コード例 #1
0
void CUIWindow::Update()
{
	if (GetUICursor()->IsVisible())
	{
		bool cursor_on_window;

		Fvector2			temp = GetUICursor()->GetCursorPosition();
		Frect				r;
		GetAbsoluteRect		(r);
		cursor_on_window	= !!r.in(temp);
#ifndef NDEBUG
		if(cursor_on_window&&g_show_wnd_rect){
			Frect r;
			GetAbsoluteRect(r);
			add_rect_to_draw(r);
		}
#endif
		// RECEIVE and LOST focus
		if(m_bCursorOverWindow != cursor_on_window)
		{
			if(cursor_on_window)
				OnFocusReceive();			
			else
				OnFocusLost();			
		}
	}
	
	for(WINDOW_LIST_it it = m_ChildWndList.begin(); m_ChildWndList.end()!=it; ++it){
		if(!(*it)->IsShown()) continue;
			(*it)->Update();
	}
}
コード例 #2
0
ファイル: OOPLyric.cpp プロジェクト: vanxining/M4Player
void OOPLyric::OnTimerNotify(wxTimerEvent &) {
    wxASSERT(IsOk());

    if (m_Window->IsExiting()) {
        return;
    }

    if (m_stopWatch->Time() >= m_parser->GetTimeSum()) {
        m_timer.Stop();
        return;
    }

    //-----------------------------------------------------

    VdkDC dc(m_Window, GetAbsoluteRect(), NULL);
    LineIter next(m_currLine);
    ++next;

    if (next != m_parser->end()) {
        if ((*next)->GetStartTime() <= m_stopWatch->Time()) {
            NextLine(&dc, false);
            return;
        }
    }

    CorrectViewStart(&dc);
}
コード例 #3
0
ファイル: UICellItem.cpp プロジェクト: Karlan88/xray
CUIDragItem* CUICellItem::CreateDragItem()
{
	CUIDragItem* tmp;
	tmp = xr_new<CUIDragItem>(this);
	Frect r;
	GetAbsoluteRect(r);
	if( m_UIStaticItem.GetFixedLTWhileHeading() )
	{
		float w, h;
		w				= r.width();
		h				= r.height();
		if (Heading())
		{   // исправление пропорций
			w = w / m_cell_size.x * m_cell_size.y;
			h = h / m_cell_size.y * m_cell_size.x;
		}

		Fvector2 cp = GetUICursor()->GetCursorPosition();
		// поворот на 90 градусов, и центрирование по курсору мыша						
		r.x1			= (cp.x - h / 2.0f);
		r.y1			= (cp.y - w / 2.0f);
		r.x2			= r.x1 + h;
		r.y2			= r.y1 + w;
	} 
	tmp->Init(GetShader(),r,GetUIStaticItem().GetOriginalRect());
	return tmp;
}
コード例 #4
0
ファイル: combo_box.cpp プロジェクト: Zplutor/zaf
void ComboBox::PopupDropDownWindow() {

    auto window = GetWindow();
    if (window == nullptr) {
        return;
    }

    auto window_rect = GetAbsoluteRect();
    window_rect.Inflate(-1, 0);
    window_rect.position.y += GetHeight() - 2;

    std::size_t visible_item_count = drop_down_list_box_->GetItemCount();
    visible_item_count = std::max(visible_item_count, GetMinimumVisibleItemCount());
    visible_item_count = std::min(visible_item_count, GetMaximumVisibleItemCount());

    window_rect.size.height =
        CalculateDropDownListHeight(visible_item_count) + drop_down_list_box_->GetBorderThickness() * 2;

    POINT screen_position = window_rect.position.ToPOINT();
    ClientToScreen(window->GetHandle(), &screen_position);
    window_rect.position = Point::FromPOINT(screen_position);

    drop_down_window_->SetOwner(window);
    drop_down_window_->SetRect(window_rect);
    drop_down_window_->Show();
}
コード例 #5
0
ファイル: axScrollBar.cpp プロジェクト: EQ4/axLib
void axScrollBar::OnMouseLeftDragging(const axPoint& position)
{
	axPoint pos = position - GetAbsoluteRect().position;

	if(_sliderHeight < _sliderMaxHeight)
	{
		// m_sliderPosition move with mouse position.
		_sliderPos = pos.y - _yClickDelta;

		// If m_sliderPosition reach bottom, clip m_sliderPosition.
		if(_sliderPos + _sliderHeight > GetRect().size.y - _imgHeight - 1)
		{
			_sliderPos = GetRect().size.y - _imgHeight - 1 - _sliderHeight;
		}

		// Clip top.
		if(_sliderPos < _imgHeight)
        {
            _sliderPos = _imgHeight;
        }
			
		// Slider position ratio.
		_value = (_sliderPos - _imgHeight) / double(_sliderMaxHeight - _sliderHeight - 1);
        _value = axClamp<double>(_value, 0.0, 1.0);

        
        PushEvent(axScrollBarEvents::VALUE_CHANGE,
                  new axScrollBarMsg(this, std::string("")));
        
        _handle->SetScrollDecay(axPoint(0, _value * (_panelSize.y - GetRect().size.y)));

		Update();
	}
}
コード例 #6
0
ファイル: UIButton.cpp プロジェクト: OLR-xray/OLR-3.0
void CUIButton::DrawHighlightedText(){
	float right_offset;
	float down_offset;

	if(m_eButtonState == BUTTON_UP || m_eButtonState == BUTTON_NORMAL)
	{
		right_offset = 0.0f;
		down_offset = 0.0f;
	}
	else
	{
		right_offset	= m_PushOffset.x;
		down_offset		= m_PushOffset.y;
	}

	Frect					rect;
	GetAbsoluteRect			(rect);
	u32 def_col = m_pLines->GetTextColor();
	m_pLines->SetTextColor(m_HighlightColor);

	m_pLines->Draw(	rect.left + right_offset + 0 +m_TextOffset.x + m_ShadowOffset.x, 
					rect.top + down_offset   - 0 +m_TextOffset.y + m_ShadowOffset.y);

	m_pLines->SetTextColor(def_col);

