本文整理汇总了C++中RageColor函数的典型用法代码示例。如果您正苦于以下问题:C++ RageColor函数的具体用法?C++ RageColor怎么用?C++ RageColor使用的例子?那么, 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RageColor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: RageColor
void LifeMeterTime::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
{
LifeMeter::Load( pPlayerState, pPlayerStageStats );
const RString sType = "LifeMeterTime";
m_sprBackground.Load( THEME->GetPathG(sType,"background") );
m_sprBackground->SetName( "Background" );
m_sprBackground->ZoomToWidth( METER_WIDTH );
m_sprBackground->ZoomToHeight( METER_HEIGHT );
this->AddChild( m_sprBackground );
m_quadDangerGlow.ZoomToWidth( METER_WIDTH );
m_quadDangerGlow.ZoomToHeight( METER_HEIGHT );
// hardcoded effects...
m_quadDangerGlow.SetEffectDiffuseShift();
m_quadDangerGlow.SetEffectColor1( RageColor(1,0,0,0.8f) );
m_quadDangerGlow.SetEffectColor2( RageColor(1,0,0,0) );
m_quadDangerGlow.SetEffectClock( Actor::CLOCK_BGM_BEAT );
this->AddChild( &m_quadDangerGlow );
m_pStream = new StreamDisplay;
bool bExtra = GAMESTATE->IsAnExtraStage();
m_pStream->Load( bExtra ? "StreamDisplayExtra" : "StreamDisplay" );
this->AddChild( m_pStream );
RString sExtra = bExtra ? "extra " : "";
m_sprFrame.Load( THEME->GetPathG(sType,sExtra+"frame") );
m_sprFrame->SetName( "Frame" );
this->AddChild( m_sprFrame );
m_soundGainLife.Load( THEME->GetPathS(sType,"GainLife") );
}
示例2: switch
void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
{
if( m_bAskOptionsMessage )
{
switch( SM )
{
case SM_BeginFadingOut: // when the user accepts the page of options
{
m_bAcceptedChoices = true;
float fShowSeconds = m_Out.GetLengthSeconds();
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetZoomY( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetZoomY( 0 );
}
break;
}
}
ScreenOptionsMaster::HandleScreenMessage( SM );
}
示例3: RageColor
void ScreenMiniMenu::AfterLineChanged()
{
m_textLabel[m_iCurLine].SetEffectGlowShift( 1.0f, RageColor(0,0.5f,0,1), RageColor(0,1,0,1) );
m_textAnswer[m_iCurLine].SetEffectGlowShift( 1.0f, RageColor(0,0.5f,0,1), RageColor(0,1,0,1) );
m_textLabel[m_iCurLine].SetZoom( ZOOM_SELECTED );
m_textAnswer[m_iCurLine].SetZoom( ZOOM_SELECTED );
}
示例4: RageColor
void ScreenSelectDifficulty::UpdateSelectableChoices()
{
for( int page=0; page<NUM_PAGES; page++ )
{
/* XXX: If a player joins during the tween-in, this diffuse change
* will be undone by the tween. Hmm. */
for( unsigned i=0; i<m_GameCommands[page].size(); i++ )
{
/* If the icon is text, use a dimmer diffuse, or we won't be
* able to see the glow. */
if( m_GameCommands[page][i].IsPlayable() )
{
m_sprInfo[page][i].SetDiffuse( RageColor(1,1,1,1) );
m_sprPicture[page][i].SetDiffuse( RageColor(1,1,1,1) );
}
else
{
m_sprInfo[page][i].SetDiffuse( DISABLED_COLOR );
m_sprPicture[page][i].SetDiffuse( DISABLED_COLOR );
}
}
}
// I'm not sure why this was here -- but there seem no ill effects
// of it's removal.
