예제 #1
0
        void IPaintTo3D.SelectedList(IPaintTo3DList paintThisList, int wobbleRadius)
        {
            DisplayList dl = paintThisList as DisplayList;

            graphics.DrawImageUnscaled(dl.bitmap, 0, 0);
            // dl.bitmap.Save("tmp.jpg", System.Drawing.Imaging.ImageFormat.Jpeg);
        }
예제 #2
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        private void CreateDisplayList(OpenGL gl)
        {
            displayList = new DisplayList();

            displayList.Generate(gl);
            displayList.New(gl, DisplayList.DisplayListMode.CompileAndExecute);

            //Push all attributes, disable lighting and depth testing.
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                          OpenGL.GL_LINE_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.DepthFunc(OpenGL.GL_ALWAYS);

            //Set line width.
            gl.LineWidth(lineWidth);

            //Draw the line.
            gl.Begin(OpenGL.GL_LINES);
            gl.Color(Convert.ColorToGLColor(c1));
            gl.Vertex(v1.X, v1.Y, v1.Z);
            gl.Color(Convert.ColorToGLColor(c2));
            gl.Vertex(v2.X, v2.Y, v2.Z);
            gl.End();

            //  Restore attributes.
            gl.PopAttrib();

            displayList.End(gl);
        }
예제 #3
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        /// <summary>
        ///  Inicijalizacija i podesavanje OpenGL parametara.
        /// </summary>
        public void Initialize()
        {
            LoadTextures();

            lista = new DisplayList();
            lista.Generate(gl);
            lista.New(gl, DisplayList.DisplayListMode.Compile);

            gl.PushAttrib(OpenGL.GL_ENABLE_BIT);
            gl.PushAttrib(OpenGL.GL_TEXTURE_BIT);
            gl.PushAttrib(OpenGL.GL_POLYGON_BIT);
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT);
            gl.Enable(OpenGL.GL_TEXTURE_2D);
            gl.Enable(OpenGL.GL_CULL_FACE);
            gl.FrontFace(OpenGL.GL_CCW);

            RenderNode(m_scene.RootNode);

            gl.PopAttrib();
            gl.PopAttrib();
            gl.PopAttrib();
            gl.PopAttrib();

            lista.End(gl);
        }
예제 #4
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 public void AddDisplayList(DisplayList dl, int layer)
 {
     Renderer.DisplayListEntry entry = new Renderer.DisplayListEntry();
     entry.dl    = dl;
     entry.layer = layer;
     dls.Add(entry);
 }
예제 #5
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        public MainGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            this.GameInfo       = new GameInfo();
            this.DownInfo       = new DownInfo();
            this.Teams          = new Team[NUM_SIDES];
            this.Sides          = new Side[NUM_SIDES];
            this.CurrentPlay    = new Play[NUM_SIDES];
            this.Playbook       = new Playbook[NUM_SIDES];
            this.ObjectDispList = new DisplayList();
            this.ShadowDispList = new DisplayList();
            this.VPads          = new VPad[NUM_SIDES];
            this.MsgMgr         = new MessageManager();

            this.BeginGameStage      = new BeginGameStage(this);
            this.CheckTimeStage      = new CheckTimeStage(this);
            this.CoinTossStage       = new CoinTossStage(this);
            this.EndGameStage        = new EndGameStage(this);
            this.FirstDownStage      = new FirstDownStage(this);
            this.HalfTimeStage       = new HalfTimeStage(this);
            this.PlayStage           = new PlayStage(this);
            this.SelectGameModeStage = new SelectGameModeStage(this);
            this.SelectInputStage    = new SelectInputStage(this);
            this.SelectPlayStage     = new SelectPlayStage(this);
            this.SelectTeamStage     = new SelectTeamStage(this);
            this.TitleScreenStage    = new TitleScreenStage(this);
            this.TouchdownStage      = new TouchdownStage(this);
            this.TurnOverStage       = new TurnOverStage(this);
        }
예제 #6
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        /// <summary>Parse a Displaylist to an Object3D.</summary>
        /// <param name="obj">The Object3D where the model should be parsed to.</param>
        /// <param name="dl">The Displaylist which should be parsed.</param>
        /// <param name="rommgr">The RomManager Instance to use.</param>
        /// <param name="AreaID">The Area ID if avaiable.</param>
        public static Task ConvertAsync(Object3D obj, DisplayList dl, RomManager rommgr, byte?AreaID)
        {
            var t = new Task(() => Convert(obj, dl, rommgr, AreaID));

            t.Start();
            return(t);
        }
예제 #7
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        private void GLElement_GLInitialized(object sender, EventArgs e)
        {
            InitializeShaders();

