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C++ CDrawPort::AddTexture方法代码示例

本文整理汇总了C++中CDrawPort::AddTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ CDrawPort::AddTexture方法的具体用法?C++ CDrawPort::AddTexture怎么用?C++ CDrawPort::AddTexture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CDrawPort的用法示例。


在下文中一共展示了CDrawPort::AddTexture方法的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: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUISelectResource::Render()
{
    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Set skill learn texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );
    
    // Add render regions
    // Background
    int nX = m_nPosX;
    int nY = m_nPosY;
    pDrawPort->AddTexture( nX, m_nPosY, nX + m_nWidth, nY + TITLEBAR_HEIGHT,
        m_rtBackTop.U0, m_rtBackTop.V0, 
        m_rtBackTop.U1, m_rtBackTop.V1,
        0xFFFFFFFF );
    
    nY += TITLEBAR_HEIGHT;	
    pDrawPort->AddTexture( nX, nY, nX + m_nWidth, m_nPosY + m_nHeight - 7,
        m_rtBackMiddle1.U0, m_rtBackMiddle1.V0, 
        m_rtBackMiddle1.U1, m_rtBackMiddle1.V1,
        0xFFFFFFFF );
    
    nY = m_nPosY + m_nHeight - 7;

    pDrawPort->AddTexture( nX, nY, nX + m_nWidth, m_nPosY + m_nHeight,
        m_rtBackBottom.U0, m_rtBackBottom.V0, 
        m_rtBackBottom.U1, m_rtBackBottom.V1,
        0xFFFFFFFF );	

    m_btnClose.Render();

    std::vector<CUIButton>::iterator itend = m_vectorResourceList.end();
    std::vector<CUIButton>::iterator it = m_vectorResourceList.begin();

    for(; it != itend; ++it)
    {
        (*it).Render();
    }

    // Render all elements
    pDrawPort->FlushRenderingQueue();	
    
    CTString strTitle = _S( 1823, "미네랄 선택" );
    
    // Text in skill learn	
    if( m_bSelectType )
    {
        strTitle =_S( 1974,  "생산방법 선택" );
    }
        
    pDrawPort->PutTextEx( strTitle, m_nPosX + SELECTRESOURCE_TITLE_TEXT_OFFSETX,	
        m_nPosY + SELECTRESOURCE_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );
    
    // Flush all render text queue
    pDrawPort->EndTextEx();
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:60,代码来源:UISelectResource.cpp

示例2: Render

void CUIChildQuickSlot::Render()
{
    CUIManager* pUIManager = CUIManager::getSingleton();
    CDrawPort* pDrawPort = pUIManager->GetDrawPort();
    
    ///< texture init
    pDrawPort->InitTextureData( m_ptdBaseTexture );
    
    if( *(m_bRotation[m_nCurSlot]) == 1 )
    {
        int	nX = m_nPosX;
        int	nY = m_nPosY;
        // Quick slot base texture
        pDrawPort->AddTexture( nX, nY
            ,nX + CHILD_QUICKSLOT_WIDTH, nY + CHILD_QUICKSLOT_HEIGHT
            ,m_rtHorzBackground.U0, m_rtHorzBackground.V0
            ,m_rtHorzBackground.U1, m_rtHorzBackground.V1
            ,0xFFFFFFFF );
        
        // 퀵슬롯 페이지 출력 위치를 수동으로 계산 [12/20/2012 Ranma]
        pDrawPort->PutTextExCX(m_strPageNumber, m_nPosX + 7, m_nPosY + 11 );
        m_btnHorizontal.Render();
        m_btnLock.SetPos(CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1, 19);
        m_btnUnLock.SetPos(CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1, 19);
    }
    else if ( *(m_bRotation[m_nCurSlot]) == 0 )
    {
        int	nX = m_nPosX;
        int	nY = m_nPosY;
        // Quick slot base texture
        pDrawPort->AddTexture( nX, nY
            , nX + CHILD_QUICKSLOT_HEIGHT, nY + CHILD_QUICKSLOT_WIDTH
            , m_rtVerBackground.U0, m_rtVerBackground.V0
            , m_rtVerBackground.U1, m_rtVerBackground.V1
            , 0xFFFFFFFF );
        
        // 퀵슬롯 페이지 출력 위치를 수동으로 계산 [12/20/2012 Ranma]
        pDrawPort->PutTextExCX(m_strPageNumber, m_nPosX + 18, m_nPosY + 2 );
        m_btnVertical.Render();
        m_btnLock.SetPos(1, CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1);
        m_btnUnLock.SetPos(1, CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1);
    }
    
    if(*(m_bLock[m_nCurSlot]))
        m_btnLock.Render();
    else
        m_btnUnLock.Render();
    
    pDrawPort->FlushRenderingQueue();
    
    SlotRender();
    
    // Flush all render text queue
    pDrawPort->EndTextEx();
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:55,代码来源:UIChildQuickSlot.cpp

示例3: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIAD::Render()
{
    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Set skill learn texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );

    SelectLogo();

    PlayLC(m_eAniType);
    
