コード例 #1
0
ファイル: statistics_dialog.cpp プロジェクト: Heark/wesnoth
statistics_dialog::statistics_dialog(game_display &disp,
		const std::string& title,
		const unsigned int team,
		const std::string& team_id,
		const std::string& player) :
	dialog(disp.video(), title, "", gui::NULL_DIALOG),
	detail_btn_(new gui::standard_dialog_button(disp.video(), _("Details"), 0 , false)),
	toggle_btn_(new gui::dialog_button(disp.video(), "", gui::button::TYPE_PRESS, BUTTON_TOGGLE)),
	scene_btn_(new gui::dialog_button(disp.video(), _("Select Scenario"), gui::button::TYPE_PRESS, BUTTON_SCENE)),
	player_name_(player),
	campaign_(statistics::calculate_stats(team_id)),
	scenarios_(statistics::level_stats(team_id)),
	scenario_index_(scenarios_.size() - 1), // current scenario
	team_num_(team),
	unit_count_(5,0)
{
	if ( scenarios_.size() > 1 ) {
		add_button(scene_btn_, gui::dialog::BUTTON_EXTRA_LEFT);
		add_button(toggle_btn_, gui::dialog::BUTTON_EXTRA_LEFT);
	}
	add_button(detail_btn_, gui::dialog::BUTTON_EXTRA);
	add_button(new gui::standard_dialog_button(disp.video(), _("Close"), 1, true),
	           gui::dialog::BUTTON_STANDARD);

	// Initialize the displayed data.
	if ( use_campaign_  ||  scenarios_.size() == 1 )
		display_stats(use_campaign_);
	else {
		// Starting with the scenario stats, but we need to make sure the
		// window is wide enough for the campaign stats.
		display_stats(true);
		layout();
		display_stats(false);
	}
}
コード例 #2
0
ファイル: dw_mult.c プロジェクト: alucas/StarPU
void terminate(void)
{

	fprintf(stderr, "unpartition !!\n");
	starpu_data_unpartition(C_handle, 0);

	starpu_data_unregister(C_handle);

	gettimeofday(&end, NULL);

	double timing = (double)((end.tv_sec - start.tv_sec)*1000000 + (end.tv_usec - start.tv_usec));

	display_stats(timing);

#ifdef CHECK_OUTPUT
	/* check results */
	/* compute C = C - AB */

	SGEMM("N", "N", ydim, xdim, zdim, -1.0f, A, ydim, B, zdim, 1.0f, C, ydim);
		
	/* make sure C = 0 */
	float err;
	err = SASUM(xdim*ydim, C, 1);	
	
	if (err < xdim*ydim*0.001) {
		fprintf(stderr, "Results are OK\n");
	}
	else {
		fprintf(stderr, "There were errors ... err = %f\n", err);
	}
#endif // CHECK_OUTPUT
}
コード例 #3
0
ファイル: rndrm99.c プロジェクト: sigma-star/mtd-utils
/* Create a file of size file_size */
static uint64_t create_file(const char *file_name, uint64_t file_size)
{
	int fd;
	int flags;
	mode_t mode;
	uint64_t actual_size; /* Less than size if the file system is full */

	flags = O_CREAT | O_TRUNC | O_WRONLY;
	mode = S_IRUSR | S_IWUSR | S_IRGRP | S_IWGRP | S_IROTH;
	before();
	fd = open(file_name, flags, mode);
	if (fd == -1 && errno == ENOSPC) {
		errno = 0;
		after("open");
		fprintf(stderr,"\nrndrm99: open failed with ENOSPC\n");fflush(stderr);
		display_stats();
		return 0; /* File system full */
	}
	CHECK(fd != -1);
	after("open");
	actual_size = fill_file(fd, file_size);
	before();
	CHECK(close(fd) != -1);
	after("close");
	if (file_size != 0 && actual_size == 0) {
		printf("\nrndrm99: unlinking zero size file\n");fflush(stdout);
		before();
		CHECK(unlink(file_name) != -1);
		after("unlink (create_file)");
	}
	return actual_size;
}
コード例 #4
0
ファイル: dump1090.c プロジェクト: algefaen/dump1090
//
//=========================================================================
//
// This function is called a few times every second by main in order to
// perform tasks we need to do continuously, like accepting new clients
// from the net, refreshing the screen in interactive mode, and so forth
//
void backgroundTasks(void) {
    static time_t next_stats;

    if (Modes.net) {
        modesReadFromClients();
    }    

    // If Modes.aircrafts is not NULL, remove any stale aircraft
    if (Modes.aircrafts) {
        interactiveRemoveStaleAircrafts();
    }

    // Refresh screen when in interactive mode
    if (Modes.interactive) {
        interactiveShowData();
    }

    if (Modes.stats > 0) {
        time_t now = time(NULL);
        if (now > next_stats) {
            if (next_stats != 0)
                display_stats();
            next_stats = now + Modes.stats;
        }
    }
}
コード例 #5
0
ファイル: arequal-checksum.c プロジェクト: 2510/glusterfs
int
main(int argc, char *argv[])
{
        int  ret = 0;
        int  i = 0;

        ret = argp_parse (&argp, argc, argv, 0, 0, NULL);
        if (ret != 0) {
                fprintf (stderr, "parsing arguments failed\n");
                return -2;
        }

         /* Use FTW_ACTIONRETVAL to take decision on what to do depending upon */
         /* the return value of the callback function */
         /* (process_entry in this case) */
        ret = nftw (arequal_config.test_directory, process_entry, 30,
                    FTW_ACTIONRETVAL|FTW_PHYS|FTW_MOUNT);
        if (ret != 0) {
                fprintf (stderr, "ftw (%s) returned %d (%s), terminating\n",
                         argv[1], ret, strerror (errno));
                return 1;
        }

        display_stats (stdout);

        if (arequal_config.ignored_directory) {
                for (i = 0; i < arequal_config.directories_ignored; i++) {
                        if (arequal_config.ignored_directory[i])
                            free (arequal_config.ignored_directory[i]);
                }
                free (arequal_config.ignored_directory);
        }

        return 0;
}
コード例 #6
0
ファイル: thermAndFan.c プロジェクト: aircross/ray
static int monitor_task(void *arg)
{
	struct thermostat* th = arg;
	
	while(!kthread_should_stop()) {
		if (unlikely(freezing(current)))
			refrigerator();

		msleep_interruptible(2000);

#ifdef DEBUG
		DumpTachoRegisters();
#endif

		read_sensors(th);

		update_fan_speed(th);

#ifdef DEBUG
		/* be carefule with the stats displayed. The Fan Counter value depends 
		 * on what value is written in the register during the read sensors 
		 * call. If its in temperature read setting, the fan counter and hence 
		 * the rpm will be WRONG
		 */
		display_stats(th);
#endif
	}

	return 0;
}
コード例 #7
0
void veh_interact::do_rename(int reason)
{
std::string name = string_input_popup("Enter new vehicle name", 20);
(veh->name = name);
    werase(w_stats);
    werase(w_grid);
    display_stats ();
    display_veh   ();
}
コード例 #8
0
ファイル: rndrm99.c プロジェクト: sigma-star/mtd-utils
static void after(const char *msg)
{
	time_t diff;
	CHECK(gettimeofday(&tv_after, NULL) != -1);
	diff = tv_after.tv_sec - tv_before.tv_sec;
	if (diff >= 8) {
		printf("\nrndrm99: the following fn took more than 8 seconds: %s (took %u secs)\n",msg,(unsigned) diff);
		fflush(stdout);
		display_stats();
	}
}
コード例 #9
0
/**
 * Handles renaming a vehicle.
 * @param reason Unused.
 */
void veh_interact::do_rename(int reason)
{
    std::string name = string_input_popup(_("Enter new vehicle name:"), 20);
    if(name.length() > 0) {
        (veh->name = name);
    }
    werase(w_stats);
    werase(w_grid);
    display_stats ();
    display_veh   ();
}
コード例 #10
0
ファイル: hook.c プロジェクト: wwatkins42/RT
int		expose_hook(t_env *e)
{
	if (ispressed(e->key))
		e->scene.progressive_loading ? raytracing_progressive(e, e->cam) :
		start_raytracing(e);
	if (e->cam->type == STEREOSCOPIC)
		mlx_put_image_to_window(e->mlx, e->win.adr, e->cam->stereo.adr, 0, 0);
	else
		mlx_put_image_to_window(e->mlx, e->win.adr, e->cam->img.adr, 0, 0);
	e->key[STAT] ? display_stats(e) : 0;
	return (0);
}
コード例 #11
0
ファイル: display.c プロジェクト: Chr0nos/wolf3d
int				display(t_context *c)
{
	move_myass(c, c->keyboard);
	init_display(c);
	draw_flush_image(c->x, c->x->img);
	display_stats(c);
	mlx_put_image_to_window(c->x->mlxptr, c->x->winptr,
		c->map.tex[1].img,
		(c->x->width / 2) - c->map.tex[1].width / 2,
		c->x->height - c->map.tex[1].height);
	return (0);
}
コード例 #12
0
ファイル: display.c プロジェクト: nvf-crucio/PROX
static void stats_display_layout(uint8_t in_place)
{
	uint8_t cur_stats_height;

	cur_stats_height = current_screen->get_height();
	cur_stats_height = cur_stats_height > max_n_lines? max_n_lines: cur_stats_height;

	display_lock();
	if (!in_place) {
		// moving existing windows does not work
		delwin(win_txt);
		delwin(win_general);
		delwin(win_title);
		delwin(win_tabs);
		delwin(win_cmd);
		delwin(win_txt);
		delwin(win_help);

		clear();
	}

	if (!in_place) {
		win_stat = create_subwindow(cur_stats_height + 2, 0, 4, 0);
		win_tabs = create_subwindow(1, 0, 1, 0);
		win_general = create_subwindow(2, 0, 2, 0);
		win_title = create_subwindow(1, 0, 0, 0);
		win_cmd = create_subwindow(1, 0, cur_stats_height + 2 + 4,  0);
		win_txt_height = LINES - cur_stats_height - 2 - 3 - 3;
		win_txt = create_subwindow(win_txt_height, 0, cur_stats_height + 4 + 3, 0);
		win_help = create_subwindow(1, 0, LINES - 1, 0);
	}

	draw_title();
	draw_general_frame();
	/* Command line */
	wbkgd(win_cmd, COLOR_PAIR(BLACK_ON_YELLOW));
	idlok(win_cmd, FALSE);
	/* Move cursor at insertion point */
	leaveok(win_cmd, FALSE);

	draw_status_bar();
	draw_log_window();

	/* Draw everything to the screen */
	refresh();
	current_screen->draw_frame(&screen_state);
	display_unlock();

	refresh_cmd_win();
	display_stats();
}
コード例 #13
0
ファイル: main.c プロジェクト: hogog8/DataStructure
int main(){

	int menu=0;

	List* user_list = (List*)malloc(sizeof(List));
	tweetList* word_list = (tweetList*)malloc(sizeof(tweetList));


