Exemplo n.º 1
0
void TestScreen::Draw()
{
	glColor4f(1.f,1.f,1.f,1.f);
	glPushMatrix();
	glTranslatef(10.f,(float)GameDisplay::Height() - 10.f,0.f);
	font->Render(testData.c_str());
	glTranslatef(0.f,-15.f,0.f);
	font->Render(testInfo.c_str());
	glBindTexture(GL_TEXTURE_2D, 0);
	glPopMatrix();

	glBegin(GL_LINES);
	glVertex2f(line1Start.X(),line1Start.Y());
	glVertex2f(line1End.X(), line1End.Y());

	glVertex2f(line2Start.X(),line2Start.Y());
	glVertex2f(line2End.X(), line2End.Y());
	glEnd();

	glPushMatrix();
	glTranslatef(circleCenter.X() + sin(circleMod) * 100.f, circleCenter.Y() + cos(circleMod) * 100.f, 0.f);
	glBegin(GL_LINES);
	glVertex2f(-5.f, 0.f);
	glVertex2f(+5.f, 0.f);
	glEnd();
	glPopMatrix();

	glPushMatrix();
	glTranslatef(320.f,40.f,0.f);
	particleEmitter->Draw();
	glPopMatrix();

	glPushMatrix();
	glBegin(GL_TRIANGLES);
	glColor4f(1.f,1.f,1.f,1.f);
	glVertex2f(0.f,100.f);
	glColor4f(0.f,0.f,0.f,1.f);
	glVertex2f(0.f,0.f);
	glColor4f(0.f,0.f,1.f,1.f);
	glVertex2f(100.f,50.f);

	Colour test = Colour(.7f, 1.f, .7f, 1.f);
	glColor4fv(test.RGBA());
	glVertex2f(0.f,100.f);
	glColor4fv(ColourUtils::Invert(test).RGBA());
	glVertex2f(100.f,100.f);
	glColor4fv(ColourUtils::Negative(test).RGBA());
	glVertex2f(50.f,150.f);
	glEnd();
	glPopMatrix();

	GameComponent* gameComponent = gameObject->GetComponent(GCIdType("VisualComponent"));
	VisualComponent* visualComponent = static_cast<VisualComponent*>(gameComponent);
	if (visualComponent)
	{
		visualComponent->Draw();
	}
}
Exemplo n.º 2
0
void BrowserControl::handleXEvent(const XEvent& event)
{
    VisualComponent *component = 0;
    XFindContext(event.xany.display, event.xany.window, m_context, (XPointer*)&component);

    // Send event to the appropriate component that will be handle
    if (component)
        component->handleEvent(event);
}
Exemplo n.º 3
0
void HumanView::drawActor(Actor *a)
{
	try
	{
		PhysicalComponent *phys = (PhysicalComponent*)a->getComponent(PHYSICAL);
		VisualComponent *vis = (VisualComponent*)a->getComponent(VISUAL);
		vector< Vec2D<double> > vertices;
		bm::Color col = vis->colorData;

		// if the actor is invisible, don't render it
		if (!vis->isVisible())
			return;

		// Apply position offset to each vertex
		for (auto i = vis->vertexData.begin(); i != vis->vertexData.end(); i++)
		{
			vertices.push_back((*i) + phys->getPos());
		}
		
		// if there is a texture to render, set it up
		if (vis->texture != nullptr)
		{
			glBindTexture(GL_TEXTURE_2D, vis->texture->id);
			glEnable(GL_TEXTURE_2D);
		}

		// Draw the actor
		glBegin(GL_TRIANGLE_STRIP);
		for (int i = 0; i < vertices.size(); i++)
		{
			glTexCoord2d(vis->textureData[i].x, vis->textureData[i].y);
			glColor4ub(col.r, col.g, col.b, col.a); // unsigned-byte (0-255)
			glVertex2d(vertices[i].x, vertices[i].y);
		}
		// Cleanup
		glEnd();
		glDisable(GL_TEXTURE_2D);
		vertices.clear();

	} 
	catch (Status s)
	{
		if (s != NO_SUCH_COMPONENT_ERR)
			throw s;
	}
}
Exemplo n.º 4
0
void Decorator::Resize () {
    _component->Resize();
}
Exemplo n.º 5
0
void Decorator::Draw () {
    _component->Draw();
}