本文整理汇总了C++中drawFrame函数的典型用法代码示例。如果您正苦于以下问题:C++ drawFrame函数的具体用法?C++ drawFrame怎么用?C++ drawFrame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drawFrame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: killTimers
void
AreaSelect::disableSelection()
{
// stop all the timer
killTimers();
if (showedSF) {
drawFrame(); // to erase the frame
}
}
示例2: glClear
void GLSideCameraView::paintGL()
{
// Clean the color of the screen.
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
drawFrame();
glScalef( 0.5, 0.5, 0.0 );
glPopMatrix();
}
示例3: destroyResultsDialog
// TODO: Track and display TPS in GUI.
void GuiManager::runCurrentMatch() {
interrupted_ = false;
restarting_ = false;
runnerConsole_->Hide();
destroyResultsDialog();
sf::RenderWindow *window = window_;
try {
while (window->isOpen() && !interrupted_ && !restarting_ && !quitting_) {
while (!paused_ && !restarting_ && !engine_->isGameOver()
&& engine_->getGameTime() < nextDrawTime_) {
engine_->processTick();
}
while (!interrupted_ && !restarting_ && !quitting_
&& (nextDrawTime_ <= engine_->getGameTime()
|| engine_->isGameOver())) {
processMainWindowEvents(window, gfxManager_, viewWidth_, viewHeight_);
clearTeamErroredForActiveConsoles(engine_);
drawFrame(window);
if (!paused_ && !engine_->isGameOver()) {
nextDrawTime_ += tpsFactor_;
}
if (engine_->isGameOver() && !showedResults_) {
ReplayBuilder *replayBuilder = engine_->getReplayBuilder();
Team **teams = engine_->getRankedTeams();
replayBuilder->setResults(teams, engine_->getNumTeams());
delete teams;
showResults(replayBuilder);
showedResults_ = true;
}
}
}
} catch (EngineException *e) {
errorConsole_->println(e->what());
wxMessageDialog errorMessage(NULL, e->what(),
"BerryBots encountered an error", wxOK | wxICON_EXCLAMATION);
errorMessage.ShowModal();
newMatchDialog_->Show();
delete e;
return;
}
if (!window->isOpen()) {
listener_->onAllWindowsClosed();
}
// TODO: Display CPU usage in GUI
if (!interrupted_) {
gfxManager_->destroyBbGfx();
delete engine_;
engine_ = 0;
delete gfxHandler_;
gfxHandler_ = 0;
}
}
示例4: setFont
reg_t GfxText32::createFontBitmap(const CelInfo32 &celInfo, const Common::Rect &rect, const Common::String &text, const int16 foreColor, const int16 backColor, const GuiResourceId fontId, const int16 skipColor, const int16 borderColor, const bool dimmed, const bool gc) {
_borderColor = borderColor;
_text = text;
_textRect = rect;
_foreColor = foreColor;
_dimmed = dimmed;
setFont(fontId);
int16 scriptWidth = g_sci->_gfxFrameout->getCurrentBuffer().scriptWidth;
int16 scriptHeight = g_sci->_gfxFrameout->getCurrentBuffer().scriptHeight;
mulinc(_textRect, Ratio(_xResolution, scriptWidth), Ratio(_yResolution, scriptHeight));
CelObjView view(celInfo.resourceId, celInfo.loopNo, celInfo.celNo);
_skipColor = view._skipColor;
_width = view._width * _xResolution / view._xResolution;
_height = view._height * _yResolution / view._yResolution;
Common::Rect bitmapRect(_width, _height);
if (_textRect.intersects(bitmapRect)) {
_textRect.clip(bitmapRect);
} else {
_textRect = Common::Rect();
}
SciBitmap &bitmap = *_segMan->allocateBitmap(&_bitmap, _width, _height, _skipColor, 0, 0, _xResolution, _yResolution, 0, false, gc);
// NOTE: The engine filled the bitmap pixels with 11 here, which is silly
// because then it just erased the bitmap using the skip color. So we don't
// fill the bitmap redundantly here.