    // Attach Map window
    extern ENGINE_API INDEX sam_iScreenSizeI;
//	m_rcAD[0].SetRect(sam_iScreenSizeI - 115, 145,sam_iScreenSizeI - 14,197);
    m_rcAD[0].SetRect(sam_iScreenSizeI - 115, 152,sam_iScreenSizeI - 14,205);
    m_rcAD[1].CopyRect( m_rcAD[0] );

    m_rcAD_ani = m_rcAD[0];
    
    pDrawPort->AddTexture( m_rcAD_ani.Left  , m_rcAD_ani.Top  , m_rcAD_ani.Right , m_rcAD_ani.Bottom ,
        m_uvAD[m_selAni].U0, m_uvAD[m_selAni].V0,	m_uvAD[m_selAni].U1, m_uvAD[m_selAni].V1,	0xFFFFFFFF );
    

    // Render all elements
    pDrawPort->FlushRenderingQueue();	
    
    // Flush all render text queue
    pDrawPort->EndTextEx();
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:33,代码来源:UIAD.cpp

示例4: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUICheckButton::Render()
{
    // Get position
    int	nX, nY;
    GetAbsPos( nX, nY );

    // Add render regions
    int	nUVIndex;
    if( m_bChecked )
        nUVIndex = UCBS_CHECK;
    else
        nUVIndex = UCBS_NONE;

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    if(m_bValidText)
    {
        if( IsEnabled() )
        {
            pDrawPort->PutTextEx( m_strText, nX + m_nTextSX, nY + m_nTextSY, m_colText[1] );
        }
        else
        {
            pDrawPort->PutTextEx( m_strText, nX + m_nTextSX, nY + m_nTextSY, m_colText[0] );
            nUVIndex += 2;
        }
    }

    pDrawPort->AddTexture( nX, nY, nX + m_nWidth, nY + m_nHeight,
                                        m_rtUV[nUVIndex].U0, m_rtUV[nUVIndex].V0,
                                        m_rtUV[nUVIndex].U1, m_rtUV[nUVIndex].V1,
                                        0xFFFFFFFF );
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:37,代码来源:UICheckButton.cpp

示例5: RenderImage

void CUIHelp::RenderImage(int iListIndex)
{
    // Check invalid
    if(iListIndex<=0) return;
    HELP1 tHelp1 = (*m_pHelp1)[iListIndex];
    if( tHelp1.m_width <= 0 ) return;

    FLOAT fTexWidth	= m_ptdImageTemp->GetPixWidth();
    FLOAT fTexHeight	= m_ptdImageTemp->GetPixHeight();	

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    pDrawPort->InitTextureData( m_ptdImageTemp );

    // Add render regions
    int	nX, nY;

    m_bSlideImgX = tHelp1.m_width;

    if(tHelp1.m_width > sideImageSize)
    {
        nX = m_nPosX + m_rcRightView.Left + m_bSlideImgX;
        nY = m_nPosY + m_lbReadContent.GetPosY() + (m_lbReadContent.GetCurItemCount(0)*m_lbReadContent.GetLineHeight());
    }
    else
    {
        nX = m_nPosX + m_nWidth + m_bSlideImgX;
        nY = m_nPosY;
    }
    
    // Set UV 
    UIRectUV tUV;
    tUV.SetUV(tHelp1.m_uv_x,tHelp1.m_uv_y,tHelp1.m_uv_x+m_bSlideImgX,tHelp1.m_uv_y+tHelp1.m_height,fTexWidth,fTexHeight);

    pDrawPort->AddTexture(
        nX - m_bSlideImgX, nY, nX , nY + tHelp1.m_height,
        tUV.U0,tUV.V0,tUV.U1,tUV.V1,
        0xFFFFFFFF);
    
    pDrawPort->FlushRenderingQueue();	
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:41,代码来源:UIHelp.cpp

示例6: Render

void CUIImageBox::Render()
{
    // Get position
    int	nX, nY;
    GetAbsPos( nX, nY );

    int nX0 = nX + m_rtRenderRegion.Left;
    int nX1 = nX + m_rtRenderRegion.Right;
    int nY0 = nY + m_rtRenderRegion.Top;
    int nY1 = nY + m_rtRenderRegion.Bottom;
    float fU0 = m_rtUV.U0 + (m_rtUV.U1 - m_rtUV.U0) * m_rtRenderRegion.Left / float(m_nWidth);
    float fU1 = m_rtUV.U0 + (m_rtUV.U1 - m_rtUV.U0) * m_rtRenderRegion.Right / float(m_nWidth);
    float fV0 = m_rtUV.V0 + (m_rtUV.V1 - m_rtUV.V0) * m_rtRenderRegion.Top / float(m_nHeight);
    float fV1 = m_rtUV.V0 + (m_rtUV.V1 - m_rtUV.V0) * m_rtRenderRegion.Bottom / float(m_nHeight);