	//list_init(user_list);

	while(menu!=99){

			puts("\t***************\t Menu \t*****************");
			puts("\t0. Read data files");
			puts("\t1. display statistics");
			puts("\t2. Top 5 most tweeted words");
			puts("\t3. Top 5 most tweeted users");
			puts("\t4. Find users who tweeted a word (e.g., ’연세대’)");
			puts("\t5. Find all people who are friends of the above users");
			puts("\t6. Delete all mentions of a word");
			puts("\t7. Delete all users who mentioned a word");
			puts("\t8. Find strongly connected components");
			puts("\t9. Find shortest path from a given user");
			printf("\t99. Quit\n");
			puts("\t********************************************");
			printf("Select menu : ");

			scanf("%d", &menu);

			switch(menu){
	
			case 0:
				read_data_file(user_list, word_list);
				break;
			case 1:
				display_stats(user_list, word_list);
				break;


			case 99:
				printf("Quit this program.\n");
				return;

			default:
				puts("Wrong Input!\n. Select menu again.");
			}
	}
	
	return 0;
}
コード例 #14
0
/**
 * Handles renaming a vehicle.
 * @param reason Unused.
 */
void veh_interact::do_rename(task_reason reason)
{
    std::string name = string_input_popup(_("Enter new vehicle name:"), 20);
    if(name.length() > 0) {
        (veh->name = name);
        if (veh->tracking_on) {
            g->cur_om->vehicles[veh->om_id].name = name;
        }
    }
    werase(w_stats);
    werase(w_grid);
    display_stats ();
    display_veh   ();
}
コード例 #15
0
ファイル: inexact_newton.cpp プロジェクト: macundo/moops
int inexact_newton(int , char **)
{
    typedef double value_type;
    typedef std::string key_type;
    typedef std::map<key_type,std::vector<value_type> > stats_type;

    stats_type stats;
    const int size = 2;
    InexactNewtonMethod<value_type,1000,100> newton(size);
    function_type<2> F;
    value_type x[size] = {1,1};
    newton ( F,x,1e-16f,1e-13f, &stats );

    display_stats(stats);
    return 0;
    
}
コード例 #16
0
ファイル: algorithm.cpp プロジェクト: Zhe-LIU-Imagine/KVLD
bool ORSA(const std::vector<Match>& vec_matchings, int w1,int h1, int w2,int h2,
          double& precision,
          libNumerics::matrix<double>& H, std::vector<size_t>& vec_inliers,bool h**o)
{
  const size_t n = vec_matchings.size();
  if(n < 5)
  {
      std::cerr << "Error: ORSA needs 5 matches or more to proceed" <<std::endl;
      return false;
  }
  libNumerics::matrix<double> xA(2,n), xB(2,n);

  for (size_t i=0; i < n; ++i)
  {
    xA(0,i) = vec_matchings[i].x1;
    xA(1,i) = vec_matchings[i].y1;
    xB(0,i) = vec_matchings[i].x2;
    xB(1,i) = vec_matchings[i].y2;
  }

  std::auto_ptr< orsa::OrsaModel > modelEstimator;
  if(h**o){
	  modelEstimator = std::auto_ptr< orsa::HomographyModel  >(new orsa::HomographyModel(xA, w1, h1, xB, w2, h2, true));
  }else{
	  //Fundamental
	  modelEstimator = std::auto_ptr< orsa::FundamentalModel >(new orsa::FundamentalModel(xA, w1, h1, xB, w2, h2, true));
  }
  if(modelEstimator->orsa(vec_inliers, 2000, &precision, &H, false)>0.0)
	  return false;

  //std::cout << "Before refinement: ";
	//display_stats(vec_matchings, vec_inliers, H,h**o);
 
  if( modelEstimator->ComputeModel(vec_inliers,&H) ) // Re-estimate with all inliers
  {
	  std::cout << "After  refinement: ";
    display_stats(vec_matchings, vec_inliers, H,h**o);
  } else
	  std::cerr << "Warning: error in refinement, result is suspect" <<std::endl;
  return true;
}
コード例 #17
0
ファイル: statistics_dialog.cpp プロジェクト: Heark/wesnoth
/**
 * Implements the scenario selection popup.
 */
void statistics_dialog::do_scene_selection()
{
	// Prepare a list of scenario names.
	std::vector<std::string> names;
	for ( size_t i = 0; i != scenarios_.size(); ++i )
		names.push_back(*scenarios_[i].first);

	// Let the player choose a scenario.
	SDL_Rect const &loc = scene_btn_->location();
	size_t new_scenario = gui::show_dialog(get_video(), NULL, "", "",
	                                       gui::MESSAGE, &names, NULL, "", NULL,
	                                       -1, NULL, loc.x, loc.y + loc.h);

	if ( new_scenario != scenario_index_  &&  new_scenario < scenarios_.size() )
	{
		// Switch the displayed data to the selected scenario.
		scenario_index_ = new_scenario;
		scene_btn_->set_label(*scenarios_[new_scenario].first);
		display_stats(false);
	}
}
コード例 #18
0
ファイル: rndrm99.c プロジェクト: sigma-star/mtd-utils
/* Create an empty sub-directory or small file in the current directory */
static int64_t create_entry(char *return_name)
{
	int fd;
	char name[256];
	int64_t res;

	for (;;) {
		sprintf(name, "%u", (unsigned) tests_random_no(10000000));
		before();
		fd = open(name, O_RDONLY);
		after("open (create_entry)");
		if (fd == -1)
			break;
		before();
		close(fd);
		after("close (create_entry)");
	}
	if (return_name)
		strcpy(return_name, name);
	if (tests_random_no(2)) {
		res = create_file(name, tests_random_no(4096));
		if (res > 0)
			files_created += 1;
		return res;
	} else {
		before();
		if (mkdir(name, 0777) == -1) {
			CHECK(errno == ENOSPC);
			after("mkdir");
			errno = 0;
			fprintf(stderr,"\nrndrm99: mkdir failed with ENOSPC\n");fflush(stderr);
			display_stats();
			return 0;
		}
		after("mkdir");
		dirs_created += 1;
		return TESTS_EMPTY_DIR_SIZE;
	}
}
コード例 #19
0
ファイル: mmain.cpp プロジェクト: Yurand/tw-light
bool NormalGame::handle_key(int k)
{
	STACKTRACE;
	switch (k >> 8) {
		default:
		{
			return Game::handle_key(k);
		}
		break;
		case KEY_F5:
		{
			display_stats();
			return true;
		}
		break;
		case KEY_F7:
		{
			if (log->type == Log::log_normal) Game::handle_key(k);
			return true;
		}
		break;
		case KEY_F9:
		{
			if (log->type != Log::log_normal) return false;
			message.out("MUHAHAHAHAHA!!!!", 5000, 12);
			add(new Planet(random(size), meleedata.planetSprite, random(meleedata.planetSprite->frames())));
			return true;
		}
		break;
		//don't use hardwired normal keys
		case KEY_H:
			if ((k & 255) == 'H'-'A'+1) indhealthtoggle = ~indhealthtoggle;
			break;
		case KEY_T:
			if ((k & 255) == 'T'-'A'+1) indteamtoggle = ~indteamtoggle;
			break;
	}
	return false;
}
コード例 #20
0
ファイル: rndrm99.c プロジェクト: sigma-star/mtd-utils
/* Write size random bytes into file descriptor fd at the current position,
   returning the number of bytes actually written */
static uint64_t fill_file(int fd, uint64_t size)
{
	ssize_t written;
	size_t sz;
	unsigned start = 0, length;
	uint64_t remains;
	uint64_t actual_size = 0;

	init_write_buffer();
	remains = size;
	while (remains > 0) {
		length = WRITE_BUFFER_SIZE - start;
		if (remains > length)
			sz = length;
		else
			sz = (size_t) remains;
		before();
		written = write(fd, write_buffer + start, sz);
		if (written <= 0) {
			CHECK(errno == ENOSPC); /* File system full */
			errno = 0;
			after("write");
			fprintf(stderr,"\nrndrm99: write failed with ENOSPC\n");fflush(stderr);
			display_stats();
			break;
		}
		after("write");
		remains -= written;
		actual_size += written;
		if ((size_t) written == sz)
			start = 0;
		else
			start += written;
	}
	return actual_size;
}
コード例 #21
0
int
main(int argc, char *argv[])
{
	bool log_read = false;
	int select_cluster = -1, select_proc = -1;

	myDistro->Init( argc, argv );
	if (argc == 1) {
		fprintf(stderr, usage, argv[0]);
		exit(1);
	}

	for (int i=1; i < argc; i++) {
		if (argv[i][0] == '-') {
			switch (argv[i][1]) {
			case 'a':
				select_cluster = select_proc = -1;
				evict_only = false;
				break;
			case 'j': {
				i++;
				if (1 != sscanf(argv[i], "%d", &select_cluster))
					select_cluster = -1;
				char *proc_str = strchr(argv[i], '.');
				if (proc_str) {
					if (1 != sscanf(proc_str+1, "%d", &select_proc))
						select_proc = -1;
				}
				break;
			}
			case 't': {
				totals_only = true;
				break;
			}
			case 'd': {
				debug_mode = true;
				break;
			}
			case 'e': {
				evict_only = true;
				break;
			}
			case 'r': {
				raw_data = true;
				break;
			}
			case 'h': {
				if (argv[i][2] == 'o') {
					avoid_dns = false;
				} else {
					fprintf(stderr, usage, argv[0]);
					exit(0);
				}
				break;
			}
			default:
				fprintf(stderr, usage, argv[0]);
				exit(1);
			}
		} else {
			if (access(argv[i], R_OK) < 0) {
				fprintf(stderr, "Can't access file: %s (errno=%d)\n", argv[i],
						errno);
			} else {
				read_log(argv[i], select_cluster, select_proc);
				log_read = true;
			}
		}
	}

	if (log_read && !raw_data) {
		printf("\n");
		display_stats();
	}

	return 0;
}
コード例 #22
0
ファイル: dump1090.c プロジェクト: algefaen/dump1090
//
//=========================================================================
//
int main(int argc, char **argv) {
    int j;

    // Set sane defaults
    modesInitConfig();
    signal(SIGINT, sigintHandler); // Define Ctrl/C handler (exit program)

    // Parse the command line options
    for (j = 1; j < argc; j++) {
        int more = j+1 < argc; // There are more arguments

