当前位置: 首页>>代码示例>>C++>>正文


C++ Background类代码示例

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


在下文中一共展示了Background类的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: setBackground

/**
 * Changes the window background.
 * 
 * @param path image file
 * @param alpha values between 0-255
 */
void MEdiText::setBackground(QString path, int alpha)
{
	Background back;
	QPalette palette;
	palette.setBrush(this->backgroundRole(), back.getBrush(path, alpha));
	this->setPalette(palette);
}
开发者ID:fmntf,项目名称:MEdiText,代码行数:13,代码来源:meditext.cpp

示例2: setBackgroundParameters

void FileSet::initBackgrounds(map<fluorInfo, backgroundPars> bgp){
  if(backgrounds.size()){
    setBackgroundParameters(bgp);
    return;
  }  
  int wcounter = 0;           // horrible kludge warning 
  for(set<fluorInfo>::iterator it=flInfo.begin(); it != flInfo.end(); it++){
    ImageData* id = new ImageData(this);
    Background* bg = 0;
    if(!bgp.count((*it))){
      bg = new Background(id, 16, 16, 8, 75);  // default background parameters
    }else{
      bg = new Background(id, bgp[(*it)]);
    }
    backgrounds.insert(make_pair((*it), bg));
    cout << "setting background for " << wcounter << endl;
    bg->setBackground(wcounter);
    wcounter++;
  }
  // The backgrounds will need to be passed on to the frame-stacks, and so on..
  // frameStacks are arranged by x and y position. hence a painful double map
  for(map<float, map<float, FrameStack*> >::iterator it=frames.begin();
      it != frames.end(); it++){
    for(map<float, FrameStack*>::iterator jt=it->second.begin();
	jt != it->second.end(); jt++){
      jt->second->setBackgrounds(backgrounds);
    }
  }
  
}
开发者ID:lmjakt,项目名称:dvreader,代码行数:30,代码来源:fileSet.cpp

示例3:

MenuScreen::MenuScreen()
{
	game = NULL;
	app = NULL;
	
	Player *p1 = new Player;
	Player *p2 = new Player;
	Player *p3 = new Player;
	Player *p4 = new Player;
	Player *p5 = new Player;

	p1->Init("monster1.png");
	p2->Init("monster2.png");
	p3->Init("monster3.png");
	p4->Init("monster4.png");
	p5->Init("monster5.png");

	p1->SetPosition((float)((Iw2DGetSurfaceWidth()/2)-65),(float)(Iw2DGetSurfaceHeight()/2-58));
	p2->SetPosition((float)((Iw2DGetSurfaceWidth()/2)+10),(float)(Iw2DGetSurfaceHeight()/2-58));
	p3->SetPosition((float)((Iw2DGetSurfaceWidth()/2)-92),(float)(Iw2DGetSurfaceHeight()/2+10));
	p4->SetPosition((float)((Iw2DGetSurfaceWidth()/2)-28),(float)(Iw2DGetSurfaceHeight()/2+10));
	p5->SetPosition((float)((Iw2DGetSurfaceWidth()/2)+38),(float)(Iw2DGetSurfaceHeight()/2+10));

	Background *bg = new Background;
	bg->Init("bg2.png",(float)Iw2DGetSurfaceWidth(),(float)Iw2DGetSurfaceHeight(),true);

	SetBackGround(bg);
	AddPlayer("monster1",p1);
	AddPlayer("monster2",p2);
	AddPlayer("monster3",p3);
	AddPlayer("monster4",p4);
	AddPlayer("monster5",p5);
}
开发者ID:Inovesin,项目名称:AppWarpMarmalade,代码行数:33,代码来源:main.cpp

示例4: addBackground

void ToyExperiments::addBackground(const Background &bkg) {
  assert( bkg.nBins() >= Parameters::nBins() );

  std::vector<double>::iterator iTot;
  std::vector<double>::const_iterator iBkg;

  // Add yields to total background
  iTot = meanPredictions_.begin();
  iBkg = bkg.meanPredictions();
  for(; iTot != meanPredictions_.end(); ++iTot, ++iBkg) {
    *iTot += *iBkg;
  }

  // Add uncertainties in quadrature
  iTot = uncorrelatedUncerts_.begin();
  iBkg = bkg.uncorrelatedUncerts();
  for(; iTot != uncorrelatedUncerts_.end(); ++iTot, ++iBkg) {
    double t = *iTot;
    double b = *iBkg;
    *iTot = sqrt( t*t + b*b );
  }
  iTot = correlatedUncerts_.begin();
  iBkg = bkg.correlatedUncerts();
  for(; iTot != correlatedUncerts_.end(); ++iTot, ++iBkg) {
    double t = *iTot;
    double b = *iBkg;
    *iTot = sqrt( t*t + b*b );
  }
}
开发者ID:mschrode,项目名称:UserCode,代码行数:29,代码来源:computeSignificance.C