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    if(m_eImageType == IT_GENERAL)
    {
        pDrawPort->InitTextureData( m_ptdBaseTexture );
        pDrawPort->AddTexture(nX0, nY0, nX1, nY1,
                                            fU0, fV0,
                                            fU1, fV1,
                                            0xFFFFFFFF );
        pDrawPort->FlushRenderingQueue();
    }
    else if (m_eImageType == IT_CORPS)
    {
        pDrawPort->InitTextureData( m_ptdCorps );
        pDrawPort->AddTexture(nX0, nY0, nX1, nY1,
                                            fU0, fV0,
                                            fU1, fV1,
                                            0xFFFFFFFF );
        pDrawPort->FlushRenderingQueue();
    }
    else
    {
        UIBtnExType bet;
        switch(m_eImageType)
        {
            case IT_EXP:
            case IT_MONEY:
            case IT_ITEM:
            case IT_SP:		// [090617: selo] SP 이미지 타입
            case IT_RVR_POINT:
                bet = UBET_ITEM;
                break;
            case IT_SKILL:
            case IT_SSKILL:
            case IT_AFFINITY: // 친화도 개편2 친화도 타입 추가 [2/7/2013 Ranma]
                bet = UBET_SKILL;
                break;
            case IT_ACTION:
                bet = UBET_ACTION;
                break;
            case IT_AFFINITY_MONSTER:
                bet = UBET_COMBO;				
                break;
        }
        pDrawPort->AddBtnTexture(m_nTextureID, nX0, nY0, nX1, nY1,
                                            fU0, fV0,
                                            fU1, fV1,
                                            0xFFFFFFFF );
        pDrawPort->FlushBtnRenderingQueue( bet, PBT_BLEND );

        if(m_bHighlight)
        {
            pDrawPort->AddBtnTexture(m_nTextureID, nX0, nY0, nX1, nY1,
                                                fU0, fV0,
                                                fU1, fV1,
                                                m_colHighlight );

            // Render all button elements
            pDrawPort->FlushBtnRenderingQueue( bet, PBT_ADD );
        }
    }
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:77,代码来源:UIImageBox.cpp

示例7: Render

void CUITrackPopup::Render()
{
    if( !IsVisible() ) return;
    if( m_vecString.size() <= 0 ) return;

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

#if defined G_RUSSIA
    // [2011/05/17 : Sora] 팝업창에서 스트링을 쓰지 않을 경우 글자 길이가 0이되어 팝업창 사이즈가 줄어든다
    if( m_strLongestStringInMenu.Length() > 0 )
    {
        Resize( pDrawPort->GetTextWidth( m_strLongestStringInMenu ) );		
    }
#endif

    // 배경 렌더
    int	nX, nY;
    UIRect m_rcBack;

    GetAbsPos( nX, nY );
    m_rcBack.SetRect( nX, nY, nX + m_nWidth, nY + m_nHeight );

    // Item Back region
    pDrawPort->AddTexture( m_rcBack.Left, m_rcBack.Top,
                                        m_rcBack.Left + 7, m_rcBack.Top + 7,
                                        m_rtBackUL.U0, m_rtBackUL.V0, m_rtBackUL.U1, m_rtBackUL.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Left + 7, m_rcBack.Top,
                                        m_rcBack.Right - 7, m_rcBack.Top + 7,
                                        m_rtBackUM.U0, m_rtBackUM.V0, m_rtBackUM.U1, m_rtBackUM.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Right - 7, m_rcBack.Top,
                                        m_rcBack.Right, m_rcBack.Top + 7,
                                        m_rtBackUR.U0, m_rtBackUR.V0, m_rtBackUR.U1, m_rtBackUR.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Left, m_rcBack.Top + 7,
                                        m_rcBack.Left + 7, m_rcBack.Bottom - 7,
                                        m_rtBackML.U0, m_rtBackML.V0, m_rtBackML.U1, m_rtBackML.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Left + 7, m_rcBack.Top + 7,
                                        m_rcBack.Right - 7, m_rcBack.Bottom - 7,
                                        m_rtBackMM.U0, m_rtBackMM.V0, m_rtBackMM.U1, m_rtBackMM.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Right - 7, m_rcBack.Top + 7,
                                        m_rcBack.Right, m_rcBack.Bottom - 7,
                                        m_rtBackMR.U0, m_rtBackMR.V0, m_rtBackMR.U1, m_rtBackMR.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Left, m_rcBack.Bottom - 7,
                                        m_rcBack.Left + 7, m_rcBack.Bottom,
                                        m_rtBackLL.U0, m_rtBackLL.V0, m_rtBackLL.U1, m_rtBackLL.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Left + 7, m_rcBack.Bottom - 7,
                                        m_rcBack.Right - 7, m_rcBack.Bottom,
                                        m_rtBackLM.U0, m_rtBackLM.V0, m_rtBackLM.U1, m_rtBackLM.V1,
                                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_rcBack.Right - 7, m_rcBack.Bottom - 7,
                                        m_rcBack.Right, m_rcBack.Bottom,
                                        m_rtBackLR.U0, m_rtBackLR.V0, m_rtBackLR.U1, m_rtBackLR.V1,
                                        0xFFFFFFFF );

    // 원래 리스트 박스에 대한 내용 랜더
    CUIListBox::Render();
    
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:64,代码来源:UITrackPopup.cpp

示例8: SlotNumberRender

void CUIChildQuickSlot::SlotNumberRender()
{
    CUIManager* pUIManager = CUIManager::getSingleton();
    CDrawPort* pDrawPort = pUIManager->GetDrawPort();
    