//
//FOREACH_HumanPlayer( p )
// {
// MenuRight( p );
// MenuLeft( p );
// }
}
示例5: RageColor
void ScreenSelectStyle::AfterChange()
{
m_sprIcon[m_iSelection].RunCommands( ICON_GAIN_FOCUS_COMMAND );
m_textIcon[m_iSelection].RunCommands( ICON_GAIN_FOCUS_COMMAND );
m_sprPicture[m_iSelection].SetDiffuse( RageColor(1,1,1,1) );
m_sprInfo[m_iSelection].SetDiffuse( RageColor(1,1,1,1) );
m_sprPicture[m_iSelection].SetZoom( 1 );
m_sprInfo[m_iSelection].SetZoom( 1 );
SET_XY_AND_ON_COMMAND( m_sprPicture[m_iSelection] );
SET_XY_AND_ON_COMMAND( m_sprInfo[m_iSelection] );
}
示例6: RageColor
void OptionsCursor::SetCanGo( bool bCanGoLeft, bool bCanGoRight )
{
if( m_sprCanGoLeft )
{
m_sprCanGoLeft->EnableAnimation( bCanGoLeft );
m_sprCanGoRight->EnableAnimation( bCanGoRight );
m_sprCanGoLeft->SetDiffuse( bCanGoLeft ? RageColor(1,1,1,1) : RageColor(1,1,1,0) );
m_sprCanGoRight->SetDiffuse( bCanGoRight ? RageColor(1,1,1,1) : RageColor(1,1,1,0) );
}
}
示例7: ROW_Y
void EditCoursesSongMenu::ChangeToRow( Row newRow )
{
m_SelectedRow = newRow;
for( int i=0; i<2; i++ )
m_sprArrows[i].SetY( ROW_Y(newRow) );
m_sprArrows[0].SetDiffuse( CanGoLeft()?RageColor(1,1,1,1):RageColor(0.2f,0.2f,0.2f,1) );
m_sprArrows[1].SetDiffuse( CanGoRight()?RageColor(1,1,1,1):RageColor(0.2f,0.2f,0.2f,1) );
m_sprArrows[0].EnableAnimation( CanGoLeft() );
m_sprArrows[1].EnableAnimation( CanGoRight() );
}
示例8: abs
void ScreenNetRoom::UpdateRoomsList()
{
int difference = 0;
RoomWheelItemData* itemData = NULL;
difference = m_RoomWheel.GetNumItems() - m_Rooms.size();
if( !m_RoomWheel.IsEmpty() )
{
if( difference > 0 )
for( int x = 0; x < difference; ++x )
m_RoomWheel.RemoveItem( m_RoomWheel.GetNumItems() - 1 );
else
{
difference = abs( difference );
for( int x = 0; x < difference; ++x )
m_RoomWheel.AddItem( new RoomWheelItemData(WheelItemDataType_Generic, "", "", RageColor(1,1,1,1)) );
}
}
else
{
for ( unsigned int x = 0; x < m_Rooms.size(); ++x)
m_RoomWheel.AddItem( new RoomWheelItemData(WheelItemDataType_Generic, "", "", RageColor(1,1,1,1)) );
}
for( unsigned int i = 0; i < m_Rooms.size(); ++i )
{
itemData = m_RoomWheel.GetItem( i );
itemData->m_sText = m_Rooms[i].Name();
itemData->m_sDesc = m_Rooms[i].Description();
itemData->m_iFlags = m_Rooms[i].GetFlags();
switch( m_Rooms[i].State() )
{
case 0:
itemData->m_color = THEME->GetMetricC( m_sName, "OpenRoomColor");
break;
case 2:
itemData->m_color = THEME->GetMetricC( m_sName, "InGameRoomColor");
break;
default:
itemData->m_color = THEME->GetMetricC( m_sName, "OpenRoomColor");
break;
}
if ( m_Rooms[i].GetFlags() % 2 )
itemData->m_color = THEME->GetMetricC( m_sName, "PasswdRoomColor");
}
m_RoomWheel.RebuildWheelItems();
}
示例9: ROW_Y
void EditCoursesMenu::ChangeToRow( Row newRow )
{
m_SelectedRow = newRow;
const float fRowY = ROW_Y(newRow);
const bool bCanGoLeft = CanGoLeft(), bCanGoRight = CanGoRight();
m_sprArrows[0].SetY( fRowY );
m_sprArrows[1].SetY( fRowY );
m_sprArrows[0].SetDiffuse( bCanGoLeft?RageColor(1,1,1,1):RageColor(0.2f,0.2f,0.2f,1) );
m_sprArrows[1].SetDiffuse( bCanGoRight?RageColor(1,1,1,1):RageColor(0.2f,0.2f,0.2f,1) );
m_sprArrows[0].EnableAnimation( bCanGoLeft );
m_sprArrows[1].EnableAnimation( bCanGoRight );
}
示例10: LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND
void ScreenStatsOverlay::Init()
{
Screen::Init();
m_textStats.LoadFromFont( THEME->GetPathF(m_sName,"stats") );
m_textStats.SetName( "Stats" );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textStats );
this->AddChild( &m_textStats );
/* "Was that a skip?" This displays a message when an update takes
* abnormally long, to quantify skips more precisely, verify them
* when they're subtle, and show the time it happened, so you can pinpoint
* the time in the log. */
m_LastSkip = 0;
SHOW_SKIPS.Load( m_sName, "ShowSkips" );
if( SHOW_SKIPS )
{
SKIP_X.Load( m_sName, "SkipX" );
SKIP_Y.Load( m_sName, "SkipY" );
SKIP_SPACING_Y.Load( m_sName, "SkipSpacingY" );
SKIP_WIDTH.Load( m_sName, "SkipWidth" );
