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Diffstat (limited to 'source/gameengine/BlenderRoutines/KX_BlenderGL.cpp')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.cpp60
1 files changed, 55 insertions, 5 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
index 00836fa8ecb..f24392352b0 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
@@ -121,8 +121,52 @@ static void DisableForText()
}
}
+void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage)
+{
+ /* This is a rather important line :( The gl-mode hasn't been left
+ * behind quite as neatly as we'd have wanted to. I don't know
+ * what cause it, though :/ .*/
+ glDisable(GL_DEPTH_TEST);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glOrtho(0, width, 0, height, -100, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ yco = height - yco;
+ int barsize = 50;
+
+ /* draw in black first*/
+ glColor3ub(0, 0, 0);
+ glBegin(GL_QUADS);
+ glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
+ glVertex2f(xco + 1, yco - 1 + 10);
+ glVertex2f(xco + 1, yco - 1);
+ glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1);
+ glEnd();
+
+ glColor3ub(255, 255, 255);
+ glBegin(GL_QUADS);
+ glVertex2f(xco + 1 + barsize * percentage, yco + 10);
+ glVertex2f(xco, yco + 10);
+ glVertex2f(xco, yco);
+ glVertex2f(xco + 1 + barsize * percentage, yco);
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+}
+
/* Print 3D text */
-void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect)
+void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, float aspect)
{
/* gl prepping */
DisableForText();
@@ -164,7 +208,9 @@ void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int
/* the actual drawing */
glColor3ub(255, 255, 255);
- BLF_draw_default((float)xco, (float)(height-yco), 0.0f, (char *)text, 65535); /* XXX, use real len */
+ BLF_size(blf_mono_font, 11, 72);
+ BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
+ BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
@@ -193,9 +239,13 @@ void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int widt
/* draw in black first*/
glColor3ub(0, 0, 0);
- BLF_draw_default((float)(xco+2), (float)(height-yco-2), 0.0f, text, 65535); /* XXX, use real len */
+ BLF_size(blf_mono_font, 11, 72);
+ BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
+ BLF_draw(blf_mono_font, (char *)text, 65535);/* XXX, use real len */
+
glColor3ub(255, 255, 255);
- BLF_draw_default((float)xco, (float)(height-yco), 0.0f, text, 65535); /* XXX, use real len */
+ BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
+ BLF_draw(blf_mono_font, (char *)text, 65535);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
@@ -259,7 +309,7 @@ void BL_MakeScreenShot(ScrArea *curarea, const char* filename)
ImBuf *ibuf;
BLI_path_abs(path, G.main->name);
/* BKE_add_image_extension() checks for if extension was already set */
- BKE_add_image_extension(path, R_IMF_IMTYPE_PNG); /* scene->r.im_format.imtype */
+ BKE_add_image_extension_from_type(path, R_IMF_IMTYPE_PNG); /* scene->r.im_format.imtype */
ibuf= IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
ibuf->rect= dumprect;
ibuf->ftype= PNG;