}
コード例 #7
0
ファイル: main.cpp プロジェクト: EQ4/axLib
void FolderContent::OnMouseMotion(const axPoint& mousePos)
{
	axPoint pos(mousePos - GetAbsoluteRect().position);
	pos += GetScrollDecay();

	deque<DirectoryNavigation::FileInfo>& dirNames = *_dirNavigation->GetFileInfoDeque();

	double height = dirNames.size() * 24.0;

	if(pos.y > 0)
	{
		double y = double(pos.y - 0) / height;
		
		if(dirNames.size())
		{
			int temp = y * (dirNames.size());

			if(_selected_file != temp)
			{
				_selected_file = temp;
				Update();
			}
		}
		else
		{
			_selected_file = -1;
		}
	}
}
コード例 #8
0
ファイル: UIButton.cpp プロジェクト: OLR-xray/OLR-3.0
void CUIButton::DrawTexture()
{
	Frect rect; 
	GetAbsoluteRect		(rect);

	if(m_bAvailableTexture && m_bTextureEnable)
	{
		if(m_eButtonState == BUTTON_UP || m_eButtonState == BUTTON_NORMAL)
			m_UIStaticItem.SetPos(rect.left + m_TextureOffset.x, rect.top + m_TextureOffset.y);
		else
			m_UIStaticItem.SetPos(rect.left + m_PushOffset.x + m_TextureOffset.x, rect.top + m_PushOffset.y + m_TextureOffset.y);

		if(m_bStretchTexture)
			m_UIStaticItem.SetRect(0, 0, rect.width(), rect.height());
		else
		{
			Frect r={0,0,
				m_UIStaticItem.GetOriginalRectScaled().width(),
				m_UIStaticItem.GetOriginalRectScaled().height()};
			m_UIStaticItem.SetRect(r);
		}

		if( Heading() )
			m_UIStaticItem.Render( GetHeading() );
		else
			m_UIStaticItem.Render();		
	}
}
コード例 #9
0
ファイル: UIGameLog.cpp プロジェクト: OLR-xray/OLR-3.0
void CUIGameLog::Update()
{
	CUIScrollView::Update();
	toDelList.clear();	


	// REMOVE ITEMS WITH COMPLETED ANIMATION
	WINDOW_LIST_it end_it = m_pad->GetChildWndList().end();
	WINDOW_LIST_it begin_it = m_pad->GetChildWndList().begin();

	for(WINDOW_LIST_it it = begin_it; it!=end_it; ++it)
	{
		CUIStatic* pItem = smart_cast<CUIStatic*>(*it);
		VERIFY(pItem);
		pItem->Update();

		if (pItem->IsClrAnimStoped())
			toDelList.push_back(pItem);
	}

	// Delete elements
	{
		xr_vector<CUIWindow*>::iterator it;
		for (it = toDelList.begin(); it != toDelList.end(); it++)
			RemoveWindow(*it);
	}

	// REMOVE INVISIBLE AND PART VISIBLE ITEMS
	if(m_flags.test	(eNeedRecalc) )
		RecalcSize			();

	toDelList.clear();
	Frect visible_rect;
	GetAbsoluteRect(visible_rect);
	for(	WINDOW_LIST_it it = m_pad->GetChildWndList().begin(); 
			m_pad->GetChildWndList().end()!=it; 
			++it)
	{
		Frect	r;
		(*it)->GetAbsoluteRect(r);
		if(! (visible_rect.in(r.x1, r.y1) && visible_rect.in(r.x2, r.y1) && visible_rect.in(r.x1, r.y2) && visible_rect.in(r.x2, r.y2)))
		{
			toDelList.push_back(*it);			
		}
			
	}

	// Delete elements
	{
		xr_vector<CUIWindow*>::iterator it;
		for (it = toDelList.begin(); it != toDelList.end(); it++)
			RemoveWindow(*it);
	}

	if(m_flags.test	(eNeedRecalc) )
		RecalcSize			();
}
コード例 #10
0
ファイル: UIListWnd.cpp プロジェクト: AntonioModer/xray-16
void CUIListWnd::Draw()
{
	WINDOW_LIST_it it;

	if(m_iFocusedItem != -1 && IsActiveBackgroundEnabled() )
	{
		Frect rect;
		GetAbsoluteRect(rect);
		for (it = m_ChildWndList.begin(); it != m_ChildWndList.end(); ++it)
		{
			CUIListItem *pListItem2 = smart_cast<CUIListItem*>(*it);
			if (!pListItem2) continue;
			if (pListItem2->GetGroupID() == -1) continue;
			if ((pListItem2->GetGroupID() == m_iFocusedItemGroupID) && 
				((pListItem2->GetIndex() >= m_iFirstShownIndex) && 
				(pListItem2->GetIndex() <= m_iRowNum + m_iFirstShownIndex - 1)))
			{
				DrawActiveBackFrame(rect, pListItem2);
			}
		}
	}
	
	if(m_iSelectedItem != -1 && m_bShowSelectedItem)
	{
		Frect rect;
		GetAbsoluteRect	(rect);
		for (it = m_ChildWndList.begin(); it != m_ChildWndList.end(); ++it)
		{
			CUIListItem *pListItem2 = smart_cast<CUIListItem*>(*it);
			if (!pListItem2) continue;
			if (pListItem2->GetGroupID() == -1) continue;
			if (pListItem2->GetIndex() == m_iSelectedItem) 
			{
				UI()->PushScissor(rect);

				DrawActiveBackFrame(rect, pListItem2);

				UI()->PopScissor();
			}
		}
	}

	CUIWindow::Draw();
}
コード例 #11
0
ファイル: axScrollBar.cpp プロジェクト: EQ4/axLib
void axScrollBar::OnMouseLeftDown(const axPoint& position)
{
	axPoint pos = position - GetAbsoluteRect().position;
    
    if(axRect(0, _sliderPos, GetRect().size.x, _sliderHeight).IsPointInside(pos))
    {
        _currentScrollBarColor = &_info.hover;
        _yClickDelta = pos.y - _sliderPos;

        GrabMouse();
        Update();
    }
}
コード例 #12
0
ファイル: main.cpp プロジェクト: EQ4/axLib
void MidiPartition::OnMouseMotion(const axPoint& mouse)
{

	double pos = (mouse - GetAbsoluteRect().position).x;

	int temp_index = _nSlice * pos / GetRect().size.x;

	if(_heightlighted_bar != temp_index)
	{
		_heightlighted_bar = temp_index;
		Update();
	}
}
コード例 #13
0
void CUIWindow::Draw()
{
	for(WINDOW_LIST_it it = m_ChildWndList.begin(); m_ChildWndList.end() != it; ++it){
		if(!(*it)->IsShown()) continue;
		(*it)->Draw();
	}
#ifdef DEBUG
	if(g_show_wnd_rect2){
		Frect r;
		GetAbsoluteRect(r);
		add_rect_to_draw(r);
	}
#endif
}
コード例 #14
0
ファイル: OOPLyric.cpp プロジェクト: vanxining/M4Player
void OOPLyric::OnParentShow(wxShowEvent &e) {
    if (IsOk()) {
        if (!e.IsShown()) {
            m_timer.Stop();
        } else {
            UpdateProgress(NULL);
            Start();