        if (!strcmp(argv[j],"--device-index") && more) {
#ifndef NORTLSDR
            Modes.dev_index = verbose_device_search(argv[++j]);
#else
            assert(!"Compiled without librtlsdr support");
#endif
        } else if (!strcmp(argv[j],"--gain") && more) {
            Modes.gain = (int) (atof(argv[++j])*10); // Gain is in tens of DBs
        } else if (!strcmp(argv[j],"--enable-agc")) {
            Modes.enable_agc++;
        } else if (!strcmp(argv[j],"--freq") && more) {
            Modes.freq = (int) strtoll(argv[++j],NULL,10);
        } else if (!strcmp(argv[j],"--ifile") && more) {
            Modes.filename = strdup(argv[++j]);
        } else if (!strcmp(argv[j],"--fix")) {
            Modes.nfix_crc = 1;
        } else if (!strcmp(argv[j],"--no-fix")) {
            Modes.nfix_crc = 0;
        } else if (!strcmp(argv[j],"--no-crc-check")) {
            Modes.check_crc = 0;
        } else if (!strcmp(argv[j],"--phase-enhance")) {
            Modes.phase_enhance = 1;
        } else if (!strcmp(argv[j],"--raw")) {
            Modes.raw = 1;
        } else if (!strcmp(argv[j],"--net")) {
            Modes.net = 1;
        } else if (!strcmp(argv[j],"--modeac")) {
            Modes.mode_ac = 1;
        } else if (!strcmp(argv[j],"--net-beast")) {
            Modes.beast = 1;
        } else if (!strcmp(argv[j],"--net-only")) {
            Modes.net = 1;
            Modes.net_only = 1;
       } else if (!strcmp(argv[j],"--net-heartbeat") && more) {
            Modes.net_heartbeat_rate = atoi(argv[++j]) * 15;
       } else if (!strcmp(argv[j],"--net-ro-size") && more) {
            Modes.net_output_raw_size = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--net-ro-rate") && more) {
            Modes.net_output_raw_rate = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--net-ro-port") && more) {
            if (Modes.beast) // Required for legacy backward compatibility
                {Modes.net_output_beast_port = atoi(argv[++j]);;}
            else
                {Modes.net_output_raw_port = atoi(argv[++j]);}
        } else if (!strcmp(argv[j],"--net-ri-port") && more) {
            Modes.net_input_raw_port = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--net-bo-port") && more) {
            Modes.net_output_beast_port = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--net-bi-port") && more) {
            Modes.net_input_beast_port = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--net-bind-address") && more) {
            Modes.net_bind_address = strdup(argv[++j]);
        } else if (!strcmp(argv[j],"--net-http-port") && more) {
            Modes.net_http_port = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--net-sbs-port") && more) {
            Modes.net_output_sbs_port = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--net-buffer") && more) {
            Modes.net_sndbuf_size = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--onlyaddr")) {
            Modes.onlyaddr = 1;
        } else if (!strcmp(argv[j],"--metric")) {
            Modes.metric = 1;
        } else if (!strcmp(argv[j],"--aggressive")) {
            Modes.nfix_crc = MODES_MAX_BITERRORS;
        } else if (!strcmp(argv[j],"--interactive")) {
            Modes.interactive = 1;
        } else if (!strcmp(argv[j],"--interactive-rows") && more) {
            Modes.interactive_rows = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--interactive-ttl") && more) {
            Modes.interactive_display_ttl = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--lat") && more) {
            Modes.fUserLat = atof(argv[++j]);
        } else if (!strcmp(argv[j],"--lon") && more) {
            Modes.fUserLon = atof(argv[++j]);
        } else if (!strcmp(argv[j],"--debug") && more) {
            char *f = argv[++j];
            while(*f) {
                switch(*f) {
                case 'D': Modes.debug |= MODES_DEBUG_DEMOD; break;
                case 'd': Modes.debug |= MODES_DEBUG_DEMODERR; break;
                case 'C': Modes.debug |= MODES_DEBUG_GOODCRC; break;
                case 'c': Modes.debug |= MODES_DEBUG_BADCRC; break;
                case 'p': Modes.debug |= MODES_DEBUG_NOPREAMBLE; break;
                case 'n': Modes.debug |= MODES_DEBUG_NET; break;
                case 'j': Modes.debug |= MODES_DEBUG_JS; break;
                default:
                    fprintf(stderr, "Unknown debugging flag: %c\n", *f);
                    exit(1);
                    break;
                }
                f++;
            }
        } else if (!strcmp(argv[j],"--stats")) {
            Modes.stats = -1;
        } else if (!strcmp(argv[j],"--stats-every") && more) {
            Modes.stats = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--snip") && more) {
            snipMode(atoi(argv[++j]));
            exit(0);
        } else if (!strcmp(argv[j],"--help")) {
            showHelp();
            exit(0);
        } else if (!strcmp(argv[j],"--ppm") && more) {
            Modes.ppm_error = atoi(argv[++j]);
        } else if (!strcmp(argv[j],"--quiet")) {
            Modes.quiet = 1;
        } else if (!strcmp(argv[j],"--mlat")) {
            Modes.mlat = 1;
        } else if (!strcmp(argv[j],"--interactive-rtl1090")) {
            Modes.interactive = 1;
            Modes.interactive_rtl1090 = 1;
        } else {
            fprintf(stderr,
                "Unknown or not enough arguments for option '%s'.\n\n",
                argv[j]);
            showHelp();
            exit(1);
        }
    }

#ifdef _WIN32
    // Try to comply with the Copyright license conditions for binary distribution
    if (!Modes.quiet) {showCopyright();}
#endif

#ifndef _WIN32
    // Setup for SIGWINCH for handling lines
    if (Modes.interactive) {signal(SIGWINCH, sigWinchCallback);}
#endif

    // Initialization
    modesInit();

    if (Modes.net_only) {
        fprintf(stderr,"Net-only mode, no RTL device or file open.\n");
    } else if (Modes.filename == NULL) {
#ifndef NORTLSDR
        modesInitRTLSDR();
#else
        assert(!"Compiled without librtlsdr support");
#endif
    } else {
        if (Modes.filename[0] == '-' && Modes.filename[1] == '\0') {
            Modes.fd = STDIN_FILENO;
        } else if ((Modes.fd = open(Modes.filename,
#ifdef _WIN32
                                    (O_RDONLY | O_BINARY)
#else
                                    (O_RDONLY)
#endif
                                    )) == -1) {
            perror("Opening data file");
            exit(1);
        }
    }
    if (Modes.net) modesInitNet();

    // If the user specifies --net-only, just run in order to serve network
    // clients without reading data from the RTL device
    while (Modes.net_only) {
        if (Modes.exit) exit(0); // If we exit net_only nothing further in main()
        backgroundTasks();
        usleep(100000);
    }

    // Create the thread that will read the data from the device.
    pthread_create(&Modes.reader_thread, NULL, readerThreadEntryPoint, NULL);
    pthread_mutex_lock(&Modes.data_mutex);

    while (Modes.exit == 0) {

        if (Modes.iDataReady == 0) {
            pthread_cond_wait(&Modes.data_cond,&Modes.data_mutex); // This unlocks Modes.data_mutex, and waits for Modes.data_cond 
            continue;                                              // Once (Modes.data_cond) occurs, it locks Modes.data_mutex
        }

        // Modes.data_mutex is Locked, and (Modes.iDataReady != 0)
        if (Modes.iDataReady) { // Check we have new data, just in case!!
 
            Modes.iDataOut &= (MODES_ASYNC_BUF_NUMBER-1); // Just incase

            // Translate the next lot of I/Q samples into Modes.magnitude
            computeMagnitudeVector(Modes.pData[Modes.iDataOut]);

            Modes.stSystemTimeBlk = Modes.stSystemTimeRTL[Modes.iDataOut];

            // Update the input buffer pointer queue
            Modes.iDataOut   = (MODES_ASYNC_BUF_NUMBER-1) & (Modes.iDataOut + 1); 
            Modes.iDataReady = (MODES_ASYNC_BUF_NUMBER-1) & (Modes.iDataIn - Modes.iDataOut);   

            // If we lost some blocks, correct the timestamp
            if (Modes.iDataLost) {
                Modes.timestampBlk += (MODES_ASYNC_BUF_SAMPLES * 6 * Modes.iDataLost);
                Modes.stat_blocks_dropped += Modes.iDataLost;
                Modes.iDataLost = 0;
            }

            // It's safe to release the lock now
            pthread_cond_signal (&Modes.data_cond);
            pthread_mutex_unlock(&Modes.data_mutex);

            // Process data after releasing the lock, so that the capturing
            // thread can read data while we perform computationally expensive
            // stuff at the same time.
            detectModeS(Modes.magnitude, MODES_ASYNC_BUF_SAMPLES);

            // Update the timestamp ready for the next block
            Modes.timestampBlk += (MODES_ASYNC_BUF_SAMPLES*6);
            Modes.stat_blocks_processed++;
        } else {
            pthread_cond_signal (&Modes.data_cond);
            pthread_mutex_unlock(&Modes.data_mutex);
        }

        backgroundTasks();
        pthread_mutex_lock(&Modes.data_mutex);
    }

    // If --stats were given, print statistics
    if (Modes.stats) {
        display_stats();
    }

    if (Modes.filename == NULL && !Modes.net_only) {
#ifndef NORTLSDR
        rtlsdr_cancel_async(Modes.dev);  // Cancel rtlsdr_read_async will cause data input thread to terminate cleanly
        rtlsdr_close(Modes.dev);
#endif
    }
    pthread_cond_destroy(&Modes.data_cond);     // Thread cleanup
    pthread_mutex_destroy(&Modes.data_mutex);
    pthread_join(Modes.reader_thread,NULL);     // Wait on reader thread exit
#ifndef _WIN32
    pthread_exit(0);
#else
    return (0);
#endif
}
コード例 #23
0
/**
 * Creates a veh_interact window based on the given parameters.
 * @param v The vehicle the player is interacting with.
 * @param x The x-coordinate of the square the player is 'e'xamining.
 * @param y The y-coordinate of the square the player is 'e'xamining.
 */
void veh_interact::exec (game *gm, vehicle *v, int x, int y)
{
    g = gm;
    veh = v;
    //        x1      x2
    // y1 ----+------+--
    //        |      |
    // y2 ----+------+
    //               |
    //               |
    winw1 = 12;
    winw2 = 35;
    winh1 = 3;
    winh2 = 12;
    winw12 = winw1 + winw2 + 1;
    winw3 = FULL_SCREEN_WIDTH - winw1 - winw2 - 2;
    winh3 = FULL_SCREEN_HEIGHT - winh1 - winh2 - 2;
    winh23 = winh2 + winh3 + 1;
    winx1 = winw1;
    winx2 = winw1 + winw2 + 1;
    winy1 = winh1;
    winy2 = winh1 + winh2 + 1;

    // changed FALSE value to 1, to keep w_border from starting at a negative x,y
    const int iOffsetX = (TERMX > FULL_SCREEN_WIDTH) ? (TERMX-FULL_SCREEN_WIDTH)/2 : 1;
    const int iOffsetY = (TERMY > FULL_SCREEN_HEIGHT) ? (TERMY-FULL_SCREEN_HEIGHT)/2 : 1;

    page_size = winh23;

    //               h   w    y     x
    WINDOW *w_border= newwin(FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH,  -1 + iOffsetY,    -1 + iOffsetX);
    w_grid  = newwin(FULL_SCREEN_HEIGHT -2, FULL_SCREEN_WIDTH-2,  iOffsetY,    iOffsetX);
    w_mode  = newwin(1,  FULL_SCREEN_WIDTH-2, iOffsetY,    iOffsetX);
    w_msg   = newwin(winh1 - 1, FULL_SCREEN_WIDTH-2, 1 + iOffsetY,    iOffsetX);
    w_disp  = newwin(winh2-1, winw1,  winy1 + 1 + iOffsetY, iOffsetX);
    w_parts = newwin(winh2-1, winw2,  winy1 + 1 + iOffsetY, winx1 + 1 + iOffsetX);
    w_stats = newwin(winh3-1, winw12, winy2 + iOffsetY, iOffsetX);
    w_list  = newwin(winh23, winw3, winy1 + 1 + iOffsetY, winx2 + 1 + iOffsetX);

    wborder(w_border, LINE_XOXO, LINE_XOXO, LINE_OXOX, LINE_OXOX,
                      LINE_OXXO, LINE_OOXX, LINE_XXOO, LINE_XOOX );

    mvwputch(w_border, 16, 0, c_ltgray, LINE_XXXO); // |-
    mvwputch(w_border, 4, 0, c_ltgray, LINE_XXXO); // |-
    mvwputch(w_border, 4, FULL_SCREEN_WIDTH-1, c_ltgray, LINE_XOXX); // -|
    mvwputch(w_border, 24, 49, c_ltgray, LINE_XXOX);

    wrefresh(w_border);

    for (int i = 0; i < FULL_SCREEN_HEIGHT; i++)
    {
        mvwputch(w_grid, i, winx2, c_ltgray, i == winy1 || i == winy2-1? LINE_XOXX : LINE_XOXO);
        if (i >= winy1 && i < winy2) {
            mvwputch(w_grid, i, winx1, c_ltgray, LINE_XOXO);
        }
    }
    for (int i = 0; i < FULL_SCREEN_WIDTH; i++)
    {
        mvwputch(w_grid, winy1, i, c_ltgray,
                 i == winx1? LINE_OXXX : (i == winx2? LINE_OXXX : LINE_OXOX));
        if (i < winx2) {
            mvwputch(w_grid, winy2-1, i, c_ltgray, i == winx1? LINE_XXOX : LINE_OXOX);
        }
    }
    wrefresh(w_grid);

    crafting_inv = gm->crafting_inventory(&gm->u);

    int charges = static_cast<it_tool *>(g->itypes["welder"])->charges_per_use;
    int charges_crude = static_cast<it_tool *>(g->itypes["welder_crude"])->charges_per_use;
    has_wrench = crafting_inv.has_amount("wrench", 1) ||
        crafting_inv.has_amount("toolset", 1);
    has_hacksaw = crafting_inv.has_amount("hacksaw", 1) ||
        crafting_inv.has_amount("toolset", 1);
    has_welder = (crafting_inv.has_amount("welder", 1) &&
                  crafting_inv.has_charges("welder", charges)) ||
                  (crafting_inv.has_amount("welder_crude", 1) &&
                  crafting_inv.has_charges("welder_crude", charges_crude)) ||
                (crafting_inv.has_amount("toolset", 1) &&
                 crafting_inv.has_charges("toolset", charges/20));
    has_jack = crafting_inv.has_amount("jack", 1);
    has_siphon = crafting_inv.has_amount("hose", 1);

