34 glEnable(GL_TEXTURE_2D);
35 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
36 glEnable(GL_ALPHA_TEST);
37 glAlphaFunc(GL_GREATER, 0.1) ;
39 glDisable(GL_ALPHA_TEST);
40 glDisable(GL_TEXTURE_2D);
43 void GfuiPrintString(
const char *text,
float *fgColor,
int font,
int x,
int y,
int align)
45 glEnable(GL_TEXTURE_2D);
46 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
47 glEnable(GL_ALPHA_TEST);
48 glAlphaFunc(GL_GREATER, 0.1) ;
61 glDisable(GL_ALPHA_TEST);
62 glDisable(GL_TEXTURE_2D);
84 glBegin(GL_TRIANGLES);
86 glVertex2f(xf + 4.8 *
SCALE, yf - 10.4 *
SCALE);
87 glVertex2f(xf + 6.4 *
SCALE, yf - 6.4 *
SCALE);
91 glVertex2f(xf + 5.6 *
SCALE, yf - 6.4 *
SCALE);
93 glVertex2f(xf + 12.4 *
SCALE, yf - 12.4 *
SCALE);
94 glVertex2f(xf + 12 *
SCALE, yf - 12.8 *
SCALE);
98 glBegin(GL_TRIANGLES);
100 glVertex2f(xf + 10.4 *
SCALE, yf - 4.8 *
SCALE);
101 glVertex2f(xf + 6.4 *
SCALE, yf - 6.4 *
SCALE);
106 glVertex2f(xf + 6.4 *
SCALE, yf - 4.8 *
SCALE);
107 glVertex2f(xf + 12.8 *
SCALE, yf - 12 *
SCALE);
108 glVertex2f(xf + 12.4 *
SCALE, yf - 12.4 *
SCALE);
263 if (grbutton->
onFocus != NULL) {
269 if (editbox->
onFocus != NULL) {
282 if (curObject != NULL) {
294 if (curObject != NULL) {
296 curObject = curObject->
next;
297 if ((curObject->
visible == 0) ||
317 if (startObject == NULL) {
320 if (startObject == NULL) {
323 curObject = startObject;
325 switch (curObject->
widget) {
331 curObject = curObject->
next;
340 }
while (curObject != startObject);
350 if (startObject == NULL) {
352 if (startObject == NULL) {
355 startObject = startObject->
next;
357 curObject = startObject;
359 switch (curObject->
widget) {
365 curObject = curObject->
prev;
374 }
while (curObject != startObject);
384 if (curObject != NULL) {
386 curObject = curObject->
next;
387 if (curObject->
id ==
id) {
391 }
while (curObject != screen->
objects);
409 if (curObject == NULL) {
439 if (curObject == NULL) {
459 long action = (long)vaction;
462 if (curObject != NULL) {
467 switch (curObject->
widget) {
489 object->
next = object;
490 object->
prev = object;
507 if (curObject != NULL) {
509 curObject = curObject->
next;
510 if (curObject->
id ==
id) {
513 }
while (curObject != screen->
objects);
522 switch (curObject->
widget){
void output(int x, int y, const char *text)
void gfuiReleaseGrButton(tGfuiObject *obj)
void GfuiUnSelectCurrent(void)
Remove the focus on the current element.
void gfuiObjectInit(void)
void gfuiReleaseImage(tGfuiObject *obj)
void gfuiPrintString(int x, int y, GfuiFontClass *font, const char *string)
void GfuiDraw(tGfuiObject *obj)
void gfuiDrawLabel(tGfuiObject *obj)
void gfuiAddObject(tGfuiScreen *screen, tGfuiObject *object)
The Gaming Framework API (client part).
void gfuiButtonAction(int action)
GfuiFontClass * gfuiFont[FONT_NB]
tGfuiObject * gfuiGetObject(void *scr, int id)
static int gfuiMouseIn(tGfuiObject *obj)
void gfuiDrawGrButton(tGfuiObject *obj)
void gfuiDrawImage(tGfuiObject *obj)
#define GFUI_BTN_RELEASED
int GfuiFontHeight(int font)
void gfuiDrawEditbox(tGfuiObject *obj)
void gfuiUpdateFocus(void)
void gfuiSelectPrev(void *)
void gfuiReleaseEditbox(tGfuiObject *curObject)
void GfuiPrintString(const char *text, float *fgColor, int font, int x, int y, int align)
void gfuiEditboxAction(int action)
void gfuiDrawScrollist(tGfuiObject *obj)
#define GFUI_FOCUS_MOUSE_CLICK
void gfuiScrollListNextElt(tGfuiObject *object)
static void gfuiLoseFocus(tGfuiObject *obj)
#define GFUI_INVISIBLE
Object invisibility flag.
int GfuiEnable(void *scr, int id, int flag)
Enable / Disable an object.
int GfuiFontWidth(int font, const char *text)
void gfuiReleaseObject(tGfuiObject *curObject)
void gfuiReleaseButton(tGfuiObject *obj)
void gfuiDrawButton(tGfuiObject *obj)
void gfuiScrollListPrevElt(tGfuiObject *object)
void gfuiReleaseLabel(tGfuiObject *obj)
void gfuiReleaseScrollist(tGfuiObject *curObject)
static void gfuiSetFocus(tGfuiObject *obj)
void gfuiReleaseScrollbar(tGfuiObject *curObject)
int GfuiVisibilitySet(void *scr, int id, int visible)
Set/unset the visibility attribute of an object.
void gfuiMouseAction(void *vaction)
void gfuiScrollListAction(int mouse)
void gfuiGrButtonAction(int action)
void gfuiSelectNext(void *)
#define GFUI_VISIBLE
Object visibility flag.
void gfuiSelectId(void *scr, int id)
int getWidth(const char *text)