本文整理汇总了Golang中github.com/runningwild/glop/gui.Region类的典型用法代码示例。如果您正苦于以下问题:Golang Region类的具体用法?Golang Region怎么用?Golang Region使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Region类的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: Draw
func (hv *HouseViewer) Draw(region gui.Region) {
region.PushClipPlanes()
defer region.PopClipPlanes()
hv.Render_region = region
hv.temp_floor_drawers = hv.temp_floor_drawers[0:0]
if hv.Edit_mode {
for _, spawn := range hv.house.Floors[0].Spawns {
hv.temp_floor_drawers = append(hv.temp_floor_drawers, spawn)
}
}
for _, fd := range hv.floor_drawers {
hv.temp_floor_drawers = append(hv.temp_floor_drawers, fd)
}
hv.house.Floors[0].render(region, hv.fx, hv.fy, hv.angle, hv.zoom, hv.drawables, hv.Los_tex, hv.temp_floor_drawers)
}
示例2: Draw
func (rv *RoomViewer) Draw(region gui.Region) {
region.PushClipPlanes()
defer region.PopClipPlanes()
if rv.Render_region.X != region.X || rv.Render_region.Y != region.Y || rv.Render_region.Dx != region.Dx || rv.Render_region.Dy != region.Dy {
rv.Render_region = region
rv.makeMat()
}
gl.MatrixMode(gl.MODELVIEW)
gl.PushMatrix()
defer gl.PopMatrix()
gl.LoadIdentity()
gl.MultMatrixf(&rv.mat[0])
// rv.room.render(rv.mat, rv.left_wall_mat, rv.right_wall_mat)
rv.room.setupGlStuff()
rv.room.far_left.wall_alpha = 255
rv.room.far_right.wall_alpha = 255
rv.room.render(rv.mat, rv.left_wall_mat, rv.right_wall_mat, rv.zoom, 255, nil, nil, nil)
return
rv.cstack.Push(1, 1, 1, 1)
defer rv.cstack.Pop()
drawPrep()
drawWall(rv.room, rv.mat, rv.left_wall_mat, rv.right_wall_mat, rv.Temp.WallTexture, doorInfo{}, rv.cstack, nil, 1.0)
drawFloor(rv.room, rv.mat, rv.Temp.WallTexture, rv.cstack, nil, 1.0, nil)
rv.drawFloor()
if rv.edit_mode == editCells {
rv.cstack.Pop()
rv.cstack.Push(1, 1, 1, 0.1)
} else {
rv.cstack.Push(1, 1, 1, 1)
defer rv.cstack.Pop()
}
drawFurniture(0, 0, rv.mat, rv.zoom, rv.room.Furniture, rv.Temp.Furniture, nil, rv.cstack, nil, 1.0)
}
示例3: Draw
func (rc *RosterChooser) Draw(r gui.Region) {
rc.Render_region = r
r.PushClipPlanes()
defer r.PopClipPlanes()
gl.Enable(gl.TEXTURE_2D)
{ // Up button
x := r.X
y := r.Y + r.Dy - rc.layout.Up.Data().Dy()
rc.render.up.X = x
rc.render.up.Y = y
rc.render.up.Dx = rc.layout.Up.Data().Dx()
rc.render.up.Dy = rc.layout.Up.Data().Dy()
if rc.mouse.Inside(rc.render.up) {
gl.Color4d(1, 1, 1, 1)
} else {
gl.Color4d(0.8, 0.8, 0.8, 1)
}
rc.layout.Up.Data().RenderNatural(x, y)
}
{ // Down button
x := r.X
y := r.Y + rc.layout.Down.Data().Dy()
rc.render.down.X = x
rc.render.down.Y = y
rc.render.down.Dx = rc.layout.Down.Data().Dx()
rc.render.down.Dy = rc.layout.Down.Data().Dy()
if rc.mouse.Inside(rc.render.down) {
gl.Color4d(1, 1, 1, 1)
} else {
gl.Color4d(0.8, 0.8, 0.8, 1)
}
rc.layout.Down.Data().RenderNatural(x, y)
}
{ // Options
rc.render.all_options.X = r.X + rc.layout.Down.Data().Dx()
rc.render.all_options.Y = r.Y + r.Dy - rc.layout.Num_options*rc.layout.Option.Dy
rc.render.all_options.Dx = rc.layout.Option.Dx
rc.render.all_options.Dy = rc.layout.Num_options * rc.layout.Option.Dy
rc.render.all_options.PushClipPlanes()
x := rc.render.all_options.X
y := r.Y + r.Dy - rc.layout.Option.Dy + int(float64(rc.layout.Option.Dy)*rc.focus_pos)
