Button::Button(int x, int y, int width, int height, const char* text, MenuAction action, bool enabled, bool confirmation) : sf::Shape() { m_x = x; m_y = y; m_width = width; m_height = height; m_text = text; m_confirm = confirmation; m_enabled = enabled; if(m_enabled) SetColor(sf::Color(200, 200, 200)); else SetColor(sf::Color(100, 100, 100)); m_str = sf::String(text, sf::Font::GetDefaultFont(), 12.0); m_str.SetColor(sf::Color(50, 50, 50)); m_str.SetX(m_x); m_str.SetY(m_y); m_action = action; EnableFill(true); AddPoint(x, y); AddPoint(x+width, y); AddPoint(x+width, y+height); AddPoint(x, y+height); }
OP_STATUS SVGCanvasState::SetDecorationPaint() { SVGCanvasState* decostate = GetDecorationState(); if (decostate == this) return OpStatus::OK; if (decostate != NULL) { SetFillColor(decostate->m_fillcolor); switch (decostate->m_use_fill) { #ifdef SVG_SUPPORT_PAINTSERVERS case USE_PSERVER: SVGPaintServer::IncRef(decostate->m_fill_pserver); SetFillPaintServer(decostate->m_fill_pserver); break; #endif // SVG_SUPPORT_PAINTSERVERS } EnableFill(decostate->m_use_fill); SetStrokeColor(decostate->m_strokecolor); switch (decostate->m_use_stroke) { #ifdef SVG_SUPPORT_PAINTSERVERS case USE_PSERVER: SVGPaintServer::IncRef(decostate->m_stroke_pserver); SetStrokePaintServer(decostate->m_stroke_pserver); break; #endif // SVG_SUPPORT_PAINTSERVERS } EnableStroke(decostate->m_use_stroke); } else { // Use default paint EnableFill(SVGCanvasState::USE_COLOR); SetFillColorRGB(0,0,0); SetFillOpacity(0xff); EnableStroke(SVGCanvasState::USE_NONE); } return OpStatus::OK; }
void TestOLED() { /* if your display isn't working, this is a good place to start -- see if you can read the command register */ TestReadStatus(); EnableFill(true); // FindEdges(); DrawEdges(); DrawFullRect(); ScrollDisplay(); // DrawColorBars(); FillScreenPixels(); DrawCircles(); TestReadPixel(); }