コード例 #1
0
ファイル: CodeEdit.cpp プロジェクト: Halfbrick/decoda
void CodeEdit::SetDefaultLexer()
{
    SetLexer(wxSTC_LEX_NULL);

    SetKeyWords(1, "");

    // Set the caret width to match MSVC.
    SetCaretWidth(2);

    // Set the marker bitmaps.
    MarkerDefineBitmap(Marker_Breakpoint,  wxMEMORY_BITMAP(Breakpoint_png) );
    MarkerDefineBitmap(Marker_CurrentLine, wxMEMORY_BITMAP(Currentline_png) );
    MarkerDefineBitmap(Marker_BreakLine,   wxMEMORY_BITMAP(Breakline_png) );

    // Setup the dwell time before a tooltip is displayed.
    SetMouseDwellTime(300);

    SetMarginSensitive(1, true);
    SetMarginType(1, wxSTC_MARGIN_SYMBOL);

    // Set the autocomplete icons.

    wxColour maskColor(0xFF, 0x9B, 0x77);

    wxBitmap functionIcon(functionicon, wxBITMAP_TYPE_XPM);
    functionIcon.SetMask(new wxMask(functionicon, maskColor));
    
    RegisterImage(AutoCompleteManager::Type_Function, functionIcon);

    wxBitmap classIcon(classicon, wxBITMAP_TYPE_XPM);
    classIcon.SetMask(new wxMask(classicon, maskColor));
    
    RegisterImage(AutoCompleteManager::Type_Class, classIcon);

}
コード例 #2
0
// ----------------------------------------------------------------------------
void SnipImages::RegisterImage(char** xpm_data )
// ----------------------------------------------------------------------------
{
    //wxMemoryInputStream stream(xpm_data, strlen(xpm_data)+1);
    //wxImage img(stream, wxBITMAP_TYPE_XPM);
    //arrowBmp = wxBitmap(FNB::left_arrow_disabled_xpm);
    //arrowBmp = wxBitmap(FNB::left_arrow_disabled_xpm);
    wxBitmap bmp(xpm_data);
    wxColor maskColor(255, 0, 255);
    //int idx =
    m_pSnippetsTreeImageList->Add(bmp, maskColor);

}
コード例 #3
0
void CUIWidget::maskColorSetGLFront( UITRANSFORMAXIS axis )
{
    vec4f color = maskColor(axis);
    glColor4fv(color.ptr());
}
コード例 #4
0
void CMapTranslate::createWidget()
{
    vec3f ptEnd[3];
    vec3f origin(0,0,0);

    if(glIsList(m_glList))
        glDeleteLists(m_glList, 1);

    m_glList = glGenLists(1);
    glNewList(m_glList, GL_COMPILE);
    ptEnd[0] = m_length.x * vec3f(1.0f, 0.0f, 0.0f);
    ptEnd[1] = m_length.y * vec3f(0.0f, 1.0f, 0.0f);
    ptEnd[2] = m_length.z * vec3f(0.0f, 0.0f, 1.0f);

    //Octree
    m_axisBoxesLo[0] = vec3f(0, -AXIS_SELECTION_RADIUS, -AXIS_SELECTION_RADIUS);
    m_axisBoxesLo[1] = vec3f(-AXIS_SELECTION_RADIUS, 0, -AXIS_SELECTION_RADIUS);
    m_axisBoxesLo[2] = vec3f(-AXIS_SELECTION_RADIUS, -AXIS_SELECTION_RADIUS, 0);

    m_axisBoxesHi[0] = vec3f(ptEnd[0].x, AXIS_SELECTION_RADIUS, AXIS_SELECTION_RADIUS);
    m_axisBoxesHi[1] = vec3f(AXIS_SELECTION_RADIUS, ptEnd[1].y, AXIS_SELECTION_RADIUS);
    m_axisBoxesHi[2] = vec3f(AXIS_SELECTION_RADIUS, AXIS_SELECTION_RADIUS, ptEnd[2].z);


    glPushAttrib(GL_ALL_ATTRIB_BITS);
    glLineWidth(3.0f);
    glBegin(GL_LINES);
    glColor4fv(maskColor(uiaX).ptr());
    glVertex3fv(origin.ptr());
    glVertex3fv(ptEnd[0].ptr());

    glColor4fv(maskColor(uiaY).ptr());
    glVertex3fv(origin.ptr());
    glVertex3fv(ptEnd[1].ptr());

    glColor4fv(maskColor(uiaZ).ptr());
    glVertex3fv(origin.ptr());
    glVertex3fv(ptEnd[2].ptr());
    glEnd();


    //Draw end points
    vec3f v;
    float theta;
    float r = 0.05f;

    //X
    v = ptEnd[0] + vec3f(0.1f, 0.0f, 0.0f);
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    glBegin(GL_TRIANGLE_FAN);
    glColor4fv(maskColor(uiaX).ptr());
    glVertex3fv(v.ptr());
    for(int i=0; i<=8; i++)
    {
        theta = static_cast<float>(i) * (TwoPi / 8.0f);
        v.x = 0.0f;
        v.y = r * sin(theta);
        v.z = r * cos(theta);

        v += ptEnd[0];
        glVertex3fv(v.ptr());
    }
    glEnd();

    //Y
    v = ptEnd[1] + vec3f(0.0f, 0.1f, 0.0f);
    glBegin(GL_TRIANGLE_FAN);
    glColor4fv(maskColor(uiaY).ptr());
    glVertex3fv(v.ptr());
    for(int i=0; i<=8; i++)
    {
        theta = static_cast<float>(i) * (TwoPi / 8.0f);
        v.x = r * cos(theta);
        v.y = 0.0f;
        v.z = r * sin(theta);
        v += ptEnd[1];
        glVertex3fv(v.ptr());
    }
    glEnd();

    //Z
    v = ptEnd[2] + vec3f(0.0f, 0.0f, 0.1f);
    glBegin(GL_TRIANGLE_FAN);
    glColor4fv(maskColor(uiaZ).ptr());
    glVertex3fv(v.ptr());
    for(int i=0; i<=8; i++)
    {
        theta = static_cast<float>(i) * (TwoPi / 8.0f);
        v.x = r * cos(theta);
        v.y = r * sin(theta);
        v.z = 0.0f;

        v += ptEnd[2];
        glVertex3fv(v.ptr());
    }
    glEnd();


    glPopAttrib();

    glEndList();
}