コード例 #1
0
ファイル: page.c プロジェクト: HybridDog/schismtracker
static void draw_page(void)
{
	int n = ACTIVE_PAGE.total_widgets;

	if (ACTIVE_PAGE.draw_full) {
		ACTIVE_PAGE.draw_full();
	} else {

		draw_page_title();
		if (ACTIVE_PAGE.draw_const) ACTIVE_PAGE.draw_const();
		if (ACTIVE_PAGE.predraw_hook) ACTIVE_PAGE.predraw_hook();
	}

	/* this doesn't use widgets[] because it needs to draw the page's
	 * widgets whether or not a dialog is active */
	while (n--)
		draw_widget(ACTIVE_PAGE.widgets + n, n == ACTIVE_PAGE.selected_widget);

	/* redraw the area over the menu if there is one */
	if (status.dialog_type & DIALOG_MENU)
		menu_draw();
	else if (status.dialog_type & DIALOG_BOX)
		dialog_draw();
}
コード例 #2
0
ファイル: main.c プロジェクト: UIKit0/komposter
void display(void)
{
  char tmps[128];
  float rf;

  // setup projection and modelview matrices
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(0, DS_WIDTH, 0, DS_HEIGHT, -1, 1);
  glScalef(1, -1, 1);
  glTranslatef(0, -DS_HEIGHT, 0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  // clear the back buffer
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  // enable stuff
  glEnable(GL_LINE_SMOOTH);
  glEnable(GL_BLEND);  
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);

  // draw the current page
  switch (cpage)
  {
    case MAIN_PAGE1: synth_draw(); break;
    case MAIN_PAGE2: patch_draw(); break;
    case MAIN_PAGE3: pattern_draw(); break;
    case MAIN_PAGE4: sequencer_draw(); break;
    default: break;
  }

  // global ui elements
  console_print(6, DS_HEIGHT-27);
  main_ui[cpage]|=2;
  draw_button(DS_WIDTH-159, DS_HEIGHT-14, 16, "1", main_ui[MAIN_PAGE1]);
  draw_button(DS_WIDTH-137, DS_HEIGHT-14, 16, "2", main_ui[MAIN_PAGE2]);
  draw_button(DS_WIDTH-115, DS_HEIGHT-14, 16, "3", main_ui[MAIN_PAGE3]);
  draw_button(DS_WIDTH-93, DS_HEIGHT-14, 16, "4", main_ui[MAIN_PAGE4]);
  draw_textbox(DS_WIDTH-42, DS_HEIGHT-14, 16, 74, "komposter", main_ui[MAIN_ABOUT]);
  main_ui[cpage]&=1;

  // draw vu peak meter
  rf=fmin(1.0f, audio_latest_peak);
  rf=(0.2*lastrf) + (0.8*rf); // damping
  lastrf=rf;
  draw_textbox(728, DS_HEIGHT-14, 16, 100, "", main_ui[MAIN_VU]);
  glColor4f(0.68f, 0.33f, 0.0f, 0.94f);
  glBegin(GL_QUADS);
  glVertex2f(678, DS_HEIGHT-22);
  glVertex2f(678 + rf*100, DS_HEIGHT-22);
  glVertex2f(678 + rf*100, DS_HEIGHT-6);
  glVertex2f(678, DS_HEIGHT-6);
  glEnd();
  sprintf(tmps, "%1.2f", audio_peak);
  render_text(tmps, 728, DS_HEIGHT-11, 2, (audio_peak > 1.0f) ? 0xffff8080 : 0xffffffff, 1);

  // if a dialog is active, dim the screen and draw it
  if (is_dialog()) dialog_draw();

  // switch the back buffer to front
  glutSwapBuffers();
}