void gui_draw_all (gui *g) { gui_draw_background (g); gui_draw_edges (g); gui_draw_points (g); gtk_widget_queue_draw (g->draw_zone); }
void score_limit_run(void) { int tick; // we are paused so use regular ticks tick=time_get(); // draw score limit gl_frame_start(NULL); gui_draw_background(1.0f); network_draw(tick); gl_frame_end(); // pump events since we aren't calling // the regular gui routines input_event_pump(); // if we are hosting, we can exit early // and send the reset message to clients if (net_setup.host.hosting) { // check for time exit or escape exit if ((tick>(score_limit_start_tick+(SCORE_LIMIT_SECOND_PAUSE*1000))) || (input_action_get_state_single(nc_menu))) { game_reset(); score_limit_close(); } return; } // clients can't exit, but if they don't // get an update in the time + 10 seconds, // they auto-quit the game if (tick>(score_limit_start_tick+((SCORE_LIMIT_SECOND_PAUSE+10)*1000))) { score_limit_close(); remote_host_exit(); } }
void gui_draw() { // If we were asked to redraw everything, redraw the background as well if (gui.info.must_redraw == TRUE) gui_draw_background(); al_set_target_bitmap(gui_buffer); for (int i = gui.boxes_count - 1; i >= 0; i--) { t_gui_box* b = gui.boxes_z_ordered[i]; const t_frame bb = b->frame; const v2i bb_min = bb.GetMin(); const v2i bb_max = bb.GetMax(); if (!(b->flags & GUI_BOX_FLAGS_ACTIVE)) continue; // Draw widgets for (t_list* widgets = b->widgets; widgets != NULL; widgets = widgets->next) { t_widget *w = (t_widget *)widgets->elem; if (w->enabled && w->type != WIDGET_TYPE_CLOSEBOX) if (w->redraw_func != NULL) w->redraw_func(w); } // Blit content switch (b->type) { case GUI_BOX_TYPE_STANDARD: al_set_target_bitmap(gui_buffer); al_draw_bitmap_region(b->gfx_buffer, 0, 0, bb.size.x + 1, bb.size.y + 1, bb.pos.x, bb.pos.y, 0x0000); break; case GUI_BOX_TYPE_GAME: gamebox_draw(b, screenbuffer); break; } // Draw borders al_set_target_bitmap(gui_buffer); gui_rect(LOOK_ROUND, bb.pos.x - 2, bb.pos.y - 20, bb.pos.x + bb.size.x + 2, bb.pos.y + bb.size.y + 2, COLOR_SKIN_WINDOW_BORDER); al_draw_line(bb.pos.x, bb.pos.y - 1.5f, bb.pos.x + bb.size.x + 1, bb.pos.y - 1.5f, COLOR_SKIN_WINDOW_BORDER, 0); al_draw_line(bb.pos.x, bb.pos.y - 0.5f, bb.pos.x + bb.size.x + 1, bb.pos.y - 0.5f, COLOR_SKIN_WINDOW_BORDER, 0); // Draw resize widget (invisible for game window) if (b->flags & GUI_BOX_FLAGS_ALLOW_RESIZE) { const bool is_resizing = (gui.mouse.focus == GUI_FOCUS_BOX && gui.mouse.focus_box == b && gui.mouse.focus_is_resizing); if (b->type != GUI_BOX_TYPE_GAME || is_resizing) { const int sz = 9; // display size is 9, interaction is 12 const ALLEGRO_COLOR color = is_resizing ? COLOR_SKIN_WINDOW_TEXT_HIGHLIGHT : COLOR_SKIN_WINDOW_TITLEBAR_TEXT_UNACTIVE; al_draw_filled_triangle(bb_max.x+2, bb_max.y+2, bb_max.x+2-sz, bb_max.y+2, bb_max.x+2, bb_max.y+2-sz, color); } } // Draw title bar { t_frame titlebar_frame; titlebar_frame.pos.x = bb.pos.x; titlebar_frame.pos.y = bb.pos.y - 18; titlebar_frame.size.x = bb.size.x; titlebar_frame.size.y = 15; SkinGradient_DrawHorizontal(&Skins_GetCurrentSkin()->gradient_window_titlebar, gui_buffer, &titlebar_frame); // Draw title bar text, with wrapping // Is window the focused one? const ALLEGRO_COLOR color = (i == 0) ? COLOR_SKIN_WINDOW_TITLEBAR_TEXT : COLOR_SKIN_WINDOW_TITLEBAR_TEXT_UNACTIVE; Font_SetCurrent(FONTID_LARGE); if (Font_TextWidth(FONTID_CUR, b->title) <= (bb.size.x - 8)) { Font_Print (FONTID_CUR, b->title, bb.pos.x + 4, bb.pos.y - 17, color); } else { // FIXME-OPT: shit code. char title[256]; int len = strlen(b->title); strcpy(title, b->title); while (Font_TextWidth(FONTID_CUR, title) > (bb.size.x - 17)) title[--len] = EOSTR; strcat(title, ".."); Font_Print(FONTID_CUR, title, bb.pos.x + 4, bb.pos.y - 17, color); } // Draw widgets for (t_list* widgets = b->widgets; widgets != NULL; widgets = widgets->next) { t_widget *w = (t_widget *)widgets->elem; if (w->enabled && w->type == WIDGET_TYPE_CLOSEBOX) if (w->redraw_func != NULL) w->redraw_func(w); } } } // Redraw menus on top of the desktop gui_redraw_menus(); // Update applets that comes after the redraw gui_update_applets_after_redraw(); // Clear global redrawing flag and makes mouse reappear gui.info.must_redraw = FALSE; }