    ///< texture init
    pDrawPort->InitTextureData( m_ptdBaseTexture );
    if( *(m_bRotation[m_nCurSlot]) == 1 )
    {
        int	nX = m_nPosX;
        int	nY = m_nPosY;
        // 슬롯 번호 텍스춰
        nX = m_nPosX + 16;
        nY = m_nPosY + 4;
        switch(m_nID)
        {
        case UI_QUICKSLOT2:
            {
                pDrawPort->AddTexture(nX, nY, nX + 398, nY + 7
                    , m_rtHorzSlotNumber.U0, m_rtHorzSlotNumber.V0
                    , m_rtHorzSlotNumber.U1, m_rtHorzSlotNumber.V1
                    , 0xFFFFFFFF);
                break;
            }
            
        case UI_QUICKSLOT3:
            {
                pDrawPort->AddTexture(nX, nY, nX + 406, nY + 7
                    , m_rtHorzSlotNumber.U0, m_rtHorzSlotNumber.V0
                    , m_rtHorzSlotNumber.U1, m_rtHorzSlotNumber.V1
                    , 0xFFFFFFFF);
                break;
            }
        }
    }
    else if ( *(m_bRotation[m_nCurSlot]) == 0 )
    {
        int	nX = m_nPosX;
        int	nY = m_nPosY;
        // 슬롯 번호 텍스춰
        nX = m_nPosX + 4;
        nY = m_nPosY + 16;
        
        switch(m_nID)
        {
        case UI_QUICKSLOT2:
            {
                pDrawPort->AddTexture(nX, nY, nX + 13, nY + 392
                    , m_rtVerSlotNumber.U0, m_rtVerSlotNumber.V0
                    , m_rtVerSlotNumber.U1, m_rtVerSlotNumber.V1
                    , 0xFFFFFFFF);
                break;
            }
            
        case UI_QUICKSLOT3:
            {
                pDrawPort->AddTexture(nX, nY, nX + 21, nY + 392
                    , m_rtVerSlotNumber.U0, m_rtVerSlotNumber.V0
                    , m_rtVerSlotNumber.U1, m_rtVerSlotNumber.V1
                    , 0xFFFFFFFF);
                break;
            }
        }
    }
    
    pDrawPort->FlushRenderingQueue();
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:67,代码来源:UIChildQuickSlot.cpp

示例9: RenderRemissionBtns

// ----------------------------------------------------------------------------
// Name : RenderRemissionBtns()
// Desc :
// ----------------------------------------------------------------------------
void CUIRemission::RenderRemissionBtns()
{
    int	nX = REMISSION_SLOT_SX, nY = REMISSION_SLOT_SY;
    int	iRow, iRowS, iRowE;

    // Remission remission button
    iRowS = m_sbRemissionIcon.GetScrollPos();
    iRowE = iRowS + REMISSION_SLOT_ROW;

    if ( m_vectorbtnRemissions.size() < iRowE )
    {
        iRowE = m_vectorbtnRemissions.size();
    }

    for( iRow = iRowS; iRow < iRowE; iRow++, nY += REMISSION_SLOT_OFFSETY )
    {
        m_vectorbtnRemissions[iRow].SetPos( nX, nY );
        if( m_vectorbtnRemissions[iRow].IsEmpty() )
            continue;

        m_vectorbtnRemissions[iRow].Render();
    }

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Render all button elements
    pDrawPort->FlushBtnRenderingQueue( UBET_REMISSION );

    if( m_nSelRemissionID >= 0 )
    {
        // Set remission learn texture
        pDrawPort->InitTextureData( m_ptdBaseTexture );

        m_vectorbtnRemissions[m_nSelRemissionID].GetAbsPos( nX, nY );
        pDrawPort->AddTexture( nX, nY, nX + BTN_SIZE, nY + BTN_SIZE,
                               m_rtSelOutline.U0, m_rtSelOutline.V0,
                               m_rtSelOutline.U1, m_rtSelOutline.V1,
                               0xFFFFFFFF );

        // Render all elements
        pDrawPort->FlushRenderingQueue();
    }

    nY = REMISSION_NAME_SY;

    iRowS = m_sbRemissionIcon.GetScrollPos();
    iRowE = iRowS + REMISSION_SLOT_ROW;
    if ( m_vectorbtnRemissions.size() < iRowE )
    {
        iRowE = m_vectorbtnRemissions.size();
    }
    for( iRow = iRowS; iRow < iRowE; iRow++, nY += REMISSION_SLOT_OFFSETY )
    {
        if( m_vectorbtnRemissions[iRow].IsEmpty() )
            continue;

        const SBYTE sbRemissionType = m_vectorbtnRemissions[iRow].GetRemissionType();
        if(sbRemissionType == REMISSION_NONE)
            continue;

        switch(sbRemissionType)
        {
        case REMISSION_HP:
            m_strShortDesc.PrintF( _S( 616, "육체의 면죄부" ) );
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY,	0xFFC672FF);
            break;
        case REMISSION_MP:
            m_strShortDesc.PrintF( _S( 617, "영혼의 면죄부" ) );
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY,	0xFFC672FF);
            break;
        case REMISSION_ITEM:
        {
            m_strShortDesc.PrintF( _S( 618, "장비의 면죄부" ) );
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY,	0xFFC672FF);

            m_strShortDesc.PrintF( "%s", _pNetwork->GetItemName( m_vectorbtnRemissions[iRow].GetItemIndex() ));
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY + 17, 0xBDA99FFF);
        }
        break;
        }
    }
}
开发者ID:rdrago,项目名称:LCSource,代码行数:86,代码来源:UIRemission.cpp

