Пример #1
0
void ProcessorList::renderOpenGL()
{
	
	glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values
	drawItems();
	drawScrollBars();
}
Пример #2
0
void LfpDisplayCanvas::renderOpenGL()
{
	
	glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values

	//drawTicks();

	updateScreenBuffer();

	for (int i = 0; i < nChans; i++)
	{
		bool isSelected = false;

		if (selectedChan == i)
			isSelected = true;

		if (checkBounds(i)) {
			setViewport(i);
			//drawBorder(isSelected);
			drawChannelInfo(i,isSelected);
			drawWaveform(i,isSelected);
		}	
	}
	drawScrollBars();

	//std::cout << "Render." << std::endl;
}
Пример #3
0
void InfoLabel::renderOpenGL()
{

	glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values
	drawLabel();
	drawScrollBars();

}
Пример #4
0
void ProcessorList::renderOpenGL()
{
	
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // clear buffers to preset values

	drawItems();
	drawScrollBars();
	
    //glFlush();
    swapBuffers();
}
Пример #5
0
void
ConsoleWindow::drawWindow() { 
    //XXX
    //contentwindow shouldn't scale,
    
    //   _baseWindow.print();
    clean();  //take care of any updates to buffer state
    
    if ( _iconified ) {  drawIconified(); return; } 
    
//    if ( AudicleWindow::main()->m_render_mode == GL_RENDER ) 
//        _baseWindow.dropShadowRounded( 0.35, 0.1);
    
    glPushName(_id);
    
    //window widgets
    //border
    
    glLineWidth( 5.0 );
    drawBase(); //draw window background


    glLineWidth(1.0);

    stencilContent (); //set up content area stencil        
    drawStenciledContent(); //draw ( in stencil ) the window content
    
    glPushMatrix();
    
    _baseWindow.transform(); //base window transform
    //  _contentWindow.outlineQuad();// content boundary  
    glLineWidth(2);

    drawStatus();  //status information

    drawScrollBars(); //scrollbar interaction

    drawUILayer(); //button UI interface
            
    glPopMatrix();
    
    glPopName();

}
Пример #6
0
void SpikeDisplayCanvas::renderOpenGL()
{
	//if(!plotsInitialized)
	//	initializeSpikePlots();

	glClearColor (0.667, 0.698, 0.718, 1.0);
	glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values

	// Get Spikes from the processor
	// Iterate through each spike, passing them individually to the appropriate plots and calling redraw before moving on to the next spike
	 processSpikeEvents();

	 for (int i = 0; i < plots.size(); i++)
	 {
	 	plots[i]->redraw();
	 	drawPlotTitle(i);
	 }

	drawScrollBars();
 	
}
Пример #7
0
void LfpDisplayCanvas::renderOpenGL()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // clear buffers to preset values


    //glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values

    if (animationIsActive)
        updateScreenBuffer();

    for (int i = 0; i < nChans; i++)
    {
        bool isSelected = false;

        if (selectedChan == i)
            isSelected = true;

        if (checkBounds(i)) {
            //setViewport(i);
            //drawBorder(isSelected);
            drawWaveform(i,isSelected);
            drawChannelInfo(i,isSelected);

        }
    }

    drawScrollBars();

    drawProgressBar();

    drawTimeline();

    // glFlush();
    swapBuffers();

}