void handleDisplay() { // Clear the window glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); console.draw(); coordinates.draw(); // Swap buffers (color buffers, makes previous render visible) glutSwapBuffers(); }
void update(void) { switch (currKey) { case Input::KEY_LEFT: if (cursor->x > 0) { --cursor->x; console->draw(cursor); bufferDirty = true; } break; case Input::KEY_UP: if (cursor->y > 0) { --cursor->y; console->draw(cursor); bufferDirty = true; } break; case Input::KEY_RIGHT: if (cursor->x < width) { ++cursor->x; console->draw(cursor); bufferDirty = true; } break; case Input::KEY_DOWN: if (cursor->y < height) { ++cursor->y; console->draw(cursor); bufferDirty = true; } break; case Input::KEY_CONTROL_C: exit(0); break; default: key->content = currKey; console->draw(key); bufferDirty = true; break; } }
// -------------------------------------------------------------- // void GameApp::draw() { ofBackground( 0, 0, 0 ); hmd.beginDraw(); Environment* activeEnv = getActiveEnvironment(); if( activeEnv ) activeEnv->draw(); hmd.endDraw(); console.draw(); }