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C++ FloatRect函数代码示例

本文整理汇总了C++中FloatRect函数的典型用法代码示例。如果您正苦于以下问题:C++ FloatRect函数的具体用法?C++ FloatRect怎么用?C++ FloatRect使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了FloatRect函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: FloatRect

FloatRect FloatRect::narrowPrecision(double x, double y, double width, double height)
{
    return FloatRect(narrowPrecisionToFloat(x), narrowPrecisionToFloat(y), narrowPrecisionToFloat(width), narrowPrecisionToFloat(height));
}
开发者ID:325116067,项目名称:semc-qsd8x50,代码行数:4,代码来源:FloatRect.cpp

示例2: rebuildBaseVert

	void rebuildBaseVert()
	{
		if (geo.w == 0 || geo.h == 0)
		{
			base.vert.clear();
			base.vert.commit();

			return;
		}

		const IntRect bgPos(2, 2, geo.w-4, geo.h-4);
		size_t count = 0;

		/* Stretched layer (1) */
		count += 1;

		/* Tiled layer (2) */
		base.bgTileQuads = TileQuads::twoDimCount(bgTileSrc.w, bgTileSrc.h, bgPos.w, bgPos.h);
		count += base.bgTileQuads;

		const Vec2 corOff(geo.w - 16, geo.h - 16);

		const Corners<FloatRect> cornerPos =
		{
			FloatRect(        0,        0, 16, 16 ), /* Top left */
			FloatRect( corOff.x,        0, 16, 16 ), /* Top right */
			FloatRect(        0, corOff.y, 16, 16 ), /* Bottom left */
			FloatRect( corOff.x, corOff.y, 16, 16 )  /* Bottom right */
		};

		const Vec2i sideLen(geo.w - 16*2, geo.h - 16*2);

		bool drawSidesLR = sideLen.x > 0;
		bool drawSidesTB = sideLen.y > 0;

		base.borderQuads = 0;
		base.borderQuads += 4; /* 4 corners */

		if (drawSidesLR)
			base.borderQuads += TileQuads::oneDimCount(32, sideLen.y) * 2;

		if (drawSidesTB)
			base.borderQuads += TileQuads::oneDimCount(32, sideLen.x) * 2;

		count += base.borderQuads;

		base.vert.resize(count);

		Vertex *vert = dataPtr(base.vert.vertices);
		size_t i = 0;

		/* Stretched background */
		i += Quad::setTexPosRect(&vert[i*4], bgStretchSrc, bgPos);

		/* Tiled background */
		i += TileQuads::build(bgTileSrc, bgPos, &vert[i*4]);

		/* Corners */
		i += Quad::setTexPosRect(&vert[i*4], cornerSrc.tl, cornerPos.tl);
		i += Quad::setTexPosRect(&vert[i*4], cornerSrc.tr, cornerPos.tr);
		i += Quad::setTexPosRect(&vert[i*4], cornerSrc.bl, cornerPos.bl);
		i += Quad::setTexPosRect(&vert[i*4], cornerSrc.br, cornerPos.br);

		/* Sides */
		if (drawSidesLR)
		{
			i += TileQuads::buildV(borderSrc.l, sideLen.y,        0,       16, &vert[i*4]);
			i += TileQuads::buildV(borderSrc.r, sideLen.y, corOff.x,       16, &vert[i*4]);
		}

		if (drawSidesTB)
		{
			i += TileQuads::buildH(borderSrc.t, sideLen.x,       16,        0, &vert[i*4]);
			i += TileQuads::buildH(borderSrc.b, sideLen.x,       16, corOff.y, &vert[i*4]);
		}

		base.vert.commit();
	}
开发者ID:Alex223124,项目名称:mkxp,代码行数:78,代码来源:windowvx.cpp

示例3: absoluteQuads

void RenderLineBreak::absoluteQuads(Vector<FloatQuad>& quads, bool* wasFixed) const
{
    if (!m_inlineBoxWrapper)
        return;
    quads.append(localToAbsoluteQuad(FloatRect(m_inlineBoxWrapper->topLeft(), m_inlineBoxWrapper->size()), 0 /* mode */, wasFixed));
}
开发者ID:kodybrown,项目名称:webkit,代码行数:6,代码来源:RenderLineBreak.cpp

