void Stats_Draw(widget_t *w) { //stats_gui_t *gf = (stats_gui_t*)w->wd; static int bg = 0; char buf[1024]; // Init if needed.. I guess this can be here. if( bg == 0 ) { glEnable(GL_TEXTURE_2D); bg = BuildStatsBG(); glDisable(GL_TEXTURE_2D); } // Draw background. glEnable(GL_TEXTURE_2D); White(); glCallList(bg); glDisable(GL_TEXTURE_2D); // Draw the xp info: Yellow(); sprintf(buf,"XP:"); glRasterPos2f(0.1f, 0.1f); printGLf(w->glw->font,"%s",buf); sprintf(buf,"%.1lf",Statec->player.xp); glRasterPos2f(0.4f, 0.1f); printGLf(w->glw->font,"%s",buf); // Draw the mana info: Purple(); sprintf(buf,"Mana:"); glRasterPos2f(0.1f, 0.2f); printGLf(w->glw->font,"%s",buf); sprintf(buf,"%.1lf /",Statec->player.mana); glRasterPos2f(0.4f, 0.2f); printGLf(w->glw->font,"%s",buf); sprintf(buf,"%.0lf",Statec->player.base_mana); glRasterPos2f(0.4f, 0.3f); printGLf(w->glw->font,"%s",buf); // Draw the wave info: Green(); sprintf(buf,"Wave:"); glRasterPos2f(0.1f, 0.4f); printGLf(w->glw->font,"%s",buf); sprintf(buf,"%lu",Statec->wave); glRasterPos2f(0.4f, 0.4f); printGLf(w->glw->font,"%s",buf); // Outline Yellow(); glBegin(GL_LINE_LOOP); glVertex2f(0.0f,0.0f); glVertex2f(0.0f,1.0f); glVertex2f(1.0f,1.0f); glVertex2f(1.0f,0.0f); glEnd(); }
Colour ColourFactory::LightPurple (void) { return Purple() * DimmingFactor(); }