void GPC_Canvas::DrawAllBanners(void) { if(!m_bannersEnabled || (m_banners.size() < 1)) return; // Save the old rendering parameters. CanvasRenderState render_state; PushRenderState(render_state); // Set up everything for banner display. // Set up OpenGL matrices SetOrthoProjection(); // Activate OpenGL settings needed for display of the texture ::glDisable(GL_LIGHTING); ::glDisable(GL_DEPTH_TEST); ::glDisable(GL_FOG); ::glEnable(GL_TEXTURE_2D); ::glEnable(GL_BLEND); ::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TBannerMap::iterator it = m_banners.begin(); while (it != m_banners.end()) { if (it->second.enabled) { DrawBanner(it->second); } it++; } PopRenderState(render_state); }
static void Draw(Canvas &canvas) { PixelRect rc = canvas.GetRect(); rc.Grow(-16); DrawBanner(canvas, rc); DrawFlights(canvas, rc); }
int PSPNetconfDialog::Update(int animSpeed) { UpdateButtons(); I18NCategory *d = GetI18NCategory("Dialog"); I18NCategory *err = GetI18NCategory("Error"); const float WRAP_WIDTH = 254.0f; const int confirmBtnImage = g_Config.iButtonPreference == PSP_SYSTEMPARAM_BUTTON_CROSS ? I_CROSS : I_CIRCLE; const int confirmBtn = g_Config.iButtonPreference == PSP_SYSTEMPARAM_BUTTON_CROSS ? CTRL_CROSS : CTRL_CIRCLE; if (status == SCE_UTILITY_STATUS_INITIALIZE) { status = SCE_UTILITY_STATUS_RUNNING; } else if (status == SCE_UTILITY_STATUS_RUNNING && (request.netAction == NETCONF_CONNECT_APNET || request.netAction == NETCONF_STATUS_APNET)) { UpdateFade(animSpeed); StartDraw(); DrawBanner(); PPGeDrawRect(0, 0, 480, 272, CalcFadedColor(0x63636363)); PPGeDrawTextWrapped(err->T("PPSSPPDoesNotSupportInternet", "PPSSPP currently does not support connecting to the Internet for DLC, PSN, or game updates."), 241, 132, WRAP_WIDTH, PPGE_ALIGN_CENTER, 0.5f, CalcFadedColor(0xFFFFFFFF)); PPGeDrawImage(confirmBtnImage, 195, 250, 20, 20, 0, CalcFadedColor(0xFFFFFFFF)); PPGeDrawText(d->T("OK"), 225, 252, PPGE_ALIGN_LEFT, 0.5f, CalcFadedColor(0xFFFFFFFF)); if (IsButtonPressed(confirmBtn)) { StartFade(false); status = SCE_UTILITY_STATUS_FINISHED; // TODO: When the dialog is aborted, does it really set the result to this? // It seems to make Phantasy Star Portable 2 happy, so it should be okay for now. request.common.result = SCE_UTILITY_DIALOG_RESULT_ABORT; } } else if (status == SCE_UTILITY_STATUS_RUNNING && (request.netAction == NETCONF_CONNECT_ADHOC || request.netAction == NETCONF_CREATE_ADHOC || request.netAction == NETCONF_JOIN_ADHOC)) { if (request.NetconfData != NULL) { Shutdown(true); if (sceNetAdhocctlCreate(request.NetconfData->groupName) == 0) { status = SCE_UTILITY_STATUS_FINISHED; return 0; } return -1; } } else if (status == SCE_UTILITY_STATUS_FINISHED) { status = SCE_UTILITY_STATUS_SHUTDOWN; } EndDraw(); return 0; }
void World::Draw() { if(m_state == IDLE) { if(m_texBanner != nullptr && m_texBanner->GetTexId() != 0) { DrawBanner(); } } else if(m_state == PLAYING) { DrawPlayField(); DrawScore(); DrawBall(); DrawPlayer1(); DrawPlayer2(); } else if(m_state == GAMEOVER) { glClear(GL_COLOR_BUFFER_BIT); DrawPlayField(); DrawScore(); } }