示例4: fillWithSolidColor

void Image::drawTiled(GraphicsContext& ctxt, const FloatRect& destRect, const FloatPoint& srcPoint, const FloatSize& scaledTileSize, const FloatSize& spacing, CompositeOperator op, BlendMode blendMode)
{    
    if (mayFillWithSolidColor()) {
        fillWithSolidColor(ctxt, destRect, solidColor(), op);
        return;
    }

    ASSERT(!isBitmapImage() || notSolidColor());

#if PLATFORM(IOS)
    FloatSize intrinsicTileSize = originalSize();
#else
    FloatSize intrinsicTileSize = size();
#endif
    if (hasRelativeWidth())
        intrinsicTileSize.setWidth(scaledTileSize.width());
    if (hasRelativeHeight())
        intrinsicTileSize.setHeight(scaledTileSize.height());

    FloatSize scale(scaledTileSize.width() / intrinsicTileSize.width(),
                    scaledTileSize.height() / intrinsicTileSize.height());

    FloatRect oneTileRect;
    FloatSize actualTileSize(scaledTileSize.width() + spacing.width(), scaledTileSize.height() + spacing.height());
    oneTileRect.setX(destRect.x() + fmodf(fmodf(-srcPoint.x(), actualTileSize.width()) - actualTileSize.width(), actualTileSize.width()));
    oneTileRect.setY(destRect.y() + fmodf(fmodf(-srcPoint.y(), actualTileSize.height()) - actualTileSize.height(), actualTileSize.height()));
    oneTileRect.setSize(scaledTileSize);
    
    // Check and see if a single draw of the image can cover the entire area we are supposed to tile.
    if (oneTileRect.contains(destRect) && !ctxt.drawLuminanceMask()) {
        FloatRect visibleSrcRect;
        visibleSrcRect.setX((destRect.x() - oneTileRect.x()) / scale.width());
        visibleSrcRect.setY((destRect.y() - oneTileRect.y()) / scale.height());
        visibleSrcRect.setWidth(destRect.width() / scale.width());
        visibleSrcRect.setHeight(destRect.height() / scale.height());
        draw(ctxt, destRect, visibleSrcRect, op, blendMode, ImageOrientationDescription());
        return;
    }

#if PLATFORM(IOS)
    // When using accelerated drawing on iOS, it's faster to stretch an image than to tile it.
    if (ctxt.isAcceleratedContext()) {
        if (size().width() == 1 && intersection(oneTileRect, destRect).height() == destRect.height()) {
            FloatRect visibleSrcRect;
            visibleSrcRect.setX(0);
            visibleSrcRect.setY((destRect.y() - oneTileRect.y()) / scale.height());
            visibleSrcRect.setWidth(1);
            visibleSrcRect.setHeight(destRect.height() / scale.height());
            draw(ctxt, destRect, visibleSrcRect, op, BlendModeNormal, ImageOrientationDescription());
            return;
        }
        if (size().height() == 1 && intersection(oneTileRect, destRect).width() == destRect.width()) {
            FloatRect visibleSrcRect;
            visibleSrcRect.setX((destRect.x() - oneTileRect.x()) / scale.width());
            visibleSrcRect.setY(0);
            visibleSrcRect.setWidth(destRect.width() / scale.width());
            visibleSrcRect.setHeight(1);
            draw(ctxt, destRect, visibleSrcRect, op, BlendModeNormal, ImageOrientationDescription());
            return;
        }
    }
#endif