    has_wheel = crafting_inv.has_amount( "wheel", 1 ) ||
                crafting_inv.has_amount( "wheel_wide", 1 ) ||
                crafting_inv.has_amount( "wheel_bicycle", 1 ) ||
                crafting_inv.has_amount( "wheel_motorbike", 1 ) ||
                crafting_inv.has_amount( "wheel_small", 1 );

    display_stats ();
    display_veh   ();
    move_cursor (0, 0);
    bool finish = false;
    while (!finish)
    {
        char ch = input(); // See keypress.h
        int dx, dy;
        get_direction (dx, dy, ch);
        if (ch == KEY_ESCAPE || ch == 'q' )
        {
            finish = true;
        } 
        else
        {
            if (dx != -2 && (dx || dy) &&
                cursor_x + dx >= -6 && cursor_x + dx < 6 &&
                cursor_y + dy >= -6 && cursor_y + dy < 6)
            {
                move_cursor(dx, dy);
            }
            else
            {
                int mval = cant_do(ch);
                display_mode (ch);
                switch (ch)
                {
                    case 'i': do_install(mval); break;
                    case 'r': do_repair(mval);  break;
                    case 'f': do_refill(mval);  break;
                    case 'o': do_remove(mval);  break;
                    case 'e': do_rename(mval);  break;
                    case 's': do_siphon(mval);  break;
                    case 'c': do_tirechange(mval); break;
                    case 'd': do_drain(mval);  break;
                }
                if (sel_cmd != ' ')
                {
                    finish = true;
                }
                display_mode (' ');
            }
        }
    }
    werase(w_grid);
    werase(w_mode);
    werase(w_msg);
    werase(w_disp);
    werase(w_parts);
    werase(w_stats);
    werase(w_list);
    delwin(w_grid);
    delwin(w_mode);
    delwin(w_msg);
    delwin(w_disp);
    delwin(w_parts);
    delwin(w_stats);
    delwin(w_list);
    erase();
}
コード例 #24
0
ファイル: dump1090.c プロジェクト: hhrhhr/dump1090
//
//=========================================================================
//
// This function is called a few times every second by main in order to
// perform tasks we need to do continuously, like accepting new clients
// from the net, refreshing the screen in interactive mode, and so forth
//
void backgroundTasks(void) {
    static uint64_t next_stats_display;
    static uint64_t next_stats_update;
    static uint64_t next_json, next_history;

    uint64_t now = mstime();

    icaoFilterExpire();
    trackPeriodicUpdate();

    if (Modes.net) {
	modesNetPeriodicWork();
    }    


    // Refresh screen when in interactive mode
    if (Modes.interactive) {
        interactiveShowData();
    }

    // always update end time so it is current when requests arrive
    Modes.stats_current.end = now;

    if (now >= next_stats_update) {
        int i;

        if (next_stats_update == 0) {
            next_stats_update = now + 60000;
        } else {
            Modes.stats_latest_1min = (Modes.stats_latest_1min + 1) % 15;
            Modes.stats_1min[Modes.stats_latest_1min] = Modes.stats_current;
            
            add_stats(&Modes.stats_current, &Modes.stats_alltime, &Modes.stats_alltime);
            add_stats(&Modes.stats_current, &Modes.stats_periodic, &Modes.stats_periodic);
            
            reset_stats(&Modes.stats_5min);
            for (i = 0; i < 5; ++i)
                add_stats(&Modes.stats_1min[(Modes.stats_latest_1min - i + 15) % 15], &Modes.stats_5min, &Modes.stats_5min);
            
            reset_stats(&Modes.stats_15min);
            for (i = 0; i < 15; ++i)
                add_stats(&Modes.stats_1min[i], &Modes.stats_15min, &Modes.stats_15min);
            
            reset_stats(&Modes.stats_current);
            Modes.stats_current.start = Modes.stats_current.end = now;
            
            if (Modes.json_dir)
                writeJsonToFile("stats.json", generateStatsJson);

            next_stats_update += 60000;
        }
    }

    if (Modes.stats && now >= next_stats_display) {
        if (next_stats_display == 0) {
            next_stats_display = now + Modes.stats;
        } else {
            add_stats(&Modes.stats_periodic, &Modes.stats_current, &Modes.stats_periodic);
            display_stats(&Modes.stats_periodic);
            reset_stats(&Modes.stats_periodic);

            next_stats_display += Modes.stats;
        }
    }

    if (Modes.json_dir && now >= next_json) {
        writeJsonToFile("aircraft.json", generateAircraftJson);
        next_json = now + Modes.json_interval;
    }

    if ((Modes.json_dir || Modes.net_http_port) && now >= next_history) {
        int rewrite_receiver_json = (Modes.json_aircraft_history[HISTORY_SIZE-1].content == NULL);

        free(Modes.json_aircraft_history[Modes.json_aircraft_history_next].content); // might be NULL, that's OK.
        Modes.json_aircraft_history[Modes.json_aircraft_history_next].content =
            generateAircraftJson("/data/aircraft.json", &Modes.json_aircraft_history[Modes.json_aircraft_history_next].clen);

        if (Modes.json_dir) {
            char filebuf[PATH_MAX];
            snprintf(filebuf, PATH_MAX, "history_%d.json", Modes.json_aircraft_history_next);
            writeJsonToFile(filebuf, generateHistoryJson);
        }

        Modes.json_aircraft_history_next = (Modes.json_aircraft_history_next+1) % HISTORY_SIZE;

        if (rewrite_receiver_json)
            writeJsonToFile("receiver.json", generateReceiverJson); // number of history entries changed

        next_history = now + HISTORY_INTERVAL;
    }
}
コード例 #25
0
ファイル: dump1090.c プロジェクト: hhrhhr/dump1090
static void display_total_stats(void)
{
    struct stats added;
    add_stats(&Modes.stats_alltime, &Modes.stats_current, &added);
    display_stats(&added);
}
コード例 #26
0
// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{
	LLFastTimer t(LLFastTimer::FTM_RENDER);

	if (LLPipeline::sRenderFrameTest)
	{
		send_agent_pause();
	}

	gSnapshot = for_snapshot;

	LLGLSDefault gls_default;
	LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
	
	LLVertexBuffer::unbind();

	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
	
	gPipeline.disableLights();
	
	// Don't draw if the window is hidden or minimized.
	// In fact, must explicitly check the minimized state before drawing.
	// Attempting to draw into a minimized window causes a GL error. JC
	if (   !gViewerWindow->getActive()
		|| !gViewerWindow->mWindow->getVisible() 
		|| gViewerWindow->mWindow->getMinimized() )
	{
		// Clean up memory the pools may have allocated
		if (rebuild)
		{
			gFrameStats.start(LLFrameStats::REBUILD);
			gPipeline.rebuildPools();
		}

		gViewerWindow->returnEmptyPicks();
		return; 
	}

	gViewerWindow->checkSettings();
	
	{
		LLFastTimer ftm(LLFastTimer::FTM_PICK);
		LLAppViewer::instance()->pingMainloopTimeout("Display:Pick");
		gViewerWindow->performPick();
	}
	
	LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates");
	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
	
	//////////////////////////////////////////////////////////
	//
	// Logic for forcing window updates if we're in drone mode.
	//

	if (gNoRender) 
	{
#if LL_WINDOWS
		static F32 last_update_time = 0.f;
		if ((gFrameTimeSeconds - last_update_time) > 1.f)
		{
			InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, FALSE);
			last_update_time = gFrameTimeSeconds;
		}
#elif LL_DARWIN
		// MBW -- Do something clever here.
#endif
		// Not actually rendering, don't bother.
		return;
	}


	//
	// Bail out if we're in the startup state and don't want to try to
	// render the world.
	//
	if (LLStartUp::getStartupState() < STATE_STARTED)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Startup");
		display_startup();
		return;
	}

	//LLGLState::verify(FALSE);

	/////////////////////////////////////////////////
	//
	// Update GL Texture statistics (used for discard logic?)
	//

	LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
	gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS);
	stop_glerror();

	LLImageGL::updateStats(gFrameTimeSeconds);
	
	LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName");
	LLVOAvatar::sRenderGroupTitles = !gSavedSettings.getBOOL("RenderHideGroupTitleAll");
	
	gPipeline.mBackfaceCull = TRUE;
	gFrameCount++;
	gRecentFrameCount++;
	if (gFocusMgr.getAppHasFocus())
	{
		gForegroundFrameCount++;
	}

	//////////////////////////////////////////////////////////
	//
	// Display start screen if we're teleporting, and skip render
	//

	if (gTeleportDisplay)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
		const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.

		S32 attach_count = 0;
		if (gAgent.getAvatarObject())
		{
			attach_count = gAgent.getAvatarObject()->getAttachmentCount();
		}
		F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
		F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
		F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
		if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
		{
			// Give up.  Don't keep the UI locked forever.
			gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
			gAgent.setTeleportMessage(std::string());
		}

		const std::string& message = gAgent.getTeleportMessage();
		switch( gAgent.getTeleportState() )
		{
		case LLAgent::TELEPORT_START:
			// Transition to REQUESTED.  Viewer has sent some kind
			// of TeleportRequest to the source simulator
			gTeleportDisplayTimer.reset();
			gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(0);
			gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["requesting"]);
			break;

		case LLAgent::TELEPORT_REQUESTED:
			// Waiting for source simulator to respond
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_MOVING:
			// Viewer has received destination location from source simulator
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_START_ARRIVAL:
			// Transition to ARRIVING.  Viewer has received avatar update, etc., from destination simulator
			gTeleportArrivalTimer.reset();
			gViewerWindow->setProgressCancelButtonVisible(FALSE, std::string("Cancel")); //TODO: Translate
			gViewerWindow->setProgressPercent(75.f);
			gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["arriving"]);
			gImageList.mForceResetTextureStats = TRUE;
			gAgent.resetView(TRUE, TRUE);
			break;

		case LLAgent::TELEPORT_ARRIVING:
			// Make the user wait while content "pre-caches"
			{
				F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / TELEPORT_ARRIVAL_DELAY);
				if( arrival_fraction > 1.f )
				{
					arrival_fraction = 1.f;
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
				gViewerWindow->setProgressCancelButtonVisible(FALSE, std::string("Cancel")); //TODO: Translate
				gViewerWindow->setProgressPercent(  arrival_fraction * 25.f + 75.f);
				gViewerWindow->setProgressString(message);
			}
			break;

		case LLAgent::TELEPORT_LOCAL:
			// Short delay when teleporting in the same sim (progress screen active but not shown - did not
			// fall-through from TELEPORT_START)
			{
				if( gTeleportDisplayTimer.getElapsedTimeF32() > TELEPORT_LOCAL_DELAY )
				{
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
			}
			break;

		case LLAgent::TELEPORT_NONE:
			// No teleport in progress
			gViewerWindow->setShowProgress(FALSE);
			gTeleportDisplay = FALSE;
			break;

		default: 
			 break;
		}
	}
    else if(LLAppViewer::instance()->logoutRequestSent())
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Logout");
		F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
		if (percent_done > 100.f)
		{
			percent_done = 100.f;
		}

		if( LLApp::isExiting() )
		{
			percent_done = 100.f;
		}
		
		gViewerWindow->setProgressPercent( percent_done );
	}
	else
	if (gRestoreGL)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL");
		F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
		if( percent_done > 100.f )
		{
			gViewerWindow->setShowProgress(FALSE);
			gRestoreGL = FALSE;
		}
		else
		{

			if( LLApp::isExiting() )
			{
				percent_done = 100.f;
			}
			
			gViewerWindow->setProgressPercent( percent_done );
		}
	}

	//////////////////////////
	//
	// Prepare for the next frame
	//

	/////////////////////////////
	//
	// Update the camera
	//
	//

	LLAppViewer::instance()->pingMainloopTimeout("Display:Camera");
	LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield);
	LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE);