_backColor = _skipColor;
erase(bitmapRect, false);
_backColor = backColor;
view.draw(bitmap.getBuffer(), bitmapRect, Common::Point(0, 0), false, Ratio(_xResolution, view._xResolution), Ratio(_yResolution, view._yResolution));
if (_backColor != skipColor && _foreColor != skipColor) {
erase(_textRect, false);
}
if (text.size() > 0) {
if (_foreColor == skipColor) {
error("TODO: Implement transparent text");
} else {
if (borderColor != -1) {
drawFrame(bitmapRect, 1, _borderColor, false);
}
drawTextBox();
}
}
return _bitmap;
}
示例5: Q_D
void QLCDNumber::paintEvent(QPaintEvent *)
{
Q_D(QLCDNumber);
QPainter p(this);
drawFrame(&p);
if (d->smallPoint)
d->drawString(d->digitStr, p, &d->points, false);
else
d->drawString(d->digitStr, p, 0, false);
}
示例6: Q_UNUSED
void QgsComposerItemGroup::paint( QPainter * painter, const QStyleOptionGraphicsItem * option, QWidget * widget )
{
Q_UNUSED( option );
Q_UNUSED( widget );
drawFrame( painter );
if ( isSelected() )
{
drawSelectionBoxes( painter );
}
}
示例7: SDL_GetTicks
void Game::RL()
{
Ptime = Ctime;
Ctime = SDL_GetTicks();
deltatime = Ctime - Ptime;
if (deltatime > 0.15)
{deltatime = 0.15;}
composeFrame();
drawFrame();
}
示例8: painter
void Digit::paintStatic()
{
QPainter painter(this);
painter.fillRect(rect(), Qt::black);
//Fill the widget rec with black color
int pad = width() / 10;
drawFrame(&painter, rect().adjusted(pad, pad, -pad, -pad));
painter.drawPixmap(0, 0, m_pixmap);
}
示例9: drawFrame
void DataRecorderView::draw(QPainter * p)
{
drawFrame(p);
QFont newFont(QString::fromLatin1("helvetica"),10);
p->setFont(newFont);
p->drawText(getDrawingPlace(), AlignCenter, QString::fromLatin1("Data\nRec"));
CompView::draw(p);
}
示例10: if
void WindowManager::init_gameLog(bool firstTime)
{ if (firstTime)
gameLog = newwin(10,101,27,1);
else {
wresize(gameLog,10,101);
wclear(gameLog);
}
drawFrame(26,0,37,102);
scrollok(gameLog,TRUE);
}
示例11: drawRectangle
void GfxMgr::drawBox(int x1, int y1, int x2, int y2, int color1, int color2, int m) {
x1 += m;
y1 += m;
x2 -= m;
y2 -= m;
drawRectangle(x1, y1, x2, y2, color1);
drawFrame(x1 + 2, y1 + 2, x2 - 2, y2 - 2, color2, color2);
flushBlock(x1, y1, x2, y2);
}
示例12: disMnuHed
void cInterface:: disMnuHed(char* hed)
{
drawFrame(right,bottom);
fillData(right);
disTime(right);
moveto(300,72);
settextstyle(7,0,3);
settextjustify(1,1);
setcolor(10);
outtext(hed);
}
示例13: GameOver
void GameOver(Display *d, int *in)
{
do{
splashPhoto(d,GOVER_SCREEN);
drawString(d, fontdata, (char*)"PRESS SPACE TO PLAY AGAIN", 350, 540, white,1);
drawString(d, fontdata, (char*)"OR ESC TO QUIT", 350, 580, warning,0);
drawFrame(d,REFRESH_RATE);
*in=input(d);
}while(in==0);
}
示例14: loop
/* Game play loop */
void loop(){
if (continueGame){ // If the game is still in play
drawFrame(); // Draw the frame
drawScore(); // Draw the score
movePaddle(); // Update the location of the paddle
boolean paddleCollision = checkPaddleCollision(); // Determine if the ball has hit the paddle or block
boolean blockCollision = checkBlockCollision();
if(score == numBlocks) // If the score is equivalent to the number of blocks, game is over
winner(); // Display message to user
else{ // The game is still in play
if(paddleCollision || blockCollision) // Redraw screen to draw over any collisions
drawFrame();
delay(50); // Slight delay
continueGame = updatePos(); // Update the position of the ball
}
}
else // The game is over, the ball fell off the screen. Display message to user.
gameOver();
}
示例15: painter
///
/// reimplemented functions
///
void MemChartPrivate::paintEvent(QPaintEvent *e)
{
QPainter painter(this);
drawBackground(&painter);
drawCaption(&painter);
drawFrame(&painter);
drawLegend(&painter);
drawHistogram(&painter);
drawSelectedRegion(&painter);
}