Esempio n. 1
0
inline Color32 coloring2(const long iter,const long max_iter){
    if (iter==max_iter){
        return Color32(255,0,0);
    }else{
        return Color32(modColor2(iter*20),modColor2(iter*15+85),modColor2(iter*30+171));
    }
}
Esempio n. 2
0
inline Color32 coloring3_s(const long iter,const long max_iter){
    if (iter==max_iter){
        return Color32(255,0,0);
    }else{
        return Color32(modColor2(iter),modColor2(iter+85),modColor2(iter+171));
    }
}
Esempio n. 3
0
//color=i%256
//    /  /  /  /  /
//   /  /  /  /  /
//  /  /  /  /  / 
inline Color32 coloring1(const long iter,const long max_iter){
    if (iter==max_iter){
        return Color32(255,0,0);
    }else{
        return Color32((iter*20)%256,(iter*15+85)%256,(iter*30+171)%256);
    }
}
Esempio n. 4
0
inline Color32 coloring4(const double iter,const long max_iter){
    if (iter==max_iter){
        return Color32(255,0,0);
    }else{ 
        return Color32(sinColor(iter*20),sinColor(iter*15+85),sinColor(iter*30+171));
    }
}
Esempio n. 5
0
	graphic::SpriteDesc Player::getDesc()
	{
		graphic::SpriteDesc ret;
		ret.setPos(RectC(0, 0, abs(width()), abs(height())));
		ret.setUV(getUVRect());
		ret.setColor(Color32(255, 255, 255));
		ret.setHilight(Color32(0, 0, 0));
		return ret;
	}
Esempio n. 6
0
void Button::Render()
{
    SDL_Rect absolutePosition = GetAbsolutePosition();

    // Draw the background and border
	g_graphics->Blit(s_images[m_state], NULL, SCREEN_SURFACE_ID, &absolutePosition, Color32(255,0,0,128));
    g_graphics->DrawRect(&absolutePosition, Color32(255,0,0));

    Widget::Render();
}
Esempio n. 7
0
void DebugRenderer::cube(const Vector3& pos, const Matrix4& rot, float sideLength, const Color32& color)
{
	Vector3 coords[8];

	for (uint i = 0; i < 8; ++i)
		coords[i] = rot.apply((m_cubeCoords[i] * sideLength)) + pos; 

	quad(coords[1], coords[0], coords[3], coords[2], Color32(255, 0, 0, 0));
	quad(coords[4], coords[5], coords[6], coords[7], Color32(0, 255, 0, 0));
	quad(coords[0], coords[1], coords[5], coords[4], Color32(0, 0, 255, 0));
	quad(coords[7], coords[6], coords[2], coords[3], Color32(255, 255, 0, 0));
	quad(coords[5], coords[1], coords[2], coords[6], Color32(255, 0, 255, 0));
	quad(coords[0], coords[4], coords[7], coords[3], color);
}
Esempio n. 8
0
void Scene::Initialize(uint32_t uID, std::string * name)
{
	_name = *name;
	_uID = uID;

	Texture* blankDiff = new Texture(Color32(0xFFFFFFFF));
	Texture* blankNrm = new Texture(Color32((uint8_t)255, (uint8_t)127, (uint8_t)127, (uint8_t)255));
	_defaultMaterial = new Material
	(
		blankDiff,
		blankNrm
	);

	InitializeScene();
}
Esempio n. 9
0
void ColorBlock::splatX()
{
	for(int i = 0; i < 16; i++)
	{
		uint8 x = m_color[i].r;
		m_color[i] = Color32(x, x, x, x);
	}
}
Esempio n. 10
0
void ColorBlock::swizzleDXT5n()
{
	for(int i = 0; i < 16; i++)
	{
		Color32 c = m_color[i];
		m_color[i] = Color32(0xFF, c.g, 0, c.r);
	}
}
Esempio n. 11
0
Color32 Thing::getPixel(int x, int y)
{
    unsigned char r,g,b,a;
    unsigned int* pixels = (unsigned int*)this->screen_ref->pixels;
    unsigned int* pixel = pixels + y*(this->screen_ref->pitch/4) + x; // offset of pointer
    SDL_GetRGBA(*pixel, this->screen_ref->format, &r, &g, &b, &a);
    return Color32(r,g,b,a);
};
Esempio n. 12
0
void ColorBlock::splatY()
{
	for(int i = 0; i < 16; i++)
	{
		uint8 y = m_color[i].g;
		m_color[i] = Color32(y, y, y, y);
	}
}
Esempio n. 13
0
	BOOL MenuState::Init()
	{
		exit = FALSE;
		GET_INPUT_MANAGER;
		input::IController* lController;
		lInputManager->ClearAllActionInput();