            VdkDC dc(m_Window, GetAbsoluteRect(), NULL);
            Draw(dc);
        }
    }

    e.Skip(true);
}
コード例 #15
0
ファイル: axScrollBar.cpp プロジェクト: EQ4/axLib
void axScrollBar::OnMouseMotion(const axPoint& position)
{
    axPoint pos = position - GetAbsoluteRect().position;
    
    if(axRect(0, _sliderPos, GetRect().size.x, _sliderHeight).IsPointInside(pos))
    {
        _currentScrollBarColor = &_info.hover;
        Update();
    }
    else if(_currentScrollBarColor != &_info.normal)
    {
       _currentScrollBarColor = &_info.normal;
        Update();
    }
}
コード例 #16
0
void CUIFrameLineWnd::DrawElements()
{
	UIRender->SetShader			(*m_shader);

	Fvector2					ts;
	UIRender->GetActiveTextureResolution(ts);

	Frect						rect;
	GetAbsoluteRect				(rect);
	UI().ClientToScreenScaled	(rect.lt);
	UI().ClientToScreenScaled	(rect.rb);
	
	float back_len				= 0.0f;
	u32 prim_count				= 6*2; //first&second 
	if(bHorizontal)
	{
		back_len				= rect.width()-m_tex_rect[flFirst].width()-m_tex_rect[flSecond].width();
		if(back_len<0.0f)
			rect.x2				-= back_len;

		if(back_len>0.0f)
			prim_count				+= 6* iCeil(back_len / m_tex_rect[flBack].width());
	}else
	{
		back_len				= rect.height()-m_tex_rect[flFirst].height()-m_tex_rect[flSecond].height();
		if(back_len<0)
			rect.y2				-= back_len;

		if(back_len>0.0f)
			prim_count				+= 6* iCeil(back_len / m_tex_rect[flBack].height());
	}

	UIRender->StartPrimitive	(prim_count, IUIRender::ptTriList, UI().m_currentPointType);

	for(int i=0; i<flMax; ++i)
	{
		Fvector2 LTt, RBt;
		Fvector2 LTp, RBp;
		int counter				= 0;

		while(inc_pos(rect, counter, i, LTp, RBp, LTt, RBt))
		{
			draw_rect				(LTp, RBp, LTt, RBt, m_texture_color, ts);
			++counter;
		};
	}
	UIRender->FlushPrimitive		();
}
コード例 #17
0
ファイル: window.c プロジェクト: Coxious/dos-student-info
void RegisterWindow(PWINDOW pWindow,PWINDOW pParent){

	GetAbsoluteRect(pWindow,&pParent->rAbsolute,&pWindow->rAbsolute);

	if(pParent->wChildrenHead == 0){
		pParent->wChildrenHead = pWindow;
		pWindow->leEntry.pFlink = &pWindow->leEntry;
		pWindow->leEntry.pBlink = &pWindow->leEntry;
	}else{
		pWindow->leEntry.pBlink = &pParent->wChildrenHead->leEntry;
		pWindow->leEntry.pFlink = pParent->wChildrenHead->leEntry.pFlink;

		pParent->wChildrenHead->leEntry.pFlink->pBlink = (PLIST_ENTRY)pWindow;
		pParent->wChildrenHead->leEntry.pFlink = (PLIST_ENTRY)pWindow;
	}

	pWindow->wParent = pParent;
}
コード例 #18
0
ファイル: axGrid.cpp プロジェクト: EQ4/axLib
void axGrid::OnMouseLeftDown(const axPoint& pos)
{
	cout << "LEFT_DOWN" << endl;
	axRect rect = GetAbsoluteRect();
	axPoint position = pos - rect.position;
	axArrayIndex index = GetElementIndexFromMouse(position);

	cout << index.x << " " << index.y << endl;
	

	if(_gridElements[index.y][index.x].on == false)
	{
		AddElement(index.y, index.x);
	}
	_selectedElement = index;

	Update();
}
コード例 #19
0
ファイル: UICarBodyWnd.cpp プロジェクト: OLR-xray/XRay-NEW
void CUICarBodyWnd::ActivatePropertiesBox()
{
	if(m_pInventoryBox)	return;
		
	m_pUIPropertiesBox->RemoveAll();
	
//.	CWeaponMagazined*		pWeapon			= smart_cast<CWeaponMagazined*>(CurrentIItem());
	CEatableItem*			pEatableItem	= smart_cast<CEatableItem*>(CurrentIItem());
	CMedkit*				pMedkit			= smart_cast<CMedkit*>			(CurrentIItem());
	CAntirad*				pAntirad		= smart_cast<CAntirad*>			(CurrentIItem());
	CBottleItem*			pBottleItem		= smart_cast<CBottleItem*>		(CurrentIItem());
    bool					b_show			= false;
	
	LPCSTR _action				= NULL;
	if(pMedkit || pAntirad)
	{
		_action						= "st_use";
		b_show						= true;
	}
	else if(pEatableItem)
	{
		if(pBottleItem)
			_action					= "st_drink";
		else
			_action					= "st_eat";
		b_show						= true;
	}
	if(_action)
		m_pUIPropertiesBox->AddItem(_action,  NULL, INVENTORY_EAT_ACTION);


	if(b_show){
		m_pUIPropertiesBox->AutoUpdateSize	();
		m_pUIPropertiesBox->BringAllToTop	();

		Fvector2						cursor_pos;
		Frect							vis_rect;

		GetAbsoluteRect					(vis_rect);
		GetUICursor()->GetPos			(cursor_pos.x, cursor_pos.y);
		cursor_pos.sub					(vis_rect.lt);
		m_pUIPropertiesBox->Show		(vis_rect, cursor_pos);
	}
}
コード例 #20
0
ファイル: UIMap.cpp プロジェクト: OLR-xray/OLR-3.0
// try to positioning clipRect center to vNewPoint
void CUICustomMap::SetActivePoint(const Fvector &vNewPoint)
{
	Fvector2 pos;
	pos.set(vNewPoint.x,vNewPoint.z);
	Frect bound = BoundRect();
	if( FALSE==bound.in(pos) )return;

