本文整理汇总了C++中GetScreenWidth函数的典型用法代码示例。如果您正苦于以下问题:C++ GetScreenWidth函数的具体用法?C++ GetScreenWidth怎么用?C++ GetScreenWidth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GetScreenWidth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: glClearBufferfv
void RenderSystem::v_Render()
{
static const float bgColor[4] = {0.2f, 0.3f, 0.4f, 1.0f};
glClearBufferfv(GL_COLOR, 0, bgColor);
static const float one = 1.0f;
glClearBufferfv(GL_DEPTH, 0, &one);
update();
static ogl::MvpMatrix matrix;
matrix.view = m_Camera.GetViewMatrix();
matrix.proj = glm::perspective(glm::radians(m_Camera.GetZoom() ), getAspect(), 0.1f, 1000.0f);
matrix.model = glm::mat4(1.0f);
// 1. Draw scene as normal in multisampled buffers
m_Framebuffer.Bind();
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_Cube.Render(matrix);
// 2. Now blit multisampled buffer(s) to default framebuffers
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_Framebuffer.GetFbo());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, GetScreenWidth(), GetScreenWidth(), 0, 0, GetScreenWidth(), GetScreenWidth(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
示例2: DrawLevel07Screen
// Level07 Screen Draw logic
void DrawLevel07Screen(void)
{
// Draw Level07 screen here!
DrawCircleV(leftCirclePos, circleRadius, leftCircleColor);
DrawCircleV(middleCirclePos, circleRadius, middleCircleColor);
DrawCircleV(rightCirclePos, circleRadius, rightCircleColor);
if (leftCircleActive) DrawCircleV(leftBtnPos, btnRadius, GRAY);
else DrawCircleV(leftBtnPos, btnRadius, LIGHTGRAY);
if (middleCircleActive) DrawCircleV(middleBtnPos, btnRadius, GRAY);
else DrawCircleV(middleBtnPos, btnRadius, LIGHTGRAY);
if (rightCircleActive) DrawCircleV(rightBtnPos, btnRadius, GRAY);
else DrawCircleV(rightBtnPos, btnRadius, LIGHTGRAY);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, LIGHTGRAY);
}
示例3: DrawTitleScreen
// Title Screen Draw logic
void DrawTitleScreen(void)
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
//DrawTextureEx(titleTexture, (Vector2){GetScreenWidth()/2-titleTexture.width/2, GetScreenHeight()/2-titleTexture.height/2}, 0, 1, Fade(WHITE, titleAlpha));
DrawRectangle(GetScreenWidth()/2-200, GetScreenHeight()/2-100, 400, 150, Fade(YELLOW, titleAlpha));
DrawText("PRESS <ENTER> to START the GAME", 208, GetScreenHeight()-75, 20, Fade(BLACK, startTextAlpha));
}
示例4: HandleLostGraphicsContext
void HandleLostGraphicsContext()
{
spriteBatch.reset(new NinjaParty::SpriteBatch(GetScreenWidth(), GetScreenHeight()));
texture = assetManager->LoadTexture("Star.png", true);
renderTexture.reset(new NinjaParty::RenderTexture(GetScreenWidth() / 2, GetScreenHeight()));
}
示例5: LoadContent
void LoadContent(const std::string &assetPath, const std::string &assetArchivePath)
{
assetManager.reset(new NinjaParty::AssetManager(assetPath, assetArchivePath));
spriteBatch.reset(new NinjaParty::SpriteBatch(GetScreenWidth(), GetScreenHeight()));
texture = assetManager->LoadTexture("Star.png");
renderTexture.reset(new NinjaParty::RenderTexture(GetScreenWidth() / 2, GetScreenHeight()));
}
示例6: DrawAisle01Screen
// Gameplay Screen Draw logic
void DrawAisle01Screen(void)
{
DrawTexture(background, -scroll, 0, WHITE);
// Draw monsters
DrawMonster(lamp, scroll);
DrawMonster(picture, scroll);
// Draw door
Vector2 doorScrollPos = { doorCenter.position.x - scroll, doorCenter.position.y };
if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, GREEN);
else DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, WHITE);
doorScrollPos = (Vector2){ doorLeft.position.x - scroll, doorLeft.position.y };
if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN);
else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE);
doorScrollPos = (Vector2){ doorRight.position.x - scroll, doorRight.position.y };
if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, GREEN);
else DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, WHITE);
// Draw messsages
if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
if (msgState == 0)
{
DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE);
}
else if (msgState == 1)
{
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE);
if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
}
else if (msgState == 2)
{
if ((msgCounter/30)%2)
{
DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.baseSize*2, 2, WHITE);
DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
DrawRectangleRec(picture.bounds, Fade(RED, 0.6f));
}
}
else
{
if ((monsterHover) && ((msgCounter/30)%2))
{
DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
}
}
DrawPlayer(); // NOTE: Also draws mouse pointer!
}
示例7: Draw
void Draw()
{
ClearScreen(NinjaParty::Color::Black);
spriteBatch->Begin();
spriteBatch->Draw(texture, NinjaParty::Vector2::ZERO, nullptr, NinjaParty::Vector2::ZERO, rotation, NinjaParty::Color(0, 1, 0, 1));
spriteBatch->Draw(texture, NinjaParty::Vector2(GetScreenWidth() / 2, GetScreenHeight() / 2), nullptr, NinjaParty::Vector2(0.5f, 0.5f), rotation, NinjaParty::Color(1, 1, 1, 0.5f));
spriteBatch->Draw(texture, NinjaParty::Vector2(GetScreenWidth(), GetScreenHeight()), nullptr, NinjaParty::Vector2(1.0f, 1.0f), rotation, NinjaParty::Color(1, 0, 0, 1));
spriteBatch->End();
}
示例8: GetScreenWidth
void Home::InitTheUsernameLabel()
{
usernameLabelColor = {255, 255, 255, 0}; //White color as rgba
usernameLabelText = "Welcome " + User::username + "...";
usernameLabelRect.x = GetScreenWidth() / 16;
usernameLabelRect.y = GetScreenHeight() / 15;
usernameLabelRect.w = GetScreenWidth() / usernameLabelText.length() * 3;
usernameLabelRect.h = GetScreenHeight() / usernameLabelText.length() * 2;
}
示例9: sprintf
/* Draw text labels */
void MyProjectMain::DrawStrings()
{
// Build the string to print
char buf[128];
sprintf( buf, "Changing text %6d %6d", rand(), rand() );
// Clear the top of the screen, since we about to draw text on it.