            // Initialize textures
            CirclesTexture = new Texture2D(MakeImageCircles(512), false);
            var bitmap = Draw.Bitmap.FromFile(@"Toco Toucan.jpg", true) as System.Drawing.Bitmap;

            FileTexture = new Texture2D(bitmap, false);
            Texture2D.Disable2DTextures();

            // Initialize SFM
            boxList = new DisplayList();
            boxList.Initialize(() => new Box(100000).Draw());
            cylinderList = new DisplayList();
            cylinderList.Initialize(() => new Cylinder(100000).Draw());
            sphereList = new DisplayList();
            sphereList.Initialize(() => new Sphere(100000).Draw());

            //InitializeView();
            int size = (int)Math.Min(GLElement1.ActualWidth, GLElement1.ActualHeight);

            FBO = new FrameBuffer();
            FBO.Initialize(size, size);
        }
예제 #8
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        public void DisplayListTest()
        {
            var displayList = new DisplayList(new List <IScreen>());

            Assert.IsNotNull(displayList.All);
            Assert.IsNotNull(displayList.LeftMost);
            Assert.IsNotNull(displayList.TopMost);
            Assert.IsNotNull(displayList.BottomMost);
            Assert.IsNotNull(displayList.RightMost);
            Assert.IsNotNull(displayList.GetScreenInformation());

            Assert.AreEqual(0, displayList.All.Count);

            var gotException = false;

            try
            {
                displayList = new DisplayList(null);
            }
            catch (ArgumentNullException)
            {
                gotException = true;
            }
            Assert.IsTrue(gotException, "Should have thrown");
        }
예제 #9
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        public void Retrieve(String sortType, String gIdFilter, String nickFilter)
        {
            LinkedList <Message> tmpList = null;

            //trying to load new messages from the server. 2 methods from messages handler. 1- if no filter, 2- with filter
            try
            {
                if (gIdFilter.Equals(String.Empty))
                {
                    tmpList = new LinkedList <Message>(messageHandler.loadMessages(sortType, descending, this._DisplayList));
                }
                else
                {
                    tmpList = new LinkedList <Message>(messageHandler.loadMessages(sortType, descending, this._DisplayList, gIdFilter, nickFilter));
                }
            }
            catch
            {
                if (log != null)
                {
                    log.Error("The client has lost it's connection to the server");
                }
                throw new Exception("Connection to the the server has been lost");
            }
            int overloadCount = tmpList.Count(); //checking if our list is full and if so, removing the first messages.

            if (DisplayList.Count == MessageHandler.MAX_LIST_SIZE)
            {
                while (overloadCount > 0)
                {
                    Application.Current.Dispatcher.BeginInvoke(DispatcherPriority.Background,
                                                               new Action(() =>
                    {
                        this.DisplayList.RemoveAt(DisplayList.IndexOf(DisplayList.OrderBy(m => m.Date).FirstOrDefault <Message>()));
                    }));
                    overloadCount--;
                }
            }
            Application.Current.Dispatcher.BeginInvoke(DispatcherPriority.Background, new Action(() =>
            {
                if (descending)  //adding messages by descending
                {
                    foreach (Message msg in tmpList.ToList <Message>())
                    {
                        this.DisplayList.Add(msg);
                    }
                }
                else
                {
                    foreach (Message msg in tmpList.ToList <Message>()) //adding messages by ascending
                    {
                        DisplayList.Insert(0, msg);
                    }
                }
                if (tmpList.Count > 0)
                {
                    sortTypeChanged(sortType);  //we want the list keep updating and not losing it's sorting.
                }
            }));
        }
예제 #10
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        /// <summary>
        /// Creates all text fields for an MFD panel (28 items)
        /// Copies the display attributes from the prototype TextItem
        /// </summary>
        /// <param name="labels">The list of labels to print (takes from the beginning as long as it lasts if not 28 provided)</param>
        /// <returns>A TextItem("LABELS") containing all labels as SubItemList</returns>
        public static TextItem LabelList(TextItem prototype, Dictionary <string, string> labels)
        {
            var list = new DisplayList( );
            // create an item that just carries the sublist of text items
            var ret = new TextItem( )
            {
                Key = c_LabelKey, String = "", // no show item
            };

