本文整理汇总了C++中BitmapRef::Clear方法的典型用法代码示例。如果您正苦于以下问题:C++ BitmapRef::Clear方法的具体用法?C++ BitmapRef::Clear怎么用?C++ BitmapRef::Clear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BitmapRef
的用法示例。
在下文中一共展示了BitmapRef::Clear方法的3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: GenerateAutotiles
BitmapScreenRef TilemapLayer::GenerateAutotiles(int count, const std::map<uint32_t, TileXY>& map) {
int rows = (count + TILES_PER_ROW - 1) / TILES_PER_ROW;
BitmapRef tiles = Bitmap::Create(TILES_PER_ROW * TILE_SIZE, rows * TILE_SIZE);
tiles->Clear();
Rect rect(0, 0, TILE_SIZE/2, TILE_SIZE/2);
std::map<uint32_t, TileXY>::const_iterator it;
for (it = map.begin(); it != map.end(); ++it) {
uint32_t quarters_hash = it->first;
TileXY dst = it->second;
// unpack the quarters data
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
int x = quarters_hash >> 28;
quarters_hash <<= 4;
int y = quarters_hash >> 28;
quarters_hash <<= 4;
rect.x = (x * 2 + i) * (TILE_SIZE/2);
rect.y = (y * 2 + j) * (TILE_SIZE/2);
tiles->Blit((dst.x * 2 + i) * (TILE_SIZE/2), (dst.y * 2 + j) * (TILE_SIZE/2), *chipset, rect, 255);
}
}
}
return BitmapScreen::Create(tiles);
}
示例2: Sprite
void Scene_Battle_Rpg2k3::DrawFloatText(int x, int y, int color, const std::string& text, int _duration) {
Rect rect = Font::Default()->GetSize(text);
BitmapRef graphic = Bitmap::Create(rect.width, rect.height);
graphic->Clear();
graphic->TextDraw(-rect.x, -rect.y, color, text);
Sprite* floating_text = new Sprite();
floating_text->SetBitmap(graphic);
floating_text->SetOx(rect.width / 2);
floating_text->SetOy(rect.height + 5);
floating_text->SetX(x);
floating_text->SetY(y);
floating_text->SetZ(500 + y);
FloatText float_text = FloatText(EASYRPG_SHARED_PTR<Sprite>(floating_text), _duration);
floating_texts.push_back(float_text);
}
示例3: Draw
void Text::Draw(Bitmap& dest, int x, int y, int color, std::string const& text, Text::Alignment align) {
if (text.length() == 0) return;
FontRef font = dest.GetFont();
Rect dst_rect = Font::Default()->GetSize(text);
switch (align) {
case Text::AlignCenter:
dst_rect.x = x - dst_rect.width / 2;
break;
case Text::AlignRight:
dst_rect.x = x - dst_rect.width;
break;
case Text::AlignLeft:
dst_rect.x = x;
break;
default:
assert(false);
}
dst_rect.y = y;
dst_rect.width += 1;
dst_rect.height += 1; // Need place for shadow
if (dst_rect.IsOutOfBounds(dest.GetWidth(), dest.GetHeight())) return;
BitmapRef text_surface; // Complete text will be on this surface
text_surface = Bitmap::Create(dst_rect.width, dst_rect.height, true);
text_surface->SetTransparentColor(dest.GetTransparentColor());
text_surface->Clear();
// Load the system file for the shadow and text color
BitmapRef system = Cache::System(Data::system.system_name);
// Load the exfont-file
BitmapRef exfont = Cache::Exfont();
// Get the Shadow color
Color shadow_color(Cache::system_info.sh_color);
// If shadow is pure black, increase blue channel
// so it doesn't become transparent
if ((shadow_color.red == 0) &&
(shadow_color.green == 0) &&
(shadow_color.blue == 0) ) {
if (text_surface->bytes() >= 3) {
shadow_color.blue++;
} else {
shadow_color.blue += 8;
}
}
// Where to draw the next glyph (x pos)
int next_glyph_pos = 0;
// The current char is an exfont
bool is_exfont = false;
// This loops always renders a single char, color blends it and then puts
// it onto the text_surface (including the drop shadow)
for (boost::u8_to_u32_iterator<std::string::const_iterator>
c(text.begin(), text.begin(), text.end()),
end(text.end(), text.begin(), text.end()); c != end; ++c) {
Rect next_glyph_rect(next_glyph_pos, 0, 0, 0);
boost::u8_to_u32_iterator<std::string::const_iterator> next_c_it = boost::next(c);
uint32_t const next_c = std::distance(c, end) > 1? *next_c_it : 0;
// ExFont-Detection: Check for A-Z or a-z behind the $
if (*c == '$' && std::isalpha(next_c)) {
int exfont_value = -1;
// Calculate which exfont shall be rendered
if (islower(next_c)) {
exfont_value = 26 + next_c - 'a';
} else if (isupper(next_c)) {
exfont_value = next_c - 'A';
} else {
assert(false);
}
is_exfont = true;
BitmapRef mask = Bitmap::Create(12, 12, true);
// Get exfont from graphic
Rect const rect_exfont((exfont_value % 13) * 12, (exfont_value / 13) * 12, 12, 12);
// Create a mask
mask->Clear();
mask->Blit(0, 0, *exfont, rect_exfont, 255);
// Get color region from system graphic
Rect clip_system(8+16*(color%10), 4+48+16*(color/10), 6, 12);
BitmapRef char_surface = Bitmap::Create(mask->GetWidth(), mask->GetHeight(), true);
char_surface->SetTransparentColor(dest.GetTransparentColor());
char_surface->Clear();
// Blit gradient color background (twice because of full glyph)
char_surface->Blit(0, 0, *system, clip_system, 255);
char_surface->Blit(6, 0, *system, clip_system, 255);
// Blit mask onto background
//.........这里部分代码省略.........