CopyBackgroundPixels( 0, 0, GetScreenWidth(), 35 );
// Then draw the strings
DrawScreenString( 150, 10, buf, 0xffffff, NULL );
// And mark that area of the screen as having been changed, so it gets redrawn
SetNextUpdateRect( 0/*X*/, 0/*Y*/, GetScreenWidth(), 35/*Height*/ );
}
示例10: Initialize
bool Framework::Initialize()
{
Time::Reset();
if( false == InitializeWindow(_T("Prototype"), GetScreenWidth(), GetScreenHeight() ) ) return false;
if( false == InitializeGraphicSystem( GetScreenWidth(), GetScreenHeight() ) ) return false;
if( false == InitializeInputSystem() ) return false;
m_rpFrameRate = new FrameRate();
DebugFont::GetInstance().Initialize();
return true;
}
示例11: GetSize
void MaterialEditor::WillAppear()
{
UIScreen *activeScreen = UIScreenManager::Instance()->GetScreen();
if(activeScreen)
{
float32 height = GetSize().y;
SetRect(Rect(GetScreenWidth()/8.f, (GetScreenHeight() - height) / 2.f, GetScreenWidth()/4.f*3.f, height));
}
UpdateInternalMaterialsVector();
UpdateNodeMaterialsVector();
OnAllPressed(NULL, NULL, NULL);
}
示例12: SetCaption
void CTestGame::Init()
{
CGame::Init();
SetCaption("Test Game");
mouse->SetVisible(false);
//create game space
SDL_Rect bounds;
bounds.x = 0;
bounds.y = 0;
bounds.w = GetScreenWidth();
bounds.h = GetScreenHeight();
space = new CEntitySpace(bounds);
//create entity
CSurface* surf = CSurface::Load("smile.png");
surf->SetColorKey(255,0,106);
entity = new CEntity(surf,10.0,false);
entity->position.x = entity->GetWidth()/2;
entity->position.y = entity->GetHeight()/2;
space->Add(entity);
//create segments
seg = new CSegment(SDL_MapRGB(Display_Surface->GetSDLSurface()->format,
0,0,0));
seg->v1.x = 0;
seg->v1.y = 500;
seg->v2.x = 500;
seg->v2.y = 500;
space->Add(seg);
}
示例13: DrawTitleScreen
// Title Screen Draw logic
void DrawTitleScreen(void)
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
}
示例14: assert
fixed
MapWindowProjection::CalculateMapScale(unsigned scale) const
{
assert(scale < ScaleListCount);
return fixed(ScaleList[scale]) *
GetMapResolutionFactor() / Layout::Scale(GetScreenWidth());
}
示例15: FillRect
void XGraphicsOpenGL::FillRect( float x, float y, float w, float h, XCOLOR collt, XCOLOR colrt, XCOLOR collb, XCOLOR colrb )
{
if( w == 0 || h == 0 ) return;
if( w < 0 )
{
x -= w; // 좌측 좌표를 -w만큼 이동시켜주고
w = -w; // w는 부호 바꿈
}
if( h < 0 )
{
y -= h;
h = -h;
}
if( x > GetScreenWidth() || y > GetScreenHeight() ) // w, h가 마이너스가 올수도 있기땜에 이렇게 함
return;
if( x + w < 0 || y + h < 0 )
return;
// if( x > GetScreenWidth() || y > GetScreenHeight() )
// return;
// if( w < 0 || h < 0 )
// return;
// GLfloat r, g, b, a;
// r = XCOLOR_RGB_R(color) / 255.0f;
// g = XCOLOR_RGB_G(color) / 255.0f;
// b = XCOLOR_RGB_B(color) / 255.0f;
// a = XCOLOR_RGB_A(color) / 255.0f;
// if( a != 255 ) glEnable(GL_BLEND); // 이거 자주불러주면 부하걸릴거 같다. 외부에서 블럭단위로 셋하게 하자.
// width-1이 맞나? 안하는게 맞나?
GLfloat pos[8] = { 0, h, w, h, 0, 0, w, 0 };
GLfloat col[16] = { _R(collb), _G(collb),_B(collb),_A(collb), // 좌하
_R(colrb), _G(colrb),_B(colrb),_A(colrb), // 우하
_R(collt), _G(collt),_B(collt),_A(collt), // 좌상
_R(colrt), _G(colrt),_B(colrt),_A(colrt) }; // 우상
glPushMatrix();
glLoadIdentity();
glTranslatef(x, y, 0);
glScalef(1.0f, 1.0f, 1.0f);
// glLoadIdentity();
glDisable( GL_TEXTURE_2D );
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // 이건 안해줘도 되네.
glVertexPointer(2, GL_FLOAT, 0, pos);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_FLOAT, 0, col);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_COLOR_ARRAY);
glEnable( GL_TEXTURE_2D );
glPopMatrix();
// if( a != 255 ) glDisable(GL_BLEND);
}