示例10: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIRemission::Render()
{
    // Check distance
    FLOAT	fDiffX = _pNetwork->MyCharacterInfo.x - m_fNpcX;
    FLOAT	fDiffZ = _pNetwork->MyCharacterInfo.z - m_fNpcZ;
    if( fDiffX * fDiffX + fDiffZ * fDiffZ > UI_VALID_SQRDIST )
        CloseRemission();

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Set remission texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );

    // Add render regions
    // Background
    pDrawPort->AddTexture( m_nPosX, m_nPosY, m_nPosX + m_nWidth, m_nPosY + m_nHeight,
                           m_rtBackground.U0, m_rtBackground.V0, m_rtBackground.U1, m_rtBackground.V1,
                           0xFFFFFFFF );

    // Close button
    m_btnClose.Render();

    // Buy button
    m_btnOK.Render();

    // Cancel button
    m_btnCancel.Render();

    m_sbRemissionIcon.Render();

    // List box of remission desc
    m_lbRemissionDesc.Render();

    // Render all elements
    pDrawPort->FlushRenderingQueue();

    // Remission buttons
    RenderRemissionBtns();

    // Text in remission
    pDrawPort->PutTextEx( _S( 601, "면죄부" ), m_nPosX + REMISSION_TITLE_TEXT_OFFSETX,
                          m_nPosY + REMISSION_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );

    pDrawPort->PutTextExCX( _S( 601, "면죄부" ), m_nPosX + REMISSION_TAB_CX, m_nPosY + REMISSION_TAB_SY,
                            0x6B6B6BFF );

    pDrawPort->PutTextEx( _S( 609, "현재 나스" ), m_nPosX + REMISSION_CURSP_SX,
                          m_nPosY + REMISSION_CURSP_SY );

    CUIManager* pUIManager = CUIManager::getSingleton();

    // Set money
    CTString strPlayerMoney;
    if( _pNetwork->MyCharacterInfo.money > 0 )
    {
        strPlayerMoney.PrintF( "%I64d", _pNetwork->MyCharacterInfo.money );
        pUIManager->InsertCommaToString( strPlayerMoney );
    }

    pDrawPort->PutTextExRX( strPlayerMoney,
                            m_nPosX + REMISSION_CURSP_RX, m_nPosY + REMISSION_CURSP_SY, pUIManager->GetNasColor( strPlayerMoney ) );

    // Flush all render text queue
    pDrawPort->EndTextEx();
}
开发者ID:rdrago,项目名称:LCSource,代码行数:69,代码来源:UIRemission.cpp

示例11: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUISelectList::Render()
{
    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Set texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );

    // Add render regions
    int	nX, nY;
    // Background
    // Top
    nX = m_nPosX + m_nWidth;
    nY = m_nPosY + 26;
    
    pDrawPort->AddTexture( m_nPosX, m_nPosY, nX, nY,
                                        m_rtBackTop.U0, m_rtBackTop.V0,
                                        m_rtBackTop.U1, m_rtBackTop.V1,
                                        0xFFFFFFFF );

    // Middle 1
    pDrawPort->AddTexture( m_nPosX, nY, nX, nY + m_nTextRegionHeight,
                                        m_rtBackMiddle1.U0, m_rtBackMiddle1.V0,
                                        m_rtBackMiddle1.U1, m_rtBackMiddle1.V1,
                                        0xFFFFFFFF );

    // Middle 2
    nY += m_nTextRegionHeight;
    pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight - 7,
                                        m_rtBackMiddle2.U0, m_rtBackMiddle2.V0,
                                        m_rtBackMiddle2.U1, m_rtBackMiddle2.V1,
                                        0xFFFFFFFF );

    // Bottom
    nY = m_nPosY + m_nHeight - 7;
    pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight,
                                        m_rtBackBottom.U0, m_rtBackBottom.V0,
                                        m_rtBackBottom.U1, m_rtBackBottom.V1,
                                        0xFFFFFFFF );

    
    
    // Registration
    if( m_dwStyle & SLS_REGIST )
        m_btnRegist.Render();

    // Reward
    if( m_dwStyle & SLS_REWARD )
        m_btnReward.Render();

    // Cancel button
    if( m_dwStyle & SLS_CANCEL )
        m_btnCancel.Render();

    // Prev button
    if( m_dwStyle & SLS_PREV )
        m_btnPrev.Render();

    // Next button
    if( m_dwStyle & SLS_NEXT )		
        m_btnNext.Render();



    // Render all elements
    pDrawPort->FlushRenderingQueue();

    // Title
    pDrawPort->PutTextEx( m_strTitle, m_nPosX + SELECTLIST_TITLE_TEXT_OFFSETX,
                                        m_nPosY + SELECTLIST_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );

    // List strings
    int nLineCount;
    int tv_size = m_vSelList.size();
    int tv_page = m_nMaxLine*m_nPageCur;
    nLineCount = tv_size>(tv_page+m_nMaxLine) ? (tv_page+m_nMaxLine):tv_size ;
    CTString	tIdx,sName;
    nX = m_nPosX ;
    nY = m_nPosY + 30 ;

    for( int i = tv_page; i < nLineCount; i++ )
    {
        tIdx.PrintF("%d.",i+1);
        sName  = m_vSelList[i].m_sName;
    
        if( m_nSelLine == i ) m_selColor = 0x49A1FFFF;
        else m_selColor = 0xF2F2F2FF;
        pDrawPort->PutTextEx( tIdx, nX +15,	nY ,m_selColor);
        if(m_vSelList[i].m_nIndex == _pNetwork->MyCharacterInfo.index)  sName+=CTString("(Me)");
        pDrawPort->PutTextEx( sName, nX + 35,  nY ,m_selColor);
        pDrawPort->PutTextEx( m_pstrState[m_vSelList[i].m_nState], nX + 160, nY,m_selColor);
        nY += TEXT_GAP;