	//////////////////////////
	//
	// clear the next buffer
	// (must follow dynamic texture writing since that uses the frame buffer)
	//

	if (gDisconnected)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected");
		render_ui();
		render_disconnected_background();
	}
	
	//////////////////////////
	//
	// Set rendering options
	//
	//
	LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup");
	stop_glerror();

	///////////////////////////////////////
	//
	// Slam lighting parameters back to our defaults.
	// Note that these are not the same as GL defaults...

	stop_glerror();
	F32 one[4] =	{1.f, 1.f, 1.f, 1.f};
	glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one);
	stop_glerror();
		
	/////////////////////////////////////
	//
	// Render
	//
	// Actually push all of our triangles to the screen.
	//

	// do render-to-texture stuff here
	if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures");
		LLFastTimer t(LLFastTimer::FTM_UPDATE_TEXTURES);
		if (LLDynamicTexture::updateAllInstances())
		{
			gGL.setColorMask(true, true);
			glClear(GL_DEPTH_BUFFER_BIT);
		}
	}

	gViewerWindow->setupViewport();

	gPipeline.resetFrameStats();	// Reset per-frame statistics.
	if (!gDisconnected)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Update");
		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
		{ //don't draw hud objects in this frame
			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
		}

		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
		{ //don't draw hud particles in this frame
			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
		}

		//upkeep gl name pools
		LLGLNamePool::upkeepPools();
		
		stop_glerror();
		display_update_camera();
		stop_glerror();
				
		// *TODO: merge these two methods
		LLHUDManager::getInstance()->updateEffects();
		LLHUDObject::updateAll();
		stop_glerror();
		
		gFrameStats.start(LLFrameStats::UPDATE_GEOM);
		const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds; // 50 ms/second update time
		gPipeline.createObjects(max_geom_update_time);
		gPipeline.updateGeom(max_geom_update_time);
		stop_glerror();
		
		gFrameStats.start(LLFrameStats::UPDATE_CULL);
		S32 water_clip = 0;
		if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) &&
			 (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER) ||
			  gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER)))
		{
			if (LLViewerCamera::getInstance()->cameraUnderWater())
			{
				water_clip = -1;
			}
			else
			{
				water_clip = 1;
			}
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:Cull");
		
		//Increment drawable frame counter
		LLDrawable::incrementVisible();

		LLSpatialGroup::sNoDelete = TRUE;
		LLPipeline::sUseOcclusion = 
				(!gUseWireframe
				&& LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") 
				&& gSavedSettings.getBOOL("UseOcclusion") 
				&& gGLManager.mHasOcclusionQuery) ? 2 : 0;

		if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred)
		{ //force occlusion on for all render types if doing deferred render
			LLPipeline::sUseOcclusion = 3;
		}

		LLPipeline::sFastAlpha = gSavedSettings.getBOOL("RenderFastAlpha");
		LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
		LLVOAvatar::sMaxVisible = gSavedSettings.getS32("RenderAvatarMaxVisible");
		LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");

		S32 occlusion = LLPipeline::sUseOcclusion;
		if (gDepthDirty)
		{ //depth buffer is invalid, don't overwrite occlusion state
			LLPipeline::sUseOcclusion = llmin(occlusion, 1);
		}
		gDepthDirty = FALSE;

		LLGLState::checkStates();
		LLGLState::checkTextureChannels();
		LLGLState::checkClientArrays();

		static LLCullResult result;
		gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
		stop_glerror();

		LLGLState::checkStates();
		LLGLState::checkTextureChannels();
		LLGLState::checkClientArrays();

		BOOL to_texture = !for_snapshot &&
						gPipeline.canUseVertexShaders() &&
						LLPipeline::sRenderGlow;

		LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
		
		{ 
			{
 				LLFastTimer ftm(LLFastTimer::FTM_CLIENT_COPY);
				LLVertexBuffer::clientCopy(0.016);
			}

			if (gResizeScreenTexture)
			{
				gResizeScreenTexture = FALSE;
				gPipeline.resizeScreenTexture();
			}

			gGL.setColorMask(true, true);
			glClearColor(0,0,0,0);

			LLGLState::checkStates();
			LLGLState::checkTextureChannels();
			LLGLState::checkClientArrays();

			if (!for_snapshot)
			{
				if (gFrameCount > 1)
				{ //for some reason, ATI 4800 series will error out if you 
				  //try to generate a shadow before the first frame is through
					gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
				}

				LLGLState::checkStates();
				LLGLState::checkTextureChannels();
				LLGLState::checkClientArrays();

				glh::matrix4f proj = glh_get_current_projection();
				glh::matrix4f mod = glh_get_current_modelview();
				glViewport(0,0,512,512);
				LLVOAvatar::updateFreezeCounter() ;
				LLVOAvatar::updateImpostors();

				glh_set_current_projection(proj);
				glh_set_current_modelview(mod);
				glMatrixMode(GL_PROJECTION);
				glLoadMatrixf(proj.m);
				glMatrixMode(GL_MODELVIEW);
				glLoadMatrixf(mod.m);
				gViewerWindow->setupViewport();

				LLGLState::checkStates();
				LLGLState::checkTextureChannels();
				LLGLState::checkClientArrays();

			}
			glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		}

		if (!for_snapshot)
		{
			LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery");
			gPipeline.generateWaterReflection(*LLViewerCamera::getInstance());
		}

		//////////////////////////////////////
		//
		// Update images, using the image stats generated during object update/culling
		//
		// Can put objects onto the retextured list.
		//
		// Doing this here gives hardware occlusion queries extra time to complete
		LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages");
		LLError::LLCallStacks::clear() ;
		llpushcallstacks ;
		gFrameStats.start(LLFrameStats::IMAGE_UPDATE);

		{
			LLFastTimer t(LLFastTimer::FTM_IMAGE_UPDATE);
			
			LLViewerImage::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
										LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());

			gBumpImageList.updateImages();  // must be called before gImageList version so that it's textures are thrown out first.

			F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
			max_image_decode_time = llclamp(max_image_decode_time, 0.001f, 0.005f ); // min 1ms/frame, max 5ms/frame)
			gImageList.updateImages(max_image_decode_time);
			stop_glerror();
		}
		llpushcallstacks ;
		///////////////////////////////////
		//
		// StateSort
		//
		// Responsible for taking visible objects, and adding them to the appropriate draw orders.
		// In the case of alpha objects, z-sorts them first.
		// Also creates special lists for outlines and selected face rendering.
		//
		LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort");
		{
			gFrameStats.start(LLFrameStats::STATE_SORT);
			gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
			stop_glerror();
				
			if (rebuild)
			{
				//////////////////////////////////////
				//
				// rebuildPools
				//
				//
				gFrameStats.start(LLFrameStats::REBUILD);
				gPipeline.rebuildPools();
				stop_glerror();
			}
		}

		LLPipeline::sUseOcclusion = occlusion;

		{
			LLAppViewer::instance()->pingMainloopTimeout("Display:Sky");
			LLFastTimer t(LLFastTimer::FTM_UPDATE_SKY);	
			gSky.updateSky();
		}

		if(gUseWireframe)
		{
			glClearColor(0.5f, 0.5f, 0.5f, 0.f);
			glClear(GL_COLOR_BUFFER_BIT);
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
		
		//// render frontmost floater opaque for occlusion culling purposes
		//LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
		//// assumes frontmost floater with focus is opaque
		//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
		//{
		//	glMatrixMode(GL_MODELVIEW);
		//	glPushMatrix();
		//	{
		//		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		//		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
		//		glLoadIdentity();

		//		LLRect floater_rect = frontmost_floaterp->getScreenRect();
		//		// deflate by one pixel so rounding errors don't occlude outside of floater extents
		//		floater_rect.stretch(-1);
		//		LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidth(), 
		//								(F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeight(),
		//								(F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidth(),
		//								(F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeight());
		//		floater_3d_rect.translate(-0.5f, -0.5f);
		//		glTranslatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
		//		glScalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
		//		gGL.color4fv(LLColor4::white.mV);
		//		gGL.begin(LLVertexBuffer::QUADS);
		//		{
		//			gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
		//		}
		//		gGL.end();
		//		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
		//	}
		//	glPopMatrix();
		//}

		LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
		LLPipeline::updateRenderDeferred();
		
		stop_glerror();

		if (to_texture)
		{
			gGL.setColorMask(true, true);
			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
			{
				gPipeline.mDeferredScreen.bindTarget();
				gPipeline.mDeferredScreen.clear();
			}
			else
			{
				gPipeline.mScreen.bindTarget();
				gPipeline.mScreen.clear();
			}
			
			gGL.setColorMask(true, false);
		}
		
		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
		
		if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
				&& !gRestoreGL)
		{

			gGL.setColorMask(true, false);
			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
			{
				gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
			}
			else
			{
				gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE);
			}
			
			gGL.setColorMask(true, true);

			//store this frame's modelview matrix for use
			//when rendering next frame's occlusion queries
			for (U32 i = 0; i < 16; i++)
			{
				gGLLastModelView[i] = gGLModelView[i];
			}
			stop_glerror();
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");		
		
		if (to_texture)
		{
			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
			{
				gPipeline.mDeferredScreen.flush();
			}
			else
			{
				gPipeline.mScreen.flush();
			}
		}

		/// We copy the frame buffer straight into a texture here,
		/// and then display it again with compositor effects.
		/// Using render to texture would be faster/better, but I don't have a 
		/// grasp of their full display stack just yet.
		// gPostProcess->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
		
		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
		{
			gPipeline.renderDeferredLighting();
		}

		LLPipeline::sUnderWaterRender = FALSE;

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
		if (!for_snapshot)
		{
			gFrameStats.start(LLFrameStats::RENDER_UI);
			render_ui();
		}

		LLSpatialGroup::sNoDelete = FALSE;
	}
	
	LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats");
	
	gFrameStats.start(LLFrameStats::MISC_END);
	stop_glerror();

	if (LLPipeline::sRenderFrameTest)
	{
		send_agent_resume();
		LLPipeline::sRenderFrameTest = FALSE;
	}

	display_stats();
				
	LLAppViewer::instance()->pingMainloopTimeout("Display:Done");
}
コード例 #27
0
ファイル: statistics_dialog.cpp プロジェクト: Heark/wesnoth
void statistics_dialog::action(gui::dialog_process_info &dp_info)
{
	int sel = get_menu().selection();
	bool has_details = sel < 5 && sel >= 0 && unit_count_[sel] > 0;
	detail_btn_->enable(has_details);
	if(dp_info.double_clicked && has_details) {
		set_result(sel);
	} else if(dp_info.new_key_down && !dp_info.key_down) {
		set_result(gui::CLOSE_DIALOG);
	}

