void ProgressBarWidget::Render() { Vec2 worldPos = GetWorldPosition(); float progress; Vec2 size; GetPropertyForCurrentState("size", size); float borderSize; GetPropertyForCurrentState("border size", borderSize); float opacity = GetOpacity(); RGBA backgroundColor; RGBA innerColor; GetPropertyForCurrentState("color", backgroundColor); GetPropertyForCurrentState("inner color", innerColor); backgroundColor.a() *= static_cast<unsigned char>(backgroundColor.a() * opacity); innerColor.a() = static_cast<unsigned char>(innerColor.a() * opacity); RenderBackground(worldPos, size, backgroundColor); GetPropertyForCurrentState("progress", progress); CardinalDir dir; GetPropertyForCurrentState("direction", dir); switch (dir) { case C_DIRECTION_EAST: RenderBackground(worldPos, Vec2(size.x() * progress, size.y()), innerColor); break; case C_DIRECTION_WEST: { Vec2 fillSize = Vec2(size.x() * progress, size.y()); Vec2 leftEnd = Vec2(worldPos.x() + size.x() - fillSize.x(), worldPos.y()); RenderBackground(leftEnd, fillSize, innerColor); break; } case C_DIRECTION_SOUTH: { Vec2 fillSize = Vec2(size.x(), size.y() * progress); Vec2 top = Vec2(worldPos.x(), worldPos.y() + size.y() - fillSize.y()); RenderBackground(top, fillSize, innerColor); break; } case C_DIRECTION_NORTH: RenderBackground(worldPos, Vec2(size.x(), size.y() * progress), innerColor); break; } RenderOutline(worldPos, size, borderSize); WidgetBase::ProcessRenderEvent(); /* RenderBackground(worldPos + (size * 0.25f), size * 0.5f, innerColor); RenderOutline(worldPos, size, borderSize); */ }
void PaintCharacterSys(Painter& sw, double x, double y, int ch, Font fnt) { DrawLock __; PAINTER_TIMING("CharacterOp"); FT_Face face = FTFace(fnt, NULL); int glyph_index = FT_Get_Char_Index(face, ch); if(glyph_index && FT_Load_Glyph(face, glyph_index, FT_LOAD_DEFAULT) == 0) RenderOutline(face->glyph->outline, sw, x, y + fnt.GetAscent()); sw.EvenOdd(true); }
//-------------------------------------------------------------------------------------- // Name: Render() // Desc: //-------------------------------------------------------------------------------------- VOID CSample::Render() { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); glViewport( 0, 0, m_nWidth, m_nHeight ); // Clear the backbuffer and depth-buffer glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); RenderSceneCelShadedDepthAndNormalsToFBO(); RenderOutline(); // Update the timer m_Timer.MarkFrame(); // Render the user interface m_UserInterface.Render( m_Timer.GetFrameRate() ); }
void WidgetBase::Render() { Vec2 worldPos = GetWorldPosition(); float opacity = GetOpacity(); RGBA backgroundColor; GetPropertyForCurrentState("color", backgroundColor); backgroundColor.a() = static_cast<unsigned char>(backgroundColor.a() * opacity); Vec2 size; GetPropertyForCurrentState("size", size); float borderSize; GetPropertyForCurrentState("border size", borderSize); RenderBackground(worldPos, size, backgroundColor); RenderOutline(worldPos, size, borderSize); }
void WorldRenderManager::Render(RenderOptions& options) { m_taskManager.UploadOne(); switch (m_enWorldViewMode) { case worldViewNone: RenderOutline(); break; case worldViewPolygonGraph: if (m_upPolygonGraphRenderer != nullptr) m_upPolygonGraphRenderer->Render(options); break; default: ATLASSERT(false); break; } }