void translateCanSignal(Listener* listener, CanSignal* signal, uint64_t data, bool (*handler)(CanSignal*, CanSignal*, int, float, bool*), CanSignal* signals, int signalCount) { bool send = true; float value = preTranslate(signal, data, &send); bool booleanValue = handler(signal, signals, signalCount, value, &send); if(send) { sendBooleanMessage(signal->genericName, booleanValue, listener); } postTranslate(signal, value); }
void translateCanSignal(Listener* listener, CanSignal* signal, uint64_t data, const char* (*handler)(CanSignal*, CanSignal*, int, float, bool*), CanSignal* signals, int signalCount) { bool send = true; float value = preTranslate(signal, data, &send); const char* stringValue = handler(signal, signals, signalCount, value, &send); if(stringValue == NULL) { debug("No valid string returned from handler for %s", signal->genericName); } else if(send) { sendStringMessage(signal->genericName, stringValue, listener); } postTranslate(signal, value); }
void sendTirePressure(const char* tireId, uint64_t data, CanSignal* signal, CanSignal* signals, int signalCount, Listener* listener) { if(signal == NULL) { debug("Specific tire signal for ID %s is NULL, vehicle may not support", tireId); return; } bool send = true; // TODO use preTranslate for sendDoorStatus, too float pressure = preTranslate(signal, data, &send); if(send) { sendEventedFloatMessage(TIRE_PRESSURE_GENERIC_NAME, tireId, pressure, listener); } postTranslate(signal, pressure); }
bool SkLayerDrawLooper::next(SkCanvas* canvas, SkPaint* paint) { canvas->restore(); if (NULL == fCurrRec) { return false; } ApplyInfo(paint, fCurrRec->fPaint, fCurrRec->fInfo); canvas->save(SkCanvas::kMatrix_SaveFlag); if (fCurrRec->fInfo.fPostTranslate) { postTranslate(canvas, fCurrRec->fInfo.fOffset.fX, fCurrRec->fInfo.fOffset.fY); } else { canvas->translate(fCurrRec->fInfo.fOffset.fX, fCurrRec->fInfo.fOffset.fY); } fCurrRec = fCurrRec->fNext; return true; }
void Text3DOverlay::render(RenderArgs* args) { if (!_renderVisible || !getParentVisible()) { return; // do nothing if we're not visible } Q_ASSERT(args->_batch); auto& batch = *args->_batch; auto transform = getRenderTransform(); batch.setModelTransform(transform); glm::u8vec3 backgroundColor = getBackgroundColor(); glm::vec4 quadColor(toGlm(backgroundColor), getBackgroundAlpha()); glm::vec2 dimensions = getDimensions(); glm::vec2 halfDimensions = dimensions * 0.5f; const float SLIGHTLY_BEHIND = -0.001f; glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND); glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND); DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, quadColor.a < 1.0f, false, false, false); DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor, _geometryId); // Same font properties as textSize() float maxHeight = (float)_textRenderer->computeExtent("Xy").y * LINE_SCALE_RATIO; float scaleFactor = (maxHeight / FIXED_FONT_SCALING_RATIO) * _lineHeight; glm::vec2 clipDimensions((dimensions.x - (_leftMargin + _rightMargin)) / scaleFactor, (dimensions.y - (_topMargin + _bottomMargin)) / scaleFactor); transform.postTranslate(glm::vec3(-(halfDimensions.x - _leftMargin), halfDimensions.y - _topMargin, 0.001f)); transform.setScale(scaleFactor); batch.setModelTransform(transform); glm::vec4 textColor = { toGlm(_color), getTextAlpha() }; // FIXME: Factor out textRenderer so that Text3DOverlay overlay parts can be grouped by pipeline for a gpu performance increase. _textRenderer->draw(batch, 0, 0, getText(), textColor, glm::vec2(-1.0f), true); }