void Console::Render() { if( !is_active ) { return; } RenderBones(); RenderHistory(); RenderInputLine(); RenderTypeSuggestions(); RenderDebug(); }
void EnterHistory() { // load the graphics LoadHistory( ); // create History buttons CreateHistoryButtons( ); // reset current to first page if( LaptopSaveInfo.iCurrentHistoryPage > 0 ) iCurrentHistoryPage = LaptopSaveInfo.iCurrentHistoryPage - 1; else iCurrentHistoryPage = 0; // load in first page LoadNextHistoryPage( ); // render hbackground RenderHistory( ); // set the fact we are in the history viewer fInHistoryMode=TRUE; // build Historys list //OpenAndReadHistoryFile( ); // force redraw of the entire screen //fReDrawScreenFlag=TRUE; // set inital states SetHistoryButtonStates( ); return; }
void Nuke::Render( double _predictionTime ) { if( m_renderMarker ) { RenderGroundMarker(); } RenderSub( _predictionTime ); if( m_exploded ) { //RenderDeaths(); } else { if( !m_launched ) return; Vector3 front = m_front; front.RotateAroundY( M_PI / 2.0f ); Vector3 predictedPos = m_pos + m_vel * _predictionTime;; Vector3 entityUp = m_front; Vector3 entityRight (front ^ entityUp); Vector3 lengthVector = m_vel; lengthVector.SetLength( 10.0f ); Vector3 fromPos = predictedPos; Vector3 toPos = predictedPos - lengthVector; Vector3 midPoint = fromPos + (toPos - fromPos)/2.0f; Vector3 camToMidPoint = g_app->m_camera->GetPos() - midPoint; float camDistSqd = camToMidPoint.MagSquared(); Vector3 rightAngle = (camToMidPoint ^ ( midPoint - toPos )).Normalise(); entityRight = rightAngle; float size = 10.0f; size *= (1.0f + 0.03f * (( m_id.GetIndex() * m_id.GetUniqueId() ) % 10)); entityRight *= size; entityUp *= size * 2.0f; glDepthMask ( false ); glEnable ( GL_BLEND ); glBlendFunc ( GL_SRC_ALPHA, GL_ONE ); glEnable ( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, g_app->m_resource->GetTexture( "sprites/nuke.bmp" ) ); RGBAColour colour = g_app->m_location->m_teams[m_id.GetTeamId()]->m_colour; if( m_id.GetTeamId() == g_app->m_location->GetMonsterTeamId() ) { glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR ); colour.Set( 255, 255, 255, 0 ); } glColor4ubv(colour.GetData()); glBegin(GL_QUADS); glTexCoord2i(0, 1); glVertex3dv( (predictedPos - entityRight + entityUp).GetData() ); glTexCoord2i(1, 1); glVertex3dv( (predictedPos + entityRight + entityUp).GetData() ); glTexCoord2i(1, 0); glVertex3dv( (predictedPos + entityRight).GetData() ); glTexCoord2i(0, 0); glVertex3dv( (predictedPos - entityRight).GetData() ); glEnd(); RenderHistory( _predictionTime ); glShadeModel ( GL_FLAT ); glDisable ( GL_TEXTURE_2D ); glDepthMask ( true ); } }