//______________________________________________ qreal TabBarData::opacity( const QPoint& position ) const { if ( !enabled() ) return OpacityInvalid; const QTabBar* local( qobject_cast<const QTabBar*>( target().data() ) ); if ( !local ) return OpacityInvalid; int index( local->tabAt( position ) ); if ( index < 0 ) return OpacityInvalid; else if ( index == currentIndex() ) return currentOpacity(); else if ( index == previousIndex() ) return previousOpacity(); else return OpacityInvalid; }
void X_Drawer(int pnum) { #define XHAIR_LINE_WIDTH 1.f player_t* player = players + pnum; int xhair = MINMAX_OF(0, cfg.xhair, NUM_XHAIRS); float scale, oldLineWidth, color[4]; Point2Rawf origin; RectRaw win; if(pnum < 0 || pnum >= MAXPLAYERS) return; // Is there a crosshair to draw? if(xhair == 0) return; color[CA] = currentOpacity(player); if(!(color[CA] > 0)) return; R_ViewWindowGeometry(pnum, &win); origin.x = win.origin.x + (win.size.width / 2); origin.y = win.origin.y + (win.size.height / 2); scale = .125f + MINMAX_OF(0, cfg.xhairSize, 1) * .125f * win.size.height * ((float)80/SCREENHEIGHT); oldLineWidth = DGL_GetFloat(DGL_LINE_WIDTH); DGL_SetFloat(DGL_LINE_WIDTH, XHAIR_LINE_WIDTH); currentColor(player, color); DGL_Color4fv(color); GL_DrawSvg3(VG_XHAIR1 + (xhair-1), &origin, scale, MINMAX_OF(0.f, cfg.xhairAngle, 1.f) * 360); // Restore the previous state. DGL_SetFloat(DGL_LINE_WIDTH, oldLineWidth); #undef XHAIR_LINE_WIDTH }