func drawSelection(p1, p2 Point) { min, max := minMaxPoints(p1, p2) gl.Color3ub(255, 0, 0) gl.Begin(gl.LINES) gl.Vertex2i(int(min.X), int(min.Y)) gl.Vertex2i(int(max.X), int(min.Y)) gl.Vertex2i(int(min.X), int(min.Y)) gl.Vertex2i(int(min.X), int(max.Y)) gl.Vertex2i(int(max.X), int(max.Y)) gl.Vertex2i(int(max.X), int(min.Y)) gl.Vertex2i(int(max.X), int(max.Y)) gl.Vertex2i(int(min.X), int(max.Y)) gl.End() gl.Color3ub(255, 255, 255) }
func drawProgress(w, h, percents, pending int) { switch pending { case None: gl.Color3ub(200, 0, 0) drawQuad(0, h-BarSize, w, BarSize, 0, 0, 1, 1) gl.Color3ub(255, 255, 255) return case Small: gl.Color3ub(200, 200, 0) case Big: gl.Color3ub(200, 200, 0) drawQuad(0, h-BarSize, w, BarSize, 0, 0, 1, 1) gl.Color3ub(200, 0, 0) } step := float32(w) / 100 drawQuad(0, h-BarSize, int(float32(percents)*step), BarSize, 0, 0, 1, 1) gl.Color3ub(255, 255, 255) }