	// Prepare the sub-dialog for Statistic Details
	std::string title;
	std::vector<std::string> items_sub;
	switch(result()) {
	case gui::CLOSE_DIALOG:
		break;
	case 0:
		items_sub = create_unit_table(current_stats().recruits, team_num_);
		title = _("Recruits");
		break;
	case 1:
		items_sub = create_unit_table(current_stats().recalls, team_num_);
		title = _("Recalls");
		break;
	case 2:
		items_sub = create_unit_table(current_stats().advanced_to, team_num_);
		title = _("Advancements");
		break;
	case 3:
		items_sub = create_unit_table(current_stats().deaths, team_num_);
		title = _("Losses");
		break;
	case 4:
		// Give kills a (probably) different team color.
		items_sub = create_unit_table(current_stats().killed, team_num_ == 1 ? 2 : 1);
		title = _("Kills");
		break;

	case BUTTON_SCENE:
		// Scenario selection.
		do_scene_selection();
		set_result(gui::CONTINUE_DIALOG);
		break;
	case BUTTON_TOGGLE:
		// Toggle between campaign and scenario stats.
		display_stats(!use_campaign_);
		set_result(gui::CONTINUE_DIALOG);
		break;

	default:
		break;
	}
	if (items_sub.empty() == false) {
		gui::dialog d(get_video(), title + " (" + player_name_ + ")", "", gui::CLOSE_ONLY);
		d.set_menu(items_sub);
		d.show();
		dp_info.clear_buttons();
		set_result(gui::CONTINUE_DIALOG);
	}
}
コード例 #28
0
ファイル: veh_interact.cpp プロジェクト: nommi/Cataclysm-DDA
/**
 * Creates a veh_interact window based on the given parameters.
 * @param v The vehicle the player is interacting with.
 * @param x The x-coordinate of the square the player is 'e'xamining.
 * @param y The y-coordinate of the square the player is 'e'xamining.
 */
void veh_interact::exec (game *gm, vehicle *v, int x, int y)
{
    veh = v;
    //        winw1   winw2   winw3
    //  winh1       |       |
    //        ------+-------+------
    //  winh2       |       |
    //        ------+-------+------
    //  winh3       |       |
    //
    // +-------------------------+
    // |         w_mode          |
    // |         w_msg           |
    // +-------+---------+-------+
    // |w_disp | w_parts | w_list|
    // +-------+---------+-------+
    // |         w_stats         |
    // +-------------------------+
    int winw1 = 12;
    int winw2 = 35;
    int winh1 = 3;
    int winh2 = 13;
    int winw3 = FULL_SCREEN_WIDTH - winw1 - winw2 - 4;
    int winh3 = FULL_SCREEN_HEIGHT - winh1 - winh2 - 2;
    int winx1 = winw1;
    int winx2 = winw1 + winw2 + 1;
    int winy1 = winh1;
    int winy2 = winh1 + winh2 + 1;

    mode_h = 1;
    mode_w = FULL_SCREEN_WIDTH - 2;
    msg_h = winh1 - 1;
    msg_w = FULL_SCREEN_WIDTH - 2;
    disp_h = winh2 - 1;
    disp_w = winw1;
    parts_h = winh2 - 1;
    parts_w = winw2;
    stats_h = winh3 - 1;
    stats_w = FULL_SCREEN_WIDTH - 2;
    list_h = winh2 - 1;
    list_w = winw3;

    const int iOffsetX = 1 + ((TERMX > FULL_SCREEN_WIDTH) ? (TERMX-FULL_SCREEN_WIDTH)/2 : 0);
    const int iOffsetY = 1 + ((TERMY > FULL_SCREEN_HEIGHT) ? (TERMY-FULL_SCREEN_HEIGHT)/2 : 0);

    page_size = list_h;

    //               h   w    y     x
    WINDOW *w_border = newwin( FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, -1 + iOffsetY, -1 + iOffsetX );
    w_grid  = newwin( FULL_SCREEN_HEIGHT - 2, FULL_SCREEN_WIDTH - 2, iOffsetY, iOffsetX );
    w_mode  = newwin( mode_h,  mode_w,   iOffsetY,                           iOffsetX );
    w_msg   = newwin( msg_h,   msg_w,    mode_h + iOffsetY,                  iOffsetX );
    w_disp  = newwin( disp_h,  disp_w,   mode_h + msg_h + 1 + iOffsetY,  iOffsetX );
    w_parts = newwin( parts_h, parts_w,  mode_h + msg_h + 1 + iOffsetY,  disp_w + 1 + iOffsetX );
    w_list  = newwin( list_h,  list_w,   mode_h + msg_h + 1 + iOffsetY,
                      disp_w + 1 + parts_w + 1 + iOffsetX );
    w_stats = newwin( stats_h, stats_w,  mode_h + msg_h + 1 + disp_h + 1 + iOffsetY, iOffsetX );


    wborder(w_border, LINE_XOXO, LINE_XOXO, LINE_OXOX, LINE_OXOX,
                      LINE_OXXO, LINE_OOXX, LINE_XXOO, LINE_XOOX );

    mvwputch(w_border, mode_h + msg_h + 1 + disp_h + 1, 0, c_ltgray, LINE_XXXO); // |-
    mvwputch(w_border, mode_h + msg_h + 1, 0, c_ltgray, LINE_XXXO); // |-
    mvwputch(w_border, mode_h + msg_h + 1 + disp_h + 1, FULL_SCREEN_WIDTH - 1, c_ltgray, LINE_XOXX);
    mvwputch(w_border, mode_h + msg_h + 1, FULL_SCREEN_WIDTH - 1, c_ltgray, LINE_XOXX);

    wrefresh(w_border);

    // Two lines dividing the three middle sections.
    for (int i = winy1; i < winy2; i++) {
        mvwputch(w_grid, i, winx2, c_ltgray, LINE_XOXO);
        mvwputch(w_grid, i, winx1, c_ltgray, LINE_XOXO);
    }
    // Two lines dividing the vertical menu sections.
    for (int i = 0; i < FULL_SCREEN_WIDTH; i++) {
        mvwputch( w_grid, winy1, i, c_ltgray, LINE_OXOX );
        mvwputch( w_grid, winy2-1, i, c_ltgray, LINE_OXOX );
    }
    // Fix up the line intersections.
    mvwputch( w_grid, winy1, winx1, c_ltgray, LINE_OXXX );
    mvwputch( w_grid, winy1, winx2, c_ltgray, LINE_OXXX );
    mvwputch( w_grid, winy2 - 1, winx1, c_ltgray, LINE_XXOX );
    mvwputch( w_grid, winy2 - 1, winx2, c_ltgray, LINE_XXOX );

    wrefresh(w_grid);

    crafting_inv = g->crafting_inventory(&g->u);

    int charges = static_cast<it_tool *>(g->itypes["welder"])->charges_per_use;
    int charges_crude = static_cast<it_tool *>(g->itypes["welder_crude"])->charges_per_use;
    has_wrench = crafting_inv.has_amount("wrench", 1) ||
        crafting_inv.has_amount("toolset", 1);
    has_hacksaw = crafting_inv.has_amount("hacksaw", 1) ||
        crafting_inv.has_amount("toolset", 1);
    has_welder = (crafting_inv.has_amount("welder", 1) &&
                  crafting_inv.has_charges("welder", charges)) ||
                  (crafting_inv.has_amount("welder_crude", 1) &&
                  crafting_inv.has_charges("welder_crude", charges_crude)) ||
                (crafting_inv.has_amount("toolset", 1) &&
                 crafting_inv.has_charges("toolset", charges/20));
    has_jack = crafting_inv.has_amount("jack", 1);
    has_siphon = crafting_inv.has_amount("hose", 1);

    has_wheel = crafting_inv.has_amount( "wheel", 1 ) ||
                crafting_inv.has_amount( "wheel_wide", 1 ) ||
                crafting_inv.has_amount( "wheel_bicycle", 1 ) ||
                crafting_inv.has_amount( "wheel_motorbike", 1 ) ||
                crafting_inv.has_amount( "wheel_small", 1 );

    display_stats ();
    display_veh   ();
    move_cursor (0, 0);
    bool finish = false;
    while (!finish)
    {
        char ch = input(); // See keypress.h
        int dx, dy;
        get_direction (dx, dy, ch);
        if (ch == KEY_ESCAPE || ch == 'q' ) {
            finish = true;
        } else {
            if (dx != -2 && (dx || dy) &&
                cursor_x + dx >= -6 && cursor_x + dx < 6 &&
                cursor_y + dy >= -6 && cursor_y + dy < 6)
            {
                move_cursor(dx, dy);
            }
            else
            {
                int mval = cant_do(ch);
                display_mode (ch);
                switch (ch)
                {
                    case 'i': do_install(mval); break;
                    case 'r': do_repair(mval);  break;
                    case 'f': do_refill(mval);  break;
                    case 'o': do_remove(mval);  break;
                    case 'e': do_rename(mval);  break;
                    case 's': do_siphon(mval);  break;
                    case 'c': do_tirechange(mval); break;
                    case 'd': do_drain(mval);  break;
                }
                if (sel_cmd != ' ')
                {
                    finish = true;
                }
                display_mode (' ');
            }
        }
    }
    werase(w_grid);
    werase(w_mode);
    werase(w_msg);
    werase(w_disp);
    werase(w_parts);
    werase(w_stats);
    werase(w_list);
    delwin(w_grid);
    delwin(w_mode);
    delwin(w_msg);
    delwin(w_disp);
    delwin(w_parts);
    delwin(w_stats);
    delwin(w_list);
    erase();
}
コード例 #29
0
// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, bool tiling)
{
	LLFastTimer t(FTM_RENDER);

	if (gWindowResized)
	{ //skip render on frames where window has been resized
		gGL.flush();
		glClear(GL_COLOR_BUFFER_BIT);
		gViewerWindow->getWindow()->swapBuffers();
		LLPipeline::refreshCachedSettings();
		gPipeline.resizeScreenTexture();
		gResizeScreenTexture = FALSE;
		gWindowResized = FALSE;
		return;
	}

	//Nope
	/*if (LLPipeline::sRenderDeferred)
	{ //hack to make sky show up in deferred snapshots
		for_snapshot = FALSE;
	}*/

	if (LLPipeline::sRenderFrameTest)
	{
		send_agent_pause();
	}

	gSnapshot = for_snapshot;

	LLGLSDefault gls_default;
	LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
	
	LLVertexBuffer::unbind();

	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
	
	stop_glerror();

	gPipeline.disableLights();

	//reset vertex buffers if needed
	gPipeline.doResetVertexBuffers();

	stop_glerror();

	// Don't draw if the window is hidden or minimized.
	// In fact, must explicitly check the minimized state before drawing.
	// Attempting to draw into a minimized window causes a GL error. JC
	if (   !gViewerWindow->getActive()
		|| !gViewerWindow->getWindow()->getVisible() 
		|| gViewerWindow->getWindow()->getMinimized() )
	{
		// Clean up memory the pools may have allocated
		if (rebuild)
		{
			gFrameStats.start(LLFrameStats::REBUILD);
			stop_glerror();
			gPipeline.rebuildPools();
			stop_glerror();
		}

		stop_glerror();
		gViewerWindow->returnEmptyPicks();
		stop_glerror();
		return; 
	}

	gViewerWindow->checkSettings();

	if(gWindowResized)  //Singu Note: gViewerWindow->checkSettings() can call LLViewerWindow::reshape(). If it has then skip this frame.
	{
		return;
	}
	
	{
		LLFastTimer ftm(FTM_PICK);
		LLAppViewer::instance()->pingMainloopTimeout("Display:Pick");
		gViewerWindow->performPick();
	}
	
	LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates");
	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
	
	//////////////////////////////////////////////////////////
	//
	// Logic for forcing window updates if we're in drone mode.
	//

	if (gNoRender) 
	{
#if LL_WINDOWS
		static F32 last_update_time = 0.f;
		if ((gFrameTimeSeconds - last_update_time) > 1.f)
		{
			InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, FALSE);
			last_update_time = gFrameTimeSeconds;
		}
#elif LL_DARWIN
		// MBW -- Do something clever here.
#endif
		// Not actually rendering, don't bother.
		return;
	}


	//
	// Bail out if we're in the startup state and don't want to try to
	// render the world.
	//
	if (LLStartUp::getStartupState() < STATE_STARTED)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Startup");
		display_startup();
		return;
	}

	//LLGLState::verify(FALSE);

	/////////////////////////////////////////////////
	//
	// Update GL Texture statistics (used for discard logic?)
	//

	LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
	gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS);
	stop_glerror();

	LLImageGL::updateStats(gFrameTimeSeconds);
	
	LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName");
	LLVOAvatar::sRenderGroupTitles = !gSavedSettings.getBOOL("RenderHideGroupTitleAll");
	
	gPipeline.mBackfaceCull = TRUE;
	gFrameCount++;
	gRecentFrameCount++;
	if (gFocusMgr.getAppHasFocus())
	{
		gForegroundFrameCount++;
	}

	//////////////////////////////////////////////////////////
	//
	// Display start screen if we're teleporting, and skip render
	//

	if (gTeleportDisplay)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
		const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.

