Пример #1
0
void
MaskedIcon::Draw(Canvas &canvas, PixelScalar x, PixelScalar y) const
{
  assert(IsDefined());

#ifdef ENABLE_OPENGL
  if (size.cx == 0)
    /* hack: do the postponed layout calcuation now */
    const_cast<MaskedIcon *>(this)->CalculateLayout((bool)size.cy);

  OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

  const GLEnable scope(GL_TEXTURE_2D);
  const GLBlend blend(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  GLTexture &texture = *bitmap.GetNative();
  texture.Bind();
  texture.Draw(x - origin.x, y - origin.y);
#else

#ifdef USE_GDI
  /* our icons are monochrome bitmaps, and GDI uses current colors of
     the destination HDC when blitting from a monochrome HDC */
  canvas.SetTextColor(COLOR_BLACK);
  canvas.SetBackgroundColor(COLOR_WHITE);
#endif

  canvas.CopyOr(x - origin.x, y - origin.y, size.cx, size.cy,
                 bitmap, 0, 0);
  canvas.CopyAnd(x - origin.x, y - origin.y, size.cx, size.cy,
                  bitmap, size.cx, 0);
#endif
}
void
TransparentRendererCache::CopyAndTo(Canvas &canvas,
                                    const WindowProjection &projection) const
{
    if (empty)
        return;

    canvas.CopyAnd(0, 0,
                   projection.GetScreenWidth(), projection.GetScreenHeight(),
                   buffer, 0, 0);
}
Пример #3
0
void
TabDisplay::PaintButton(Canvas &canvas, unsigned CaptionStyle,
                        const TCHAR *caption, const PixelRect &rc,
                        const Bitmap *bmp, const bool isDown, bool inverse)
{
  PixelRect rcTextFinal = rc;
  const UPixelScalar buttonheight = rc.bottom - rc.top;
  const PixelSize text_size = canvas.CalcTextSize(caption);
  const int textwidth = text_size.cx;
  const int textheight = text_size.cy;
  UPixelScalar textheightoffset = 0;

  if (textwidth > (rc.right - rc.left)) // assume 2 lines
    textheightoffset = std::max(0, (int)(buttonheight - textheight * 2) / 2);
  else
    textheightoffset = std::max(0, (int)(buttonheight - textheight) / 2);

  rcTextFinal.top += textheightoffset;

  canvas.DrawFilledRectangle(rc, canvas.GetBackgroundColor());

  if (bmp != NULL) {
    const PixelSize bitmap_size = bmp->GetSize();
    const int offsetx = (rc.right - rc.left - bitmap_size.cx / 2) / 2;
    const int offsety = (rc.bottom - rc.top - bitmap_size.cy) / 2;

    if (inverse) // black background
      canvas.CopyNotOr(rc.left + offsetx,
                       rc.top + offsety,
                       bitmap_size.cx / 2,
                       bitmap_size.cy,
                       *bmp,
                       bitmap_size.cx / 2, 0);

    else
      canvas.CopyAnd(rc.left + offsetx,
                      rc.top + offsety,
                      bitmap_size.cx / 2,
                      bitmap_size.cy,
                      *bmp,
                      bitmap_size.cx / 2, 0);

  } else {
#ifndef USE_GDI
    if (IsDithered())
      CaptionStyle |= DT_UNDERLINE;
#endif

    canvas.DrawFormattedText(&rcTextFinal, caption, CaptionStyle);
  }
}
Пример #4
0
void
TabDisplay::PaintButton(Canvas &canvas, unsigned CaptionStyle,
                        const TCHAR *caption, const PixelRect &rc,
                        const Bitmap *bmp, const bool isDown, bool inverse)
{
  PixelRect rcTextFinal = rc;
  const UPixelScalar buttonheight = rc.bottom - rc.top;
  const PixelSize text_size = canvas.CalcTextSize(caption);
  const int textwidth = text_size.cx;
  const int textheight = text_size.cy;
  UPixelScalar textheightoffset = 0;

  if (textwidth > (rc.right - rc.left)) // assume 2 lines
    textheightoffset = std::max(0, (int)(buttonheight - textheight * 2) / 2);
  else
    textheightoffset = std::max(0, (int)(buttonheight - textheight) / 2);

  rcTextFinal.top += textheightoffset;

  canvas.DrawFilledRectangle(rc, canvas.GetBackgroundColor());

  if (bmp != nullptr) {
    const PixelSize bitmap_size = bmp->GetSize();
    const int offsetx = (rc.right - rc.left - bitmap_size.cx / 2) / 2;
    const int offsety = (rc.bottom - rc.top - bitmap_size.cy) / 2;