            TextItem item = null; // sub item to add

            //setup the label rectangles
            for (int i = 0; i < labels.Count; i++)
            {
                item           = prototype.Clone( );
                item.Key       = labels.ElementAt(i).Key;
                item.String    = labels.ElementAt(i).Value;
                item.Rectangle = MfdLabelRect[i];
                item.StringFormat.Alignment = MfdLabelStringAlignment[i];
                list.AddItem(item);
            }

            // finally add the stuff and return
            ret.SubItemList.AddRange(list);
            return(ret);
        }
예제 #11
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 public void Render(object sender)
 {
     if (ListName != null)
     {
         DisplayList.Call(ListName);
     }
 }
예제 #12
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파일: Game.cs 프로젝트: hexpoint/voxelgame
        //gm: from the OpenTK source code (Graphics\GraphicsMode.cs), here is GraphicsMode.Default, it does seem to select sensible choices -> default display bpp, 16 bit depth buffer, 0 bit stencil buffer, 2 buffers
        public Game() : base(Constants.DEFAULT_GAME_WIDTH, Constants.DEFAULT_GAME_HEIGHT, GraphicsMode.Default, string.Format("Voxel Game {0}: {1}", Settings.VersionDisplay, Config.UserName))
        {
            //note: cant easily thread these loading tasks because they all need to run on the thread that creates the GL context
            Settings.Game = this;
            Diagnostics.LoadDiagnosticProperties();

            var stopwatch = new Stopwatch();

            stopwatch.Start();
            Sounds.Audio.LoadSounds();             //ensure sounds are loaded before they are needed
            Debug.WriteLine("Sounds load time: {0}ms", stopwatch.ElapsedMilliseconds);
            stopwatch.Restart();
            Textures.TextureLoader.Load();             //ensure textures are loaded before they are needed
            Debug.WriteLine("Textures load time: {0}ms", stopwatch.ElapsedMilliseconds);
            stopwatch.Restart();
            DisplayList.LoadDisplayLists();             //ensure display lists are loaded before they are needed
            Debug.WriteLine("Display Lists load time: {0}ms", stopwatch.ElapsedMilliseconds);

            VSync = Config.VSync ? VSyncMode.On : VSyncMode.Off;

            if (Config.IsSinglePlayer)
            {
                var playerCoords = new Coords(WorldData.SizeInBlocksX / 2f, 0, WorldData.SizeInBlocksZ / 2f);                                                   //start player in center of world
                playerCoords.Yf = WorldData.Chunks[playerCoords].HeightMap[playerCoords.Xblock % Chunk.CHUNK_SIZE, playerCoords.Zblock % Chunk.CHUNK_SIZE] + 1; //start player on block above the surface
                Player          = new Player(0, Config.UserName, playerCoords);
                NetworkClient.Players.TryAdd(Player.Id, Player);                                                                                                //note: it is not possible for the add to fail on ConcurrentDictionary, see: http://www.albahari.com/threading/part5.aspx#_Concurrent_Collections
            }
        }
예제 #13
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 public void Clear()
 {
     _dictionary.Clear();
     _index.Clear();
     _reverseIndex.Clear();
     DisplayList.Clear();
 }
예제 #14
0
파일: Grid.cs 프로젝트: chantsunman/sharpgl
        /// <summary>
        /// Creates the display list. This function draws the
        /// geometry as well as compiling it.
        /// </summary>
        private void CreateDisplayList(OpenGL gl)
        {
            //  Create the display list.
            displayList = new DisplayList();

            //  Generate the display list and
            displayList.Generate(gl);
            displayList.New(gl, DisplayList.DisplayListMode.CompileAndExecute);

