コード例 #1
0
ファイル: term_ga.c プロジェクト: ATrigger/ruspawncc
/* dx = in columns, dy = in lines */
void scroll_window(int dx, int dy)
{
  Graphics *g;
  Rect r;
  Point p;

  /* a negative value scrolls up */
  assert(lines != NULL);
  if (dy < 0) {
    assert(-dy < NUM_LINES);
    memmove(lines,lines-dy*NUM_COLUMNS,(NUM_LINES+dy)*NUM_COLUMNS*sizeof(TCHAR));
    memset(lines+(NUM_LINES+dy)*NUM_COLUMNS*sizeof(TCHAR), __T(' '), -dy*NUM_COLUMNS);
  } else if (dy > 0) {
    assert(dy < NUM_LINES);
    memmove(lines+dy*NUM_COLUMNS,lines,(NUM_LINES-dy)*NUM_COLUMNS*sizeof(TCHAR));
    memset(lines, __T(' '), dy*NUM_COLUMNS);
  } /* if */
  csry += dy;
  if (csry < 0)
    csry = 0;
  if (csry >= NUM_LINES)
    csry=NUM_LINES - 1;

  assert(font != NULL);
  dx *= font_width(font, "x", 1);
  dy *= font_height(font);

  g = get_window_graphics(win);
  r = get_window_area(win);
  p = pt(r.x + dx, r.y + dy);
  copy_rect(g, p, g, r);
  if (dy > 0) {
    /* moving window contents downwards */
    redraw_rect(win, rect(0,0,r.width,dy));
  } else if (dy < 0) {
    /* moving window contents upwards */
    redraw_rect(win, rect(0,r.height+dy,r.width,0-dy));
  } /* if */
  if (dx > 0) {
    /* moving window contents to the right */
    redraw_rect(win, rect(0,0,dx,r.height));
  } else if (dx < 0) {
    /* moving window contents to the left */
    redraw_rect(win, rect(r.width+dx,0,0-dx,r.height));
  } /* if */
  del_graphics(g);
}
コード例 #2
0
static void refresh_screen(int top, int bottom)
{
  Rect r;
  int h;

  if (top != bottom) {
    assert(win != NULL);
    r = get_window_area(win);
    assert(font != NULL);
    h = font_height(font);
    redraw_rect(win, rect(0, top * h, r.width, (bottom - top) * h));
  } /* if */

  //??? set to draw a caret
}
コード例 #3
0
ファイル: pgrid.cpp プロジェクト: jkroll20/pgrid
void t_pgrid::run()
{
    bool quit= false;
    
    setvbuf(stdout, 0, _IONBF, 0);
    
    SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
    SDL_WM_SetCaption("pgrid", "pgrid");
    
    lastmillis= curmillis= SDL_GetTicks();
    SDL_ShowCursor(0);
    SDL_EnableUNICODE(true);
    
    gui= new flux_gui();
    
    bool guimouse= false;
    
    while(!quit)
    {
	lastframephystime= physicstime;
	lastmillis= curmillis;
	curmillis= SDL_GetTicks();
	
	SDL_Event event;
	while(SDL_PollEvent(&event))
	{
	    switch(event.type)
	    {
		case SDL_KEYDOWN:
		case SDL_KEYUP:
		{
		    if(event.key.keysym.sym==SDLK_ESCAPE) quit= true;
		    
		    if(wnd_getkbdfocus()!=NOWND)
		    {
			flux_keyboard_event(event.type==SDL_KEYDOWN, event.key.keysym.sym, event.key.keysym.unicode&0x7F);
		    }
		    else
		    {
			current_workspace()->keyboard_event(event.key);
			editor->keyboard_event(event.key);
			for(t_dyninputhandler_list::iterator i= dyninputhandlers.begin(); i!=dyninputhandlers.end(); i++)
			    (*i)->keyboard_event(event.key);
		    }
		    
		    keystate[event.key.keysym.sym]= (event.key.state==SDL_PRESSED? 1: 0);
		    break;
		}
		
		case SDL_MOUSEMOTION:
		    flux_mouse_move_event(event.motion.xrel, event.motion.yrel);
		    
		    if( find_prim_pos(event.motion.x, event.motion.y, true) || 
			find_mouse_handler(event.motion.x, event.motion.y) )
			guimouse= true;
		    else
		    {
			guimouse= false;
			mouse.x= event.motion.x;
			mouse.y= event.motion.y;
			mouse.buttons= event.motion.state;
			current_workspace()->mouse_motion_event(event.motion);
			editor->mouse_motion_event(event.motion);
			for(t_dyninputhandler_list::iterator i= dyninputhandlers.begin(); i!=dyninputhandlers.end(); i++)
			    (*i)->mouse_motion_event(event.motion);
		    }
		    break;
		