示例5: ShaderGraph

void BlenderSync::sync_world(bool update_all)
{
	Background *background = scene->background;
	Background prevbackground = *background;

	BL::World b_world = b_scene.world();

	if(world_recalc || update_all || b_world.ptr.data != world_map) {
		Shader *shader = scene->shaders[scene->default_background];
		ShaderGraph *graph = new ShaderGraph();

		/* create nodes */
		if(b_world && b_world.use_nodes() && b_world.node_tree()) {
			BL::ShaderNodeTree b_ntree(b_world.node_tree());

			add_nodes(scene, b_data, b_scene, graph, b_ntree);
		}
		else if(b_world) {
			ShaderNode *closure, *out;

			closure = graph->add(new BackgroundNode());
			closure->input("Color")->value = get_float3(b_world.horizon_color());
			out = graph->output();

			graph->connect(closure->output("Background"), out->input("Surface"));
		}

		/* AO */
		if(b_world) {
			BL::WorldLighting b_light = b_world.light_settings();

			if(b_light.use_ambient_occlusion())
				background->ao_factor = b_light.ao_factor();
			else
				background->ao_factor = 0.0f;

			background->ao_distance = b_light.distance();
		}

		shader->set_graph(graph);
		shader->tag_update(scene);
	}

	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");

	/* when doing preview render check for BI's transparency settings,
	 * this is so because bledner's preview render routines are not able
	 * to tweak all cycles's settings depending on different circumstances
	 */
	if(b_engine.is_preview() == false)
		background->transparent = get_boolean(cscene, "film_transparent");
	else
		background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;

	background->use = render_layer.use_background;

	if(background->modified(prevbackground))
		background->tag_update(scene);
}
开发者ID:baysmith,项目名称:blender,代码行数:59,代码来源:blender_shader.cpp

示例6:

Background::Background(Background const & cp)
{
	this->_maxHeight = cp.getHeight();
	this->_base = cp.getBase();
	this->_nbLine = cp.getNbLine();
	this->_win = cp.getWin();
	return;
}
开发者ID:fvivaudo,项目名称:Piscine-CPP,代码行数:8,代码来源:Background.cpp

示例7: Background

Background* Background::create(const std::string& filename) {
    Background *backLayer = new Background();
    if (backLayer && backLayer->init(filename)) {
        backLayer->autorelease();
        return backLayer;
    }
    CC_SAFE_DELETE(backLayer);
    return NULL;
}
开发者ID:jswilder,项目名称:laughing-parakeet,代码行数:9,代码来源:background.cpp

示例8: Background

Background* Background::create(std::string backgroundFileName)
{
    Background *pGOL = new Background();
    if (pGOL && pGOL->init(backgroundFileName)) {
        pGOL->autorelease();
        return pGOL;
    }
    CC_SAFE_DELETE(pGOL);
    return NULL;
}
开发者ID:jgnation,项目名称:chickencrossing-windows,代码行数:10,代码来源:Background.cpp

示例9: CreateBackgroundPainter

    //static
    Background* Background::CreateVerticalGradientBackground(
        const gfx::Color& color1, const gfx::Color& color2)
    {
        Background* background = CreateBackgroundPainter(
            true, Painter::CreateVerticalGradient(color1, color2));
        background->SetNativeControlColor(
            gfx::AlphaBlend(color1, color2, 128));

        return background;
    }
开发者ID:Strongc,项目名称:Chrome_Library,代码行数:11,代码来源:background.cpp

示例10: Background

Background* Background::create()
{
    Background *background = new Background();
    if (background && background->init()){
        background->autorelease();
        return background;
    }
    CC_SAFE_DELETE(background);
    return nullptr;
}
开发者ID:Cocos2d-x-vn,项目名称:ShootingGame,代码行数:10,代码来源:Background.cpp

示例11: ShaderGraph

void BlenderSync::sync_world(bool update_all)
{
	Background *background = scene->background;
	Background prevbackground = *background;

	BL::World b_world = b_scene.world();

	if(world_recalc || update_all || b_world.ptr.data != world_map) {
		Shader *shader = scene->shaders[scene->default_background];
		ShaderGraph *graph = new ShaderGraph();