for i := range rc.options {
rc.render.options[i] = gui.Region{
gui.Point{x, y},
gui.Dims{rc.layout.Option.Dx, rc.layout.Option.Dy},
}
hovered := rc.mouse.Inside(rc.render.options[i])
selected := rc.selected[i]
selectable := rc.selector(i, rc.selected, false)
rc.options[i].Draw(hovered, selected, selectable, rc.render.options[i])
y -= rc.layout.Option.Dy
}
rc.render.all_options.PopClipPlanes()
}
{ // Text
d := base.GetDictionary(15)
x := r.X
y := float64(r.Y) + d.MaxHeight()/2
x1 := float64(x + r.Dx/3)
x2 := float64(x + (2*r.Dx)/3)
rc.render.done = gui.Region{
gui.Point{x, r.Y},
gui.Dims{r.Dx / 2, int(d.MaxHeight() * 2)},
}
rc.render.undo = gui.Region{
gui.Point{x + r.Dx/2, r.Y},
gui.Dims{r.Dx / 2, int(d.MaxHeight() * 2)},
}
if rc.mouse.Inside(rc.render.done) {
gl.Color4d(1, 1, 1, 1)
} else {
gl.Color4d(0.6, 0.6, 0.6, 1)
}
d.RenderString("Done", x1, y, 0, d.MaxHeight(), gui.Center)
if rc.on_undo != nil {
if rc.mouse.Inside(rc.render.undo) {
gl.Color4d(1, 1, 1, 1)
} else {
gl.Color4d(0.6, 0.6, 0.6, 1)
}
d.RenderString("Undo", x2, y, 0, d.MaxHeight(), gui.Center)
}
}
}
示例4: Think
//.........这里部分代码省略.........
}()
select {
case <-done:
case <-time.After(5 * time.Second):
resp.Err = "Couldn't connect to server."
}
<-sm.control.in
defer func() {
in_joingame = false
sm.control.out <- struct{}{}
}()
if resp.Err != "" || !resp.Successful {
sm.layout.Error.err = resp.Err
base.Error().Printf("Couldn't join game: %v", resp.Err)
return
}
sm.ui.RemoveChild(sm)
sm.ui.AddChild(MakeGamePanel("", nil, nil, game_key))
}()
}
}
if active {
d := Button{}
d.Text.String = "Delete!"
d.Text.Justification = "right"
d.Text.Size = sm.layout.Text.Size
d.f = func(interface{}) {
go func() {
var req mrgnet.KillRequest
req.Id = net_id
req.Game_key = game_key
var resp mrgnet.KillResponse
done := make(chan bool, 1)
go func() {
mrgnet.DoAction("kill", req, &resp)
done <- true
}()
select {
case <-done:
case <-time.After(5 * time.Second):
resp.Err = "Couldn't connect to server."
}
<-sm.control.in
if resp.Err != "" {
sm.layout.Error.err = resp.Err
base.Error().Printf("Couldn't kill game: %v", resp.Err)
} else {
algorithm.Choose2(&glb.games, func(gf gameField) bool {
return gf.key != req.Game_key
})
}
sm.control.out <- struct{}{}
}()
}
glb.games = append(glb.games, gameField{&b, &d, name, list.Game_keys[j], list.Games[j]})
} else {
glb.games = append(glb.games, gameField{&b, nil, name, list.Game_keys[j], list.Games[j]})
}
}
glb.Scroll.Height = int(base.GetDictionary(sm.layout.Text.Size).MaxHeight() * float64(len(list.Games)))
default:
}
sm.hover_game = nil
if (gui.Point{sm.mx, sm.my}.Inside(glb.Scroll.Region())) {
for i := range glb.games {
game := &glb.games[i]
var region gui.Region
region.X = game.join.(*Button).bounds.x
region.Y = game.join.(*Button).bounds.y
region.Dx = glb.Scroll.Dx
region.Dy = int(base.GetDictionary(sm.layout.Text.Size).MaxHeight())
if (gui.Point{sm.mx, sm.my}.Inside(region)) {
sm.hover_game = game
}
game.join.Think(sm.region.X, sm.region.Y, sm.mx, sm.my, dt)
if game.delete != nil {
game.delete.Think(sm.region.X, sm.region.Y, sm.mx, sm.my, dt)
}
}
} else {
for _, game := range glb.games {
