Пример #1
0
void HeightDown (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1)
{
    if(asdcfg->Dim.y > MIN_HEIGHT)
    {
        asdcfg->Dim.y--;
        DrawDigits(screen, digits, asdcfg->Dim.y, HEIGHTSP, asdcfg->bBnw);
        if(CapR(&asdcfg->Mines, 9, (asdcfg->Dim.x-1) * (asdcfg->Dim.y-1)))
            DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw);
    }
}
Пример #2
0
void WidthDown  (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1)
{
    if(asdcfg->Dim.x > MIN_WIDTH)
    {
        asdcfg->Dim.x--;
        DrawDigits(screen, digits, asdcfg->Dim.x, WIDTHSP, asdcfg->bBnw);
        if(CapR(&asdcfg->Mines, 9, (asdcfg->Dim.x-1) * (asdcfg->Dim.y-1)))
            DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw);
    }
}
Пример #3
0
void CBarGeneratorEan8::Generate(void* data)
{
	EAN8* p;
	EAN8 ean8;
	p=reinterpret_cast<EAN8*>(data);
	ean8=*p;

	int digit=CheckDigit(ean8);
	if (DigitLen(ean8)==7) {
		ean8*=10;
		ean8+=digit;
	}
	else if (DigitLen(ean8)==8) {
		EAN8 lastDigit;
		lastDigit=ean8-(EAN8)((EAN8)(ean8/10)*10);
		if (lastDigit!=digit)
			throw CBarGeneratorException("Check digit error");
	}

	if (DigitLen(ean8)!=8)
		throw CBarGeneratorException("Length of EAN8 error");

	std::string binary;
	binary=EncodeDigits(ean8);

	if (binary.length()!=67)
		throw CBarGeneratorException("Binary length error");

	DrawBars(binary);
	DrawDigits(ean8);
}
Пример #4
0
void MinesDown  (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1)
{
    if(asdcfg->Mines > MIN_MINES)
    {
        asdcfg->Mines--;
        DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw);
    }
}
Пример #5
0
void MinesUp    (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1)
{
    if(asdcfg->Mines < (asdcfg->Dim.x-1) * (asdcfg->Dim.y-1))
    {
        asdcfg->Mines++;
        DrawDigits(screen, digits, asdcfg->Mines, MINESSP, asdcfg->bBnw);
    }
}
Пример #6
0
void HeightUp   (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1)
{
    if(asdcfg->Dim.y < MAX_HEIGHT)
    {
        asdcfg->Dim.y++;
        DrawDigits(screen, digits, asdcfg->Dim.y, HEIGHTSP, asdcfg->bBnw);
    }
}
Пример #7
0
void WidthUp    (SDL_Surface *screen, SDL_Surface *digits, Config *asdcfg, unsigned *unused1)
{
    if(asdcfg->Dim.x < MAX_WIDTH)
    {
        asdcfg->Dim.x++;
        DrawDigits(screen, digits, asdcfg->Dim.x, WIDTHSP, asdcfg->bBnw);
    }
}
Пример #8
0
/////////////////////////////////////////////////////////////////////
//  main draw event for this control
/////////////////////////////////////////////////////////////////////
void CFreqCtrl::paintEvent(QPaintEvent *)
{
    QPainter painter(&m_Pixmap);
    if(m_UpdateAll) //if need to redraw everything
    {
        DrawBkGround(painter);
        m_UpdateAll = FALSE;
    }
    // draw any modified digits to the m_MemDC
    DrawDigits(painter);
    //now draw pixmap onto screen
    QPainter scrnpainter(this);
    scrnpainter.drawPixmap(0,0,m_Pixmap);   //blt to the screen(flickers like a candle, why?)
}
Пример #9
0
//*****************************************************
void PointersView::Draw(BRect rect)
{
	if (Pool.sample_type != NONE){
		DrawDigits( 34, 18, Pool.l_pointer);
		DrawDigits( 109,18, Pool.r_pointer);
		DrawDigits( 184,18, Pool.r_pointer - Pool.l_pointer+1);

		DrawDigits( 34, 41, Pool.pointer);
		if (Pool.selection != NONE){
			DrawDigits( 109,41, Pool.r_sel_pointer);
			DrawDigits( 184,41, Pool.r_sel_pointer - Pool.pointer+1);
		}else{
			DrawDigits( 184,41, 0);
		}
//		Sync();
	}
}
Пример #10
0
void HUD::Draw(Locus::RenderingState& renderingState) const
{
   //draw crosshairs
   renderingState.shaderController.UseProgram(notTexturedNotLitProgramID);

   glLineWidth(3.0f);

   renderingState.transformationStack.Push();
   renderingState.transformationStack.Translate(Locus::FVector3(static_cast<float>(crosshairsX), static_cast<float>(crosshairsY), 0.0f));
   renderingState.UploadTransformations();

   crosshairs.Draw(renderingState);

   renderingState.transformationStack.Pop();

   glLineWidth(1.0f);

   renderingState.shaderController.UseProgram(texturedNotLitProgramID);

   glEnable (GL_BLEND);

   //draw lives icon
   textureManager->GetTexture(MPM::TextureManager::Lives_Icon_TextureName)->Bind();
   renderingState.shaderController.SetTextureUniform(Locus::ShaderSource::Map_Diffuse, 0);

   renderingState.transformationStack.UploadTransformations(renderingState.shaderController, livesIcon.CurrentModelTransformation());
   livesIcon.Draw(renderingState);

   //draw lives times
   textureManager->GetTexture(MPM::TextureManager::Lives_Times_TextureName)->Bind();
   renderingState.transformationStack.UploadTransformations(renderingState.shaderController, livesTimes.CurrentModelTransformation());
   livesTimes.Draw(renderingState);

   //draw num extra lives
   textureManager->GetTexture(MPM::TextureManager::MakeDigitTextureName(lives - 1))->Bind();
   renderingState.transformationStack.UploadTransformations(renderingState.shaderController, livesQuad.CurrentModelTransformation());
   livesQuad.Draw(renderingState);

   //draw score label
   textureManager->GetTexture(MPM::TextureManager::Score_Label_TextureName)->Bind();
   renderingState.transformationStack.UploadTransformations(renderingState.shaderController, scoreLabel.CurrentModelTransformation());
   scoreLabel.Draw(renderingState);

   //draw level label
   textureManager->GetTexture(MPM::TextureManager::Level_Label_TextureName)->Bind();
   renderingState.transformationStack.UploadTransformations(renderingState.shaderController, levelLabel.CurrentModelTransformation());
   levelLabel.Draw(renderingState);

   //draw score
   DrawDigits(renderingState, score, HUD_NUM_SCORE_DIGITS, scoreX, topStripY);

   //draw level
   DrawDigits(renderingState, level, HUD_NUM_LEVEL_DIGITS, levelX, topStripY);

   DrawAmmo(renderingState);

   //draw FPS
   DrawDigits(renderingState, fps, HUD_NUM_FPS_DIGITS, fpsX, bottomStripY);

   glDisable(GL_BLEND);
}