Esempio n. 1
0
void draw_scene()
{
	CHECK_GL_ERRORS();

	glClearColor(skybox_fog_color[0], skybox_fog_color[1], skybox_fog_color[2], 0.0);

	if(!shadows_on || !have_stencil)glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
	else glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);

	if (!have_display)
	{
		new_zoom_level = zoom_level;	// No scrolling when switching modes...
		if (quickbar_relocatable && quickbar_win >= 0) // Hack 
		{
			if (get_show_window (quickbar_win) && windows_list.window[quickbar_win].cur_x < window_width - hud_x && window_height - windows_list.window[quickbar_win].cur_y > hud_y)
				hide_window (quickbar_win);
		}
	}

	glLoadIdentity ();	// Reset The Matrix
	
	Enter2DMode ();
	display_windows (1);

	// Have to draw the dragged item *after* all windows
	
	glColor3f(1.0f,1.0f,1.0f);
	if (item_dragged != -1)
		drag_item (item_dragged, 0, 0);
	else if (use_item != -1 && current_cursor == CURSOR_USE_WITEM)
		drag_item (use_item, 0, 1);
	else if (storage_item_dragged != -1) 
		drag_item (storage_item_dragged, 1, 0);
	draw_special_cursors();

	Leave2DMode ();

	if(elwin_mouse >= 0)
	{
		if (current_cursor != elwin_mouse) change_cursor(elwin_mouse);
		elwin_mouse = -1;
	}
	
	SDL_GL_SwapBuffers();
	CHECK_GL_ERRORS();
	
	/* start or stop the harvesting effect depending on harvesting state */
	check_harvesting_effect();
	
	if (draw_delay > 0)
	{
		SDL_Delay (draw_delay);
		draw_delay = 0;
	}
}
Esempio n. 2
0
int display_browser_handler(window_info *win)
{
   //title bar
   //draw_menu_title_bar(browser_menu_x,browser_menu_y-16,browser_menu_x_len);
   // window drawing
   glEnable(GL_BLEND);
   glBlendFunc(GL_ONE,GL_SRC_ALPHA);
   glDisable(GL_TEXTURE_2D);
  
   glDisable(GL_BLEND);
   glColor3f(0.77f,0.57f,0.39f);
   glBegin(GL_LINES);

		//scroll bar
   if(!mc){
	glVertex3i(win->len_x-20,20,0);
	glVertex3i(win->len_x-20,400,0);
   }
   if(cd!=-1){
	glVertex3i(win->len_x-15,30,0);
	glVertex3i(win->len_x-10,25,0);
	glVertex3i(win->len_x-10,25,0);
	glVertex3i(win->len_x-5,30,0);
	glVertex3i(win->len_x-15,385,0);
	glVertex3i(win->len_x-10,390,0);
	glVertex3i(win->len_x-10,390,0);
	glVertex3i(win->len_x-5,385,0);
	//separators
	glVertex3i(0+200,0,0);
	glVertex3i(0+200,0+400,0);
	glVertex3i(0,0+200,0);
	glVertex3i(0+400,0+200,0);
   }

   glEnd();
   glEnable(GL_TEXTURE_2D);
   // The X
	
   if(!mc){
	draw_string(win->len_x-16,160,(unsigned char *)"B",1);
	draw_string(win->len_x-16,180,(unsigned char *)"A",1);
	draw_string(win->len_x-16,200,(unsigned char *)"C",1);
	draw_string(win->len_x-16,220,(unsigned char *)"K",1);
   }

   draw_string(0+win->len_x-16,0+2,(unsigned char *)"X",1);

   if(cd==-1){ //display dir select menu
	   int i,x=0,y=2;
	   if(mc==1){
			for(i=0;i<=cc;i++){
				draw_string(x+2,0+y,(unsigned char *)Cat[i].Name,1);
				y+=18;
				if(y>=398){
					x=210;
					y=2;
				}
			}	
	   }else{
			for(i=0;i<Cat[ccat].ns;i++){
				draw_string(x+2,0+y,(unsigned char *)Cat[ccat].Sub[i]->DirName,1);
				y+=18;
				if(y>=398){
					x=210;
					y=2;
				}
			}
	   }
   }else{ // display specified dir
		int i=cp,valid_object=0;
		float tz=zoom_level;
		char fn[256];
		