    }

    // Flush all render text queue
    pDrawPort->EndTextEx();
//.........这里部分代码省略.........
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:101,代码来源:UISelectList.cpp

示例12: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIHelp::Render()
{
    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
    m_bVisible = TRUE;

    // Set web board texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );

    // Add render regions
    int	nX, nY, nX2, nY2;
    // Background
    // Upper left
    nX = m_nPosX;
    nY = m_nPosY;
    nX2 = m_nPosX + m_nWidth;
    nY2 = m_nPosY + 28;
    pDrawPort->AddTexture( nX, nY, nX + 49, nY2,
                                        m_rtTitleUL.U0, m_rtTitleUL.V0, m_rtTitleUL.U1, m_rtTitleUL.V1,
                                        0xFFFFFFFF );
    // Upper middle
    pDrawPort->AddTexture( nX + 49, nY, nX2 - 32, nY2,
                                        m_rtTitleUM.U0, m_rtTitleUM.V0, m_rtTitleUM.U1, m_rtTitleUM.V1,
                                        0xFFFFFFFF );
    // Upper right
    pDrawPort->AddTexture( nX2 - 32, nY, nX2, nY2,
                                        m_rtTitleUR.U0, m_rtTitleUR.V0, m_rtTitleUR.U1, m_rtTitleUR.V1,
                                        0xFFFFFFFF );

    nY = nY2;
    nY2 = nY2 + 10;

    pDrawPort->AddTexture( nX, nY, nX + 49, nY2,
                                        m_rtBackUL.U0, m_rtBackUL.V0, m_rtBackUL.U1, m_rtBackUL.V1,
                                        0xFFFFFFFF );
    // Upper middle
    pDrawPort->AddTexture( nX + 49, nY, nX2 - 32, nY2,
                                        m_rtBackUM.U0, m_rtBackUM.V0, m_rtBackUM.U1, m_rtBackUM.V1,
                                        0xFFFFFFFF );
    // Upper right
    pDrawPort->AddTexture( nX2 - 32, nY, nX2, nY2,
                                        m_rtBackUR.U0, m_rtBackUR.V0, m_rtBackUR.U1, m_rtBackUR.V1,
                                        0xFFFFFFFF );

    // Middle left
    nY = m_nPosY + m_nHeight - 15;
    pDrawPort->AddTexture( nX, nY2, nX + 49, nY,
                                        m_rtBackML.U0, m_rtBackML.V0, m_rtBackML.U1, m_rtBackML.V1,
                                        0xFFFFFFFF );
    // Middle middle
    pDrawPort->AddTexture( nX + 49, nY2, nX2 - 32, nY,
                                        m_rtBackMM.U0, m_rtBackMM.V0, m_rtBackMM.U1, m_rtBackMM.V1,
                                        0xFFFFFFFF );
    // Middle right
    pDrawPort->AddTexture( nX2 - 32, nY2, nX2, nY,
                                        m_rtBackMR.U0, m_rtBackMR.V0, m_rtBackMR.U1, m_rtBackMR.V1,
                                        0xFFFFFFFF );

    // Lower left
    nY2 = m_nPosY + m_nHeight;
    pDrawPort->AddTexture( nX, nY, nX + 49, nY2,
                                        m_rtBackLL.U0, m_rtBackLL.V0, m_rtBackLL.U1, m_rtBackLL.V1,
                                        0xFFFFFFFF );
    // Lower middle
    pDrawPort->AddTexture( nX + 49, nY, nX2 - 32, nY2,
                                        m_rtBackLM.U0, m_rtBackLM.V0, m_rtBackLM.U1, m_rtBackLM.V1,
                                        0xFFFFFFFF );
    // Lower right
    pDrawPort->AddTexture( nX2 - 32, nY, nX2, nY2,
                                        m_rtBackLR.U0, m_rtBackLR.V0, m_rtBackLR.U1, m_rtBackLR.V1,
                                        0xFFFFFFFF );	

    // Close button
    m_btnClose.Render();

    // Text in web board
    // Title
    pDrawPort->PutTextEx( _S( 1610, "도움말" ), m_nPosX + HELP_TITLE_OFFSETX,
                                        m_nPosY + HELP_TITLE_OFFSETY, 0xFFFFFFFF );	

    // Render subject List
    RenderList();
    RenderContent();

    // Flush all render queue
    pDrawPort->FlushRenderingQueue();
    pDrawPort->EndTextEx();

    // Render Help Image
    if( m_iImageIdx>=0 )
        RenderImage( m_iImageIdx );	
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:95,代码来源:UIHelp.cpp

示例13: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIListBox::Render()
{
    // Get position
    int	nX, nY;
    GetAbsPos( nX, nY );