	Fvector2	pos_on_map		= ConvertRealToLocalNoTransform(pos);
	Frect		map_abs_rect;
	GetAbsoluteRect(map_abs_rect);
	Fvector2	pos_abs;

	pos_abs.set(map_abs_rect.lt);
	pos_abs.add(pos_on_map);

	Frect		clip_abs_rect	= GetClipperRect();
	Fvector2	clip_center;
	clip_abs_rect.getcenter(clip_center);
	clip_center.sub(pos_abs);
	MoveWndDelta				(clip_center);
	SetHeadingPivot				(pos_on_map, Fvector2().set(0,0), false); 
}
コード例 #21
0
ファイル: UICellItem.cpp プロジェクト: AntonioModer/xray-16
CUIDragItem* CUICellItem::CreateDragItem()
{
	CUIDragItem* tmp;
	tmp = xr_new<CUIDragItem>(this);
	Frect r;
	GetAbsoluteRect(r);

	if( m_UIStaticItem.GetFixedLTWhileHeading() )
	{
		float t1,t2;
		t1				= r.width();
		t2				= r.height()*UI().get_current_kx();

		Fvector2 cp = GetUICursor().GetCursorPosition();

		r.x1			= (cp.x-t2/2.0f);
		r.y1			= (cp.y-t1/2.0f);
		r.x2			= r.x1 + t2;
		r.y2			= r.y1 + t1;
	}
	tmp->Init(GetShader(), r, GetUIStaticItem().GetTextureRect());
	return tmp;
}
コード例 #22
0
ファイル: UIMap.cpp プロジェクト: OLR-xray/OLR-3.0
void CUILevelMap::UpdateSpots		()
{
	DetachAll		();
	if( fsimilar(MapWnd()->GlobalMap()->GetCurrentZoom(),MapWnd()->GlobalMap()->GetMinZoom(),EPS_L ) ) return;
	Frect _r;
	GetAbsoluteRect(_r);
	if( FALSE==MapWnd()->ActiveMapRect().intersected(_r)) return;
/*
	if(m_anomalies_map){
		m_anomalies_map->SetWndPos	(0.0f,0.0f);
		m_anomalies_map->SetWndSize	(GetWndSize());
		AttachChild					(m_anomalies_map);
	}

	CLevelFogOfWar* F	= Level().FogOfWarMngr().GetFogOfWar(MapName());
	AttachChild		(F);
*/
	Locations& ls =Level().MapManager().Locations();
	for(Locations_it it=ls.begin(); it!=ls.end(); ++it){
		if ((*it).location->Update())
			(*it).location->UpdateLevelMap(this);
	}
}
コード例 #23
0
ファイル: UIMap.cpp プロジェクト: OLR-xray/OLR-3.0
//position and heading for drawing pointer to src pos
bool CUICustomMap::GetPointerTo(const Fvector2& src, float item_radius, Fvector2& pos, float& heading)
{
	Frect		clip_rect_abs			= GetClipperRect(); //absolute rect coords
	Frect		map_rect_abs;
	GetAbsoluteRect(map_rect_abs);

	Frect		rect;
	BOOL res = rect.intersection(clip_rect_abs, map_rect_abs);
	if(!res) return false;
	
	rect = clip_rect_abs;
	rect.sub(map_rect_abs.lt.x,map_rect_abs.lt.y);

	Fbox2 f_clip_rect_local;
	f_clip_rect_local.set(rect.x1, rect.y1, rect.x2, rect.y2 );

	Fvector2 f_center;
	f_clip_rect_local.getcenter(f_center);

	Fvector2 f_dir, f_src;

	f_src.set(src.x, src.y );
	f_dir.sub(f_center, f_src );
	f_dir.normalize_safe();
	Fvector2 f_intersect_point;
	res = f_clip_rect_local.Pick2(f_src,f_dir,f_intersect_point);
	VERIFY(res);


	heading = -f_dir.getH();

	f_intersect_point.mad(f_intersect_point,f_dir,item_radius );

	pos.set( iFloor(f_intersect_point.x), iFloor(f_intersect_point.y) );
	return true;
}
コード例 #24
0
void CUIScrollBar::Draw()
{
	if (IsShown())
	{
		//нарисовать фоновую подложку
		Frect rect;
		GetAbsoluteRect(rect);
		if(m_bIsHorizontal){
			if (m_StaticBackground->GetOriginalRect().width()){
				float size	= GetWidth() - m_DecButton->GetWidth() - m_IncButton->GetWidth();
				float w		= m_StaticBackground->GetOriginalRect().width();

				int tile	= iFloor(size/w);
				float rem	= size - tile*w;

				m_StaticBackground->SetTile(tile,1,rem,0.0f);
				m_StaticBackground->SetPos(rect.left + m_DecButton->GetWidth(),rect.top);
			}
		}else{
			if (m_StaticBackground->GetOriginalRect().height()){
				float size	= GetHeight()- m_IncButton->GetHeight() - m_DecButton->GetHeight();
				float h		= m_StaticBackground->GetOriginalRect().height();

				int tile	= iFloor(size/h);
				float rem	= size - tile*h;

				m_StaticBackground->SetTile(1,tile,0.0f,rem);
				m_StaticBackground->SetPos(rect.left,rect.top + m_DecButton->GetHeight());
			}
		}
	
		m_StaticBackground->Render();
	}

	inherited::Draw();
}
コード例 #25
0
ファイル: OOPLyric.cpp プロジェクト: vanxining/M4Player
void OOPLyric::OnMouseEvent(VdkMouseEvent &e) {
    switch (e.evtCode) {
    case RIGHT_UP: {
        // 拖动歌词时不要响应右键事件
        if (TestState(OLST_DRAGGING)) {
            return;
        }

        wxPoint menuPos(AbsoluteRect().GetPosition());
        menuPos.x += e.mousePos.x;
        menuPos.y += e.mousePos.y;

        m_Window->ShowContextMenu(this, menuPos);

        break;
    }

    case LEFT_DOWN: {
        m_draggDistance = e.mousePos.y;
        SetAddinState(OLST_DRAGGING_STARTED);

        break;
    }

    case DRAGGING: {
        // 不接受先在一首歌的会话中拖动歌词,然后在未释放鼠标的情况下
        // 另一首歌开始播放,继续前面的拖动事件
        if (!TestState(OLST_DRAGGING_STARTED)) {
            break;
        }

        if (!IsOk()) {
            break;
        }

        if (m_timer.IsRunning()) {
            Pause();
            SetAddinState(OLST_RUNNING_BEFORE_DRAGGING);
        }