    // Patterned images and gradients can use lots of memory for caching when the
    // tile size is large (<rdar://problem/4691859>, <rdar://problem/6239505>).
    // Memory consumption depends on the transformed tile size which can get
    // larger than the original tile if user zooms in enough.
#if PLATFORM(IOS)
    const float maxPatternTilePixels = 512 * 512;
#else
    const float maxPatternTilePixels = 2048 * 2048;
#endif
    FloatRect transformedTileSize = ctxt.getCTM().mapRect(FloatRect(FloatPoint(), scaledTileSize));
    float transformedTileSizePixels = transformedTileSize.width() * transformedTileSize.height();
    FloatRect currentTileRect = oneTileRect;
    if (transformedTileSizePixels > maxPatternTilePixels) {
        GraphicsContextStateSaver stateSaver(ctxt);
        ctxt.clip(destRect);

        currentTileRect.shiftYEdgeTo(destRect.y());
        float toY = currentTileRect.y();
        while (toY < destRect.maxY()) {
            currentTileRect.shiftXEdgeTo(destRect.x());
            float toX = currentTileRect.x();
            while (toX < destRect.maxX()) {
                FloatRect toRect(toX, toY, currentTileRect.width(), currentTileRect.height());
                FloatRect fromRect(toFloatPoint(currentTileRect.location() - oneTileRect.location()), currentTileRect.size());
                fromRect.scale(1 / scale.width(), 1 / scale.height());

                draw(ctxt, toRect, fromRect, op, BlendModeNormal, ImageOrientationDescription());
                toX += currentTileRect.width();
                currentTileRect.shiftXEdgeTo(oneTileRect.x());
            }
            toY += currentTileRect.height();
            currentTileRect.shiftYEdgeTo(oneTileRect.y());
        }
        return;
    }

    AffineTransform patternTransform = AffineTransform().scaleNonUniform(scale.width(), scale.height());
//.........这里部分代码省略.........
开发者ID:hnney,项目名称:webkit,代码行数:101,代码来源:Image.cpp

示例5: screenRect

FloatRect screenRect(Widget* widget)
{
    return FloatRect(FloatPoint(), FloatSize(IntSize(BlackBerry::Platform::Graphics::Screen::primaryScreen()->size())));
}
开发者ID:dzhshf,项目名称:WebKit,代码行数:4,代码来源:PlatformScreenBlackBerry.cpp

示例6: setRect

void UIView::setRect(float left, float top, float width, float height)
{
	setRect(FloatRect(left, top, width, height));
}
开发者ID:YurieCo,项目名称:Nephilim,代码行数:4,代码来源:UIView.cpp

示例7: m_view1

Game_Manager::Game_Manager(RenderWindow *app, View &view1, int screen_x, int screen_y)
    : m_view1(view1)
    , radio_icon(app, "resources/radioactive_icon.png", &view1)
    , food_icon(app, "resources/food_icon0.png", &view1)
    , metal_icon(app, "resources/iron_icon0.png", &view1)
    , radio_bar(app, "resources/radio_bar.png", &view1)
    , radio_bar_background(app, "resources/radio_bar_background.png", &view1)
    , radio_bar_grad(app, "resources/radio_bar_grad.png", &view1)
    , oxygen_bar(app, "resources/oxygen_bar.png", &view1)
    , oxygen_bar_background(app, "resources/oxygen_bar_background.png", &view1)
    , oxygen_bar_grad(app, "resources/oxygen_bar_grad.png", &view1)
    , head_icon(app, "resources/head_icon.png", &view1)
    , explosion(app, "resources/explosion.png", &view1)
    , background(app, "resources/background.png", &view1)
    , selection_border(app, "resources/selection_border.png", &view1)
    , goal_border(app, "resources/selection_border.png", &view1)
    , end_sprite(app, "resources/end.png", &view1)
    , bomb(app, "resources/bomb.png", &view1)
    , pause_sprite(app, "resources/pause.png", &view1)
    , info_sprite(app, "resources/info.png", &view1)
    , spriteTile0(app, "resources/invisible.png", &view1)
    , tile_size(384)
{