		S32 attach_count = 0;
		if (isAgentAvatarValid())
		{
			attach_count = gAgentAvatarp->getAttachmentCount();
		}
		F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
		F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
		F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
		if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
		{
			// Give up.  Don't keep the UI locked forever.
			gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
			gAgent.setTeleportMessage(std::string());
		}

		static const LLCachedControl<bool> hide_tp_screen("AscentDisableTeleportScreens",false);
		const std::string& message = gAgent.getTeleportMessage();
		switch( gAgent.getTeleportState() )
		{
		case LLAgent::TELEPORT_PENDING:
			gTeleportDisplayTimer.reset();
			if(!hide_tp_screen)
				gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
			gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["pending"]);
			gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["pending"]);
			break;

		case LLAgent::TELEPORT_START:
			// Transition to REQUESTED.  Viewer has sent some kind
			// of TeleportRequest to the source simulator
			gTeleportDisplayTimer.reset();
			if(!hide_tp_screen)
				gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
			gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["requesting"]);
			gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["requesting"]);
			break;

		case LLAgent::TELEPORT_REQUESTED:
			// Waiting for source simulator to respond
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_MOVING:
			// Viewer has received destination location from source simulator
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_START_ARRIVAL:
			// Transition to ARRIVING.  Viewer has received avatar update, etc., from destination simulator
			gTeleportArrivalTimer.reset();
				gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
			gViewerWindow->setProgressPercent(75.f);
			gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["arriving"]);
			gTextureList.mForceResetTextureStats = TRUE;
			if(!hide_tp_screen)
				gAgentCamera.resetView(TRUE, TRUE);
			break;

		case LLAgent::TELEPORT_ARRIVING:
			// Make the user wait while content "pre-caches"
			{
				F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / TELEPORT_ARRIVAL_DELAY);
				if( arrival_fraction > 1.f || hide_tp_screen)
				{
					arrival_fraction = 1.f;
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
				gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
				gViewerWindow->setProgressPercent(  arrival_fraction * 25.f + 75.f);
				gViewerWindow->setProgressString(message);
			}
			break;

		case LLAgent::TELEPORT_LOCAL:
			// Short delay when teleporting in the same sim (progress screen active but not shown - did not
			// fall-through from TELEPORT_START)
			{
				// <edit>
				// is this really needed.... I say no.
				//if( gTeleportDisplayTimer.getElapsedTimeF32() > TELEPORT_LOCAL_DELAY )
				// </edit>
				{
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
			}
			break;

		case LLAgent::TELEPORT_NONE:
			// No teleport in progress
			gViewerWindow->setShowProgress(FALSE);
			gTeleportDisplay = FALSE;
			gTeleportArrivalTimer.reset();
			break;

		default: 
			 break;
		}
	}
    else if(LLAppViewer::instance()->logoutRequestSent())
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Logout");
		F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
		if (percent_done > 100.f)
		{
			percent_done = 100.f;
		}

		if( LLApp::isExiting() )
		{
			percent_done = 100.f;
		}
		
		gViewerWindow->setProgressPercent( percent_done );
	}
	else
	if (gRestoreGL)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL");
		F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
		if( percent_done > 100.f )
		{
			gViewerWindow->setShowProgress(FALSE);
			gRestoreGL = FALSE;
		}
		else
		{

			if( LLApp::isExiting() )
			{
				percent_done = 100.f;
			}
			
			gViewerWindow->setProgressPercent( percent_done );
		}
	}

	// Progressively increase draw distance after TP when required.
	if (gSavedDrawDistance > 0.0f && gAgent.getTeleportState() == LLAgent::TELEPORT_NONE)
	{
		if (gTeleportArrivalTimer.getElapsedTimeF32() >=
			(F32)gSavedSettings.getU32("SpeedRezInterval"))
		{
			gTeleportArrivalTimer.reset();
			F32 current = gSavedSettings.getF32("RenderFarClip");
			if (gSavedDrawDistance > current)
			{
				current *= 2.0;
				if (current > gSavedDrawDistance)
				{
					current = gSavedDrawDistance;
				}
				gSavedSettings.setF32("RenderFarClip", current);
			}
			if (current >= gSavedDrawDistance)
			{
				gSavedDrawDistance = 0.0f;
				gSavedSettings.setF32("SavedRenderFarClip", 0.0f);
			}
		}
	}

	//////////////////////////
	//
	// Prepare for the next frame
	//

	/////////////////////////////
	//
	// Update the camera
	//
	//

	LLAppViewer::instance()->pingMainloopTimeout("Display:Camera");
	LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield);
	LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE);

	//////////////////////////
	//
	// clear the next buffer
	// (must follow dynamic texture writing since that uses the frame buffer)
	//

	if (gDisconnected)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected");
		render_ui();
	}
	
	//////////////////////////
	//
	// Set rendering options
	//
	//
	LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup");
	stop_glerror();

	///////////////////////////////////////
	//
	// Slam lighting parameters back to our defaults.
	// Note that these are not the same as GL defaults...

	stop_glerror();
	gGL.setAmbientLightColor(LLColor4::white);
	stop_glerror();
			
	/////////////////////////////////////
	//
	// Render
	//
	// Actually push all of our triangles to the screen.
	//

	// do render-to-texture stuff here
	if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures");
		LLFastTimer t(FTM_UPDATE_TEXTURES);
		if (LLViewerDynamicTexture::updateAllInstances())
		{
			gGL.setColorMask(true, true);
			glClear(GL_DEPTH_BUFFER_BIT);
		}
	}

	gViewerWindow->setup3DViewport();

	gPipeline.resetFrameStats();	// Reset per-frame statistics.

	if (!gDisconnected)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Update");
		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
		{ //don't draw hud objects in this frame
			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
		}

		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
		{ //don't draw hud particles in this frame
			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
		}

		//upkeep gl name pools
		LLGLNamePool::upkeepPools();
		
		stop_glerror();
		display_update_camera(tiling);
		stop_glerror();
				
		// *TODO: merge these two methods
		LLHUDManager::getInstance()->updateEffects();
		LLHUDObject::updateAll();
		stop_glerror();

		if(!tiling)
		{
			gFrameStats.start(LLFrameStats::UPDATE_GEOM);
			const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds; // 50 ms/second update time
			gPipeline.createObjects(max_geom_update_time);
			gPipeline.processPartitionQ();
			gPipeline.updateGeom(max_geom_update_time);
			stop_glerror();
			gPipeline.updateGL();
			stop_glerror();
		}
		
		gFrameStats.start(LLFrameStats::UPDATE_CULL);
		S32 water_clip = 0;
		if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) &&
			 (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER) ||
			  gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER)))
		{
			if (LLViewerCamera::getInstance()->cameraUnderWater())
			{
				water_clip = -1;
			}
			else
			{
				water_clip = 1;
			}
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:Cull");
		
		//Increment drawable frame counter
		LLDrawable::incrementVisible();

		LLSpatialGroup::sNoDelete = TRUE;
		LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();

		/*if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred)
		{ //force occlusion on for all render types if doing deferred render
			LLPipeline::sUseOcclusion = 3;
		}*/

		S32 occlusion = LLPipeline::sUseOcclusion;
		if (gDepthDirty)
		{ //depth buffer is invalid, don't overwrite occlusion state
			LLPipeline::sUseOcclusion = llmin(occlusion, 1);
		}
		gDepthDirty = FALSE;

		LLGLState::checkStates();
		LLGLState::checkTextureChannels();
		LLGLState::checkClientArrays();

		static LLCullResult result;
		LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
		LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
		gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
		stop_glerror();

		LLGLState::checkStates();
		LLGLState::checkTextureChannels();
		LLGLState::checkClientArrays();

		BOOL to_texture = gPipeline.canUseVertexShaders() &&
						LLPipeline::sRenderGlow;

		LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
		
		{ 

			if (gResizeScreenTexture)
			{
				gResizeScreenTexture = FALSE;
				gPipeline.resizeScreenTexture();
			}

			gGL.setColorMask(true, true);
			glClearColor(0,0,0,0);

			LLGLState::checkStates();
			LLGLState::checkTextureChannels();
			LLGLState::checkClientArrays();

			if (!for_snapshot || LLPipeline::sRenderDeferred)
			{
				if (gFrameCount > 1)
				{ //for some reason, ATI 4800 series will error out if you 
				  //try to generate a shadow before the first frame is through
					gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
				}

				LLVertexBuffer::unbind();

				LLGLState::checkStates();
				LLGLState::checkTextureChannels();
				LLGLState::checkClientArrays();

				const LLMatrix4a saved_proj = glh_get_current_projection();
				const LLMatrix4a saved_mod = glh_get_current_modelview();
				glViewport(0,0,512,512);
				LLVOAvatar::updateFreezeCounter() ;

				if(!LLPipeline::sMemAllocationThrottled)
				{		
					LLVOAvatar::updateImpostors();
				}

				glh_set_current_projection(saved_proj);
				glh_set_current_modelview(saved_mod);
				gGL.matrixMode(LLRender::MM_PROJECTION);
				gGL.loadMatrix(saved_proj);
				gGL.matrixMode(LLRender::MM_MODELVIEW);
				gGL.loadMatrix(saved_mod);
				gViewerWindow->setup3DViewport();

				LLGLState::checkStates();
				LLGLState::checkTextureChannels();
				LLGLState::checkClientArrays();

			}
			glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		}

		LLGLState::checkStates();
		LLGLState::checkClientArrays();

		//if (!for_snapshot)
		{
			LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery");
			gPipeline.generateWaterReflection(*LLViewerCamera::getInstance());
			gPipeline.renderPhysicsDisplay();
		}

		LLGLState::checkStates();
		LLGLState::checkClientArrays();

		//////////////////////////////////////
		//
		// Update images, using the image stats generated during object update/culling
		//
		// Can put objects onto the retextured list.
		//
		// Doing this here gives hardware occlusion queries extra time to complete
		LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages");
		LLError::LLCallStacks::clear() ;
		llpushcallstacks ;
		gFrameStats.start(LLFrameStats::IMAGE_UPDATE);

		{
			LLFastTimer t(FTM_IMAGE_UPDATE);
			
			{
				LLFastTimer t(FTM_IMAGE_UPDATE_CLASS);
				LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
											LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());
			}

			
			{
				LLFastTimer t(FTM_IMAGE_UPDATE_BUMP);
				gBumpImageList.updateImages();  // must be called before gTextureList version so that it's textures are thrown out first.
			}

			{
				LLFastTimer t(FTM_IMAGE_UPDATE_LIST);
				F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
				max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
				gTextureList.updateImages(max_image_decode_time);
			}

			/*{
				LLFastTimer t(FTM_IMAGE_UPDATE_DELETE);
				//remove dead textures from GL
				LLImageGL::deleteDeadTextures();
				stop_glerror();
			}*/
		}
		llpushcallstacks ;
		LLGLState::checkStates();
		LLGLState::checkClientArrays();

		///////////////////////////////////
		//
		// StateSort
		//
		// Responsible for taking visible objects, and adding them to the appropriate draw orders.
		// In the case of alpha objects, z-sorts them first.
		// Also creates special lists for outlines and selected face rendering.
		//
		LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort");
		{
			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
			gFrameStats.start(LLFrameStats::STATE_SORT);
			gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
			stop_glerror();
				
			if (rebuild)
			{
				//////////////////////////////////////
				//
				// rebuildPools
				//
				//
				gFrameStats.start(LLFrameStats::REBUILD);
				gPipeline.rebuildPools();
				stop_glerror();
			}
		}