		if ((lController = lInputManager->CreateController(input::ETypeControls::eKeyboard)) == 0)
			return FALSE;
		/*lController->RegisterInputAction(eExit, input::KeyboardController::eEscape);
		lController->RegisterInputAction(eNum1, input::KeyboardController::e1);
		lController->RegisterInputAction(eNum2, input::KeyboardController::e2);
		lController->RegisterInputAction(eNum3, input::KeyboardController::e3);*/

		if ((lController = lInputManager->CreateController(input::ETypeControls::eMouse)) == 0)
			return FALSE;
		lController->RegisterInputAction(eLeftButton, input::MouseController::eLeftButton);

		GET_WORLD;

		lWorld->Init();

		graphics::Camera* lCamera = graphics::RenderManager::Instance()->CreateOrthographicCamera(0.0f, 800.0f, 600.0f, 0.0f, -1.0f, 1.0f);
		
		graphics::RenderManager::Instance()->SetRenderCamera(lCamera);
		graphics::RenderManager::Instance()->SetUIRenderCamera(graphics::RenderManager::Instance()->CreateOrthographicCamera(0.0f, 800.0f, 600.0f, 0.0f, -1.0f, 1.0f));
		logic::IGameObject* lGameObject = new logic::IGameObject();
		lGameObject->AddComponent(lCamera);
		lWorld->AddGameObject(lGameObject, TRUE);


		mMenu = ui::MenuManager::Instance()->CreateMenu();

		io::FileSystem::Instance()->ChangeDirectory(".\\materials");
		//mMenu->AddButtonWithImage(Rect<>(240, 210, 200, 200), &StartGame1, "Menu1.png");
		mMenu->AddButtonWithText(Rect<>(400, 280, 200, 70), &StartGame2, "Start", 2.0f )->ConfigureOnFocus(2.5f, Color32(1.0f, 0.0f, 0.0f, 1.0f), 0.2f);
		//mMenu->AddButtonWithImage(Rect<>(550, 210, 200, 200), &StartGame2, "Menu2.png");
		mMenu->AddButtonWithText(Rect<>(400, 355, 200, 70), &Exit, "Exit", 2.0f)->ConfigureOnFocus(2.5f, Color32(1.0f, 0.0f, 0.0f, 1.0f), 0.2f);

		graphics::RenderManager::Instance()->SetClearColor(Color32(0.25f, 0.5f, 0.6f, 1.0f));

		//core::LogString("Press 1 on the Game Screen to play snake game");
		//core::LogString("Press 2 on the Game Screen to play platform game");
		//core::LogString("Press ESC to exit");

		io::FileSystem::Instance()->ChangeDirectory(".\\audio");
		mMusic = audio::AudioManager::Instance()->CreateSound2D("Menu.mp3");
		mMusic->Play(audio::eAudioGroups::eMusic, TRUE);

		io::FileSystem::Instance()->ChangeDirectory(".\\materials");
		mTextRenderer = graphics::RenderManager::Instance()->LoadTextRenderer("PerfectPixel.ttf", 24);

		return TRUE;
	}
Esempio n. 14
0
File: icon.cpp Progetto: PyroOS/Pyro
void Icon::Select( bool bSelect )
{
	if( bSelect )
		m_sHighlightColor = Color32( 186, 199, 227 );
	else
		m_sHighlightColor = m_sEraseColor;

	m_bSelected = bSelect;