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
    
    // Add render regions
    // Selection bar
    if( m_bShowSelectBar && m_nSelectList >= 0 )
    {
        int	nSelLine = m_nSelectList - m_sbScrollBar.GetScrollPos();
        
        if( nSelLine >= 0 )
        {
            if( !m_bScrollBar || nSelLine < m_sbScrollBar.GetScrollRange() )
            {
            
                int	nBarY = nY + m_nTextSY + nSelLine * m_nLineHeight;
                pDrawPort->AddTexture( nX + m_rcSelectOver.Left, nBarY + m_rcSelectOver.Top,
                                                    nX + m_rcSelectOver.Right, nBarY + m_rcSelectOver.Bottom,
                                                    m_rtSelectOver.U0, m_rtSelectOver.V0,
                                                    m_rtSelectOver.U1, m_rtSelectOver.V1,
                                                    0xFFFFFFFF );
            }
        }
    }

    // Scroll bar
    if( m_bScrollBar )
        m_sbScrollBar.Render();

    // Text in list box
    for( int nCol = 0; nCol < m_vecString.size(); nCol++ )
    {
        int	nRowS = m_sbScrollBar.GetScrollPos();
        int	nRowE = nRowS + m_nLinePerPage;
        if( nRowE > m_vecString[nCol].vecString.size() )
            nRowE = m_vecString[nCol].vecString.size();

        COLOR	colText;
        int		nTextX = nX + m_nTextSX + m_vecColumnSX[nCol];
        int		nTextY = nY + m_nTextSY;
        int		nSelList = -1, nOverList = -1;
        if( m_bSelectList )
        {
            nSelList = m_nSelectList;
            nOverList = nRowS + m_nOverList;
        }

        for( int nList = nRowS; nList < nRowE; nList++ )
        {
            if( m_vecSelectable[nList] )
            {
                if( nList == nSelList )
                    colText = m_colSelectList;
                else if( nList == nOverList )
                    colText = m_colOverList;
                else
                    colText = m_vecColor[nCol].vecColor[nList];
            }
            else
                colText = m_vecColor[nCol].vecColor[nList];

            switch( m_vecAlign[nCol] )
            {
            case TEXT_LEFT:
                pDrawPort->PutTextEx( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
                if (m_vecBold[nCol].vecBold[nList])
                    pDrawPort->PutTextEx( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
                break;
            case TEXT_CENTER:
                pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
                if (m_vecBold[nCol].vecBold[nList])
                    pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
                break;
            case TEXT_RIGHT:
                pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
                if (m_vecBold[nCol].vecBold[nList])
                    pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
                break;
            }

            nTextY += m_nLineHeight;
        }
    }
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:92,代码来源:UIListBox.cpp

示例14: Render

// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUISelectServer::Render()
{
#ifdef AUTO_RESTART	// [2012/10/18 : Sora] 재시작시 자동 로그인
    extern BOOL g_bAutoRestart;
    if(g_bAutoRestart)
    {
        CUIManager::getSingleton()->RenderLoading();
        return;
    }
#endif

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Set select server texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );

    // Add render regions
    // Background
    int	nY = m_nPosY + NOTICE_SIZE_Y + 29;
    int	nY2 = m_nPosY + m_nHeight - 39;
    pDrawPort->AddTexture( m_nPosX, m_nPosY, m_nPosX + m_nWidth, m_nPosY +28,
        m_rtBackTop.U0, m_rtBackTop.V0, m_rtBackTop.U1, m_rtBackTop.V1,
                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_nPosX, m_nPosY +28, m_nPosX + m_nWidth, nY,
        m_rtBackTop1.U0, m_rtBackTop1.V0, m_rtBackTop1.U1, m_rtBackTop1.V1,
                        0xFFFFFFFF );
    // 공지 창
    pDrawPort->AddTexture( m_nPosX + 13 , m_nPosY +29, m_nPosX + m_nWidth - 13, nY -3,
                        m_rtBackTop2.U0, m_rtBackTop2.V0, m_rtBackTop2.U1, m_rtBackTop2.V1,
                        0xFFFFFFFF );
//	pDrawPort->AddTexture( m_nPosX + 18 , m_nPosY +29, m_nPosX + m_nWidth - 18, nY,
//						m_rtBackTop2.U0, m_rtBackTop2.V0, m_rtBackTop2.U1, m_rtBackTop2.V1,
//						0xFFFFFFFF );
    // 서버군, 서버 표시
    pDrawPort->AddTexture( m_nPosX, nY , m_nPosX + m_nWidth, nY + 29,
                        m_rtBackMiddle0.U0, m_rtBackMiddle0.V0, m_rtBackMiddle0.U1, m_rtBackMiddle0.V1,
                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_nPosX, nY + 29 , m_nPosX + m_nWidth, nY2 ,
                        m_rtBackMiddle.U0, m_rtBackMiddle.V0, m_rtBackMiddle.U1, m_rtBackMiddle.V1,
                        0xFFFFFFFF );
    pDrawPort->AddTexture( m_nPosX, nY2, m_nPosX + m_nWidth, m_nPosY + m_nHeight,
                        m_rtBackBottom.U0, m_rtBackBottom.V0, m_rtBackBottom.U1, m_rtBackBottom.V1,
                        0xFFFFFFFF );

