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[4] | 1 | #include "Screen.h" |
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| 2 | #include "screen/ScreenShape.h" |
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| 3 | |
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| 4 | using namespace projection; |
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| 5 | |
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| 6 | /** |
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| 7 | * Constructor. |
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| 8 | * |
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| 9 | * @param pScreen Screen data. |
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| 10 | */ |
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| 11 | ScreenShape::ScreenShape(Screen* pScreen) |
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| 12 | { |
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| 13 | m_pScreen = pScreen; |
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| 14 | |
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| 15 | m_dlIndex = 0; |
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| 16 | m_bDirty = true; |
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| 17 | } |
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| 18 | |
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| 19 | /** |
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| 20 | * Destructor. |
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| 21 | */ |
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| 22 | ScreenShape::~ScreenShape() |
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| 23 | { |
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| 24 | if (glIsList(m_dlIndex)) |
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| 25 | glDeleteLists(m_dlIndex, 2); |
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| 26 | } |
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| 27 | |
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| 28 | /** |
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| 29 | * Draw the shape model in inherited class. |
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| 30 | * |
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| 31 | * @param bFrame True to draw a wire frame mesh. False to draw as a polygon model. |
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| 32 | */ |
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| 33 | void ScreenShape::draw(bool bFrame) |
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| 34 | { |
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| 35 | // cache the model in display lists. |
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| 36 | |
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| 37 | // update screen shape model, if modified |
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| 38 | if (m_bDirty) |
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| 39 | { |
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| 40 | if (glIsList(m_dlIndex)) |
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| 41 | glDeleteLists(m_dlIndex, 2); |
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| 42 | |
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| 43 | m_dlIndex = glGenLists(2); |
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| 44 | |
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| 45 | glNewList(m_dlIndex, GL_COMPILE); |
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| 46 | drawShape(false); |
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| 47 | glEndList(); |
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| 48 | |
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| 49 | glNewList(m_dlIndex+1, GL_COMPILE); |
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| 50 | drawShape(true); |
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| 51 | glEndList(); |
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| 52 | |
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| 53 | m_bDirty = false; |
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| 54 | } |
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| 55 | |
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| 56 | if (!bFrame) |
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| 57 | glCallList(m_dlIndex); |
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| 58 | else |
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| 59 | glCallList(m_dlIndex+1); |
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| 60 | } |
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| 61 | |
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| 62 | /** |
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| 63 | * Notify to redraw the screen shape. |
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| 64 | */ |
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| 65 | void ScreenShape::notifyRedraw() |
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| 66 | { |
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| 67 | m_bDirty = true; |
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| 68 | |
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| 69 | m_pScreen->notifyRedraw(); |
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| 70 | } |
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