    //sounds
    buffer.loadFromFile("resources/explosion.ogg");

    sound.setBuffer(buffer);

    buffer_combat.loadFromFile("resources/combat.ogg");

    sound_combat.setBuffer(buffer_combat);

    monster_time.restart();

    //

    zoom = 1;
    zoom_rate = 10;
    zoom_change = ZOOM_NO_CHANGE;




    goal_border.add_color(255, 150, 50, 255);

    citizen_max = 10;
    monster_max = 10;
    citizen_number = citizen_max;
    food_number = 0;
    metal_number = 0;
    pause = false;
    clicked = false;
    glissor_on = false;
    info = true;
    cinematic_on = true;
    m_x_offset = tile_size * 2 + (tile_size / 2);
    m_y_offset = (tile_size / 2);
    oxygen_number = 1.0f;
    fail = false;

    m_app = app;
    m_app->setView(m_view1);

    m_screen_y = 1080;
    m_screen_x = 1920;

    m_view2.reset(FloatRect(0.0f, 0.0f, static_cast<float>(m_screen_x), static_cast<float>(m_screen_y)));
    m_view2.setViewport(FloatRect(0.0f, 0.0f, 1.0f, 1.0f));

    //init map
    for (size_t y = 0; y < 10; y++)
    {
        for (size_t x = 0; x < 5; x++)
        {

            my_map[y][x].setLevel(y);
            my_map[y][x].init_resources(m_app, &view1, x, y);

            if (y == 0)
            {            //surface

                my_map[y][x].setID(6 + x);
            }            
            else if(x >= 2 && x <5 && y == 4)
            {            //metro 3, 4, 5
                my_map[y][x].setID(1 + x);
            }
             else if(x >= 1 && x <4 && y == 6)
            {            //soutterrain

                my_map[y][x].setID(10 + x);
            }
             else if(x >= 2 && x <5 && y == 2)
            {            //egouts

                my_map[y][x].setID(12 + x);
            }
             else if (x >= 1 && x <4 && y == 5)
             {           
//.........这里部分代码省略.........
开发者ID:martinusprime,项目名称:bacon-depth,代码行数:101,代码来源:Game_Manager.cpp

示例8: draw

void UIView::drawItself(GraphicsDevice* renderer, const mat4& transform )
{
	// Invisible UIView, stop rendering itself or children
	if(!m_visible)
	{
		return;
	}

	if(m_clipContents)
	{
		renderer->pushClippingRect(FloatRect(mRect.left,mRect.top,mRect.width, mRect.height));
	}

	mat4 absoluteTransform = mat4::identity;

	mat4 localTransform = mat4::translate(position) * mat4::rotatey(rotation_y) * mat4::rotatex(rotation_x);

	absoluteTransform = transform * localTransform;

	// Tel
	draw(renderer, absoluteTransform);


	for(std::size_t i = 0; i < components.size(); ++i)
	{
		components[i]->onRender(renderer, this, absoluteTransform);
	}

	if(m_clipContents)
	{
		renderer->popClippingRect();
	}

	// -- Pre Render Step (Before Children)
	preRender(renderer);
	
	// clip the overflowing children
	if(m_clipChildren)
	{
		if(getContext()->transformPointerCoordinates)
		{
			renderer->pushClippingRect(FloatRect(mRect.left / getContext()->targetWindowSize.x,mRect.top / getContext()->targetWindowSize.y,mRect.width / getContext()->targetWindowSize.x, mRect.height / getContext()->targetWindowSize.y), true);
		}
		else
		{
			renderer->pushClippingRect(FloatRect(mRect.left,mRect.top,mRect.width, mRect.height));
		}
	}

	// Let children render as well
	for(std::vector<UIView*>::const_iterator it = m_children.begin(); it != m_children.end(); it++)
	{
		(*it)->drawItself(renderer, absoluteTransform);
	}

	if(m_clipChildren)
		renderer->popClippingRect();