        SetAddinState(OLST_DRAGGING);

        //======================================================

        int ystart;
        GetViewStartCoord(NULL, &ystart);

        int dY = e.mousePos.y - m_draggDistance;
        m_draggDistance = e.mousePos.y;

        // 这是一行我们手工加上去的空行
        int rowHeight = GetRowHeight();
        int upperBound =
            (*(m_parser->begin()))->GetLyric().empty() ? rowHeight : 0;

        // 无法继续将帘布向上卷(再拖下去就到下一首了)
        // 我们将拖到尽头的事件视为无效
        bool lastLine = false;

        // 情景:将虚拟画布像窗帘一样向下拖
        // 拖动尽头了,不能再把窗帘哪怕拖下一寸
        if (ystart - dY < upperBound) {
            dY = ystart - upperBound; // 加加减减的原因参照(*)
        } else {
            int maxy;
            GetMaxViewStartCoord(NULL, &maxy);

            // 将帘布向上卷,卷到尽头了,再卷下去就会导致
            // 无法完整遮住窗口
            if (ystart - dY > maxy) {
                dY = ystart - maxy; // 加加减减的原因参照(*)
                // 无效拖动事件
                lastLine = true;
            }
        }

        if (dY) {
            SetViewStart(0, ystart - dY, &e.dc);   //………………(*)
        }

        // 无效拖动事件
        if (lastLine) {
            m_draggHit = m_parser->end();
        }

        //===================================================
        // 绘制中间线段

        wxRect rc(GetAbsoluteRect());
        int y = rc.y + m_blankLinesTop * GetRowHeight();

        m_Window->ResetDcOrigin(e.dc);
        e.dc.SetPen(wxPen(m_TextColor));
        e.dc.DrawLine(rc.x, y, rc.GetRight(), y);

        break;
    }

    case NORMAL:
    case LEFT_UP: {
        if (!TestState(OLST_DRAGGING) ||
            !TestState(OLST_DRAGGING_STARTED)) {
            break;
        }

        wxASSERT(IsOk());

        //-----------------------------------------------------

        RemoveState(OLST_DRAGGING | OLST_DRAGGING_STARTED);

        // 拖到最下面了,尽头
        if (m_draggHit == m_parser->end()) {
            RefreshState(&e.dc);
        } else {
            int ystart; // 起始绘图坐标
            GetViewStartCoord(NULL, &ystart);

            LineInfo *lineDraggHit = *m_draggHit;
            size_t timeToGo = lineDraggHit->GetStartTime();

            int rowHeight = GetRowHeight();
            double linePercentage = double(ystart % rowHeight) / rowHeight ;
            timeToGo += lineDraggHit->GetMilSeconds() * linePercentage;

            // 歌词可能并不匹配正在播放的歌曲
            if (timeToGo < m_parser->GetTimeSum()) {
                m_currLine = m_draggHit;

                if (IsReadyForEvent()) {
                    FireEvent(&e.dc, (void *) timeToGo);
                }
            }
        }

        bool resume = TestState(OLST_RUNNING_BEFORE_DRAGGING);
        if (resume) {
            RemoveState(OLST_RUNNING_BEFORE_DRAGGING);
            Resume();
        }

        break;
    }

    default:

        break;
    }
}
コード例 #26
0
void CUIFrameWindow::DrawElements()
{
	UIRender->SetShader			(*m_shader);

	Fvector2					ts;
	UIRender->GetActiveTextureResolution(ts);

	Frect						rect;
	GetAbsoluteRect				(rect);
	UI().ClientToScreenScaled	(rect.lt);
	UI().ClientToScreenScaled	(rect.rb);
	
	Fvector2 back_len			= {0.0f, 0.0f};
	u32 rect_count				= 4; //lt+rt+lb+rb
	back_len.x					= rect.width()-m_tex_rect[fmLT].width()-m_tex_rect[fmRT].width();
	back_len.y					= rect.height()-m_tex_rect[fmLT].height()-m_tex_rect[fmRB].height();
	R_ASSERT					(back_len.x+EPS_L>=0.0f && back_len.y+EPS_L>=0.0f);
	
	u32 cnt =0;
	if(back_len.x>0.0f)//top+bottom
		cnt						= 2* iCeil(back_len.x/m_tex_rect[fmT].width());
	rect_count					+= cnt;

	if(back_len.y>0.0f)//left+right
		cnt						= 2* iCeil(back_len.y/m_tex_rect[fmL].height());
	rect_count					+= cnt;
	
	if(back_len.x>0.0f && back_len.y>0.0f) //back
		cnt						= iCeil(back_len.x/m_tex_rect[fmBK].width()) * iCeil(back_len.y/m_tex_rect[fmBK].height()) ;

	rect_count					+= cnt;

	rect_count					*= 6;
	
	UIRender->StartPrimitive	(rect_count, IUIRender::ptTriList, UI().m_currentPointType);

	Fvector2 LTt, RBt;
	Fvector2 LTp, RBp;

	Frect tmp					= rect;
	get_points					(tmp, fmLT, LTp, RBp, LTt, RBt);
	draw_rect					(LTp, RBp, LTt, RBt, m_texture_color, ts);

	tmp.lt.x					= rect.lt.x;
	tmp.lt.y					= rect.rb.y - m_tex_rect[fmLB].height();
	get_points					(tmp, fmLB, LTp, RBp, LTt, RBt);
	draw_rect					(LTp, RBp, LTt, RBt, m_texture_color, ts);

	tmp.lt.x					= rect.rb.x - m_tex_rect[fmRT].width();
	tmp.lt.y					= rect.lt.y;;
	get_points					(tmp, fmRT, LTp, RBp, LTt, RBt);
	draw_rect					(LTp, RBp, LTt, RBt, m_texture_color, ts);

	tmp.lt.x					= rect.rb.x - m_tex_rect[fmRB].width();
	tmp.lt.y					= rect.rb.y - m_tex_rect[fmRB].height();
	get_points					(tmp, fmRB, LTp, RBp, LTt, RBt);
	draw_rect					(LTp, RBp, LTt, RBt, m_texture_color, ts);