		case SDL_MOUSEBUTTONUP:
		case SDL_MOUSEBUTTONDOWN:
		{
		    int b= event.button.button;
		    int fluxbutton= (b==SDL_BUTTON_RIGHT? 2: b==SDL_BUTTON_MIDDLE? 3: b)-1;
		    flux_mouse_button_event(fluxbutton, event.type==SDL_MOUSEBUTTONDOWN);
		    
		    if( find_prim_pos(event.button.x, event.button.y, true) || 
			find_mouse_handler(event.button.x, event.button.y) )
		    {
		    	guimouse= true;
		    }
		    else
		    {
			guimouse= false;
			wnd_setkbdfocus(NOWND);
			if(event.type==SDL_MOUSEBUTTONUP)
			    mouse.buttons&= ~(SDL_BUTTON(event.button.button));
			else
			    mouse.buttons|= SDL_BUTTON(event.button.button);
			mouse.x= event.button.x;
			mouse.y= event.button.y;
			current_workspace()->mouse_button_event(event.button);
			editor->mouse_button_event(event.button);
			for(t_dyninputhandler_list::iterator i= dyninputhandlers.begin(); i!=dyninputhandlers.end(); i++)
			    (*i)->mouse_button_event(event.button);
		    }
		    break;
		}

		case SDL_QUIT:
		    quit= true;
		    break;
		
		case SDL_VIDEORESIZE:
		{
		    SDL_Surface *surf= SDL_SetVideoMode(event.resize.w, event.resize.h, 0, SDL_OPENGL|SDL_RESIZABLE);
		    if(!surf) break;
		    screen.sdl_surface= surf;
		    screen.gl_init(event.resize.w, event.resize.h);
		    current_workspace()->centerimage();
		    break;
		}
		
		case SDL_ACTIVEEVENT:
		{
		    if(event.active.state&SDL_APPINPUTFOCUS)
		    {
			hasinputfocus= event.active.gain;
			SDL_ShowCursor(!hasinputfocus);
		    }
		    if(event.active.state&SDL_APPMOUSEFOCUS)
		    	hasmousefocus= event.active.gain;
		    break;
		}
		
		case SDL_VIDEOEXPOSE:
		{
		    if(!hasinputfocus)
		    {
    			glClear(GL_DEPTH_BUFFER_BIT);
			current_workspace()->render();
			SDL_GL_SwapBuffers();
			checkglerror();
		    }
		    break;
		}
	    }
	}
	
	int x, y;
	SDL_GetMouseState(&x, &y);
	mousepos.x= x; mousepos.y= y;

	SDL_GetRelativeMouseState(&x, &y);
	mousevel.x= x; mousevel.y= y;
	mousevel.mul( 1000.0/(curmillis-lastmillis) );
	
	current_workspace()->image->frame_tick((curmillis-lastmillis)*0.001);
	runphysics();
	

    	if(hasinputfocus)
	{
	    glClear(GL_DEPTH_BUFFER_BIT);
	    //~ screen.setperspective();
	    current_workspace()->render();
	    if(hasmousefocus && !guimouse) editor->render();

#if 1
	    next_event();
	    //~ aq_exec();
	    run_timers();
	    
	    glMatrixMode(GL_MODELVIEW);
	    glPushMatrix();
	    glLoadIdentity();
	    
	    glMatrixMode(GL_PROJECTION);
	    glPushMatrix();
	    glLoadIdentity();
	    glOrtho(0, screen.width,screen.height, 0, -1000, 1000);

	    glDisable(GL_DEPTH_TEST);
	    glEnable(GL_BLEND);
	    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	    //~ glEnable(GL_POINT_SMOOTH);
	    //~ glPointSize(1.0);
	    
	    //~ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	    //~ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	    glColor3f(1,1,1);
	    glDisable(GL_TEXTURE_2D);
	    
	    redraw_rect(&viewport);
	    //~ cliptext(0,0,0,0);
	    update_rect(&viewport);

	    glEnable(GL_DEPTH_TEST);
	    glDisable(GL_BLEND);
	    
	    glMatrixMode(GL_PROJECTION);
	    glPopMatrix();
	    glMatrixMode(GL_MODELVIEW);
	    glPopMatrix();
#endif
	    
	    gui->tick( (curmillis-lastmillis)*0.001 );
	    
	    if(guimouse) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glDisable(GL_DEPTH_TEST); redraw_cursor(); }
	    
