mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-26 06:35:51 +00:00
335 lines
8.1 KiB
C
335 lines
8.1 KiB
C
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#ifdef WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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#include <gl/gl.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "prof.h"
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#include "prof_internal.h"
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#pragma warning(disable:4305; disable:4244)
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// use factor to compute a glow amount
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static int get_colors(float factor,
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float text_color_ret[3],
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float glow_color_ret[3],
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float *glow_alpha_ret)
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{
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const float GLOW_RANGE = 0.5f;
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const float GLOW_ALPHA_MAX = 0.5f;
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float glow_alpha;
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int i;
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float hot[3] = {1, 1.0, 0.9};
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float cold[3] = {0.15, 0.9, 0.15};
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float glow_cold[3] = {0.5f, 0.5f, 0};
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float glow_hot[3] = {1.0f, 1.0f, 0};
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if (factor < 0) factor = 0;
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if (factor > 1) factor = 1;
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for (i=0; i < 3; ++i)
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text_color_ret[i] = cold[i] + (hot[i] - cold[i]) * factor;
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// Figure out whether to start up the glow as well.
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glow_alpha = (factor - GLOW_RANGE) / (1 - GLOW_RANGE);
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if (glow_alpha < 0) {
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*glow_alpha_ret = 0;
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return 0;
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}
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for (i=0; i < 3; ++i)
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glow_color_ret[i] = glow_cold[i] + (glow_hot[i] - glow_cold[i]) * factor;
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*glow_alpha_ret = glow_alpha * GLOW_ALPHA_MAX;
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return 1;
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}
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static void draw_rectangle(float x0, float y0, float x1, float y1)
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{
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// FACE_CULL is disabled so winding doesn't matter
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glVertex2f(x0, y0);
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glVertex2f(x1, y0);
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glVertex2f(x1, y1);
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glVertex2f(x0, y1);
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}
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typedef struct
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{
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float x0,y0;
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float sx,sy;
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} GraphLocation;
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static void graph_func(int id, int x0, int x1, float *values, void *data)
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{
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GraphLocation *loc = (GraphLocation *) data;
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int i, r,g,b;
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// trim out values that are under 0.2 ms to accelerate rendering
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while (x0 < x1 && (*values < 0.0002f)) { ++x0; ++values; }
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while (x1 > x0 && (values[x1-1-x0] < 0.0002f)) --x1;
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if (id == 0)
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glColor4f(1,1,1,0.5);
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else {
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if (x0 == x1) return;
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id = (id >> 8) + id;
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r = id * 37;
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g = id * 59;
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b = id * 45;
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#pragma warning(disable:4761)
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glColor3ub((r & 127) + 80, (g & 127) + 80, (b & 127) + 80);
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}
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glBegin(GL_LINE_STRIP);
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if (x0 == x1) {
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float x,y;
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x = loc->x0 + x0 * loc->sx;
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y = loc->y0 + values[0] * loc->sy;
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glVertex2f(x,loc->y0);
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glVertex2f(x, y);
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}
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for (i=0; i < x1-x0; ++i) {
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float x,y;
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x = loc->x0 + (i+x0) * loc->sx;
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y = loc->y0 + values[i] * loc->sy;
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glVertex2f(x,y);
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}
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glEnd();
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}
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Prof_extern_C void Prof_draw_graph_gl(float sx, float sy, float x_spacing, float y_spacing)
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{
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#ifdef Prof_ENABLED
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Prof_Begin(iprof_draw_graph)
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GraphLocation loc = { sx, sy, x_spacing, y_spacing * 1000 };
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Prof_graph(128, graph_func, &loc);
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Prof_End
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#endif
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}
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// float to string conversion with sprintf() was
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// taking up 10-20% of the Prof_draw time, so I
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// wrote a faster float-to-string converter
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static char int_to_string[100][4];
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static char int_to_string_decimal[100][4];
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static char int_to_string_mid_decimal[100][4];
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static void int_to_string_init(void)
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{
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int i;
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for (i=0; i < 100; ++i) {
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sprintf(int_to_string[i], "%d", i);
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sprintf(int_to_string_decimal[i], ".%02d", i);
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sprintf(int_to_string_mid_decimal[i], "%d.%d", i/10, i % 10);
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}
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}
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static char *formats[5] =
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{
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"%.0f",
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"%.1f",
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"%.2f",
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"%.3f",
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"%.4f",
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};
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static void float_to_string(char *buf, float num, int precision)
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{
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int x,y;
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switch(precision) {
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case 2:
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if (num < 0 || num >= 100)
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break;
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x = num;
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y = (num - x) * 100;
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strcpy(buf, int_to_string[x]);
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strcat(buf, int_to_string_decimal[y]);
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return;
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case 3:
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if (num < 0 || num >= 10)
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break;
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num *= 10;
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x = num;
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y = (num - x) * 100;
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strcpy(buf, int_to_string_mid_decimal[x]);
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strcat(buf, int_to_string_decimal[y]+1);
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return;
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case 4:
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if (num < 0 || num >= 1)