	Invalidate();
	Flush();
}
Esempio n. 15
0
VSprite* CSpriteFactory::CreateMemoSprite(VScene* pScene,TSpriteNode* pSpriteNode)
{
	VMemoSprite* pSprite = new VMemoSprite(pSpriteNode->getWidth(),pSpriteNode->getHeight());
	
	pSprite->setIsAutoLine(true);
	pSprite->setIsAllowMultiLine(true);
	pSprite->getFont().setSize(20);
	pSprite->setColor(Color32(255,189,189));

	pSprite->addLine(pSpriteNode->getName().c_str());

	return pSprite;
}
Esempio n. 16
0
/// Get average color of the block.
Color32 ColorBlock::averageColor() const
{
	uint r, g, b, a;
	r = g = b = a = 0;

	for(uint i = 0; i < 16; i++) {
		r += m_color[i].r;
		g += m_color[i].g;
		b += m_color[i].b;
		a += m_color[i].a;
	}
	
	return Color32(uint8(r / 16), uint8(g / 16), uint8(b / 16), uint8(a / 16));
}
Esempio n. 17
0
Button::Button ( InputCallback _callback, Widget *_callbackParam, const char *_caption, SDL_Rect &_pos )
 : InputWidget ( _callback, _callbackParam, _pos.x, _pos.y, _pos.w, _pos.h ),
   m_state(BUTTON_STATE_ACTIVE)
{
	if (Button::s_images[0] == INVALID_SURFACE_ID) {
		Button::s_images[BUTTON_STATE_INACTIVE] = g_graphics->LoadImage("themes/default/button/inactive.png");
		Button::s_images[BUTTON_STATE_ACTIVE] = g_graphics->LoadImage("themes/default/button/active.png");
		Button::s_images[BUTTON_STATE_HOVER] = g_graphics->LoadImage("themes/default/button/hover.png");
		Button::s_images[BUTTON_STATE_PRESSED] = g_graphics->LoadImage("themes/default/button/pressed.png");
	}

    m_widgetClass = WIDGET_BUTTON;
    m_caption = new TextUI(_caption, Color32(255,0,0), 0, 0);
    AddWidget(m_caption);

    // Forces a position recalculation for m_caption.
    m_damaged = true;
}
Esempio n. 18
0
Color32 bicubicFast(const Pixels32Ref& pic,const long srcx_16,const long srcy_16)
{
    UInt32 result;
    asm
    {
        mov     ecx,pic
        mov     eax,srcy_16
        mov     ebx,srcx_16
        movzx   edi,ah //v_8
        mov     edx,[ecx+Pixels32Ref.pdata]
        shr     eax,16
        mov     esi,[ecx+Pixels32Ref.byte_width]
        dec     eax
        movzx   ecx,bh //u_8
        shr     ebx,16
        imul    eax,esi
        lea     edx,[edx+ebx*4-4]
        add     edx,eax //pixel
        
        mov     eax,ecx
        neg     ecx
        
        pxor    mm7,mm7  //0
        //mov     edx,pixel
        pxor    mm0,mm0  //result=0
        //lea     eax,auv_7
        
        lea    ebx,[(offset SinXDivX_Table_MMX)+256*4+edi*4]
        call  _private_ThreeOrder_Fast_MMX
        lea    ebx,[(offset SinXDivX_Table_MMX)+edi*4]
        call  _private_ThreeOrder_Fast_MMX
        neg    edi
        lea    ebx,[(offset SinXDivX_Table_MMX)+256*4+edi*4]
        call  _private_ThreeOrder_Fast_MMX
        lea    ebx,[(offset SinXDivX_Table_MMX)+512*4+edi*4]
        call  _private_ThreeOrder_Fast_MMX
        
        psraw     mm0,3
        packuswb  mm0,mm7
        movd      result,mm0
    }
    return Color32(result);
}
Esempio n. 19
0
ErrorWindow::ErrorWindow ( const char *_title, const char *_text, bool _critical )
: Window (_title, g_graphics->GetCenterX() - 150, g_graphics->GetCenterY() - 50, 300, 100),
  m_critical(_critical)
{
	m_widgetClass = WIDGET_ERROR_WINDOW;

    m_caption = new TextUI ( "[null]", Color32(255,0,0), 35, 30 );
    AddWidget ( m_caption );

