void BaseRender::resizeGL(int w, int h) { d->width = w; d->height = h; resetViewport(w, h); resetOverlay(w, h); }
void MVScrollBar::update() /**************************************************************************** * * Function: MVScrollBar::update * * Description: Updates the state of the scroll bar thumb, if the scroll * bar is visible. * ****************************************************************************/ { if ((flags & sbInteracting) || !(flags & sbDirty)) return; if ((state & sfVisible) && (state & sfExposed)) { setupOwnerViewport(); MS_obscure(); if (flags & sbDirtyLeft) drawLeftArrow(false); if (flags & sbDirtyRight) drawRightArrow(false); if (flags & sbDirtyThumb) drawThumb(-1); MS_show(); resetViewport(); } }
Response InspectorEmulationAgent::disable() { setScriptExecutionDisabled(false); setTouchEmulationEnabled(false, Maybe<String>()); setEmulatedMedia(String()); setCPUThrottlingRate(1); resetViewport(); return Response::OK(); }
void MVListBase::vScrollTo(int j,ibool redraw) /**************************************************************************** * * Function: MVListBase::vScrollTo * Parameters: j - New cell to scroll to in vertical direction * redraw - True if list should be redrawn * * Description: Scrolls the list to start at the new cell 'j' in the * vertical direction, redrawing all necessary cells to do * this. * ]****************************************************************************/ { if (visible.top() != j) { // Setup the viewport for redrawing the list directly, and redraw // it. MVRect v(visible & range); MVRect b(bounds.left()+leftIndent, bounds.top()+topIndent, bounds.left()+leftIndent+cellSize.x*(visible.right()-visible.left()), bounds.top()+topIndent+cellSize.y*(visible.bottom()-visible.top())); int dy = (v.top() - j) * cellSize.y; if (b.right() > (bounds.right()-rightIndent)) b.right() = bounds.right()-rightIndent; if (b.bottom() > (bounds.bottom()-botIndent)) b.bottom() = bounds.bottom()-botIndent; visible.moveTo(hScroll ? hScroll->getValue() : 0,j); vScroll->setValue(j); if (redraw) { CHECK(owner != NULL); setupOwnerViewport(); MS_obscure(); if (j < v.top()) { b.bottom() -= dy; if (!b.isEmpty()) dc.bitBlt(dc,b,b.left(),bounds.top()+topIndent+dy,MGL_REPLACE_MODE); for (int y = j; y < v.top(); y++) for (int x = v.left(); x < v.right(); x++) drawCell(x,y); } else { b.top() -= dy; if (!b.isEmpty()) dc.bitBlt(dc,b,b.left(),bounds.top()+topIndent,MGL_REPLACE_MODE); j -= v.top(); for (int y = 0; y < j; y++) for (int x = v.left(); x < v.right(); x++) drawCell(x,v.bottom()+y); } MS_show(); resetViewport(); } } }
void MVListBase::hScrollTo(int i,ibool redraw) /**************************************************************************** * * Function: MVListBase::hScrollTo * Parameters: i - New cell to scroll to in horizontal direction * redraw - True if list should be redrawn * * Description: Scrolls the list to start at the new cell 'i' in the * horizontal direction, redrawing all necessary cells to do * this. * ****************************************************************************/ { if (visible.left() != i) { // Setup the viewport for redrawing the list directly, and redraw // it. MVRect v(visible & range); MVRect b(bounds.left()+leftIndent, bounds.top()+topIndent, bounds.right()-rightIndent, bounds.bottom()-botIndent); int dx = (v.left() - i) * cellSize.x; visible.moveTo(i,vScroll ? vScroll->getValue() : 0); hScroll->setValue(i); if (redraw) { CHECK(owner != NULL); setupOwnerViewport(); MS_obscure(); if (i < v.left()) { b.right() -= dx; if (!b.isEmpty()) dc.bitBlt(dc,b,bounds.left()+leftIndent+dx,b.top(),MGL_REPLACE_MODE); for (int y = v.top(); y < v.bottom(); y++) for (int x = i; x < v.left(); x++) drawCell(x,y); } else { b.left() -= dx; if (!b.isEmpty()) dc.bitBlt(dc,b,bounds.left()+leftIndent,b.top(),MGL_REPLACE_MODE); i -= v.left(); for (int y = v.top(); y < v.bottom(); y++) for (int x = 0; x < i; x++) drawCell(v.right() + x,y); } MS_show(); resetViewport(); } } }
void MVRenderArea::paint() /**************************************************************************** * * Function: MVRenderArea::paint * * Description: This function paints the view with the current clip * region. We set the viewport to the coordinate space for * the view and then call the render function clipping to * each of the clip rectangles in the clip region. * ****************************************************************************/ { MS_obscure(); setupViewport(); clipAndRenderView = this; clipRgn.traverse(clipAndRender); resetViewport(); MS_show(); }
StatusIndicatorMenuDropDownView::StatusIndicatorMenuDropDownView(StatusIndicatorMenu *controller) : MSceneWindowView(controller), controller(controller), settingsPluginsExtensionArea(NULL), statusIndicatorExtensionArea(NULL), pannableViewport(NULL), closeButtonOverlay(NULL), backgroundWidget(new MStylableWidget) { // Create close button overlay closeButtonOverlay = createCloseButtonOverlay(); // Create the pannable area background widget backgroundWidget->setStyleName("StatusIndicatorMenuWindowBackground"); connect(controller, SIGNAL(hideRequested()), this, SLOT(resetViewport())); connect(controller, SIGNAL(displayEntered()), SLOT(ensureIsViewable())); // Schedule the view to be initialized QTimer::singleShot(VIEW_INITIALIZATION_DELAY, this, SLOT(ensureIsViewable())); }
void BaseRender::paintEvent(QPaintEvent * event) { QPainter p; p.begin(this); p.setRenderHint(QPainter::Antialiasing); glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); qglClearColor(QColor::fromCmykF(0.70, 1.0, 1.0, 0.0)); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_MULTISAMPLE); static GLfloat lightPosition[4] = { 1.5, 5.0, 7.0, 1.0 }; glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); resetViewport(width(), height()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //glTranslatef(0.0, 0.0, -3.0); //glTranslated(0.0, 0.0, -10.0); glColor3f(1.0, 1.0, 1.0); //TODO //GL DRAW COMMANDS glPopAttrib(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); p.drawImage((width() - d->image.width()) / 2, 0, d->image); p.end(); }
void Render_SW_SDL::setWindowSize(int w, int h) { window_w=w; window_h=h; resetViewport(); }
void Render_OpenGL31::setWindowSize(int w, int h) { window_w = static_cast<float>(w); window_h = static_cast<float>(h); resetViewport(); }