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break;
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num *= 100;
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x = num;
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y = (num - x) * 100;
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buf[0] = '0';
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strcpy(buf+1, int_to_string_decimal[x]);
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strcat(buf, int_to_string_decimal[y]+1);
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return;
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}
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sprintf(buf, formats[precision], num);
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}
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Prof_extern_C void Prof_draw_gl(float sx, float sy,
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float full_width, float height,
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float line_spacing, int precision,
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void (*printText)(float x, float y, char *str), float (*textWidth)(char *str))
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{
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#ifdef Prof_ENABLED
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Prof_Begin(iprof_draw)
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int i,j,n,o;
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GLuint cull, texture;
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float backup_sy;
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float field_width = textWidth("5555.55");
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float name_width = full_width - field_width * 3;
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float plus_width = textWidth("+");
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int max_records;
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Prof_Report *pob;
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if (!int_to_string[0][0]) int_to_string_init();
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if (precision < 1) precision = 1;
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if (precision > 4) precision = 4;
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// disable face culling to avoid having to get winding correct
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texture = glIsEnabled(GL_TEXTURE_2D);
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cull = glIsEnabled(GL_CULL_FACE);
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if (cull == GL_TRUE) {
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glDisable(GL_CULL_FACE);
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}
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pob = Prof_create_report();
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for (i=0; i < NUM_TITLE; ++i) {
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if (pob->title[i]) {
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float header_x0 = sx;
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float header_x1 = header_x0 + full_width;
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if (i == 0)
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glColor4f(0.1f, 0.3f, 0, 0.85);
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else
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glColor4f(0.2f, 0.1f, 0.1f, 0.85);
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glBegin(GL_QUADS);
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draw_rectangle(header_x0, sy-2, header_x1, sy-line_spacing+2);
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glEnd();
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if (i == 0)
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glColor4f(0.6, 0.4, 0, 0);
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else
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glColor4f(0.8f, 0.1f, 0.1f, 0);
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printText(sx+2, sy, pob->title[i]);
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sy += 1.5*line_spacing;
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height -= abs(line_spacing)*1.5;
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}
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}
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max_records = height / abs(line_spacing);
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o = 0;
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n = pob->num_record;
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if (n > max_records) n = max_records;
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if (pob->hilight >= o + n) {
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o = pob->hilight - n + 1;
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}
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backup_sy = sy;
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// Draw the background colors for the zone data.
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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glColor4f(0,0,0,0.85);
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draw_rectangle(sx, sy, sx + full_width, sy - line_spacing);
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sy += line_spacing;
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for (i = 0; i < n; i++) {
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float y0, y1;
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if (i & 1) {
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glColor4f(0.1, 0.1f, 0.2, 0.85);
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} else {
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glColor4f(0.1f, 0.1f, 0.3, 0.85);
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}
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if (i+o == pob->hilight)
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glColor4f(0.3f, 0.3f, 0.1f, 0.85);
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y0 = sy;
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y1 = sy - line_spacing;
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draw_rectangle(sx, y0, sx + full_width, y1);
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sy += line_spacing;
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}
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glEnd();
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sy = backup_sy;
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glColor4f(0.7,0.7,0.7,0);
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if (pob->header[0])
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printText(sx+8, sy, pob->header[0]);
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for (j=1; j < NUM_HEADER; ++j)
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if (pob->header[j])
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printText(sx + name_width + field_width * (j-1) +
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field_width/2 - textWidth(pob->header[j])/2, sy, pob->header[j]);
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sy += line_spacing;
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for (i = 0; i < n; i++) {
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char buf[256], *b = buf;
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Prof_Report_Record *r = &pob->record[i+o];
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float text_color[3], glow_color[3];
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float glow_alpha;
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float x = sx + textWidth(" ") * r->indent + plus_width/2;
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if (r->prefix) {
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buf[0] = r->prefix;
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++b;
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} else {
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x += plus_width;
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}
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if (r->number)
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sprintf(b, "%s (%d)", r->name, r->number);
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else
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sprintf(b, "%s", r->name);
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if (get_colors(r->heat, text_color, glow_color, &glow_alpha)) {
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glColor4f(glow_color[0], glow_color[1], glow_color[2], glow_alpha);
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//printText(x+2, sy-1, buf);
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printText(x+1, sy, buf);
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}
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glColor3fv(text_color);
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printText(x + 1, sy, buf);
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for (j=0; j < NUM_VALUES; ++j) {
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if (r->value_flag & (1 << j)) {
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int pad;
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float_to_string(buf, r->values[j], j == 2 ? 2 : precision);
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pad = field_width- plus_width - textWidth(buf);
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if (r->indent) pad += plus_width;
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printText(sx + pad + name_width + field_width * j, sy, buf);
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}
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}
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sy += line_spacing;
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}
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Prof_free_report(pob);
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if (cull == GL_TRUE)
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glEnable(GL_CULL_FACE);
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if (texture == GL_TRUE)
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glEnable(GL_TEXTURE_2D);
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Prof_End
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#endif
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}
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