int main(){ Simple_window win(Point(100, 100), 600, 400, "Arc"); Graph_lib::Arc arc1(Point(300, 200), 100, 100, 45, 135); Graph_lib::Arc arc2(Point(300, 200), 100, 100, 225, 315); arc1.set_fill_color(Color::dark_green); arc1.set_color(Color::white); arc1.set_style(Line_style(Line_style::solid, 10)); arc2.set_fill_color(Color::dark_blue); arc2.set_color(Color::white); arc2.set_style(Line_style(Line_style::solid, 10)); win.attach(arc1); win.attach(arc2); win.wait_for_button(); }
void G_WriteSnapshots (FILE *file) { unsigned int i; for (i = 0; i < wadlevelinfos.Size(); i++) { if (wadlevelinfos[i].snapshot) { FPNGChunkArchive arc (file, SNAP_ID); writeSnapShot (arc, (level_info_t *)&wadlevelinfos[i]); } } if (TheDefaultLevelInfo.snapshot != NULL) { FPNGChunkArchive arc (file, DSNP_ID); writeSnapShot(arc, &TheDefaultLevelInfo); } FPNGChunkArchive *arc = NULL; // Write out which levels have been visited for (i = 0; i < wadlevelinfos.Size(); ++i) { if (wadlevelinfos[i].flags & LEVEL_VISITED) { if (arc == NULL) { arc = new FPNGChunkArchive (file, VIST_ID); } writeMapName (*arc, wadlevelinfos[i].MapName); } } if (arc != NULL) { BYTE zero = 0; *arc << zero; delete arc; } // Store player classes to be used when spawning a random class if (multiplayer) { FPNGChunkArchive arc2 (file, RCLS_ID); for (i = 0; i < MAXPLAYERS; ++i) { SBYTE cnum = SinglePlayerClass[i]; arc2 << cnum; } } // Store player classes that are currently in use FPNGChunkArchive arc3 (file, PCLS_ID); for (i = 0; i < MAXPLAYERS; ++i) { BYTE pnum; if (playeringame[i]) { pnum = i; arc3 << pnum; arc3.UserWriteClass (players[i].cls); } pnum = 255; arc3 << pnum; } }