	if(back_len.x>0.0f)
	{
		tmp.lt					= rect.lt;
		tmp.lt.x				+= m_tex_rect[fmLT].width();
		tmp.rb.x				= rect.rb.x-m_tex_rect[fmRT].width();
		tmp.rb.y				= rect.lt.y+m_tex_rect[fmT].height();
		draw_tile_line			(tmp, fmT, true, ts);

		tmp.lt.x				= rect.lt.x+m_tex_rect[fmLT].width();
		tmp.lt.y				= rect.rb.y-m_tex_rect[fmB].height();
		tmp.rb.x				= rect.rb.x-m_tex_rect[fmRT].width();
		tmp.rb.y				= rect.rb.y;
		draw_tile_line			(tmp, fmB, true, ts);
	}

	if(back_len.y>0.0f)
	{
		tmp.lt					= rect.lt;
		tmp.lt.y				+= m_tex_rect[fmLT].height();
		tmp.rb.x				= rect.lt.x+m_tex_rect[fmL].width();
		tmp.rb.y				= rect.rb.y-m_tex_rect[fmLB].height();
		draw_tile_line			(tmp, fmL, false, ts);

		tmp.lt.x				= rect.rb.x-m_tex_rect[fmR].width();
		tmp.lt.y				= rect.lt.y+m_tex_rect[fmRT].height();;
		tmp.rb.x				= rect.rb.x;
		tmp.rb.y				= rect.rb.y-m_tex_rect[fmRB].height();
		draw_tile_line			(tmp, fmR, false, ts);
	}

	if(back_len.x>0.0f && back_len.y>0.0f)
	{
		tmp.lt.x				= rect.lt.x+m_tex_rect[fmLT].width();
		tmp.lt.y				= rect.lt.y+m_tex_rect[fmLT].height();
		tmp.rb.x				= rect.rb.x-m_tex_rect[fmRB].width();
		tmp.rb.y				= rect.rb.y-m_tex_rect[fmRB].height();
		draw_tile_rect			(tmp, fmBK, ts);
	}

	UIRender->FlushPrimitive	();
}
コード例 #27
0
ファイル: OOPLyric.cpp プロジェクト: vanxining/M4Player
VdkCusdrawReturnFlag OOPLyric::DoDrawCellText
        (const VdkLcCell *cell,
         int col_index,
         int index0,
         wxDC &dc,
         VdkLcHilightState state) {
    wxASSERT(m_parser);

    // 注意:index 是不计算加入的空行的
    int index = (int) (cell->GetClientData()) - 1;
    if (index == -1) { // 此时 ClientData == NULL,是我们添加的空行
        return VCCDRF_DODEFAULT;
    }

    dc.SetTextForeground(m_TextColor);

    // 暂停时高亮当前行,情景见于用户正在拖动歌词。
    // 另外先暂停,然后拖动歌词完毕,此时假如歌词秀是以卡拉OK
    // 方式进行显示时,那么不会保持半高亮的状态,而是全高亮。
    if (TestState(OLST_PAUSED)) {
        int yStart;
        GetViewStartCoord(NULL, &yStart);

        int rowHeight = GetRowHeight();
        int dragRegion = yStart + rowHeight * m_blankLinesTop;
        int index2 = index + m_blankLinesTop;

        // 检测拖动歌词时中间线下面的一行
        if (rowHeight * index2 <= dragRegion &&
            rowHeight * (index2 + 1) > dragRegion) {
            m_draggHit = m_parser->GetLine(index);

            dc.SetTextForeground(m_HilightColor);
        }

        return VCCDRF_DODEFAULT;
    }

    LineInfo *currLine = *m_currLine;
    // TODO: 是否考虑优化?
    size_t currLineIndex = m_parser->IndexOf(m_currLine);
    int lineHasGone = m_stopWatch->Time() - currLine->GetStartTime();

    if ((index == currLineIndex - 1) && !cell->GetLabel().empty()) {
        // 使用渐变色还原上一句歌词
        if (lineHasGone < ALPHA_SHOW_LAST_LINE_MS) {
            unsigned char r, g, b;
            double alpha2 = double(lineHasGone) / ALPHA_SHOW_LAST_LINE_MS;
            double alpha1 = 1 - alpha2;

            r = m_HilightColor.Red() * alpha1 + m_TextColor.Red() * alpha2;
            g = m_HilightColor.Green() * alpha1 + m_TextColor.Green() * alpha2;
            b = m_HilightColor.Blue() * alpha1 + m_TextColor.Blue() * alpha2;

            dc.SetTextForeground(wxColour(r, g, b));
        }
    } else if (index == currLineIndex) { // 高亮当前文本行
        // 尽管这是一种很罕见的情况,但一旦出现了就会导致下面 (*) 表达式
        // 的除数为 0
        if (currLine->GetMilSeconds() == 0) {
            return VCCDRF_DODEFAULT;
        }

        if (!cell->IsEmpty()) {
            /* 经验教训:
            1. SetClippingRegiion 有叠加效应,因此在执行新的
               SetClippingRegiion 前别忘了销毁原来的 ClippingRegiion 。
            2. 关于表达式中整数与浮点数混用:注意中间运算结果会
               被强制转换成 int 然后参加下一步的运算,并不是对
               最终结果进行转换,使之成为一个浮点数。
            */

            const int rowHeight = GetRowHeight();
            int y = (currLineIndex + m_blankLinesTop) * rowHeight;
            cell->DrawLabel(dc, 0, y);

            // (*)
            double lineProgress = double(lineHasGone) / currLine->GetMilSeconds();

            // 要实现 KALA-OK 效果的文本宽度
            int w = (m_Rect.width - cell->GetX_Padding() * 2) * lineProgress;

            wxRect rc(GetAbsoluteRect());
            const int bottom = rc.y + rc.height;

            int yStart;
            VdkScrolledWindow::GetViewStartCoord(NULL, &yStart);
            rc.y += y - yStart;

            rc.width = cell->GetX_Padding() + w;
            rc.height = rowHeight;
            // 不能使 KALA-OK 效果的 ClippingRegion 超出列表窗口
            if ((rc.y + rc.height) > bottom) {
                rc.height = bottom - rc.y;
            }

            VdkDcDeviceOriginSaver saver(dc);
            dc.SetDeviceOrigin(0, 0);
            VdkDcClippingRegionDestroyer destroyer(dc, rc);

