本文整理汇总了C++中BBox::height方法的典型用法代码示例。如果您正苦于以下问题:C++ BBox::height方法的具体用法?C++ BBox::height怎么用?C++ BBox::height使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BBox
的用法示例。
在下文中一共展示了BBox::height方法的4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: gl_draw_image_section
void gl_draw_image_section(GLimage& img, const BBox& section, int x, int y,
const Colour& c) {
if (section.width() == 0 || section.height() == 0)
return;
float xscale = img.texw / img.width, yscale = img.texh / img.height;
float tx1 = section.x1 * xscale, tx2 = section.x2 * xscale;
float ty1 = section.y1 * yscale, ty2 = section.y2 * yscale;
int x2 = x + section.width(), y2 = y + section.height();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, img.texture);
glColor4ub(c.r, c.g, c.b, c.a);
glBegin(GL_QUADS);
//Draw our four points, clockwise.
glTexCoord2f(tx1, ty1);
glVertex2i(x, y);
glTexCoord2f(tx2, ty1);
glVertex2i(x2, y);
glTexCoord2f(tx2, ty2);
glVertex2i(x2, y2);
glTexCoord2f(ty1, ty2);
glVertex2i(x, y2);
glEnd();
glDisable(GL_TEXTURE_2D);
//Don't use glBindTexture(GL_TEXTURE_2D, NULL);
}
示例2: gl_subimage_from_bytes
void gl_subimage_from_bytes(GLimage& img, const BBox& region, char* data,
int type) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, img.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexSubImage2D(GL_TEXTURE_2D, 0, region.x1, region.y1, region.width(),
region.height(), type, GL_UNSIGNED_BYTE, data);
glDisable(GL_TEXTURE_2D);
}
示例3: deserialize
void GameScreenSet::deserialize(GameState *gs, SerializeBuffer &serializer) {
serializer.read_int(current_screen);
simulation_map = read_gamemap(gs, serializer);
serializer.read_container(screens, [&](GameScreen& screen) {
screen.deserialize(gs, serializer);
});
GameSettings& settings = gs->game_settings();
int n_local_players = 0;
for (PlayerDataEntry &player: gs->player_data().all_players()) {
if (player.is_local_player) {
n_local_players++;
}
}
// Number of split-screens tiled together
int n_x = 1, n_y = 1;
if (n_local_players <= 2) {
n_x = n_local_players;
} else if (n_local_players <= 4) {
// More than 2, less than 4? Try 2x2 tiling
n_x = 2, n_y = 2;
} else if (n_local_players <= 6) {
n_x = 3, n_y = 2;
} else {
LANARTS_ASSERT(n_local_players <= 9);
// Last resort, Try 3x3 tiling
n_x = 3, n_y = 3;
}
const int WIDTH = settings.view_width / n_x;
const int HEIGHT = settings.view_height / n_y; // / N_PLAYERS;
std::vector<BBox> bounding_boxes;
for (GameScreen& screen : screens) {
const int x1 = (screen.index % n_x) * WIDTH, y1 = (screen.index / n_x) * HEIGHT;
bounding_boxes.push_back(BBox {x1, y1, x1 + WIDTH, y1 + HEIGHT});
}
if (bounding_boxes.size() == 3) {
bounding_boxes[1] = {WIDTH, 0, settings.view_width, settings.view_height};
}
for (GameScreen& screen : screens) {
BBox b = bounding_boxes[screen.index];
screen.window_region = b;
screen.hud = GameHud {
BBox(b.x2 - GAME_SIDEBAR_WIDTH, b.y1, b.x2, b.y2),
BBox(b.x1, b.y1, b.x2 - GAME_SIDEBAR_WIDTH, b.y2)
};
screen.view = GameView {0, 0, b.width() - GAME_SIDEBAR_WIDTH, b.height()};
}
}
示例4: overlaps
bool BBox::overlaps(const BBox& other) const
{
return
std::abs(xMid() - other.xMid()) < width() / 2 + other.width() / 2 &&
std::abs(yMid() - other.yMid()) < height() / 2 + other.height() / 2;
}