		LLGLState::checkStates();
		LLGLState::checkClientArrays();

		LLPipeline::sUseOcclusion = occlusion;

		{
			LLAppViewer::instance()->pingMainloopTimeout("Display:Sky");
			LLFastTimer t(FTM_UPDATE_SKY);	
			gSky.updateSky();
		}

//		if(gUseWireframe)
// [RLVa:KB] - Checked: 2010-09-28 (RLVa-1.1.3b) | Modified: RLVa-1.1.3b
		if ( (gUseWireframe) && ((!rlv_handler_t::isEnabled()) || (!gRlvAttachmentLocks.hasLockedHUD())) )
// [/RLVa:KB]
		{
			glClearColor(0.5f, 0.5f, 0.5f, 0.f);
			glClear(GL_COLOR_BUFFER_BIT);
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
		
		//// render frontmost floater opaque for occlusion culling purposes
		//LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
		//// assumes frontmost floater with focus is opaque
		//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
		//{
		//	gGL.matrixMode(LLRender::MM_MODELVIEW);
		//	gGL.pushMatrix();
		//	{
		//		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		//		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
		//		gGL.loadIdentity();

		//		LLRect floater_rect = frontmost_floaterp->calcScreenRect();
		//		// deflate by one pixel so rounding errors don't occlude outside of floater extents
		//		floater_rect.stretch(-1);
		//		LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidthScaled(), 
		//								(F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(),
		//								(F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
		//								(F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
		//		floater_3d_rect.translate(-0.5f, -0.5f);
		//		gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
		//		gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
		//		gGL.color4fv(LLColor4::white.mV);
		//		gGL.begin(LLVertexBuffer::QUADS);
		//		{
		//			gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
		//		}
		//		gGL.end();
		//		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
		//	}
		//	gGL.popMatrix();
		//}

		LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
		
		LLGLState::checkStates();
		LLGLState::checkClientArrays();

		stop_glerror();

		if (to_texture)
		{
			gGL.setColorMask(true, true);

			if (LLPipeline::sRenderDeferred)
			{
				gPipeline.mDeferredScreen.bindTarget();
				glClearColor(1,0,1,1);
				gPipeline.mDeferredScreen.clear();
			}
			else
			{
				gPipeline.mScreen.bindTarget();
				if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
				{
					const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
					glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
				}
				gPipeline.mScreen.clear();
			}
			
			gGL.setColorMask(true, false);
		}
		
		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
		
		if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
				&& !gRestoreGL)
		{
			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
			
			static LLCachedControl<bool> render_ui_occlusion("RenderUIOcclusion", false);
			if(render_ui_occlusion && LLGLSLShader::sNoFixedFunction)
			{
				LLFloater* floaterp = gFloaterView->getFrontmost();
				if(floaterp && floaterp->getVisible() && floaterp->isBackgroundVisible() && floaterp->isBackgroundOpaque())
				{	
					LLGLDepthTest depth(GL_TRUE, GL_TRUE);
					gGL.setColorMask(false, false);
					gOcclusionProgram.bind();

					LLRect rect = floaterp->calcScreenRect();
					rect.stretch(-1);
					gGL.matrixMode(LLRender::MM_PROJECTION);
					gGL.pushMatrix();
					gGL.loadIdentity();
					gGL.ortho(0.0f, gViewerWindow->getWindowWidth(), 0.0f, gViewerWindow->getWindowHeight(), 0.f, 1.0f);
					gGL.matrixMode(LLRender::MM_MODELVIEW);
					gGL.pushMatrix();
					gGL.loadIdentity();
					gGL.color4fv( LLColor4::white.mV );
					gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
					gGL.begin( LLRender::QUADS );
						gGL.vertex3f(rect.mLeft, rect.mTop,0.f);
						gGL.vertex3f(rect.mLeft, rect.mBottom,0.f);
						gGL.vertex3f(rect.mRight, rect.mBottom,0.f);
						gGL.vertex3f(rect.mRight, rect.mTop,0.f);
					gGL.end();

					gGL.matrixMode(LLRender::MM_PROJECTION);
					gGL.popMatrix();
					gGL.matrixMode(LLRender::MM_MODELVIEW);
					gGL.popMatrix();
					gOcclusionProgram.unbind();
				}
			}

			static LLCachedControl<bool> render_depth_pre_pass("RenderDepthPrePass", false);
			if (render_depth_pre_pass && LLGLSLShader::sNoFixedFunction)
			{
				LLGLDepthTest depth(GL_TRUE, GL_TRUE);
				LLGLEnable cull_face(GL_CULL_FACE);
				gGL.setColorMask(false, false);
				
				U32 types[] = { 
					LLRenderPass::PASS_SIMPLE, 
					LLRenderPass::PASS_FULLBRIGHT, 
					LLRenderPass::PASS_SHINY 
				};

				U32 num_types = LL_ARRAY_SIZE(types);
				gOcclusionProgram.bind();
				for (U32 i = 0; i < num_types; i++)
				{
					gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
				}
				gOcclusionProgram.unbind();
			}

			gGL.setColorMask(true, false);
			if (LLPipeline::sRenderDeferred)
			{
				gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
			}
			else
			{
				gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE);
			}
			
			gGL.setColorMask(true, true);

			//store this frame's modelview matrix for use
			//when rendering next frame's occlusion queries
			gGLPreviousModelView = gGLLastModelView;
			gGLLastModelView = gGLModelView;
			gGLLastProjection = gGLProjection;
			stop_glerror();
		}

		//Reversed this. disabling a texunit sets its index as current.. randomly breaking LLRender::matrixMode(U32 mode). Make sure unit0 is the 'current' unit.
		for (S32 i = gGLManager.mNumTextureImageUnits-1; i >= 0; --i)
		{ //dummy cleanup of any currently bound textures
			if (gGL.getTexUnit((U32)i)->getCurrType() != LLTexUnit::TT_NONE)
			{
				gGL.getTexUnit((U32)i)->unbind(gGL.getTexUnit((U32)i)->getCurrType());
				gGL.getTexUnit((U32)i)->disable();
			}
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");		
		
		if (to_texture)
		{
			if (LLPipeline::sRenderDeferred)
			{
				gPipeline.mDeferredScreen.flush();
				if(gPipeline.mDeferredScreen.getFBO())
				{
					LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), 
															  gPipeline.mDeferredScreen.getHeight(), 0, 0, 
															  gPipeline.mDeferredScreen.getWidth(), 
															  gPipeline.mDeferredScreen.getHeight(), 
															  GL_DEPTH_BUFFER_BIT, GL_NEAREST);
				}
			}
			else
			{
				gPipeline.mScreen.flush();
				if(gPipeline.mScreen.getFBO())
				{				
					LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(), 
															  gPipeline.mScreen.getHeight(), 0, 0, 
															  gPipeline.mScreen.getWidth(), 
															  gPipeline.mScreen.getHeight(), 
															  GL_DEPTH_BUFFER_BIT, GL_NEAREST);
				}
			}
		}
		//gGL.flush();

		if (LLPipeline::sRenderDeferred)
		{
			gPipeline.renderDeferredLighting();
		}

		LLPipeline::sUnderWaterRender = FALSE;

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
		if (!for_snapshot || LLPipeline::sRenderDeferred)
		{
			LLFastTimer t(FTM_RENDER_UI);
			gFrameStats.start(LLFrameStats::RENDER_UI);
			render_ui();
		}


		LLSpatialGroup::sNoDelete = FALSE;
		gPipeline.clearReferences();

		gPipeline.rebuildGroups();
	}

	LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats");
	
	gFrameStats.start(LLFrameStats::MISC_END);
	stop_glerror();

	if (LLPipeline::sRenderFrameTest)
	{
		send_agent_resume();
		LLPipeline::sRenderFrameTest = FALSE;
	}

	display_stats();
				
	LLAppViewer::instance()->pingMainloopTimeout("Display:Done");

	gShiftFrame = false;
}
コード例 #30
0
void veh_interact::exec (game *gm, vehicle *v, int x, int y)
{
    g = gm;
    veh = v;
    ex = x;
    ey = y;
    //        x1      x2
    // y1 ----+------+--
    //        |      |
    // y2 ----+------+
    //               |
    //               |
    winw1 = 12;
    winw2 = 35;
    winh1 = 3;
    winh2 = 12;
    winw12 = winw1 + winw2 + 1;
    winw3 = 80 - winw1 - winw2 - 2;
    winh3 = 25 - winh1 - winh2 - 2;
    winh23 = winh2 + winh3 + 1;
    winx1 = winw1;
    winx2 = winw1 + winw2 + 1;
    winy1 = winh1;
    winy2 = winh1 + winh2 + 1;

    page_size = winh23;
    //               h   w    y     x
    w_grid  = newwin(25, 80,  0,    0);
    w_mode  = newwin(1,  80, 0,    0);
    w_msg   = newwin(winh1 - 1, 80, 1,    0);
    w_disp  = newwin(winh2, winw1,  winy1 + 1, 0);
    w_parts = newwin(winh2, winw2,  winy1 + 1, winx1 + 1);
    w_stats = newwin(winh3, winw12, winy2 + 1, 0);
    w_list  = newwin(winh23, winw3, winy1 + 1, winx2 + 1);

    for (int i = 0; i < 25; i++)
    {
        mvwputch(w_grid, i, winx2, c_ltgray, i == winy1 || i == winy2? LINE_XOXX : LINE_XOXO);
        if (i >= winy1 && i < winy2)
            mvwputch(w_grid, i, winx1, c_ltgray, LINE_XOXO);
    }
    for (int i = 0; i < 80; i++)
    {
        mvwputch(w_grid, winy1, i, c_ltgray, i == winx1? LINE_OXXX : (i == winx2? LINE_OXXX : LINE_OXOX));
        if (i < winx2)
            mvwputch(w_grid, winy2, i, c_ltgray, i == winx1? LINE_XXOX : LINE_OXOX);
    }
    wrefresh(w_grid);

    crafting_inv = gm->crafting_inventory();

    int charges = ((it_tool *) g->itypes["welder"])->charges_per_use;
    has_wrench = crafting_inv.has_amount("wrench", 1) ||
                 crafting_inv.has_amount("toolset", 1);
    has_hacksaw = crafting_inv.has_amount("hacksaw", 1) ||
                  crafting_inv.has_amount("toolset", 1);
    has_welder = (crafting_inv.has_amount("welder", 1) &&
                  crafting_inv.has_charges("welder", charges)) ||
                 (crafting_inv.has_amount("toolset", 1) &&
                 crafting_inv.has_charges("toolset", charges/5));

    display_stats ();
    display_veh   ();
    move_cursor (0, 0);
    bool finish = false;
    while (!finish)
    {
        char ch = input(); // See keypress.h
        int dx, dy;
        get_direction (gm, dx, dy, ch);
        if (ch == KEY_ESCAPE)
            finish = true;
        else
        if (dx != -2 && (dx || dy) &&
            cx + dx >= -6 && cx + dx < 6 &&
            cy + dy >= -6 && cy + dy < 6)
            move_cursor(dx, dy);
        else
        {
            int mval = cant_do(ch);
            display_mode (ch);
            switch (ch)
            {
            case 'i': do_install(mval); break;
            case 'r': do_repair(mval);  break;
            case 'f': do_refill(mval);  break;
            case 'o': do_remove(mval);  break;
            case 'e': do_rename(mval);  break;
            default:;
            }
            if (sel_cmd != ' ')
                finish = true;
            display_mode (' ');
        }
    }
    werase(w_grid);
    werase(w_mode);
    werase(w_msg);
    werase(w_disp);
    werase(w_parts);
    werase(w_stats);
    werase(w_list);
    delwin(w_grid);
    delwin(w_mode);
    delwin(w_msg);
    delwin(w_disp);
    delwin(w_parts);
    delwin(w_stats);
    delwin(w_list);
    erase();
}