#       ifdef __WXGTK__
            dc.SetBrush(m_crossBrush1);
            dc.DrawRectangle(rc);
#       endif
            dc.SetTextForeground(m_HilightColor);

            cell->DrawLabel(dc, rc.x, rc.y);
        }

        return VCCDRF_SKIPDEFAULT;
    }

    return VCCDRF_DODEFAULT;
}
コード例 #28
0
ファイル: UIInventoryWnd3.cpp プロジェクト: OLR-xray/XRay-NEW
void CUIInventoryWnd::ActivatePropertiesBox()
{
	// Флаг-признак для невлючения пункта контекстного меню: Dreess Outfit, если костюм уже надет
	bool bAlreadyDressed = false; 

		
	UIPropertiesBox.RemoveAll();

	CMedkit*			pMedkit				= smart_cast<CMedkit*>			(CurrentIItem());
	CAntirad*			pAntirad			= smart_cast<CAntirad*>			(CurrentIItem());
	CEatableItem*		pEatableItem		= smart_cast<CEatableItem*>		(CurrentIItem());
	CCustomOutfit*		pOutfit				= smart_cast<CCustomOutfit*>	(CurrentIItem());
//.	CArtefact*			pArtefact			= smart_cast<CArtefact*>		(CurrentIItem());
	CWeapon*			pWeapon				= smart_cast<CWeapon*>			(CurrentIItem());
	CScope*				pScope				= smart_cast<CScope*>			(CurrentIItem());
	CSilencer*			pSilencer			= smart_cast<CSilencer*>		(CurrentIItem());
	CGrenadeLauncher*	pGrenadeLauncher	= smart_cast<CGrenadeLauncher*>	(CurrentIItem());
	CBottleItem*		pBottleItem			= smart_cast<CBottleItem*>		(CurrentIItem());
    
	bool	b_show			= false;


	if(!pOutfit && CurrentIItem()->GetSlot()!=NO_ACTIVE_SLOT && !m_pInv->m_slots[CurrentIItem()->GetSlot()].m_bPersistent && m_pInv->CanPutInSlot(CurrentIItem()))
	{
		UIPropertiesBox.AddItem("st_move_to_slot",  NULL, INVENTORY_TO_SLOT_ACTION);
		b_show			= true;
	}
	if(CurrentIItem()->Belt() && m_pInv->CanPutInBelt(CurrentIItem()))
	{
		UIPropertiesBox.AddItem("st_move_on_belt",  NULL, INVENTORY_TO_BELT_ACTION);
		b_show			= true;
	}

	if(CurrentIItem()->Ruck() && m_pInv->CanPutInRuck(CurrentIItem()) && (CurrentIItem()->GetSlot()==u32(-1) || !m_pInv->m_slots[CurrentIItem()->GetSlot()].m_bPersistent) )
	{
		if(!pOutfit)
			UIPropertiesBox.AddItem("st_move_to_bag",  NULL, INVENTORY_TO_BAG_ACTION);
		else
			UIPropertiesBox.AddItem("st_undress_outfit",  NULL, INVENTORY_TO_BAG_ACTION);
		bAlreadyDressed = true;
		b_show			= true;
	}
	if(pOutfit  && !bAlreadyDressed )
	{
		UIPropertiesBox.AddItem("st_dress_outfit",  NULL, INVENTORY_TO_SLOT_ACTION);
		b_show			= true;
	}
	
	//отсоединение аддонов от вещи
	if(pWeapon)
	{
		if(pWeapon->GrenadeLauncherAttachable() && pWeapon->IsGrenadeLauncherAttached())
		{
			UIPropertiesBox.AddItem("st_detach_gl",  NULL, INVENTORY_DETACH_GRENADE_LAUNCHER_ADDON);
		b_show			= true;
		}
		if(pWeapon->ScopeAttachable() && pWeapon->IsScopeAttached())
		{
			UIPropertiesBox.AddItem("st_detach_scope",  NULL, INVENTORY_DETACH_SCOPE_ADDON);
		b_show			= true;
		}
		if(pWeapon->SilencerAttachable() && pWeapon->IsSilencerAttached())
		{
			UIPropertiesBox.AddItem("st_detach_silencer",  NULL, INVENTORY_DETACH_SILENCER_ADDON);
		b_show			= true;
		}
		if(smart_cast<CWeaponMagazined*>(pWeapon) && IsGameTypeSingle())
		{
			bool b = (0!=pWeapon->GetAmmoElapsed());

			if(!b)
			{
				CUICellItem * itm = CurrentItem();
				for(u32 i=0; i<itm->ChildsCount(); ++i)
				{
					pWeapon		= smart_cast<CWeaponMagazined*>((CWeapon*)itm->Child(i)->m_pData);
					if(pWeapon->GetAmmoElapsed())
					{
						b = true;
						break;
					}
				}
			}

			if(b){
				UIPropertiesBox.AddItem("st_unload_magazine",  NULL, INVENTORY_UNLOAD_MAGAZINE);
				b_show			= true;
			}
		}
	}
	
	//присоединение аддонов к активному слоту (2 или 3)
	if(pScope)
	{
		if(m_pInv->m_slots[PISTOL_SLOT].m_pIItem != NULL &&
		   m_pInv->m_slots[PISTOL_SLOT].m_pIItem->CanAttach(pScope))
		 {
			PIItem tgt = m_pInv->m_slots[PISTOL_SLOT].m_pIItem;
			UIPropertiesBox.AddItem("st_attach_scope_to_pistol",  (void*)tgt, INVENTORY_ATTACH_ADDON);
			b_show			= true;
		 }
		 if(m_pInv->m_slots[RIFLE_SLOT].m_pIItem != NULL &&
			m_pInv->m_slots[RIFLE_SLOT].m_pIItem->CanAttach(pScope))
		 {
			PIItem tgt = m_pInv->m_slots[RIFLE_SLOT].m_pIItem;
			UIPropertiesBox.AddItem("st_attach_scope_to_rifle",  (void*)tgt, INVENTORY_ATTACH_ADDON);
			b_show			= true;
		 }
	}
	else if(pSilencer)
	{
		 if(m_pInv->m_slots[PISTOL_SLOT].m_pIItem != NULL &&
		   m_pInv->m_slots[PISTOL_SLOT].m_pIItem->CanAttach(pSilencer))
		 {
			PIItem tgt = m_pInv->m_slots[PISTOL_SLOT].m_pIItem;
			UIPropertiesBox.AddItem("st_attach_silencer_to_pistol",  (void*)tgt, INVENTORY_ATTACH_ADDON);
			b_show			= true;
		 }
		 if(m_pInv->m_slots[RIFLE_SLOT].m_pIItem != NULL &&
			m_pInv->m_slots[RIFLE_SLOT].m_pIItem->CanAttach(pSilencer))
		 {
			PIItem tgt = m_pInv->m_slots[RIFLE_SLOT].m_pIItem;
			UIPropertiesBox.AddItem("st_attach_silencer_to_rifle",  (void*)tgt, INVENTORY_ATTACH_ADDON);
			b_show			= true;
		 }
	}
	else if(pGrenadeLauncher)
	{
		 if(m_pInv->m_slots[RIFLE_SLOT].m_pIItem != NULL &&
			m_pInv->m_slots[RIFLE_SLOT].m_pIItem->CanAttach(pGrenadeLauncher))
		 {
			PIItem tgt = m_pInv->m_slots[RIFLE_SLOT].m_pIItem;
			UIPropertiesBox.AddItem("st_attach_gl_to_rifle",  (void*)tgt, INVENTORY_ATTACH_ADDON);
			b_show			= true;
		 }