game.join.Think(sm.region.X, sm.region.Y, 0, 0, dt)
if game.delete != nil {
game.delete.Think(sm.region.X, sm.region.Y, 0, 0, dt)
}
}
}
glb.Scroll.Think(dt)
}
if sm.update_alpha > 0.0 && time.Now().Sub(sm.update_time).Seconds() >= 2 {
sm.update_alpha = doApproach(sm.update_alpha, 0.0, dt)
}
for _, button := range sm.buttons {
button.Think(sm.region.X, sm.region.Y, sm.mx, sm.my, dt)
}
}
示例5: Draw
func (gp *GamePanel) Draw(region gui.Region) {
gp.AnchorBox.Draw(region)
region.PushClipPlanes()
defer region.PopClipPlanes()
}
示例6: Draw
func (m *MainBar) Draw(region gui.Region) {
m.region = region
gl.Enable(gl.TEXTURE_2D)
m.layout.Background.Data().Bind()
gl.Color4d(1, 1, 1, 1)
gl.Begin(gl.QUADS)
gl.TexCoord2d(0, 0)
gl.Vertex2i(region.X, region.Y)
gl.TexCoord2d(0, -1)
gl.Vertex2i(region.X, region.Y+region.Dy)
gl.TexCoord2d(1, -1)
gl.Vertex2i(region.X+region.Dx, region.Y+region.Dy)
gl.TexCoord2d(1, 0)
gl.Vertex2i(region.X+region.Dx, region.Y)
gl.End()
buttons := m.no_actions_buttons
if m.ent != nil && len(m.ent.Actions) > m.layout.Actions.Count {
buttons = m.all_buttons
}
for _, button := range buttons {
button.RenderAt(region.X, region.Y)
}
ent := m.game.HoveredEnt()
if ent == nil {
ent = m.ent
}
if ent != nil && ent.Stats != nil {
gl.Color4d(1, 1, 1, 1)
ent.Still.Data().Bind()
tdx := ent.Still.Data().Dx()
tdy := ent.Still.Data().Dy()
cx := region.X + m.layout.CenterStillFrame.X
cy := region.Y + m.layout.CenterStillFrame.Y
gl.Begin(gl.QUADS)
gl.TexCoord2d(0, 0)
gl.Vertex2i(cx-tdx/2, cy-tdy/2)
gl.TexCoord2d(0, -1)
gl.Vertex2i(cx-tdx/2, cy+tdy/2)
gl.TexCoord2d(1, -1)
gl.Vertex2i(cx+tdx/2, cy+tdy/2)
gl.TexCoord2d(1, 0)
gl.Vertex2i(cx+tdx/2, cy-tdy/2)
gl.End()
m.layout.Name.RenderString(ent.Name)
m.layout.Ap.RenderString(fmt.Sprintf("Ap:%d", ent.Stats.ApCur()))
m.layout.Hp.RenderString(fmt.Sprintf("Hp:%d", ent.Stats.HpCur()))
m.layout.Corpus.RenderString(fmt.Sprintf("Corpus:%d", ent.Stats.Corpus()))
m.layout.Ego.RenderString(fmt.Sprintf("Ego:%d", ent.Stats.Ego()))
gl.Color4d(1, 1, 1, 1)
m.layout.Divider.Data().Bind()
tdx = m.layout.Divider.Data().Dx()
tdy = m.layout.Divider.Data().Dy()
cx = region.X + m.layout.Name.X
cy = region.Y + m.layout.Name.Y - 5
gl.Begin(gl.QUADS)
gl.TexCoord2d(0, 0)
gl.Vertex2i(cx-tdx/2, cy-tdy/2)
gl.TexCoord2d(0, -1)
gl.Vertex2i(cx-tdx/2, cy+(tdy+1)/2)
gl.TexCoord2d(1, -1)
gl.Vertex2i(cx+(tdx+1)/2, cy+(tdy+1)/2)
gl.TexCoord2d(1, 0)
gl.Vertex2i(cx+(tdx+1)/2, cy-tdy/2)
gl.End()
}
if m.ent != nil && m.ent.Stats != nil {
// Actions
{
spacing := m.layout.Actions.Icon_size * float64(m.layout.Actions.Count)
spacing = m.layout.Actions.Width - spacing
spacing /= float64(m.layout.Actions.Count - 1)
m.state.Actions.space = spacing
s := m.layout.Actions.Icon_size
num_actions := len(m.ent.Actions)
xpos := m.layout.Actions.X
if num_actions > m.layout.Actions.Count {
xpos -= m.state.Actions.scroll_pos * (s + spacing)
}
d := base.GetDictionary(10)
var r gui.Region
r.X = int(m.layout.Actions.X)
r.Y = int(m.layout.Actions.Y - d.MaxHeight())
r.Dx = int(m.layout.Actions.Width)
r.Dy = int(m.layout.Actions.Icon_size + d.MaxHeight())
r.PushClipPlanes()
//.........这里部分代码省略.........