture_, hw, hh);
	}

	// Draw cropping rectangle
	OpenGL::setColour(0, 0, 0, 255, OpenGL::Blend::Normal);
	glDisable(GL_TEXTURE_2D);
	glTranslated(hw, hh, 0);                                          // Translate to top-left of graphic
	Drawing::drawLine(crop_rect_.tl.x, -1000, crop_rect_.tl.x, 1000); // Left
	Drawing::drawLine(-1000, crop_rect_.tl.y, 1000, crop_rect_.tl.y); // Top
	Drawing::drawLine(crop_rect_.br.x, -1000, crop_rect_.br.x, 1000); // Right
	Drawing::drawLine(-1000, crop_rect_.br.y, 1000, crop_rect_.br.y); // Bottom

	// Shade cropped-out area
	OpenGL::setColour(0, 0, 0, 100, OpenGL::Blend::Normal);
	Drawing::drawFilledRect(-1000, -1000, crop_rect_.tl.x, 1000);                      // Left
	Drawing::drawFilledRect(crop_rect_.br.x, -1000, 1000, 1000);                       // Right
	Drawing::drawFilledRect(crop_rect_.tl.x, -1000, crop_rect_.br.x, crop_rect_.tl.y); // Top
	Drawing::drawFilledRect(crop_rect_.tl.x, crop_rect_.br.y, crop_rect_.br.x, 1000);  // Bottom

	glPopMatrix();

	SwapBuffers();
}
Exemple #3
0
// -----------------------------------------------------------------------------
// Draws the image/background/etc
// -----------------------------------------------------------------------------
void GfxCanvas::draw()
{
	// Setup the viewport
	glViewport(0, 0, GetSize().x, GetSize().y);

	// Setup the screen projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, GetSize().x, GetSize().y, 0, -1, 1);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Clear
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Translate to inside of pixel (otherwise inaccuracies can occur on certain gl implementations)
	if (OpenGL::accuracyTweak())
		glTranslatef(0.375f, 0.375f, 0);

	// Draw the background
	drawCheckeredBackground();

	// Pan by view offset
	if (allow_scroll_)
		glTranslated(offset_.x, offset_.y, 0);

	// Pan if offsets
	if (view_type_ == View::Centered || view_type_ == View::Sprite || view_type_ == View::HUD)
	{
		int mid_x = GetSize().x / 2;
		int mid_y = GetSize().y / 2;
		glTranslated(mid_x, mid_y, 0);
	}

	// Scale by UI scale
	// glScaled(UI::scaleFactor(), UI::scaleFactor(), 1.);

	// Draw offset lines
	if (view_type_ == View::Sprite || view_type_ == View::HUD)
		drawOffsetLines();

	// Draw the image
	drawImage();

	// Swap buffers (ie show what was drawn)
	SwapBuffers();
}
/* SpriteTexCanvas::draw
 * Draws the canvas content
 *******************************************************************/
void SpriteTexCanvas::draw()
{
	// Setup the viewport
	glViewport(0, 0, GetSize().x, GetSize().y);

	// Setup the screen projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, GetSize().x, GetSize().y, 0, -1, 1);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Clear
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	// Translate to inside of pixel (otherwise inaccuracies can occur on certain gl implementations)
	if (OpenGL::accuracyTweak())
		glTranslatef(0.375f, 0.375f, 0);

	// Draw background
	drawCheckeredBackground();

	// Draw texture
	OpenGL::setColour(col);
	if (texture && !icon)
	{
		// Sprite
		glEnable(GL_TEXTURE_2D);
		Drawing::drawTextureWithin(texture, 0, 0, GetSize().x, GetSize().y, 4, 2);
	}
	else if (texture && icon)
	{
		// Icon
		glEnable(GL_TEXTURE_2D);
		Drawing::drawTextureWithin(texture, 0, 0, GetSize().x, GetSize().y, 0, 0.25);
	}

	// Swap buffers (ie show what was drawn)
	SwapBuffers();
}
// -----------------------------------------------------------------------------
// Draws the canvas content
// -----------------------------------------------------------------------------
void FlatTexCanvas::draw()
{
	// Setup the viewport
	glViewport(0, 0, GetSize().x, GetSize().y);

	// Setup the screen projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, GetSize().x, GetSize().y, 0, -1, 1);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Clear
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Translate to inside of pixel (otherwise inaccuracies can occur on certain gl implementations)
	if (OpenGL::accuracyTweak())
		glTranslatef(0.375f, 0.375f, 0);

	// Draw background
	drawCheckeredBackground();

	// Draw texture
	if (texture_ && texture_ != OpenGL::Texture::missingTexture())
	{
		glEnable(GL_TEXTURE_2D);
		Drawing::drawTextureWithin(texture_, 0, 0, GetSize().x, GetSize().y, 0, 100.0);
	}
	else if (texture_ == OpenGL::Texture::missingTexture())
	{
		// Draw unknown icon
		auto tex = MapEditor::textureManager().editorImage("thing/unknown").gl_id;
		glEnable(GL_TEXTURE_2D);
		OpenGL::setColour(180, 0, 0);
		Drawing::drawTextureWithin(tex, 0, 0, GetSize().x, GetSize().y, 0, 0.25);
	}