	}
	LPCSTR _action = NULL;

	if(pMedkit || pAntirad)
	{
		_action					= "st_use";
	}
	else if(pEatableItem)
	{
		if(pBottleItem)
			_action					= "st_drink";
		else
			_action					= "st_eat";
	}

	if(_action){
		UIPropertiesBox.AddItem(_action,  NULL, INVENTORY_EAT_ACTION);
		b_show			= true;
	}
//.	if(pArtefact&&pArtefact->CanBeActivated())
//.		UIPropertiesBox.AddItem("st_activate_artefact",  NULL, INVENTORY_ACTIVATE_ARTEFACT_ACTION);

	if(!CurrentIItem()->IsQuestItem()){
		UIPropertiesBox.AddItem("st_drop", NULL, INVENTORY_DROP_ACTION);
		b_show			= true;

		if(CurrentItem()->ChildsCount())
			UIPropertiesBox.AddItem("st_drop_all", (void*)33, INVENTORY_DROP_ACTION);
	}

	if(b_show)
	{
		UIPropertiesBox.AutoUpdateSize	();
		UIPropertiesBox.BringAllToTop	();

		Fvector2						cursor_pos;
		Frect							vis_rect;
		GetAbsoluteRect					(vis_rect);
		GetUICursor()->GetPos			(cursor_pos.x, cursor_pos.y);
		cursor_pos.sub					(vis_rect.lt);
		UIPropertiesBox.Show			(vis_rect, cursor_pos);
		PlaySnd							(eInvProperties);
	}
}
コード例 #29
0
void CUIProgressShape::Draw()
{
	if(m_bText)
		DrawText		();

	UIRender->SetShader				(*GetShader());
	Fvector2						tsize;
	UIRender->GetActiveTextureResolution(tsize);

	
	UIRender->StartPrimitive		(m_sectorCount*3,IUIRender::ptTriList, UI().m_currentPointType);

	Frect pos_rect;
	GetAbsoluteRect					(pos_rect);
	UI().ClientToScreenScaled		(pos_rect.lt, pos_rect.x1, pos_rect.y1);
	UI().ClientToScreenScaled		(pos_rect.rb, pos_rect.x2, pos_rect.y2);

	Fvector2						center_pos;
	pos_rect.getcenter				(center_pos);

	Frect tex_rect					= GetUIStaticItem().GetTextureRect();
	
	tex_rect.lt.x					/= tsize.x;
	tex_rect.lt.y					/= tsize.y;
	tex_rect.rb.x					/= tsize.x;
	tex_rect.rb.y					/= tsize.y;

	Fvector2						center_tex;
	tex_rect.getcenter				(center_tex);

	float		radius_pos			= pos_rect.width()/2.0f;

	float		radius_tex			= tex_rect.width()/2.0f;

	float		curr_angle			=  m_angle_begin;
	float		sin_a				= _sin(curr_angle);
	float		cos_a				= _cos(curr_angle);
	Fvector2	start_pos_pt,	prev_pos_pt;
	Fvector2	start_tex_pt,	prev_tex_pt;
	
	start_pos_pt.set				(0.0f, -radius_pos);
	prev_pos_pt						= start_pos_pt;

	start_tex_pt.set				(0.0f, -radius_tex);
	prev_tex_pt						= start_tex_pt;

	_make_rot_tex(prev_pos_pt, start_pos_pt.y, sin_a, cos_a);
	_make_rot_tex(prev_tex_pt, start_tex_pt.y, sin_a, cos_a);

	float angle_range = PI_MUL_2;
	if ( m_bClockwise )
	{
		angle_range = -abs( m_angle_end - m_angle_begin );
	}
	else
	{
		angle_range = abs( m_angle_end - m_angle_begin );
	}
	
	for ( u32 i = 0; i < m_sectorCount; ++i )
	{
		float ffff					= calc_color		(i+1, m_sectorCount, m_stage, 1.0f, m_blend);
		u32 color					= color_argb_f		(ffff,1.0f,1.0f,1.0f); 

		UIRender->PushPoint(center_pos.x, center_pos.y, 0, color, center_tex.x, center_tex.y);

		Fvector2	tp;
		tp.set						(prev_pos_pt);
		tp.add						(center_pos);

		Fvector2	tx;
		tx.set						(prev_tex_pt);
		tx.add						(center_tex);

		Fvector2	tp1;
		Fvector2	tx1;
		tp1.set(tp);
		tx1.set(tx);

		curr_angle					+= angle_range/float(m_sectorCount);

		sin_a						= _sin(curr_angle);
		cos_a						= _cos(curr_angle);

		_make_rot_tex(prev_pos_pt, start_pos_pt.y, sin_a, cos_a);
		_make_rot_tex(prev_tex_pt, start_tex_pt.y, sin_a, cos_a);

		tp.set						(prev_pos_pt);
		tp.add						(center_pos);

		tx.set						(prev_tex_pt);
		tx.add						(center_tex);

		if (m_bClockwise)
		{
			UIRender->PushPoint(tp1.x,	tp1.y,	0,	color, tx1.x,	tx1.y);
			UIRender->PushPoint(tp.x,	tp.y,	0,	color, tx.x,	tx.y);
		}
		else
		{
			UIRender->PushPoint(tp.x,	tp.y,	0, color, tx.x,		tx.y);
			UIRender->PushPoint(tp1.x,	tp1.y,	0, color, tx1.x,	tx1.y);
		}
	}


	UIRender->FlushPrimitive();
}