RectF rectSkips = RectF(
SKIP_X-SKIP_WIDTH/2,
SKIP_Y-(SKIP_SPACING_Y*NUM_SKIPS_TO_SHOW)/2 - 10,
SKIP_X+SKIP_WIDTH/2,
SKIP_Y+(SKIP_SPACING_Y*NUM_SKIPS_TO_SHOW)/2 + 10
);
m_quadSkipBackground.StretchTo( rectSkips );
m_quadSkipBackground.SetDiffuse( RageColor(0,0,0,0.4f) );
this->AddChild(&m_quadSkipBackground);
for( int i=0; i<NUM_SKIPS_TO_SHOW; i++ )
{
/* This is somewhat big. Let's put it on the right side, where it'll
* obscure the 2P side during gameplay; there's nowhere to put it that
* doesn't obscure something, and it's just a diagnostic. */
m_textSkips[i].LoadFromFont( THEME->GetPathF("Common","normal") );
m_textSkips[i].SetX( SKIP_X );
m_textSkips[i].SetY(
SCALE( i, 0, NUM_SKIPS_TO_SHOW-1, rectSkips.top + 10, rectSkips.bottom - 10 )
);
m_textSkips[i].SetDiffuse( RageColor(1,1,1,0) );
m_textSkips[i].SetShadowLength( 0 );
this->AddChild( &m_textSkips[i] );
}
}
this->SubscribeToMessage( "ShowStatsChanged" );
}
示例11: RageVector3
void Actor::TweenState::Init()
{
pos = RageVector3( 0, 0, 0 );
rotation = RageVector3( 0, 0, 0 );
quat = RageVector4( 0, 0, 0, 1 );
scale = RageVector3( 1, 1, 1 );
crop = RectF( 0,0,0,0 );
fade = RectF( 0,0,0,0 );
fadecolor = RageColor( 1, 1, 1, 0 );
for(int i=0; i<4; i++)
diffuse[i] = RageColor( 1, 1, 1, 1 );
glow = RageColor( 1, 1, 1, 0 );
glowmode = GLOW_WHITEN;
}
示例12: RageColor
void ScreenStatsOverlay::AddTimestampLine( const RString &txt, const RageColor &color )
{
m_textSkips[m_LastSkip].SetText( txt );
m_textSkips[m_LastSkip].StopTweening();
m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,1) );
m_textSkips[m_LastSkip].BeginTweening( 0.2f );
m_textSkips[m_LastSkip].SetDiffuse( color );
m_textSkips[m_LastSkip].BeginTweening( 3.0f );
m_textSkips[m_LastSkip].BeginTweening( 0.2f );
m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,0) );
m_LastSkip++;
m_LastSkip %= NUM_SKIPS_TO_SHOW;
}
示例13: GetBrightnessColor
static RageColor GetBrightnessColor( float fBrightnessPercent )
{
RageColor cBrightness = RageColor( 0,0,0,1-fBrightnessPercent );
RageColor cClamp = RageColor( 0.5f,0.5f,0.5f,CLAMP_OUTPUT_PERCENT );
// blend the two colors above as if cBrightness is drawn, then cClamp drawn on top
cBrightness.a *= (1-cClamp.a); // premultiply alpha
RageColor ret;
ret.a = cBrightness.a + cClamp.a;
ret.r = (cBrightness.r * cBrightness.a + cClamp.r * cClamp.a) / ret.a;
ret.g = (cBrightness.g * cBrightness.a + cClamp.g * cClamp.a) / ret.a;
ret.b = (cBrightness.b * cBrightness.a + cClamp.b * cClamp.a) / ret.a;
return ret;
}
示例14: RageColor
void FadingBanner::BeforeChange()
{
m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
m_iIndexFront = GetBackIndex();
m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
m_Banner[m_iIndexFront].StopTweening();
m_Banner[m_iIndexFront].BeginTweening( FADE_SECONDS ); // fade out
m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,0) );
/* We're about to load a banner. It'll probably cause a frame skip or
* two. Skip an update, so the fade-in doesn't skip. */
m_bSkipNextBannerUpdate = true;
}
示例15: LifeMeterStream
LifeMeterStream()
{
METER_WIDTH.Refresh();
METER_HEIGHT.Refresh();
DANGER_THRESHOLD.Refresh();
NUM_CHAMBERS.Refresh();
NUM_STRIPS.Refresh();
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
m_quadMask.SetDiffuse( RageColor(0,0,0,1) );
m_quadMask.SetZ( 1 );
m_quadMask.SetBlendMode( BLEND_NO_EFFECT );
m_quadMask.SetUseZBuffer( true );
CString sGraphicPath;
RageTextureID ID;
ID.bStretch = true;
sGraphicPath = ssprintf("LifeMeterBar %snormal", bExtra?"extra ":"");
ID.filename = THEME->GetPathToG(sGraphicPath);
m_sprStreamNormal.Load( ID );
m_sprStreamNormal.SetUseZBuffer( true );
sGraphicPath = ssprintf("LifeMeterBar %shot", bExtra?"extra ":"");
ID.filename = THEME->GetPathToG(sGraphicPath);
m_sprStreamHot.Load( ID );
m_sprStreamHot.SetUseZBuffer( true );
sGraphicPath = ssprintf("LifeMeterBar %sframe", bExtra?"extra ":"");
ID.filename = THEME->GetPathToG(sGraphicPath);
m_sprFrame.Load( ID );
}