            //  Push attributes, set the color.
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                OpenGL.GL_LINE_BIT);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.LineWidth(1.0f);

            //  Draw the grid lines.
            gl.Begin(OpenGL.GL_LINES);
            for (int i = -10; i <= 10; i++)
            {
                float fcol = ((i % 10) == 0) ? 0.3f : 0.15f;
                gl.Color(fcol, fcol, fcol);
                gl.Vertex(i, -10, 0);
                gl.Vertex(i, 10, 0);
                gl.Vertex(-10, i, 0);
                gl.Vertex(10, i, 0);
            }
            gl.End();

            //  Restore attributes.
            gl.PopAttrib();

            //  End the display list.
            displayList.End(gl);
        }
예제 #15
0
        private async void ButtonClickCommandReceiver()
        {
            try
            {
                bool result = true;
                if (DisplayList == null)
                {
                    DisplayList = new ObservableCollection <Country>();
                }

                UserDialogs.Instance.ShowLoading("Loading...");

                await Task.Delay(1500); // Service Hit.

                result = await Application.Current.MainPage.DisplayAlert("Alert", "Add Item ?", "Yes", "No");

                DisplayList.Add(new Country {
                    Name = "NEW COUNTRY : " + DisplayList.Count.ToString()
                });

                UserDialogs.Instance.HideLoading();
            }
            catch (System.Exception ex)
            {
                Debug.WriteLine(ex.Message);
            }
        }
        public DisplayList BuildDisplayList(IReadOnlyFRPC dataPaths)
        {
            DisplayList dl = new DisplayList();

            FillLeafDisplayList(dl, dataPaths);
            return(dl);
        }
예제 #17
0
파일: Grid.cs 프로젝트: bitzhuwei/sharpgl
        /// <summary>
        /// Creates the display list. This function draws the
        /// geometry as well as compiling it.
        /// </summary>
        private void CreateDisplayList(OpenGL gl)
        {
            //  Create the display list.
            displayList = new DisplayList();

            //  Generate the display list and
            displayList.Generate(gl);
            displayList.New(gl, DisplayList.DisplayListMode.CompileAndExecute);

            //  Push attributes, set the color.
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                          OpenGL.GL_LINE_BIT);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.LineWidth(1.0f);

            //  Draw the grid lines.
            gl.Begin(OpenGL.GL_LINES);
            for (int i = -10; i <= 10; i++)
            {
                float fcol = ((i % 10) == 0) ? 0.3f : 0.15f;
                gl.Color(fcol, fcol, fcol);
                gl.Vertex(i, -10, 0);
                gl.Vertex(i, 10, 0);
                gl.Vertex(-10, i, 0);
                gl.Vertex(10, i, 0);
            }
            gl.End();

            //  Restore attributes.
            gl.PopAttrib();

            //  End the display list.
            displayList.End(gl);
        }
        private void FillLeafDisplayList(DisplayList dl, IReadOnlyFRPC dataPaths)
        {
            bool isLeafNode = IsLeaf;

            if (isLeafNode)
            {
                int pathIdx = dataPaths.TryGetIndexFromPath(LeafPath);
                if (pathIdx != -1)
                {
                    dl.Cmds.Add(new DisplayListCmd(dl.Items.Count, 1, this));
                    dl.Items.Add(new ListItem(false, pathIdx, DisplayScale));
                }
            }
            else if (IsCollapsed)
            {
                int firstItem = dl.Items.Count;
                FillListItems(dl.Items, dataPaths);

                int numItems = dl.Items.Count - firstItem;
                if (numItems > 0)
                {
                    dl.Cmds.Add(new DisplayListCmd(firstItem, numItems, this));
                }
            }
            else
            {
                foreach (ProfilerRDI childRdi in Children)
                {
                    if (childRdi.Displayed)
                    {
                        childRdi.FillLeafDisplayList(dl, dataPaths);
                    }
                }
            }
        }
예제 #19
0
        public void search(object param)
        {
            try
            {
                DisplayList.Clear();