	// -- Post Render Step (After Children)
	postRender(renderer);
}
开发者ID:YurieCo,项目名称:Nephilim,代码行数:61,代码来源:UIView.cpp

示例9: drawImageBuffer

void GraphicsContext::drawImageBuffer(ImageBuffer* image, ColorSpace styleColorSpace, const IntRect& dest, const IntRect& srcRect, CompositeOperator op, bool useLowQualityScale)
{
    drawImageBuffer(image, styleColorSpace, FloatRect(dest), srcRect, op, useLowQualityScale);
}
开发者ID:Spencerx,项目名称:webkit,代码行数:4,代码来源:GraphicsContext.cpp

示例10: ASSERT

bool RenderSVGResourceFilter::applyResource(RenderObject* object, RenderStyle*, GraphicsContext*& context, unsigned short resourceMode)
{
    ASSERT(object);
    ASSERT(context);
#ifndef NDEBUG
    ASSERT(resourceMode == ApplyToDefaultMode);
#else
    UNUSED_PARAM(resourceMode);
#endif

    // Returning false here, to avoid drawings onto the context. We just want to
    // draw the stored filter output, not the unfiltered object as well.
    if (m_filter.contains(object)) {
        FilterData* filterData = m_filter.get(object);
        if (filterData->builded)
            return false;

        delete m_filter.take(object); // Oops, have to rebuild, go through normal code path
    }

    OwnPtr<FilterData> filterData(new FilterData);
    FloatRect targetBoundingBox = object->objectBoundingBox();

    SVGFilterElement* filterElement = static_cast<SVGFilterElement*>(node());
    filterData->boundaries = filterElement->filterBoundingBox(targetBoundingBox);
    if (filterData->boundaries.isEmpty())
        return false;

    // Determine absolute transformation matrix for filter. 
    AffineTransform absoluteTransform;
    SVGImageBufferTools::calculateTransformationToOutermostSVGCoordinateSystem(object, absoluteTransform);
    if (!absoluteTransform.isInvertible())
        return false;

    // Eliminate shear of the absolute transformation matrix, to be able to produce unsheared tile images for feTile.
    filterData->shearFreeAbsoluteTransform = AffineTransform(absoluteTransform.xScale(), 0, 0, absoluteTransform.yScale(), absoluteTransform.e(), absoluteTransform.f());

    // Determine absolute boundaries of the filter and the drawing region.
    FloatRect absoluteFilterBoundaries = filterData->shearFreeAbsoluteTransform.mapRect(filterData->boundaries);
    FloatRect drawingRegion = object->strokeBoundingBox();
    drawingRegion.intersect(filterData->boundaries);
    FloatRect absoluteDrawingRegion = filterData->shearFreeAbsoluteTransform.mapRect(drawingRegion);

    // Create the SVGFilter object.
    bool primitiveBoundingBoxMode = filterElement->primitiveUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX;
    filterData->filter = SVGFilter::create(filterData->shearFreeAbsoluteTransform, absoluteDrawingRegion, targetBoundingBox, filterData->boundaries, primitiveBoundingBoxMode);

    // Create all relevant filter primitives.
    filterData->builder = buildPrimitives(filterData->filter.get());
    if (!filterData->builder)
        return false;

    // Calculate the scale factor for the use of filterRes.
    // Also see http://www.w3.org/TR/SVG/filters.html#FilterEffectsRegion
    FloatSize scale(1, 1);
    if (filterElement->hasAttribute(SVGNames::filterResAttr)) {
        scale.setWidth(filterElement->filterResX() / absoluteFilterBoundaries.width());
        scale.setHeight(filterElement->filterResY() / absoluteFilterBoundaries.height());
    }

    if (scale.isEmpty())
        return false;