		// Prepare to render
		Leave2DMode();
		glEnable(GL_CULL_FACE);
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		if(have_multitexture && clouds_shadows){
			//bind the detail texture
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D);
#ifdef	NEW_TEXTURES
			bind_texture_unbuffered(ground_detail_text);
#else	/* NEW_TEXTURES */
			glBindTexture(GL_TEXTURE_2D,  texture_cache[ground_detail_text].texture_id);
#endif	/* NEW_TEXTURES */
			glActiveTextureARB(GL_TEXTURE0_ARB);
			glEnable(GL_TEXTURE_2D);
		}

		// Now we draw the 4 objects
		zoom_level=3.0;
		window_resize();
		glRotatef(-60, 1.0f, 0.0f, 0.0f);
		glRotatef(0, 0.0f, 0.0f, 1.0f);
		glRotatef(45, 0.0f, 0.0f, 1.0f);

		glViewport(win->pos_x,window_height-win->pos_y-150,200,150);
		glClearStencil(0);
		glClear (GL_DEPTH_BUFFER_BIT);
#ifdef LINUX
		strcpy(fn,exec_path);
#else
		//Fedora: don't ask me why, if you use exec_path, e3d files are not found
		strcpy(fn,"."/*exec_path*/);
#endif
		strcat(fn,Dir[cd].Files[i]);
		valid_object=setobject(0,fn,Dir[cd].xrot[i],Dir[cd].yrot[i],Dir[cd].zrot[i]);
		if(valid_object){
			glPushMatrix();
			glScalef(Dir[cd].size[i],Dir[cd].size[i],Dir[cd].size[i]);
			draw_3d_object(&o3d[0]);
			glPopMatrix();
		}
		

		if(i+1<Dir[cd].nf){
			glViewport(win->pos_x+200,window_height-win->pos_y-150,200,150);	
			glClearStencil(0);
			glClear (GL_DEPTH_BUFFER_BIT);
#ifdef LINUX
			strcpy(fn,exec_path);
#else
			//Fedora: don't ask me why, if you use exec_path, e3d files are not found
			strcpy(fn,"."/*exec_path*/);
#endif
			strcat(fn,Dir[cd].Files[i+1]);
			valid_object=setobject(1,fn,Dir[cd].xrot[i+1],Dir[cd].yrot[i+1],Dir[cd].zrot[i+1]);
			if(valid_object){
				glPushMatrix();
				glScalef(Dir[cd].size[i+1],Dir[cd].size[i+1],Dir[cd].size[i+1]);
				draw_3d_object(&o3d[1]);
				glPopMatrix();
			}
		}

		if(i+2<Dir[cd].nf){
			glViewport(win->pos_x,window_height-win->pos_y-350,200,150);	
			glClearStencil(0);
			glClear (GL_DEPTH_BUFFER_BIT);
#ifdef LINUX
			strcpy(fn,exec_path);
#else
			//Fedora: don't ask me why, if you use exec_path, e3d files are not found
			strcpy(fn,"."/*exec_path*/);
#endif
			strcat(fn,Dir[cd].Files[i+2]);
			valid_object=setobject(2,fn,Dir[cd].xrot[i+2],Dir[cd].yrot[i+2],Dir[cd].zrot[i+2]);
			if(valid_object){
				glPushMatrix();
				glScalef(Dir[cd].size[i+2],Dir[cd].size[i+2],Dir[cd].size[i+2]);
				draw_3d_object(&o3d[2]);
				glPopMatrix();
			}
		}

