void HelpDisplay(GLint ww, GLint wh) { glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glColor3f(0.0,0.0,0.0); /* mode projection*/ glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, ww, 0, wh); glScalef(1, -1, 1); glTranslatef(0, -wh, 0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); linestart = 10; HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"Pour deplacer un pion, cliquer dans la case qui le contient puis dans la case cible"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"----------------------------------------"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"H/h = Masquer ou Afficher l'Aide"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"O/o = Masquer ou Afficher l'ombre"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"B/b = Activer ou deactiver le brouillard"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"F/f = Activer ou deactiver le reflet"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"R/r = La rotation automatique"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"Fleches = La rotation manuelle"); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"Espace = Affichage en plain ecran "); HelpRenderBitmapString(20, linestart +=linespace, (void *) Help_Font,"Esc = Quitter "); HelpRenderBitmapString(20, windowsH-40, (void *) Help_Font,"Realise par DIOUBATE SEKOU et ELHAMCHI SOUFIANE, Groupe 10, LSI"); HelpRenderBitmapString(20, windowsH-20, (void *) Help_Font,"Encadre par Mr AITKBIR, proffesseur de traitement d'image"); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); }
} void HelpDisplay(GLint ww, GLint wh) { glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glColor3f(1.0f, 1.0f, 1.0f); /* switch to projection mode */ glMatrixMode(GL_PROJECTION); /* save previous matrix which contains the */ /* settings for the perspective projection */ glPushMatrix(); /* reset matrix */ glLoadIdentity(); /* set a 2D orthographic projection */ gluOrtho2D(0, ww, 0, wh); /* invert the y axis, down is positive */ glScalef(1, -1, 1); /* mover the origin from the bottom left corner */ /* to the upper left corner */ glTranslatef(0, -wh, 0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); linestart = 10; HelpRenderBitmapString(30, linestart += linespace, Help_Font, "Help Menu"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "---------"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "H/h = Toggle Help Menu"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "F2 = Toggle Full Screen"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "Esc = Exits Program"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "R/r = Reset Position"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "C/c = Toggle Axis"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "W/w = Toggle Wireframe"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "D/d = Toggle Double Sided Polygons"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "S/s = Toggle Smooth Shading"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "M/m = Toggle Materials"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "T/t = Toggle Textures"); /* HelpRenderBitmapString(30,linestart+=linespace,(void *)Help_Font, "L/l = Toggle Line Smoothing"); */ #ifdef AVL HelpRenderBitmapString(30, linestart += linespace, Help_Font, "F/f = Flip Textures"); #endif /* */ if (stereo) { HelpRenderBitmapString(30, linestart += linespace, Help_Font, "Stereo Variables"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "----------------"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "</, = Decrease Eye Separation"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, ">/. = Increase Eye Separation"); HelpRenderBitmapString(30, linestart += linespace, Help_Font, "+/- = Increase/Decrease Focus Distance"); } glPopMatrix(); /* set the current matrix to GL_PROJECTION */ glMatrixMode(GL_PROJECTION); /* restore previous settings */ glPopMatrix(); /* get back to GL_MODELVIEW matrix */ glMatrixMode(GL_MODELVIEW); glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); } void HelpRenderBitmapString(float x, float y, void *font, char *string)