                if (!string.IsNullOrWhiteSpace(param.ToString()))
                {
                    foreach (var u in Qsearchlist.Where(x => x.SearchString.ToUpper().Contains(param.ToString().ToUpper())))
                    {
                        DisplayList.Add(u);
                    }
                }
                else
                {
                    foreach (var u in Qsearchlist)
                    {
                        DisplayList.Add(u);
                    }
                }
            }
            catch (Exception E)
            {
                ExepionLogger.Logger.LogException(E);
                ExepionLogger.Logger.Show(E);
            }
        }
예제 #20
0
        /// <summary>
        /// Freezes the specified instance.
        /// </summary>
        /// <param name="gl">The gl instance.</param>
        /// <param name="renderable">The renderable.</param>
        public void Freeze(OpenGL gl, IRenderable renderable)
        {
            //  Handle the trivial case.
            if (isFrozen)
            {
                return;
            }

            //  Create the display list.
            if (displayList != null)
            {
                displayList.Delete(gl);
            }
            displayList = new DisplayList();
            displayList.Generate(gl);

            //  Start the display list.
            displayList.New(gl, DisplayList.DisplayListMode.Compile);

            //  Render the object.
            renderable.Render(gl, RenderMode.Design);

            //  End the display list.
            displayList.End(gl);

            //  We are now frozen.
            isFrozen = true;
        }
예제 #21
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 /// <summary>
 ///  Inicijalizacija i podesavanje OpenGL parametara.
 /// </summary>
 public void Initialize()
 {
     lista = new DisplayList();
     lista.Generate(gl);
     lista.New(gl, DisplayList.DisplayListMode.Compile);
     RenderNode(m_scene.RootNode);
     lista.End(gl);
 }
예제 #22
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        public ActionResult Index()
        {
            DBfirstdemoEntities2 context = new DBfirstdemoEntities2();
            DisplayList          model   = new DisplayList();

            model.desList = context.Designations.ToList();
            model.empList = context.People.ToList();
            return(View(model));
        }
예제 #23
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        public MainWindow()
        {
            InitializeComponent();

            MinimizeToTray.Enable(this);

            var i = GetIndexCount();

            for (int j = 0; j < i; j++)
            {
                DisplayList.Add(new DisplayItem()
                {
                    Name = "Display " + j, Id = UInt32.Parse("" + j)
                });
            }
            var items = new ArrayList()
            {
                new DisplayItem()
                {
                    Name = "100%", Id = 100
                },
                new DisplayItem()
                {
                    Name = "125%", Id = 125
                },
                new DisplayItem()
                {
                    Name = "150%", Id = 150
                },
                new DisplayItem()
                {
                    Name = "175%", Id = 175
                },
                new DisplayItem()
                {
                    Name = "200%", Id = 200
                },
                new DisplayItem()
                {
                    Name = "225%", Id = 225
                }
            };

            foreach (var item in items)
            {
                DesktopDPIList.Add(item);
                TabletDPIList.Add(item);
            }

            currentMode              = Mode;
            dispatcherTimer          = new DispatcherTimer();
            dispatcherTimer.Tick    += new EventHandler(Background);
            dispatcherTimer.Interval = new TimeSpan(0, 0, 2);
            dispatcherTimer.Start();

            //var watcher = System.Devices.DeviceInformation.createWatcher(); // need uwp for that - in uwp the dll doesn't work..
        }
예제 #24
0
 public void reverse()
 {
     descending = !descending;
     Application.Current.Dispatcher.BeginInvoke(DispatcherPriority.Background,
                                                new Action(() =>
     {
         this.DisplayList = new ObservableCollection <Message>(DisplayList.Reverse <Message>());
     }));
 }
예제 #25
0
        IPaintTo3DList IPaintTo3D.CloseList()
        {
            displayList.Close();
            graphics = oldGraphics;
            IPaintTo3DList res = displayList;

            displayList = null;
            return(res);
        }
예제 #26
0
 private void ItemTappedCommandReceiver(Country model)
 {
     if (SelectedCountry != null)
     {
         CountryName = SelectedCountry.Name;
         int index = DisplayList.IndexOf(SelectedCountry);
         DisplayList.Move(index, 0);
     }
 }
예제 #27
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        internal override void Render(FrameEventArgs e)
        {
            base.Render(e);

