func (tsm *ThunderSubMenu) Draw(region Region, style StyleStack) { gl.Disable(gl.TEXTURE_2D) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.BLEND) base.EnableShader("marble") offset, ok := style.Get("offset").(linear.Vec2) if ok { base.SetUniformV2("marble", "offset", offset) } else { base.SetUniformV2("marble", "offset", linear.Vec2{}) } gl.Color4ub(255, 255, 255, 255) gl.Begin(gl.QUADS) x := gl.Int(region.X) y := gl.Int(region.Y) dx := gl.Int(region.Dx) dy := gl.Int(region.Dy) gl.Vertex2i(x, y) gl.Vertex2i(x, y+dy) gl.Vertex2i(x+dx, y+dy) gl.Vertex2i(x+dx, y) gl.End() base.EnableShader("") for i, option := range tsm.Options { region.Dy = tsm.requests[option].Dy if i == tsm.selected { style.PushStyle(map[string]interface{}{"selected": true}) } else { style.PushStyle(map[string]interface{}{"selected": false}) } option.Draw(region, style) style.Pop() region.Y += tsm.requests[option].Dy } }
func (wp *waypoint) RenderOnFloor() { if !wp.active { return } wp.drawn = true gl.Color4ub(200, 0, 0, 128) base.EnableShader("waypoint") base.SetUniformF("waypoint", "radius", float32(wp.Radius)) t := float32(time.Now().UnixNano()%1e15) / 1.0e9 base.SetUniformF("waypoint", "time", t) gl.Begin(gl.QUADS) gl.TexCoord2i(0, 1) gl.Vertex2i(int32(wp.X-wp.Radius), int32(wp.Y-wp.Radius)) gl.TexCoord2i(0, 0) gl.Vertex2i(int32(wp.X-wp.Radius), int32(wp.Y+wp.Radius)) gl.TexCoord2i(1, 0) gl.Vertex2i(int32(wp.X+wp.Radius), int32(wp.Y+wp.Radius)) gl.TexCoord2i(1, 1) gl.Vertex2i(int32(wp.X+wp.Radius), int32(wp.Y-wp.Radius)) gl.End() base.EnableShader("") // base.EnableShader("") }
func (co *colorOption) DrawInfo(x, y, dx, dy int) { gl.Disable(gl.TEXTURE_2D) gl.Color4ub(co.r, co.g, co.b, co.a) gl.Begin(gl.QUADS) gl.Vertex2i(int32(x), int32(y)) gl.Vertex2i(int32(x), int32(y+dy)) gl.Vertex2i(int32(x+dx), int32(y+dy)) gl.Vertex2i(int32(x+dx), int32(y)) gl.End() }
func (gw *GameWindow) Draw(region gui.Region, style gui.StyleStack) { defer base.StackCatcher() defer func() { // gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0) gl.Disable(gl.TEXTURE_2D) gl.Color4ub(255, 255, 255, 255) gl.LineWidth(3) gl.Begin(gl.LINES) bx, by := gl.Int(region.X), gl.Int(region.Y) bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy) gl.Vertex2i(bx, by) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx, by) gl.End() gl.LineWidth(1) }() gw.Engine.Pause() game := gw.Engine.GetState().(*Game) game.RenderLocal(region, gw.Local) gw.Engine.Unpause() }
func (gw *GameWindow) Draw(region g2.Region, style g2.StyleStack) { defer base.StackCatcher() defer func() { // gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0) gl.Disable(gl.TEXTURE_2D) gl.Color4ub(255, 255, 255, 255) gl.LineWidth(3) gl.Begin(gl.LINES) bx, by := gl.Int(region.X), gl.Int(region.Y) bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy) gl.Vertex2i(bx, by) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by+bdy) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx+bdx, by) gl.Vertex2i(bx, by) gl.End() gl.LineWidth(1) }() gw.Engine.Pause() game := gw.Engine.GetState().(*Game) // Note that since we do a READER lock on game.local we cannot do any writes // to local data while rendering. game.local.RLock() game.RenderLocal(region) game.local.RUnlock() gw.Engine.Unpause() }