	// Swap buffers (ie show what was drawn)
	SwapBuffers();
}
Exemple #6
0
		void draw()
		{
			drawCheckeredBackground();
			SwapBuffers();
		}
Exemple #7
0
/* BrowserCanvas::draw
 * Handles drawing of the canvas content
 *******************************************************************/
void BrowserCanvas::draw()
{
	// Setup the viewport
	glViewport(0, 0, GetSize().x, GetSize().y);

	// Setup the screen projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, GetSize().x, GetSize().y, 0, -1, 1);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Setup colours
	rgba_t col_bg, col_text;
	bool text_shadow = true;
	if (browser_bg_type == 1)
	{
		// Get system panel background colour
		wxColour bgcolwx = Drawing::getPanelBGColour();
		col_bg.set(bgcolwx.Red(), bgcolwx.Green(), bgcolwx.Blue());

		// Get system text colour
		wxColour textcol = wxSystemSettings::GetColour(wxSYS_COLOUR_WINDOWTEXT);
		col_text.set(textcol.Red(), textcol.Green(), textcol.Blue());

		// Check text colour brightness, if it's dark don't draw text shadow
		rgba_t col_temp = col_text;
		wxColor::MakeGrey(&col_temp.r, &col_temp.g, &col_temp.b);
		if (col_temp.r < 60)
			text_shadow = false;
	}
	else
	{
		// Otherwise use black background
		col_bg.set(0, 0, 0);

		// And white text
		col_text.set(255, 255, 255);
	}

	// Clear
	glClearColor(col_bg.fr(), col_bg.fg(), col_bg.fb(), 1.0f);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	// Translate to inside of pixel (otherwise inaccuracies can occur on certain gl implementations)
	if (OpenGL::accuracyTweak())
		glTranslatef(0.375f, 0.375f, 0);

	// Draw background if required
	if (browser_bg_type == 0)
		drawCheckeredBackground();

	// Init for texture drawing
	glEnable(GL_TEXTURE_2D);
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	glLineWidth(2.0f);

	// Draw items
	int x = item_border;
	int y = item_border;
	int col_width = GetSize().x / num_cols;
	int col = 0;
	top_index = -1;
	for (unsigned a = 0; a < items_filter.size(); a++)
	{
		// If we're not yet into the viewable area, skip
		if (y < yoff - fullItemSizeY())
		{
			col++;
			if (col >= num_cols)
			{
				col = 0;
				y += fullItemSizeY();

				// Canvas is filled, stop drawing
				if (y > yoff + GetSize().y)
					break;
			}
			continue;
		}

		// If we're drawing the first non-hidden item, save it
		if (top_index < 0)
		{
			top_index = a;
			top_y = y - yoff;
		}

		// Determine current x position
		int xgap = (col_width - fullItemSizeX()) * 0.5;
		x = item_border + xgap + (col * col_width);

		// Draw selection box if selected
		if (item_selected == items[items_filter[a]])
		{
			// Setup
			glDisable(GL_TEXTURE_2D);
			glColor4f(0.3f, 0.5f, 1.0f, 0.3f);
			glPushMatrix();
			glTranslated(x, y - yoff, 0);
			glTranslated(-item_border, -item_border, 0);

			// Selection background
			glBegin(GL_QUADS);
			glVertex2i(2, 2);
			glVertex2i(2, fullItemSizeY()-3);
			glVertex2i(fullItemSizeX()-3, fullItemSizeY()-3);
			glVertex2i(fullItemSizeX()-3, 2);
			glEnd();

			// Selection border
			glColor4f(0.6f, 0.8f, 1.0f, 1.0f);
			glBegin(GL_LINE_LOOP);
			glVertex2i(2, 2);
			glVertex2i(2, fullItemSizeY()-3);
			glVertex2i(fullItemSizeX()-3, fullItemSizeY()-3);
			glVertex2i(fullItemSizeX()-3, 2);
			glEnd();

			// Finish
			glPopMatrix();
			glEnable(GL_TEXTURE_2D);
			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
		}

		// Draw item
		if (item_size <= 0)
			items[items_filter[a]]->draw(browser_item_size, x, y - yoff, font, show_names, item_type, col_text, text_shadow);
		else
			items[items_filter[a]]->draw(item_size, x, y - yoff, font, show_names, item_type, col_text, text_shadow);

		// Move over for next item
		col++;
		if (col >= num_cols)
		{
			col = 0;
			y += fullItemSizeY();

			// Canvas is filled, stop drawing
			if (y > yoff + GetSize().y)
				break;
		}
	}

	// Swap Buffers
	SwapBuffers();
}