		if(i+3<Dir[cd].nf){
			glViewport(win->pos_x+200,window_height-win->pos_y-350,200,150);	
			glClearStencil(0);
			glClear (GL_DEPTH_BUFFER_BIT);
#ifdef LINUX
			strcpy(fn,exec_path);
#else
			//Fedora: don't ask me why, if you use exec_path, e3d files are not found
			strcpy(fn,"."/*exec_path*/);
#endif
			strcat(fn,Dir[cd].Files[i+3]);
			valid_object=setobject(3,fn,Dir[cd].xrot[i+3],Dir[cd].yrot[i+3],Dir[cd].zrot[i+3]);
			if(valid_object){
				glPushMatrix();
				glScalef(Dir[cd].size[i+3],Dir[cd].size[i+3],Dir[cd].size[i+3]);
				draw_3d_object(&o3d[3]);
				glPopMatrix();
			}
		}

		zoom_level=tz;
		window_resize();
		// Back to normal
		glViewport(0,0,window_width,window_height);
		glDisable(GL_CULL_FACE);
		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		if(have_multitexture && clouds_shadows)
			{
				//disable the second texture unit
				glActiveTextureARB(GL_TEXTURE1_ARB);
				glDisable(GL_TEXTURE_2D);
				glActiveTextureARB(GL_TEXTURE0_ARB);
			}
		Enter2DMode();
		CHECK_GL_ERRORS();

		// Object names
		draw_string(win->pos_x+2,win->pos_y+200-18,(unsigned char *)Dir[cd].Names[i],1);
		draw_string(win->pos_x+2,win->pos_y+400-18,(unsigned char *)Dir[cd].Names[i+2],1);
		draw_string(win->pos_x+202,win->pos_y+200-18,(unsigned char *)Dir[cd].Names[i+1],1);
		draw_string(win->pos_x+202,win->pos_y+400-18,(unsigned char *)Dir[cd].Names[i+3],1);

   }
	return 1;
}
Esempio n. 3
0
void draw_scene()
{
	CHECK_GL_ERRORS();

	glClearColor(skybox_fog_color[0], skybox_fog_color[1], skybox_fog_color[2], 0.0);

	if(!shadows_on || !have_stencil)glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
	else glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);

	if (!have_display)
	{
		// No scrolling when switching modes...
		new_zoom_level = zoom_level;
		// Hide the moveable hud windows if they are not on the bottom or side hud bar
		hide_moved_hud_windows();
	}

	glLoadIdentity ();	// Reset The Matrix
	
	Enter2DMode ();
	display_windows (1);

	// Have to draw the dragged item *after* all windows
	
	glColor3f(1.0f,1.0f,1.0f);
	if (item_dragged != -1)
		drag_item (item_dragged, 0, 0);
	else if (use_item != -1 && current_cursor == CURSOR_USE_WITEM)
		drag_item (use_item, 0, 1);
	else if (storage_item_dragged != -1) 
		drag_item (storage_item_dragged, 1, 0);
	draw_special_cursors();

	Leave2DMode ();

	if(elwin_mouse >= 0)
	{
		if (current_cursor != elwin_mouse) change_cursor(elwin_mouse);
		elwin_mouse = -1;
	}
	
	SDL_GL_SwapBuffers();
	CHECK_GL_ERRORS();

	/* stuff to do not every frame, twice a second is fine */
	{
		static Uint32 last_half_second_timer = 0;
		static int first_time = 1;
		Uint32 current_time = SDL_GetTicks();
		if (first_time)
		{
			last_half_second_timer = current_time;
			first_time = 0;
		}
		if ((current_time - last_half_second_timer) > 500u)
		{
			/* start or stop the harvesting effect depending on harvesting state */
			check_harvesting_effect();
			/* check for and possibly do auto save */
			auto_save_local_and_server();
			/* action on afk state changes */
			check_afk_state();
			/* the timer in the hud */
			update_hud_timer();
			/* check if we need to do buff duration requests */
			check_then_do_buff_duration_request();
			/* check if we are doing a server connection test */
			check_if_testing_server_connection();
			/* until next time */
			last_half_second_timer = current_time;
		}
	}

	if (draw_delay > 0)
	{
		SDL_Delay (draw_delay);
		draw_delay = 0;
	}
}