	SDL_Rect pos;
	pos.w = 50;
	pos.h = 20;
	pos.x = (m_position.w / 2) - (pos.w / 2);
	pos.y = 60;
    Button *button = new Button ( (InputCallback)ErrorWindow_OnOKClick, this, "OK", pos );
    m_enterKeyDefault = button;
    AddWidget ( button ); button = NULL;

    SetCaption ( _text );
}
Esempio n. 20
0
//---------------------------------------------------------------------
// ● 選択している項目を変更した
//---------------------------------------------------------------------
void SceneGameover::_onSelectIndex()
{
    mPointCursor->moveTo( COMMAND_POS_X - 38, COMMAND_POS_Y + mSelectIndex * 32 + 16 );

    mDescContents->Clear( Color32( 0, 0, 0, 0 ) );

    if ( mSelectIndex == 0 )
    {
		mDescContents->DrawText("Continue", LRect(8, 2, 256, 256), mDescTitleFont, Color32::White, Color32::Black, 0, TextAlignment::Left);

        mFormatText.setText( "ステージの最初からやり直します。\n\nスコアが 0 にリセットされます。" );
        mFormatText.build();
    }
    else
    {
		mDescContents->DrawText("End", LRect(8, 2, 256, 256), mDescTitleFont, Color32::White, Color32::Black, 0, TextAlignment::Left);

        mFormatText.setText( "タイトル画面に戻ります。" );
        mFormatText.build();
    }
}
Esempio n. 21
0
//---------------------------------------------------------------------
// ● 矢印の位置設定
//---------------------------------------------------------------------
void SceneTitle::_setPointCursorIndex( int index_ )
{
	//mSelectIndex = index_;
	mPointCursor->moveTo((int)COMMAND_POS_X - 38, (int)COMMAND_POS_Y + mSelectIndex * 32 + 16);

	mDescContents->Clear(Color32(0, 0, 0, 0));

	// モード選択中
	if (mStep == 1)
	{
		mDescContents->DrawText(gDescContentTitles_1[mSelectIndex], Rect(8, 2, 256, 256), mDescTitleFont, Color32::Black, Color32::White, 0, TextAlignment::Left);
		mFormatText.setText(gDescContents_1[mSelectIndex]);
		mFormatText.build();
	}
	// 難易度選択中
	else if (mStep == 2)
	{
		mDescContents->DrawText(gDescContentTitles_2[mSelectIndex], Rect(8, 2, 256, 256), mDescTitleFont, Color32::Black, Color32::White, 0, TextAlignment::Left);
		mFormatText.setText(gDescContents_2[mSelectIndex]);
		mFormatText.build();
	}
}
Esempio n. 22
0
	inline Color::operator D3DCOLOR() const { return Color32(*this); }
Esempio n. 23
0
		Color32 &setLerp(const Color32 &lhs, const Color32 &rhs, float t)
		{
			*this = Color32(Color().setLerp(Color(lhs), Color(rhs), t));
			return *this;
		}
Esempio n. 24
0
		Color32 operator/(float rhs) const
		{
			return Color32(*this)/=rhs;
		}
Esempio n. 25
0
		Color32 operator*(float rhs) const
		{
			return Color32(*this)*=rhs;
		}
Esempio n. 26
0
		Color32 operator/(const Color32 &rhs) const
		{
			return Color32(*this)/=rhs;
		}
Esempio n. 27
0
		Color32 operator*(const Color32 &rhs) const
		{
			return Color32(*this)*=rhs;
		}
Esempio n. 28
0
		Color32 operator-(const Color32 &rhs) const
		{
			return Color32(*this)-=rhs;
		}
Esempio n. 29
0
		Color32 operator+(const Color32 &rhs) const
		{
			return Color32(*this)+=rhs;
		}
Esempio n. 30
0
		Color32 &operator/=(float rhs)
		{
			*this = Color32(Color(*this)/rhs);
			return *this;
		}