int main(int argc, char *argv[]) { Waiter bob("Bob Apple", 314L, 5); Singer bev("Beverly Hills", 522L, 3); Waiter w_temp; Singer s_temp; Worker * pw[LIM] = { &bob, &bev, &w_temp, &s_temp}; int i; for (i = 2; i < LIM; i++) pw[i]->Set(); for (i = 0; i < LIM; i++) { pw[i]->Show(); std::cout << std::endl; } return 0; }
int main() { Waiter bob("Luke Sky", 314L, 5); Singer bev("Beverly H", 522L, 3); Waiter w_tmp; Singer s_tmp; Worker * pv[LIM] = { &bob, &bev, &w_tmp, &s_tmp }; int i; for (i = 2; i < LIM; ++i) pv[i]->Set(); for (i = 0; i < LIM; ++i) { pv[i]->Show(); std::cout << std::endl; } return 0; }
int main() { Waiter bob("Robert Gruszka", 314L, 5); Singer bev("Beverly Hills", 522L, 3); Waiter w_temp; Singer s_temp; Worker * pw[LIM] = {&bob, &bev, &w_temp, &s_temp}; int i; for (i = 2; i < LIM; i++) pw[i]->Set(); for (i = 0; i < LIM; i++) { pw[i]->Show(); std::cout << std::endl; } return 0; }
void MixerTrackCluster::OnPaint(wxPaintEvent &evt) { wxPaintDC dc(this); #ifdef __WXMAC__ // Fill with correct color, not scroller background. Done automatically on Windows. AColor::Medium(&dc, false); dc.DrawRectangle(this->GetClientRect()); #endif wxSize clusterSize = this->GetSize(); wxRect bev(0, 0, clusterSize.GetWidth() - 1, clusterSize.GetHeight() - 1); if (mLeftTrack->GetSelected()) { for (unsigned int i = 0; i < 4; i++) // 4 gives a big bevel, but there were complaints about visibility otherwise. { bev.Inflate(-1, -1); AColor::Bevel(dc, false, bev); } } else AColor::Bevel(dc, true, bev); }
void MixerBoard::LoadMusicalInstruments() { wxRect bev(1, 1, MUSICAL_INSTRUMENT_HEIGHT_AND_WIDTH - 2, MUSICAL_INSTRUMENT_HEIGHT_AND_WIDTH - 2); wxBitmap* bitmap; wxMemoryDC dc; MusicalInstrument* pMusicalInstrument; bitmap = new wxBitmap((const char**)acoustic_guitar_gtr_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("acoustic_guitar_gtr")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)acoustic_piano_pno_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("acoustic_piano_pno")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)back_vocal_bg_vox_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("back_vocal_bg_vox")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)clap_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("clap")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)drums_dr_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("drums_dr")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)electric_bass_guitar_bs_gtr_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("electric_bass_guitar_bs_gtr")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)electric_guitar_gtr_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("electric_guitar_gtr")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)electric_piano_pno_key_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("electric_piano_pno_key")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)kick_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("kick")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)loop_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("loop")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)organ_org_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("organ_org")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)perc_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("perc")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)sax_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("sax")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)snare_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("snare")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)string_violin_cello_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("string_violin_cello")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)synth_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("synth")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)tambo_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("tambo")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)trumpet_horn_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("trumpet_horn")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)turntable_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("turntable")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)vibraphone_vibes_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("vibraphone_vibes")); mMusicalInstruments.Add(pMusicalInstrument); bitmap = new wxBitmap((const char**)vocal_vox_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxT("vocal_vox")); mMusicalInstruments.Add(pMusicalInstrument); // This one must be last, so it wins when best score is 0. bitmap = new wxBitmap((const char**)_default_instrument_xpm); dc.SelectObject(*bitmap); AColor::Bevel(dc, false, bev); pMusicalInstrument = new MusicalInstrument(bitmap, wxEmptyString); mMusicalInstruments.Add(pMusicalInstrument); }
void MixerBoard::CreateMuteSoloImages() { // Much of this is taken from TrackLabel::DrawMuteSolo. wxMemoryDC dc; wxString str = _("Mute"); int textWidth, textHeight; int fontSize = 10; #ifdef __WXMSW__ fontSize = 8; #endif wxFont font(fontSize, wxSWISS, wxNORMAL, wxNORMAL); this->GetTextExtent(str, &textWidth, &textHeight, NULL, NULL, &font); mMuteSoloWidth = textWidth + kQuadrupleInset; if (mMuteSoloWidth < kRightSideStackWidth - kInset) mMuteSoloWidth = kRightSideStackWidth - kInset; wxBitmap bitmap(mMuteSoloWidth, MUTE_SOLO_HEIGHT); dc.SelectObject(bitmap); wxRect bev(0, 0, mMuteSoloWidth - 1, MUTE_SOLO_HEIGHT - 1); // mute button images AColor::Mute(&dc, false, false, false); dc.DrawRectangle(bev); wxCoord x = bev.x + (bev.width - textWidth) / 2; wxCoord y = bev.y + (bev.height - textHeight) / 2; dc.SetFont(font); dc.DrawText(str, x, y); AColor::Bevel(dc, true, bev); mImageMuteUp = new wxImage(bitmap.ConvertToImage()); mImageMuteOver = new wxImage(bitmap.ConvertToImage()); // Same as up, for now. AColor::Mute(&dc, true, true, false); dc.DrawRectangle(bev); dc.DrawText(str, x, y); AColor::Bevel(dc, false, bev); mImageMuteDown = new wxImage(bitmap.ConvertToImage()); AColor::Mute(&dc, true, true, true); dc.DrawRectangle(bev); dc.DrawText(str, x, y); AColor::Bevel(dc, false, bev); mImageMuteDownWhileSolo = new wxImage(bitmap.ConvertToImage()); mImageMuteDisabled = new wxImage(mMuteSoloWidth, MUTE_SOLO_HEIGHT); // Leave empty because unused. // solo button images AColor::Solo(&dc, false, false); dc.DrawRectangle(bev); str = _("Solo"); dc.GetTextExtent(str, &textWidth, &textHeight); x = bev.x + (bev.width - textWidth) / 2; y = bev.y + (bev.height - textHeight) / 2; dc.DrawText(str, x, y); AColor::Bevel(dc, true, bev); mImageSoloUp = new wxImage(bitmap.ConvertToImage()); mImageSoloOver = new wxImage(bitmap.ConvertToImage()); // Same as up, for now. AColor::Solo(&dc, true, true); dc.DrawRectangle(bev); dc.DrawText(str, x, y); AColor::Bevel(dc, false, bev); mImageSoloDown = new wxImage(bitmap.ConvertToImage()); mImageSoloDisabled = new wxImage(mMuteSoloWidth, MUTE_SOLO_HEIGHT); // Leave empty because unused. }