            GL.PushMatrix();
            GL.Translate(Coords.Xf, Coords.Yf, Coords.Zf);
            GL.Rotate(WorldHost.RotationCounter, -Vector3.UnitY);
            DisplayList.RenderDisplayList(DisplayList.BlockQuarterId, Block.FaceTexture(BlockType, Face.Top));
            GL.PopMatrix();
        }
예제 #28
0
        public void updatelist(List <IDataModel> searchlist)
        {
            DisplayList.Clear();

            foreach (dynamic Item in searchlist)
            {
                DisplayList.Add(Item);
            }
            Qsearchlist = new List <IDataModel>(DisplayList);
        }
예제 #29
0
        public void GetScreenInformationTest()
        {
            var displays = new DisplayList(
                new [] { new VirtualScreen(32, new Rectangle(100, 200, 300, 400), "virtualScreen", true, new Rectangle(105, 205, 200, 200)), }
                );

            var screenInfo = displays.GetScreenInformation();

            Assert.IsNotNull(screenInfo);
            Console.WriteLine(screenInfo);
        }
예제 #30
0
        // event is fired when user pulls down on list to refresh
        private void List_Refreshing(object sender, EventArgs e)
        {
            // clear the display list and reset both indexes
            DisplayList.Clear();
            Display_Index = 0;
            Model_Index   = 0;

            // must set isRefreshing to false after event fires
            ((ListView)sender).IsRefreshing = false;
            DisplayAlert("Feeling Refreshed!", "Let's do it again!", "OK");
        }
예제 #31
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 public static bool IsList(OpenGL gl, DisplayList displayList)
 {
     //	Is the specified list a proper display list?
     if (gl.IsList(displayList.list) == OpenGL.GL_TRUE)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
예제 #32
0
파일: Axies.cs 프로젝트: cvanherk/3d-engine
        /// <summary>
        /// Creates the display list. This function draws the
        /// geometry as well as compiling it.
        /// </summary>
        private void CreateDisplayList(OpenGL gl)
        {
            //  Create the display list. 
            displayList = new DisplayList();

            //  Generate the display list and 
            displayList.Generate(gl);
            displayList.New(gl, DisplayList.DisplayListMode.CompileAndExecute);

            //  Push all attributes, disable lighting and depth testing.
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                OpenGL.GL_LINE_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.DepthFunc(OpenGL.GL_ALWAYS);

            //  Set a nice fat line width.
            gl.LineWidth(1.50f);

            //  Draw the axies.
            gl.Begin(OpenGL.GL_LINES);
            gl.Color(1f, 0f, 0f, 1f);
            gl.Vertex(0, 0, 0);
            gl.Vertex(3, 0, 0);
            gl.Color(0f, 1f, 0f, 1f);
            gl.Vertex(0, 0, 0);
            gl.Vertex(0, 3, 0);
            gl.Color(0f, 0f, 1f, 1f);
            gl.Vertex(0, 0, 0);
            gl.Vertex(0, 0, 3);
            gl.End();

            //  Restore attributes.
            gl.PopAttrib();

            //  End the display list.
            displayList.End(gl);
        }
예제 #33
0
        /// <summary>
        /// Freezes the specified instance.
        /// </summary>
        /// <param name="gl">The gl instance.</param>
        /// <param name="renderable">The renderable.</param>
        public void Freeze(OpenGL gl, IRenderable renderable)
        {
            //  Handle the trivial case.
            if (isFrozen)
                return;

            //  Create the display list.
            if (displayList != null)
                displayList.Delete(gl);
            displayList = new DisplayList();
            displayList.Generate(gl);

            //  Start the display list.
            displayList.New(gl, DisplayList.DisplayListMode.Compile);

            //  Render the object.
            renderable.Render(gl, RenderMode.Design);

            //  End the display list.
            displayList.End(gl);

