本文整理汇总了Golang中github.com/runningwild/glop/gui.Region.X方法的典型用法代码示例。如果您正苦于以下问题:Golang Region.X方法的具体用法?Golang Region.X怎么用?Golang Region.X使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/runningwild/glop/gui.Region
的用法示例。
在下文中一共展示了Region.X方法的2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: 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2: 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.........