func (o *Overlay) Draw(region gui.Region) { o.region = region switch o.game.Side { case SideHaunt: if o.game.los.denizens.mode == LosModeBlind { return } case SideExplorers: if o.game.los.intruders.mode == LosModeBlind { return } default: return } for _, wp := range o.game.Waypoints { if !wp.active || wp.drawn { continue } cx := float32(wp.X) cy := float32(wp.Y) r := float32(wp.Radius) cx1, cy1 := o.game.viewer.BoardToWindow(cx-r, cy-r) cx2, cy2 := o.game.viewer.BoardToWindow(cx-r, cy+r) cx3, cy3 := o.game.viewer.BoardToWindow(cx+r, cy+r) cx4, cy4 := o.game.viewer.BoardToWindow(cx+r, cy-r) gl.Color4ub(200, 0, 0, 128) base.EnableShader("waypoint") base.SetUniformF("waypoint", "radius", float32(wp.Radius)) t := float32(time.Now().UnixNano()%1e15) / 1.0e9 base.SetUniformF("waypoint", "time", t) gl.Begin(gl.QUADS) gl.TexCoord2i(0, 1) gl.Vertex2i(int32(cx1), int32(cy1)) gl.TexCoord2i(0, 0) gl.Vertex2i(int32(cx2), int32(cy2)) gl.TexCoord2i(1, 0) gl.Vertex2i(int32(cx3), int32(cy3)) gl.TexCoord2i(1, 1) gl.Vertex2i(int32(cx4), int32(cy4)) gl.End() base.EnableShader("") } }
func (c *Console) DrawFocused(region gui.Region) { gl.Color4d(0.2, 0, 0.3, 0.8) gl.Disable(gl.TEXTURE_2D) gl.Begin(gl.QUADS) { x := gl.Int(region.X) y := gl.Int(region.Y) x2 := gl.Int(region.X + region.Dx) y2 := gl.Int(region.Y + region.Dy) gl.Vertex2i(x, y) gl.Vertex2i(x, y2) gl.Vertex2i(x2, y2) gl.Vertex2i(x2, y) } gl.End() gl.Color4d(1, 1, 1, 1) y := float64(region.Y) + float64(len(c.lines))*lineHeight do_color := func(line string) { if strings.HasPrefix(line, "LOG") { gl.Color4d(1, 1, 1, 1) } if strings.HasPrefix(line, "WARN") { gl.Color4d(1, 1, 0, 1) } if strings.HasPrefix(line, "ERROR") { gl.Color4d(1, 0, 0, 1) } } if c.start > c.end { for i := c.start; i < len(c.lines); i++ { do_color(c.lines[i]) c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left) y -= lineHeight } for i := 0; i < c.end; i++ { do_color(c.lines[i]) c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left) y -= lineHeight } } else { for i := c.start; i < c.end && i < len(c.lines); i++ { do_color(c.lines[i]) c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left) y -= lineHeight } } }
func drawQuad(x, y, w, h int, u, v, u2, v2 float32) { gl.Begin(gl.QUADS) gl.TexCoord2f(gl.Float(u), gl.Float(v)) gl.Vertex2i(gl.Int(x), gl.Int(y)) gl.TexCoord2f(gl.Float(u2), gl.Float(v)) gl.Vertex2i(gl.Int(x+w), gl.Int(y)) gl.TexCoord2f(gl.Float(u2), gl.Float(v2)) gl.Vertex2i(gl.Int(x+w), gl.Int(y+h)) gl.TexCoord2f(gl.Float(u), gl.Float(v2)) gl.Vertex2i(gl.Int(x), gl.Int(y+h)) gl.End() }
func (p *PosWidget) Draw(region Region, style StyleStack) { gl.Disable(gl.TEXTURE_2D) gl.Color4ub(0, 255, 0, 255) gl.Begin(gl.QUADS) x := gl.Int(region.X) y := gl.Int(region.Y) dx := gl.Int(base.GetDictionary("luxisr").StringWidth(p.text, float64(p.Size))) dy := gl.Int(p.Size) gl.Vertex2i(x, y) gl.Vertex2i(x, y+dy) gl.Vertex2i(x+dx, y+dy) gl.Vertex2i(x+dx, y) gl.End() base.Log().Printf("%v %v %v %v", x, y, dx, dy) gl.Color4ub(255, 0, 255, 255) base.GetDictionary("luxisr").RenderString(p.text, float64(region.X), float64(region.Y), 0, float64(p.Size), gui.Left) }