            //  We are now frozen.
            isFrozen = true;
        }
예제 #34
0
 internal GridPopulatedLeafNode(GridUnpopulatedLeafNode unpopulated)
 {
     this.Parent = unpopulated.Parent;
     this.Rectangle = unpopulated.Rectangle;
     this.BoundingRectangle = GridBounds.Uninitialized;
     this.VisibleLeafNodes = null;
     this.StaticOpaqueObjects = new StaticOpaqueObject[] { null };
     this.StaticOpaqueObjectCount = 0;
     this.DisplayList = new DisplayList();
     this.TransparentFaces = new object[1];
     this.TransparentFaceCount = 0;
 }
        // 入出庫リスト取得コールバック呼出
        public override void DataSelect(int intKbn, object objList)
        {
            if ((ExWebService.geWebServiceCallKbn)intKbn == this.WebServiceCallKbn)
            {
                if (objList != null)
                {
                    entityList = (ObservableCollection<EntityInOutDelivery>)objList;
                    var records =
                         (from n in entityList
                          orderby n.in_out_delivery_ymd descending, n.no descending, n.in_out_delivery_kbn, n.in_out_delivery_proc_kbn
                          select new { n.no, 
                                       n.cause_no, 
                                       n.in_out_delivery_ymd, 
                                       n.in_out_delivery_kbn_nm, 
                                       n.in_out_delivery_proc_kbn_nm, 
                                       n.in_out_delivery_to_kbn_nm,
                                       n.in_out_delivery_to_nm,
                                       n.group_id_to_nm, 
                                       n.customer_nm, 
                                       n.purchase_name, 
                                       n.sum_number }).Distinct();

                    this.lst.Clear();
                    foreach (var rec in records)
                    {
                        string _no = ExCast.zFormatForID(rec.no, Common.gintidFigureSlipNo);
                        string _cause_no = ExCast.zFormatForID(rec.cause_no, Common.gintidFigureSlipNo);
                        if (ExCast.zCLng(_cause_no) == 0) _cause_no = "";

                        DisplayList _displayList = new DisplayList();
                        _displayList.no = rec.no;
                        _displayList.str_no = _no;
                        _displayList.str_cause_no = _cause_no;
                        _displayList.in_out_delivery_ymd = rec.in_out_delivery_ymd;
                        _displayList.in_out_delivery_kbn_nm = rec.in_out_delivery_kbn_nm;
                        _displayList.in_out_delivery_proc_kbn_nm = rec.in_out_delivery_proc_kbn_nm;
                        _displayList.in_out_delivery_to_kbn_nm = rec.in_out_delivery_to_kbn_nm;
                        _displayList.in_out_delivery_to_nm = rec.in_out_delivery_to_nm;
                        _displayList.group_nm = rec.group_id_to_nm;
                        _displayList.customer_nm = rec.customer_nm;
                        _displayList.purchase_nm = rec.purchase_name;
                        _displayList.sum_number = rec.sum_number;

                        lst.Add(_displayList);
                    }

                    this.dg.Focus();
                    this.dg.ItemsSource = null;
                    this.dg.ItemsSource = lst;
                    this.dgSelect.ItemsSource = null;
                    this.dgSelect.ItemsSource = lst;
                    if (lst.Count > 0)
                    {
                        this.dg.SelectedIndex = 0;
                    }
                    ExBackgroundWorker.DoWork_Focus(dg, 10);
                }
                else
                {
                    entityList = null;
                    this.lst.Clear();
                    this.dg.ItemsSource = null;
                    this.dgSelect.ItemsSource = null;
                    ExBackgroundWorker.DoWork_Focus(this.datInOutDeliveryYmd_F, 10);
                }
            }
        }
예제 #36
0
파일: ActionList.cs 프로젝트: stewmc/vixen
			public ActionCollection(DisplayList owner)
				: base(owner)
			{
			}
예제 #37
0
 // constructors
 internal GridPopulatedLeafNode(GridInternalNode parent, GridBounds rectangle, StaticOpaqueObject initialStaticOpaqueObject)
 {
     this.Parent = parent;
     this.Rectangle = rectangle;
     this.BoundingRectangle = GridBounds.Uninitialized;
     this.VisibleLeafNodes = null;
     if (initialStaticOpaqueObject != null) {
         this.StaticOpaqueObjects = new StaticOpaqueObject[] { initialStaticOpaqueObject };
         this.StaticOpaqueObjectCount = 1;
     } else {
         this.StaticOpaqueObjects = new StaticOpaqueObject[] { null };
         this.StaticOpaqueObjectCount = 0;
     }
     this.DisplayList = new DisplayList();
     this.TransparentFaces = new object[1];
     this.TransparentFaceCount = 0;
 }