	    SDL_GL_SwapBuffers();
	    checkglerror();
	}
	
	
	int delay= 10 - (curmillis-lastmillis);
	if(!hasinputfocus) SDL_Delay(100);
	if(delay>0) SDL_Delay(delay);
    }
    
    SDL_WM_GrabInput(SDL_GRAB_OFF);
    
    delete gui;
    gui= 0;
}
コード例 #4
0
ファイル: main.cpp プロジェクト: jkroll20/libflux
int main(void)
{
    touchPosition touch;

    videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE);	//sub bg 0 will be used to print text
    vramSetBankC(VRAM_C_SUB_BG);

    SUB_BG0_CR = BG_MAP_BASE(31);

    BG_PALETTE_SUB[255] = RGB15(31,31,31);	//by default font will be rendered with color 255

    //consoleInit() is a lot more fluxible but this gets you up and running quick
    consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(31), (u16*)CHAR_BASE_BLOCK_SUB(0), 16);
    
/////////////
    powerON(POWER_ALL);

    // set mode 0, enable BG0 and set it to 3D
    videoSetMode(MODE_0_3D);
    vramSetBankA(VRAM_A_TEXTURE);

    // irqs are nice
    irqInit();
    irqEnable(IRQ_VBLANK);
    
    // initialize gl
    glInit();
    
    // setup the rear plane
    glClearColor(2, 4, 3, 16);
    glClearDepth(GL_MAX_DEPTH);
    
    // this should work the same as the normal gl call
    glViewPort(0,0, 255,191);
    
    glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
    
    glMatrixMode(GL_PROJECTION);
    
    glLoadIdentity();
    //~ glOrtho(0, 1, 192.0/256.0, 0, -10, 10);
    glOrthof32(0, 1<<12, (192<<12)/256, 0, -10<<12, 10<<12);
    
    REG_POWERCNT^= POWER_SWAP_LCDS;
/////////////


    flux_init();
    create_frame_groups();
    create_button_groups();
    create_titleframe();
    
    dmaCopy(fluxcolors, syscol_table, sizeof(fluxcolors));
    
    dword rc1= create_rect(NOPARENT, 20,20, 128,96, 0x808080);
    dword rc= create_rect(NOPARENT, 10,10, 128,96, 0x404040|TRANSL_3);
    dword frm= clone_frame("titleframe", rc);
    clone_frame("titleframe", rc1);
    //~ clone_group("button", rc, 10,30, 30,14, ALIGN_LEFT|ALIGN_TOP);

    create_rect(rc, 10,10, 10,10, 0xFFFFFF|TRANSL_1);
    create_rect(rc, 20,10, 10,10, 0xFFFFFF|TRANSL_2);
    create_rect(rc, 30,10, 10,10, 0xFFFFFF|TRANSL_3);
    create_rect(rc, 10,15, 30,10, 0xFFFFFF|TRANSL_1);
    
    create_text(rc, 10,30, 40,40, "Text! Space!\nNewline!", 0xFFFFFF, FONT_DEFAULT);
    
    bool redraw_all= true;
    bool touch_wasdown= false;
    int lasttouch_x, lasttouch_y;
    while(1)
    {
	scanKeys();
    	u32 keysheld= keysHeld();
	u32 keysdown= keysDown();
	touch= touchReadXY();
	
	if(keysdown&KEY_A)
	{
	    redraw_all^= 1;
	    iprintf("redraw each frame: %s\n", redraw_all? "on": "off");
	}
	
	if(keysdown&KEY_B)
	{
	    do_texalpha^= 1;
	    iprintf("texture alpha: %s\n", do_texalpha? "on": "off");
	}
	
	if(touch.x || touch.y)
	{
	    flux_mouse_event(touch.px, touch.py, 1);
	    lasttouch_x= touch.px, lasttouch_y= touch.py;
	    touch_wasdown= true;
	}
	else
	{
	    if(touch_wasdown) flux_mouse_event(lasttouch_x, lasttouch_y, 0);
	    touch_wasdown= false;
	}
	    

	flux_tick();
	if(redraw_all)
	{
	    redraw_rect(&viewport);
	    update_rect(&viewport);
	}
	
	swiWaitForVBlank();
    }

    return 0;
}
コード例 #5
0
ファイル: widget.cpp プロジェクト: dvhart/libstk
 void widget::redraw(const rectangle& rect, drawable* source, bool transform)
 {
     // FIXME: what is the benefit of copying the rectangle?
     rectangle redraw_rect(rect);
     parent_.lock()->redraw(redraw_rect, this, true);
 }