#ifdef ENABLE_OPENGL

    if (inverse) {
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

      /* invert the texture color */
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);

      /* copy the texture alpha */
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
    } else
      /* simple copy */
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

    const GLEnable scope(GL_TEXTURE_2D);
    const GLBlend blend(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    GLTexture &texture = *bmp->GetNative();
    texture.Bind();
    texture.Draw(rc.left + offsetx, rc.top + offsety);

#else
    if (inverse) // black background
      canvas.CopyNotOr(rc.left + offsetx,
                       rc.top + offsety,
                       bitmap_size.cx / 2,
                       bitmap_size.cy,
                       *bmp,
                       bitmap_size.cx / 2, 0);

    else
      canvas.CopyAnd(rc.left + offsetx,
                      rc.top + offsety,
                      bitmap_size.cx / 2,
                      bitmap_size.cy,
                      *bmp,
                      bitmap_size.cx / 2, 0);
#endif

  } else {
#ifndef USE_GDI
    if (IsDithered())
      CaptionStyle |= DT_UNDERLINE;
#endif

    canvas.DrawFormattedText(&rcTextFinal, caption, CaptionStyle);
  }
}
Пример #5
0
void
PaintTask(Canvas &canvas, const WindowProjection &projection,
          const OrderedTask &task,
          const GeoPoint &location,
          const MapSettings &settings_map,
          const TaskLook &task_look,
          const AirspaceLook &airspace_look,
          const RasterTerrain *terrain, const Airspaces *airspaces,
          bool fai_sectors,
          int highlight_index)
{
  BackgroundRenderer background;
  background.SetTerrain(terrain);
  background.Draw(canvas, projection, settings_map.terrain);

  if (airspaces != NULL) {
    AirspaceRenderer airspace_renderer(airspace_look);
    airspace_renderer.SetAirspaces(airspaces);

#ifndef ENABLE_OPENGL
    BufferCanvas stencil_canvas;
    stencil_canvas.Create(canvas);
#endif

    airspace_renderer.Draw(canvas,
#ifndef ENABLE_OPENGL
                           stencil_canvas,
#endif
                           projection, settings_map.airspace);
  }

#ifdef ENABLE_OPENGL
  /* desaturate the map background, to focus on the task */
  canvas.FadeToWhite(0xc0);
#endif

  if (fai_sectors && IsFAITriangleApplicable(task)) {
    static constexpr Color fill_color = COLOR_YELLOW;
#if defined(ENABLE_OPENGL) || defined(USE_MEMORY_CANVAS)
#ifdef ENABLE_OPENGL
    const ScopeAlphaBlend alpha_blend;
#endif

    canvas.Select(Brush(fill_color.WithAlpha(40)));
    canvas.Select(Pen(1, COLOR_BLACK.WithAlpha(80)));
    RenderFAISectors(canvas, projection, task);
#else
    BufferCanvas buffer_canvas;
    buffer_canvas.Create(canvas);
    buffer_canvas.ClearWhite();
#ifdef HAVE_HATCHED_BRUSH
    buffer_canvas.Select(airspace_look.brushes[3]);
    buffer_canvas.SetTextColor(fill_color);
    buffer_canvas.SetBackgroundColor(COLOR_WHITE);
#else
    buffer_canvas.Select(Brush(fill_color));
#endif
    buffer_canvas.SelectNullPen();
    RenderFAISectors(buffer_canvas, projection, task);
    canvas.CopyAnd(buffer_canvas);

    canvas.SelectHollowBrush();
    canvas.SelectBlackPen();
    RenderFAISectors(canvas, projection, task);
#endif
  }

  OZRenderer ozv(task_look, airspace_look, settings_map.airspace);
  TaskPointRenderer tpv(canvas, projection, task_look,
                        task.GetTaskProjection(),
                        ozv, false, TaskPointRenderer::NONE,
                        location);
  TaskRenderer dv(tpv, projection.GetScreenBounds());
  dv.Draw(task);

  // highlight a task point
  if (highlight_index >= 0 && highlight_index < (int) task.TaskSize()) {
    /* TODO: clumsy way of highlighting. maybe it should be done by
     *       painting the task point with a different pen and brush,
     *       e.g. red, 4px wide
     */
    auto pt = projection.GeoToScreen(task.GetPoint(highlight_index).
                                     GetLocation());
    canvas.Select(task_look.highlight_pen);
    canvas.DrawLine(pt.x - 7, pt.y - 7, pt.x + 7, pt.y + 7);
    canvas.DrawLine(pt.x + 7, pt.y - 7, pt.x - 7, pt.y + 7);
  }
}