func (g *Game) renderLosMask(local *LocalData) { ent := g.Ents[local.moba.currentPlayer.gid] if ent == nil { return } walls := g.temp.VisibleWallCache[GidInvadersStart].GetWalls(int(ent.Pos().X), int(ent.Pos().Y)) gl.Disable(gl.TEXTURE_2D) gl.Color4ub(0, 0, 0, 255) gl.Begin(gl.TRIANGLES) for _, wall := range walls { if wall.Right(ent.Pos()) { continue } a := wall.P b := ent.Pos().Sub(wall.P).Norm().Scale(-10000.0).Add(wall.P) mid := wall.P.Add(wall.Q).Scale(0.5) c := ent.Pos().Sub(mid).Norm().Scale(-10000.0).Add(mid) d := ent.Pos().Sub(wall.Q).Norm().Scale(-10000.0).Add(wall.Q) e := wall.Q gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y)) gl.Vertex2d(gl.Double(b.X), gl.Double(b.Y)) gl.Vertex2d(gl.Double(c.X), gl.Double(c.Y)) gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y)) gl.Vertex2d(gl.Double(c.X), gl.Double(c.Y)) gl.Vertex2d(gl.Double(d.X), gl.Double(d.Y)) gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y)) gl.Vertex2d(gl.Double(d.X), gl.Double(d.Y)) gl.Vertex2d(gl.Double(e.X), gl.Double(e.Y)) } gl.End() base.EnableShader("horizon") base.SetUniformV2("horizon", "center", ent.Pos()) base.SetUniformF("horizon", "horizon", LosMaxDist) gl.Begin(gl.QUADS) dx := gl.Int(g.Levels[GidInvadersStart].Room.Dx) dy := gl.Int(g.Levels[GidInvadersStart].Room.Dy) gl.Vertex2i(0, 0) gl.Vertex2i(dx, 0) gl.Vertex2i(dx, dy) gl.Vertex2i(0, dy) gl.End() base.EnableShader("") }
func (b *Box) Draw(region Region, style StyleStack) { b.Last = region gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.TEXTURE_2D) if b.Hover { gl.Color4ub(gl.Ubyte(b.Color[0]), gl.Ubyte(b.Color[1]), gl.Ubyte(b.Color[2]), gl.Ubyte(b.Color[3])) } else { gl.Color4ub(gl.Ubyte(b.Color[0]), gl.Ubyte(b.Color[1]), gl.Ubyte(b.Color[2]), gl.Ubyte(b.Color[3])/2) } gl.Begin(gl.QUADS) x := gl.Int(region.X) y := gl.Int(region.Y) dx := gl.Int(region.Dx) dy := gl.Int(region.Dy) gl.Vertex2i(x, y) gl.Vertex2i(x+dx, y) gl.Vertex2i(x+dx, y+dy) gl.Vertex2i(x, y+dy) gl.End() }
func setupTextureList() { textureListSync.Do(func() { render.Queue(func() { textureList = gl.GenLists(1) gl.NewList(textureList, gl.COMPILE) gl.Begin(gl.QUADS) gl.TexCoord2d(0, -1) gl.Vertex2i(0, 0) gl.TexCoord2d(0, 0) gl.Vertex2i(0, 1) gl.TexCoord2d(1, 0) gl.Vertex2i(1, 1) gl.TexCoord2d(1, -1) gl.Vertex2i(1, 0) gl.End() gl.EndList() }) }) }
func (c *Console) Draw(x, y, dx, dy int) { if !gin.In().GetKeyFlat(gin.EitherShift, gin.DeviceTypeAny, gin.DeviceIndexAny).IsDown() { return } c.tail.GetLines(c.lines) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4d(0.2, 0, 0.3, 0.8) gl.Disable(gl.TEXTURE_2D) gl.Begin(gl.QUADS) { glx := gl.Int(x) gly := gl.Int(y) glx2 := gl.Int(x + dx) gly2 := gl.Int(y + dy) gl.Vertex2i(glx, gly) gl.Vertex2i(glx, gly2) gl.Vertex2i(glx2, gly2) gl.Vertex2i(glx2, gly) } gl.End() gui.SetFontColor(1, 1, 1, 1) startY := float64(y + dy - len(c.lines)*lineHeight) for i, line := range c.lines { switch { case strings.HasPrefix(line, "LOG"): gui.SetFontColor(1, 1, 1, 1) case strings.HasPrefix(line, "WARN"): gui.SetFontColor(1, 1, 0, 1) case strings.HasPrefix(line, "ERROR"): gui.SetFontColor(1, 0, 0, 1) default: gui.SetFontColor(1, 1, 1, 0.7) } c.dict.RenderString(line, float64(x), startY+float64(i*lineHeight), 0, lineHeight, gui.Left) } }