		/* create nodes */
		if(b_world && b_world.use_nodes() && b_world.node_tree()) {
			PtrSockMap sock_to_node;
			BL::ShaderNodeTree b_ntree(b_world.node_tree());

			add_nodes(scene, b_data, b_scene, graph, b_ntree, sock_to_node);
		}
		else if(b_world) {
			ShaderNode *closure, *out;

			closure = graph->add(new BackgroundNode());
			closure->input("Color")->value = get_float3(b_world.horizon_color());
			out = graph->output();

			graph->connect(closure->output("Background"), out->input("Surface"));
		}

		/* AO */
		if(b_world) {
			BL::WorldLighting b_light = b_world.light_settings();

			if(b_light.use_ambient_occlusion())
				background->ao_factor = b_light.ao_factor();
			else
				background->ao_factor = 0.0f;

			background->ao_distance = b_light.distance();
		}

		shader->set_graph(graph);
		shader->tag_update(scene);
	}

	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
	background->transparent = get_boolean(cscene, "film_transparent");
	background->use = render_layer.use_background;

	if(background->modified(prevbackground))
		background->tag_update(scene);
}
开发者ID:danielmarg,项目名称:blender-main,代码行数:51,代码来源:blender_shader.cpp

示例12: while

Background* Background::CreateBackground()
{
    do
    {
        Background* pRet = new Background;
        if (pRet && pRet->Init())
        {
            pRet->autorelease();
            return pRet;
        }
        delete pRet;
    } while (false);
    CCLog("Function Background::CreateBackground Error!");
    return NULL;
}
开发者ID:cjlaaa,项目名称:WarDemo,代码行数:15,代码来源:Background.cpp

示例13: draw

void StarsApp::draw()
{		
	gl::clear( Color::black() ); 

	gl::pushMatrices();
	gl::setMatrices( mCamera.getCamera() );
	{
		// draw background
		mBackground.draw();

		// draw grid
		if(mIsGridVisible) 
			mGrid.draw();

		// draw stars
		mStars.draw();
	}
	gl::popMatrices();

	// draw user interface
	mUserInterface.draw();

	// fade in at start of application
	gl::enableAlphaBlending();
	double t = math<double>::clamp( mTimer.getSeconds() / 3.0, 0.0, 1.0 );
	float a = ci::lerp<float>(1.0f, 0.0f, (float) t);

	if( a > 0.0f ) {
		gl::color( ColorA(0,0,0,a) );
		gl::drawSolidRect( getWindowBounds() );
	}
	gl::disableAlphaBlending();
}
开发者ID:Joelone,项目名称:Cinder-Samples,代码行数:33,代码来源:StarsApp.cpp

示例14: Cast

//------------------------------------------------------------------------------
void OneHit::Cast(TaggedRay & ray,const RenderableDB & db,const ds::List<Renderable*,
                  mem::KillDel<Light> > & inside,const ds::List<Light*> & ll,const Background & bg) const
{
 if (db.Intercept(ray,ray.hit,ray.inter))
 {
  // Hit an object - respond accordingly...
   ray.irradiance = bs::ColourRGB(0.0,0.0,0.0);

   Renderable::MatSpec & ms = ray.hit->mat[ray.inter.coord.material];
   if (ms.im) ms.im->Modify(ray.inter);
   
   ds::List<Light*>::Cursor targ = ll.FrontPtr();
   while (!targ.Bad())
   {
    bs::ColourRGB out;
    bs::Normal norm = ray.n; norm.Neg();
    (*targ)->Calc(norm,ray.inter,*ms.mat,db,out);
    ray.irradiance += out;
    ++targ;
   }
 }
 else
 {
  // Missed all objects - use the background instead...
   ray.hit = null<Renderable*>();
   bg.Calc(ray,ray.irradiance);
 }
}
开发者ID:PeterZhouSZ,项目名称:hyperion,代码行数:29,代码来源:renderers.cpp

示例15: getElapsedSeconds

void StarsApp::setup()
{
	mTime = getElapsedSeconds();

	// create the spherical grid mesh
	mGrid.setup();

	// load the star database and create the VBO mesh
	mStars.load( loadAsset("hygxyz.csv") );
	//mStars.write( writeFile( getAssetPath("") / "hygxyz.dat" ) );	// TODO

	// load texture and shader
	mStars.setup();

	// create user interface
	mUserInterface.setup();

	// initialize background image
	mBackground.setup();

	// initialize camera
	mCamera.setup();

	//
	mIsGridVisible = false;

	//
	forceHideCursor();

	//
	mTimer.start();
}
开发者ID:meshula,项目名称:Cinder-Samples,代码行数:32,代码来源:StarsApp.cpp


注:本文中的Background类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。