    // Determine scale factor for filter. The size of intermediate ImageBuffers shouldn't be bigger than kMaxFilterSize.
    FloatRect tempSourceRect = absoluteDrawingRegion;
    tempSourceRect.scale(scale.width(), scale.height());
    fitsInMaximumImageSize(tempSourceRect.size(), scale);

    // Set the scale level in SVGFilter.
    filterData->filter->setFilterResolution(scale);

    FilterEffect* lastEffect = filterData->builder->lastEffect();
    if (!lastEffect)
        return false;

    RenderSVGResourceFilterPrimitive::determineFilterPrimitiveSubregion(lastEffect, filterData->filter.get());
    FloatRect subRegion = lastEffect->maxEffectRect();
    // At least one FilterEffect has a too big image size,
    // recalculate the effect sizes with new scale factors.
    if (!fitsInMaximumImageSize(subRegion.size(), scale)) {
        filterData->filter->setFilterResolution(scale);
        RenderSVGResourceFilterPrimitive::determineFilterPrimitiveSubregion(lastEffect, filterData->filter.get());
    }

    // If the drawingRegion is empty, we have something like <g filter=".."/>.
    // Even if the target objectBoundingBox() is empty, we still have to draw the last effect result image in postApplyResource.
    if (drawingRegion.isEmpty()) {
        ASSERT(!m_filter.contains(object));
        filterData->savedContext = context;
        m_filter.set(object, filterData.leakPtr());
        return false;
    }

    absoluteDrawingRegion.scale(scale.width(), scale.height());

    OwnPtr<ImageBuffer> sourceGraphic;
    if (!SVGImageBufferTools::createImageBuffer(absoluteDrawingRegion, absoluteDrawingRegion, sourceGraphic, ColorSpaceLinearRGB)) {
        ASSERT(!m_filter.contains(object));
        filterData->savedContext = context;
        m_filter.set(object, filterData.leakPtr());
//.........这里部分代码省略.........
开发者ID:achellies,项目名称:WinCEWebKit,代码行数:101,代码来源:RenderSVGResourceFilter.cpp

示例11: clip

void GraphicsContext::clip(const IntRect& rect)
{
    clip(FloatRect(rect));
}
开发者ID:Spencerx,项目名称:webkit,代码行数:4,代码来源:GraphicsContext.cpp

示例12: FloatRect

TextStream& operator<<(TextStream& ts, const LayoutRect& rect)
{
    return ts << FloatRect(rect);
}
开发者ID:dstockwell,项目名称:blink,代码行数:4,代码来源:TextStream.cpp

示例13: LayoutRect

LayoutRect RenderedPosition::absoluteRect(int* extraWidthToEndOfLine) const
{
    if (isNull())
        return LayoutRect();

    LayoutRect localRect = m_renderer->localCaretRect(m_inlineBox, m_offset, extraWidthToEndOfLine);
    return localRect == LayoutRect() ? LayoutRect() : m_renderer->localToAbsoluteQuad(FloatRect(localRect)).enclosingBoundingBox();
}
开发者ID:sysrqb,项目名称:chromium-src,代码行数:8,代码来源:RenderedPosition.cpp

示例14: absoluteRects

void RenderLineBreak::absoluteRects(Vector<IntRect>& rects, const LayoutPoint& accumulatedOffset) const
{
    if (!m_inlineBoxWrapper)
        return;
    rects.append(enclosingIntRect(FloatRect(accumulatedOffset + m_inlineBoxWrapper->topLeft(), m_inlineBoxWrapper->size())));
}
开发者ID:kodybrown,项目名称:webkit,代码行数:6,代码来源:RenderLineBreak.cpp

示例15: FloatRect

void RenderPath::setPath(const Path& newPath)
{
    m_path = newPath;
    m_strokeBbox = FloatRect();
    m_fillBBox = FloatRect();
}
开发者ID:jackiekaon,项目名称:owb-mirror,代码行数:6,代码来源:RenderPath.cpp


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