func (c *Console) Draw(region Region, stlye StyleStack) { if !c.visible { return } gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4d(0.2, 0, 0.3, 0.8) gl.Disable(gl.TEXTURE_2D) gl.Begin(gl.QUADS) { x := gl.Int(region.X) y := gl.Int(region.Y) x2 := gl.Int(region.X + region.Dx) y2 := gl.Int(region.Y + region.Dy) gl.Vertex2i(x, y) gl.Vertex2i(x, y2) gl.Vertex2i(x2, y2) gl.Vertex2i(x2, y) } gl.End() gui.SetFontColor(1, 1, 1, 1) startY := float64(region.Y + region.Dy - len(c.lines)*lineHeight) for i, line := range c.lines { switch { case strings.HasPrefix(line, "LOG"): gui.SetFontColor(1, 1, 1, 1) case strings.HasPrefix(line, "WARN"): gui.SetFontColor(1, 1, 0, 1) case strings.HasPrefix(line, "ERROR"): gui.SetFontColor(1, 0, 0, 1) default: gui.SetFontColor(1, 1, 1, 0.7) } c.dict.RenderString(line, float64(region.X), startY+float64(i*lineHeight), 0, lineHeight, gui.Left) } }
func drawSelection(p1, p2 Point) { min, max := minMaxPoints(p1, p2) gl.Color3ub(255, 0, 0) gl.Begin(gl.LINES) gl.Vertex2i(min.X, min.Y) gl.Vertex2i(max.X, min.Y) gl.Vertex2i(min.X, min.Y) gl.Vertex2i(min.X, max.Y) gl.Vertex2i(max.X, max.Y) gl.Vertex2i(max.X, min.Y) gl.Vertex2i(max.X, max.Y) gl.Vertex2i(min.X, max.Y) gl.End() gl.Color3ub(255, 255, 255) }
func (c *iconWithText) Draw(hovered, selected, selectable bool, region gui.Region) { var f float64 switch { case selected: f = 1.0 case hovered || selectable: f = 0.6 default: f = 0.4 } gl.Color4d(f, f, f, 1) c.Icon.Data().RenderNatural(region.X, region.Y) if hovered && selectable { if selected { gl.Color4d(1, 0, 0, 0.3) } else { gl.Color4d(1, 0, 0, 1) } gl.Disable(gl.TEXTURE_2D) gl.Begin(gl.LINES) x := int32(region.X + 1) y := int32(region.Y + 1) x2 := int32(region.X + region.Dx - 1) y2 := int32(region.Y + region.Dy - 1) gl.Vertex2i(x, y) gl.Vertex2i(x, y2) gl.Vertex2i(x, y2) gl.Vertex2i(x2, y2) gl.Vertex2i(x2, y2) gl.Vertex2i(x2, y) gl.Vertex2i(x2, y) gl.Vertex2i(x, y) gl.End() } }
func (sb *spriteBox) Draw(region gui.Region) { gl.Disable(gl.TEXTURE_2D) gl.Color4d(sb.r, sb.g, sb.b, 1) gl.Begin(gl.QUADS) gl.Vertex2i(int32(region.X+region.Dx/3), int32(region.Y)) gl.Vertex2i(int32(region.X+region.Dx/3), int32(region.Y+region.Dy)) gl.Vertex2i(int32(region.X+region.Dx/3*2), int32(region.Y+region.Dy)) gl.Vertex2i(int32(region.X+region.Dx/3*2), int32(region.Y)) gl.End() if sb.s != nil { gl.Enable(gl.TEXTURE_2D) tx, ty, tx2, ty2 := sb.s.Bind() // fmt.Printf("Tex: %f %f %f %f\n", tx, ty, tx2, ty2) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4f(1, 1, 1, 1) gl.Begin(gl.QUADS) x := int32(region.X + region.Dx/2) y := int32(region.Y + region.Dy/2) gl.TexCoord2d(tx, -ty) gl.Vertex2i(x-50, y-75) gl.TexCoord2d(tx, -ty2) gl.Vertex2i(x-50, y+75) gl.TexCoord2d(tx2, -ty2) gl.Vertex2i(x+50, y+75) gl.TexCoord2d(tx2, -ty) gl.Vertex2i(x+50, y-75) gl.End() gl.Color4d(1, 1, 1, 1) text := fmt.Sprintf("%d : %s : %s", sb.s.Facing(), sb.s.Anim(), sb.s.AnimState()) if sb.top { dict.RenderString(text, float64(region.X), float64(region.Y+region.Dy)-dict.MaxHeight(), 0, dict.MaxHeight(), gui.Left) } else { dict.RenderString(text, float64(region.X), float64(region.Y), 0, dict.MaxHeight(), gui.Left) } } }