/* Copyright (C) 1991-2002, The Numerical Algorithms Group Ltd. All rights reserved. Copyright (C) 2007-2010, Gabriel Dos Reis. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. - Neither the name of The Numerical Algorithms Group Ltd. nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #define _LIGHTING3D_C #include "openaxiom-c-macros.h" #include #include #include "light11.bitmap" #include "light11.mask" #include "header.h" #include "static.h" #include "draw.h" #include "cpanel.h" #include "volume.h" #include "Gfun.H1" #include "XSpadFill.h" #include "all_3d.H1" #define lightMASK ExposureMask #define lightCursorForeground lightingTitleColor #define lightCursorBackground foregroundColor #define lightFontHeight (lightingFont->max_bounds.ascent+lightingFont->max_bounds.descent) #define lightingAxesColor monoColor(52) #define lightingLabelColor monoColor(12) #define lightingBoxColor monoColor(138) #define lightingLightColor monoColor(7) #define lightingTitleColor monoColor(69) #define lightingButtonColor monoColor(140) #define lightingTransColor monoColor(140) #define lightingTransArrowColor monoColor(100) #define lightingTransLabelColor monoColor(207) #define lightingAxesSize 175 #define lightingAxesX 61 #define lightingAxesY 28 #define lightAxesScale 110 /* the extent of the axes in object space */ #define lightScale 0.63 /* projected scale factor */ #define arrowHead (control->buttonQueue[lightTranslucent].buttonX + 5) static viewTriple point0 = {0,0,0}; static float labels[basicScreen][7] = { {105,0,4,106,0,3,labelColor}, /* script x label - 4 segments */ {106,0,3,112,0,10,labelColor}, {112,0,10,114,0,9,labelColor}, {106,0,10,113,0,3,labelColor}, {0,106,9,0,107,10,labelColor}, /* script y label - 7 segments */ {0,107,10,0,107,6,labelColor}, {0,107,6,0,113,5,labelColor}, {0,113,10,0,113,-3,labelColor}, {0,113,-3,0,111,-5,labelColor}, {0,111,-5,0,110,-1,labelColor}, {0,110,-1,0,114,3,labelColor}, {0,5,114,0,6,115,labelColor}, /* script z label - 8 segments */ {0,6,115,0,11,116,labelColor}, {0,11,116,0,12,113,labelColor}, {0,12,113,0,10,111,labelColor}, {0,10,111,0,11,110,labelColor}, {0,11,110,0,11,103,labelColor}, {0,11,103,0,9,102,labelColor}, {0,9,102,0,9,105,labelColor}}; /*************************** * int makeLightingPanel() * ***************************/ int makeLightingPanel(void) { int i; XSetWindowAttributes cwAttrib, controlAttrib; XSizeHints sizehint; Pixmap lightbits,lightmask; XColor foreColor, backColor; lightbits = XCreateBitmapFromData(dsply,rtWindow, (const char*) lightBitmap_bits, lightBitmap_width,lightBitmap_height); lightmask = XCreateBitmapFromData(dsply,rtWindow, (const char*) lightMask_bits, lightMask_width,lightMask_height); cwAttrib.background_pixel = backgroundColor; cwAttrib.border_pixel = foregroundColor; cwAttrib.event_mask = lightMASK; cwAttrib.colormap = colorMap; cwAttrib.override_redirect = overrideManager; foreColor.pixel = lightCursorForeground; XQueryColor(dsply,colorMap,&foreColor); backColor.pixel = lightCursorBackground; XQueryColor(dsply,colorMap,&backColor); cwAttrib.cursor = XCreatePixmapCursor(dsply,lightbits,lightmask, &foreColor,&backColor, lightBitmap_x_hot,lightBitmap_y_hot); lightingWindow = XCreateWindow(dsply,control->controlWindow, -3,-3,controlWidth,controlHeight,3, CopyFromParent,InputOutput,CopyFromParent, controlCreateMASK,&cwAttrib); sizehint.flags = USPosition | USSize; sizehint.x = 0; sizehint.y = 0; sizehint.width = controlWidth; sizehint.height = controlHeight; /*** the None stands for icon pixmap. ***/ XSetNormalHints(dsply,lightingWindow,&sizehint); XSetStandardProperties(dsply,lightingWindow,"Lighting Panel 3D", "Lighting Panel",None,NULL,0,&sizehint); /*** lighting axes window ***/ cwAttrib.event_mask = 0; lightingAxes = XCreateWindow(dsply,lightingWindow, lightingAxesX,lightingAxesY, lightingAxesSize,lightingAxesSize, 0,CopyFromParent,InputOutput,CopyFromParent, controlCreateMASK,&cwAttrib); sizehint.flags = USPosition | USSize; sizehint.x = lightingAxesX; sizehint.y = lightingAxesY; sizehint.width = lightingAxesSize; sizehint.height = lightingAxesSize; /*** the None stands for icon pixmap ***/ XSetNormalHints(dsply,lightingAxes,&sizehint); XSetStandardProperties(dsply,lightingAxes,"Lighting Axes","Lighting Axes", None,NULL,0,&sizehint); XMapWindow(dsply,lightingAxes); /*** draw lighting buttons ***/ initLightButtons(control->buttonQueue); /* controlAttrib.event_mask = (control->buttonQueue[lightingButtonsStart]).mask; (control->buttonQueue[lightingButtonsStart]).self = XCreateWindow(dsply, lightingWindow, (control->buttonQueue[lightingButtonsStart]).buttonX, (control->buttonQueue[lightingButtonsStart]).buttonY, (control->buttonQueue[lightingButtonsStart]).buttonWidth, (control->buttonQueue[lightingButtonsStart]).buttonHeight, 0,0,InputOnly,CopyFromParent, buttonCreateMASK,&controlAttrib); XMakeAssoc(dsply,table,(control->buttonQueue[lightingButtonsStart]).self, &((control->buttonQueue[lightingButtonsStart]).buttonKey)); XMapWindow(dsply,(control->buttonQueue[lightingButtonsStart]).self); */ for (i=(lightingButtonsStart + 1); i<(lightingButtonsEnd); i++) { controlAttrib.event_mask = (control->buttonQueue[i]).mask; (control->buttonQueue[i]).self = XCreateWindow(dsply,lightingWindow, (control->buttonQueue[i]).buttonX, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonWidth, (control->buttonQueue[i]).buttonHeight, 0,0,InputOnly,CopyFromParent, buttonCreateMASK,&controlAttrib); XMakeAssoc(dsply,table,(control->buttonQueue[i]).self, &((control->buttonQueue[i]).buttonKey)); XMapWindow(dsply,(control->buttonQueue[i]).self); } /* assign global direction variables for light projections */ sinTheta = sin(-viewport->theta); cosTheta = cos(-viewport->theta); sinPhi = sin(viewport->phi); cosPhi = cos(viewport->phi); return(0); } /* makeLightingPanel() */ /*************************** * void drawLightingAxes() * ***************************/ void drawLightingAxes(void) { XWindowAttributes laInfo; int i,xCenter,yCenter; float Px0,Py0; int vPx0,vPy0,vPx1,vPy1; viewTriple pointX,pointY,pointXY,pointXYZ; XGetWindowAttributes(dsply,lightingAxes,&laInfo); XClearWindow(dsply,lightingAxes); xCenter = laInfo.width / 2; yCenter = laInfo.height / 2; sinTheta = sin(-viewport->theta); cosTheta = cos(-viewport->theta); sinPhi = sin(viewport->phi); cosPhi = cos(viewport->phi); GSetForeground(lightingGC,(float)monoColor(buttonColor),Xoption); for (i=0; i < 3; i++) { Px0 = proj2PX(axes[i][0],axes[i][1]); Py0 = proj2PY(axes[i][0],axes[i][1],axes[i][2]); vPx0 = Px0 * lightScale + xCenter; vPy0 = laInfo.height - (Py0 * lightScale + yCenter); Px0 = proj2PX(axes[i][3],axes[i][4]); Py0 = proj2PY(axes[i][3],axes[i][4],axes[i][5]); vPx1 = Px0 * lightScale + xCenter; vPy1 = laInfo.height - (Py0 * lightScale + yCenter); GDrawLine(lightingGC,lightingAxes,vPx0,vPy0,vPx1,vPy1,Xoption); } GSetForeground(lightingGC,(float)lightingLabelColor,Xoption); for (i=0; i < basicScreen; i++) { Px0 = proj2PX(labels[i][0],labels[i][1]); Py0 = proj2PY(labels[i][0],labels[i][1],labels[i][2]); vPx0 = Px0 * lightScale + xCenter; vPy0 = laInfo.height - (Py0 * lightScale + yCenter); Px0 = proj2PX(labels[i][3],labels[i][4]); Py0 = proj2PY(labels[i][3],labels[i][4],labels[i][5]); vPx1 = Px0 * lightScale + xCenter; vPy1 = laInfo.height - (Py0 * lightScale + yCenter); GDrawLine(lightingGC,lightingAxes,vPx0,vPy0,vPx1,vPy1,Xoption); } GSetForeground(lightingGC,(float)lightingBoxColor,Xoption); pointX.x = tempLightPointer[0] * lightAxesScale; pointX.y = 0; pointX.z = 0; pointY.x = 0; pointY.y = tempLightPointer[1] * lightAxesScale; pointY.z = 0; pointXY.x = tempLightPointer[0] * lightAxesScale; pointXY.y = tempLightPointer[1] * lightAxesScale; pointXY.z = 0; pointXYZ.x = tempLightPointer[0] * lightAxesScale; pointXYZ.y = tempLightPointer[1] * lightAxesScale; pointXYZ.z = tempLightPointer[2] * lightAxesScale; Px0 = proj2PX(pointXY.x,pointXY.y); Py0 = proj2PY(pointXY.x,pointXY.y,pointXY.z); vPx0 = Px0 * lightScale + xCenter; vPy0 = laInfo.height - (Py0 * lightScale + yCenter); Px0 = proj2PX(pointX.x,pointX.y); Py0 = proj2PY(pointX.x,pointX.y,pointX.z); vPx1 = Px0 * lightScale + xCenter; vPy1 = laInfo.height - (Py0 * lightScale + yCenter); GDrawLine(lightingGC,lightingAxes,vPx0,vPy0,vPx1,vPy1,Xoption); Px0 = proj2PX(pointY.x,pointY.y); Py0 = proj2PY(pointY.x,pointY.y,pointY.z); vPx1 = Px0 * lightScale + xCenter; vPy1 = laInfo.height - (Py0 * lightScale + yCenter); GDrawLine(lightingGC,lightingAxes,vPx0,vPy0,vPx1,vPy1,Xoption); Px0 = proj2PX(pointXYZ.x,pointXYZ.y); Py0 = proj2PY(pointXYZ.x,pointXYZ.y,pointXYZ.z); vPx1 = Px0 * lightScale + xCenter; vPy1 = laInfo.height - (Py0 * lightScale + yCenter); GDrawLine(lightingGC,lightingAxes,vPx0,vPy0,vPx1,vPy1,Xoption); GSetForeground(lightingGC,(float)lightingLightColor,Xoption); Px0 = proj2PX(point0.x,point0.y); Py0 = proj2PY(point0.x,point0.y,point0.z); vPx0 = Px0 * lightScale + xCenter; vPy0 = laInfo.height - (Py0 * lightScale + yCenter); GDrawLine(lightingGC,lightingAxes,vPx0,vPy0,vPx1,vPy1,Xoption); } /* drawLightingAxes */ /****************************** * void drawLightTransArrow() * ******************************/ void drawLightTransArrow(void) { int i; float f; /*** Draw the intensity potentiometer window. ***/ XClearArea(dsply,lightingWindow, (control->buttonQueue[lightTranslucent]).buttonX, (control->buttonQueue[lightTranslucent]).buttonY-5, (control->buttonQueue[lightTranslucent]).buttonWidth, (control->buttonQueue[lightTranslucent]).buttonHeight+10, False); GDrawLine(controlMessageGC,lightingWindow, (control->buttonQueue[lightTranslucent]).buttonX, (control->buttonQueue[lightTranslucent]).buttonY, (control->buttonQueue[lightTranslucent]).buttonX, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).buttonHeight,Xoption); GDrawLine(controlMessageGC,lightingWindow, (control->buttonQueue[lightTranslucent]).buttonX + 1, (control->buttonQueue[lightTranslucent]).buttonY, (control->buttonQueue[lightTranslucent]).buttonX + (control->buttonQueue[lightTranslucent]).buttonWidth * 3/10, (control->buttonQueue[lightTranslucent]).buttonY,Xoption); GDrawLine(controlMessageGC,lightingWindow, (control->buttonQueue[lightTranslucent]).buttonX + 1, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).yHalf/2, (control->buttonQueue[lightTranslucent]).buttonX + (control->buttonQueue[lightTranslucent]).buttonWidth * 2/10, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).yHalf/2,Xoption); GDrawLine(controlMessageGC,lightingWindow, (control->buttonQueue[lightTranslucent]).buttonX + 1, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).yHalf, (control->buttonQueue[lightTranslucent]).buttonX + (control->buttonQueue[lightTranslucent]).buttonWidth * 3/10, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).yHalf,Xoption); GDrawLine(controlMessageGC,lightingWindow, (control->buttonQueue[lightTranslucent]).buttonX + 1, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).buttonHeight*3/4, (control->buttonQueue[lightTranslucent]).buttonX + (control->buttonQueue[lightTranslucent]).buttonWidth * 2/10, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).buttonHeight*3/4,Xoption); GDrawLine(controlMessageGC,lightingWindow, (control->buttonQueue[lightTranslucent]).buttonX + 1, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).buttonHeight, (control->buttonQueue[lightTranslucent]).buttonX + (control->buttonQueue[lightTranslucent]).buttonWidth * 3/10, (control->buttonQueue[lightTranslucent]).buttonY + (control->buttonQueue[lightTranslucent]).buttonHeight,Xoption); /*** Draw the intensity selection arrow ***/ GSetForeground(lightingGC,(float)lightingTransArrowColor,Xoption); f = (control->buttonQueue[lightTranslucent].buttonY + control->buttonQueue[lightTranslucent].buttonHeight) - (tempLightIntensity * control->buttonQueue[lightTranslucent].buttonHeight); i = f; GDrawLine(lightingGC, lightingWindow, arrowHead + 10, i, arrowHead + 22, i + 2, Xoption); GDrawLine(lightingGC, lightingWindow, arrowHead + 22, i + 2, arrowHead + 22, i - 2, Xoption); GDrawLine(lightingGC, lightingWindow, arrowHead + 22, i - 2, arrowHead + 10, i, Xoption); } /* drawLightTransArrow() */ /**************************** * void drawLightingPanel() * ****************************/ void drawLightingPanel(void) { const char* s; int i,strlength; /* Draw border lines to separate the lighting window, potentiometers, and button regions of the lightng subpanel. */ GSetForeground(trashGC,(float)foregroundColor,Xoption); GSetLineAttributes(trashGC,3,LineSolid,CapButt,JoinMiter,Xoption); GDrawLine(trashGC, lightingWindow, 0, potA, controlWidth, potA, Xoption); GSetLineAttributes(trashGC,2,LineSolid,CapButt,JoinMiter,Xoption); GDrawLine(trashGC, lightingWindow, 0, lightB, controlWidth, lightB, Xoption); GDrawLine(trashGC, lightingWindow, 0, lightPotA, controlWidth, lightPotA, Xoption); GDrawLine(trashGC, lightingWindow, 0, lightPotB, controlWidth, lightPotB, Xoption); GDrawLine(trashGC, lightingWindow, lightTransL, lightPotA, lightTransL, lightPotB, Xoption); writeControlTitle(lightingWindow); s = "Lighting Control Panel"; strlength = strlen(s); GSetForeground(anotherGC,(float)lightingTitleColor,Xoption); GDrawString(anotherGC, lightingWindow, centerX(anotherGC, s, strlength, controlWidth), lightB+18, s, strlength, Xoption); for (i=lightingButtonsStart; i<(lightingButtonsEnd); i++) { switch (i) { case lightMove: GSetForeground(lightingGC,(float)lightingButtonColor,Xoption); GDraw3DButtonOut(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonWidth, (control->buttonQueue[i]).buttonHeight,Xoption); GSetForeground(lightingGC,(float)monoColor(buttonColor),Xoption); GDrawLine(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY + 2*(control->buttonQueue[i]).yHalf,Xoption); GDrawLine(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX, (control->buttonQueue[i]).buttonY + (control->buttonQueue[i]).yHalf, (control->buttonQueue[i]).buttonX + 2*(control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY + (control->buttonQueue[i]).yHalf,Xoption); break; case lightMoveXY: GSetForeground(lightingGC,(float)lightingButtonColor,Xoption); GDraw3DButtonOut(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonWidth, (control->buttonQueue[i]).buttonHeight,Xoption); GSetForeground(lightingGC,(float)monoColor(buttonColor),Xoption); GDrawLine(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY + 2*(control->buttonQueue[i]).yHalf,Xoption); GDrawLine(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX, (control->buttonQueue[i]).buttonY + (control->buttonQueue[i]).yHalf, (control->buttonQueue[i]).buttonX + 2*(control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY + (control->buttonQueue[i]).yHalf,Xoption); break; case lightMoveZ: GSetForeground(lightingGC,(float)lightingButtonColor,Xoption); GDraw3DButtonOut(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonWidth, (control->buttonQueue[i]).buttonHeight,Xoption); GSetForeground(lightingGC,(float)monoColor(buttonColor),Xoption); GDrawLine(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf, (control->buttonQueue[i]).buttonY + 2*(control->buttonQueue[i]).yHalf,Xoption); GDrawLine(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf - (control->buttonQueue[i]).xHalf/2, (control->buttonQueue[i]).buttonY + (control->buttonQueue[i]).yHalf, (control->buttonQueue[i]).buttonX + (control->buttonQueue[i]).xHalf + (control->buttonQueue[i]).xHalf/2, (control->buttonQueue[i]).buttonY + (control->buttonQueue[i]).yHalf,Xoption); break; case lightTranslucent: drawLightTransArrow(); break; default: GDraw3DButtonOut(lightingGC,lightingWindow, (control->buttonQueue[i]).buttonX, (control->buttonQueue[i]).buttonY, (control->buttonQueue[i]).buttonWidth, (control->buttonQueue[i]).buttonHeight,Xoption); s = (control->buttonQueue[i]).text; strlength = strlen(s); GSetForeground(trashGC, (float)monoColor((control->buttonQueue[i]).textColor),Xoption); GDrawString(trashGC, lightingWindow, (control->buttonQueue[i]).buttonX + centerX(processGC,s,strlength, (control->buttonQueue[i]).buttonWidth), (control->buttonQueue[i]).buttonY + centerY(processGC,(control->buttonQueue[i]).buttonHeight), s,strlen(s),Xoption); } /* switch */ } /* for i in control->buttonQueue */ GSetForeground(lightingGC,(float)monoColor(labelColor),Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightMoveXY].buttonX + control->buttonQueue[lightMoveXY].buttonWidth + 3, control->buttonQueue[lightMoveXY].buttonY + control->buttonQueue[lightMoveXY].yHalf, "x",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightMoveXY].buttonX + control->buttonQueue[lightMoveXY].xHalf - 2, control->buttonQueue[lightMoveXY].buttonY - 4, "y",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightMoveZ].buttonX + control->buttonQueue[lightMoveZ].xHalf - 2, control->buttonQueue[lightMoveZ].buttonY - 4, "z",1,Xoption); /** Draw the title for the intensity potentiometer. */ GSetForeground(lightingGC,(float)lightingTransColor,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY, "I",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight, "n",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight*2, "t",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight*3, "e",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight*4, "n",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight*5, "s",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight*6, "i",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight*7, "t",1,Xoption); GDrawString(lightingGC,lightingWindow, control->buttonQueue[lightTranslucent].buttonX + control->buttonQueue[lightTranslucent].buttonWidth + 3, control->buttonQueue[lightTranslucent].buttonY + lightFontHeight*8, "y",1,Xoption); drawLightingAxes(); drawLightTransArrow(); } /* drawLightingPanel */