    // 추천 서버 이미지
    int count = m_vectorGroupInfo.size();

    for ( int i = 0; i < count; i++)
    {
        UBYTE Type = m_vectorGroupInfo[i].ubServerType;
        int nOrder = m_vectorGroupInfo[i].nOrder;
        FLOAT U0, U1, V0, V1;

        switch (Type)
        {
        case SERVER_TYPE_RECOMEND:
            U0 = m_rtRecommend.U0;
            U1 = m_rtRecommend.U1;
            V0 = m_rtRecommend.V0;
            V1 = m_rtRecommend.V1;
            break;
        case SERVER_TYPE_SPEEDUP:
            U0 = m_rtSpeed.U0;
            U1 = m_rtSpeed.U1;
            V0 = m_rtSpeed.V0;
            V1 = m_rtSpeed.V1;			
            break;
        default:
            continue;
        }
        
        pDrawPort->AddTexture( m_nPosX+RECOMMEND_POS_X , nY+4+(15* nOrder) , m_nPosX +RECOMMEND_POS_X+ 63, nY + 4 + (15*(nOrder+1)),
                U0, V0, U1, V1,	0xFFFFFFFF );	
    }
    
    // Ok button
    m_btnOK.Render();

    // Cancel button
    m_btnCancel.Render();

#ifdef AUTO_RESTART	// [2012/10/18 : Sora] 재시작시 자동 로그인
    m_btnExit.Render();
#endif

    // Server group list box
    m_lbServerGroup.Render();

    // Server list box
    m_lbServer.Render();

    // Render all elements
    pDrawPort->FlushRenderingQueue();

    // text render
    pDrawPort->PutTextEx( _S( 250, "서버 선택" ),
//.........这里部分代码省略.........
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:101,代码来源:UISelectServer.cpp

示例15: RenderMasterStone

// ----------------------------------------------------------------------------
// Name : !!RenderMasterStone()
// Desc :
// ----------------------------------------------------------------------------
void CUIMixNew::RenderMasterStone()
{
    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Set mix texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );

    // Add render regions
    int	nX, nY ,i;
    // Background
    // Top
    nX = m_nPosX + m_nWidth;
    nY = m_nPosY + 26;
    pDrawPort->AddTexture( m_nPosX, m_nPosY, nX, nY,
                                        m_rtTop.U0, m_rtTop.V0, m_rtTop.U1, m_rtTop.V1,
                                        0xFFFFFFFF );

    // Middle 1
    pDrawPort->AddTexture( m_nPosX, nY, nX, nY + m_nTextRegionHeight,
                                        m_rtMiddle1.U0, m_rtMiddle1.V0, m_rtMiddle1.U1, m_rtMiddle1.V1,
                                        0xFFFFFFFF );

    // Middle 2
    pDrawPort->AddTexture( m_nPosX+ 10, nY + 65  , nX-10,nY + m_nTextRegionHeight - 35,
                                        m_rtMiddle2.U0, m_rtMiddle2.V0, m_rtMiddle2.U1, m_rtMiddle2.V1,
                                        0xFFFFFFFF );

    // Bottom
    nY = m_nPosY + m_nHeight - 7;
    pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight,
                                        m_rtBottom.U0, m_rtBottom.V0, m_rtBottom.U1, m_rtBottom.V1,
                                        0xFFFFFFFF );

    for ( i = 0; i < MIXNEW_ITEM_SLOT_COUNT; i++ )
    {
        // Slot item region
        pDrawPort->AddTexture( m_nPosX + m_rcItemSlot[i].Left, m_nPosY + m_rcItemSlot[i].Top,
                                            m_nPosX + m_rcItemSlot[i].Right, m_nPosY + m_rcItemSlot[i].Bottom,
                                            m_rtItemSlot.U0, m_rtItemSlot.V0, m_rtItemSlot.U1, m_rtItemSlot.V1,
                                            0xFFFFFFFF );
    }

    // Close button
    m_btnClose.Render();

    // OK button
    m_btnOK.SetText(_S(5434,"업그레이드"));
    m_btnOK.Render();

    // Cancel button
    m_btnCancel.Render();

    // Render all elements
    pDrawPort->FlushRenderingQueue();

    // Item
    for ( i = 0; i < MIXNEW_ITEM_SLOT_COUNT; i++ )
    {
        if (m_pIconsSlot[i]->IsEmpty() == false)
        {
            m_pIconsSlot[i]->Render(pDrawPort);
            pDrawPort->FlushBtnRenderingQueue( UBET_ITEM );
        }
    }
    // Text in title
    pDrawPort->PutTextEx( _S( 5433, "마스터 스톤" ), m_nPosX + MIXNEW_TITLE_TEXT_OFFSETX,			
                                        m_nPosY + MIXNEW_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );

    nX = m_nPosX + MIXNEW_DESC_TEXT_SX;
    nY = m_nPosY + MIXNEW_DESC_TEXT_SY + 20;
    COLOR tv_col;
    for( int iDesc = 0; iDesc < m_nStringCount; iDesc++ )
    {
        if(iDesc == 6) tv_col = 0xC87238FF; 
        else tv_col = 0xC5C5C5FF;
            pDrawPort->PutTextEx( m_strMixDesc[iDesc], nX , nY, tv_col );
        nY += _pUIFontTexMgr->GetLineHeight();
    }

    m_strItemSlot[0] = _S( 5433, "마스터 스톤");
    m_strItemSlot[1] = _S( 2736, "장비 아이템");
    int tv_size =  _pUIFontTexMgr->GetFontSpacing() + _pUIFontTexMgr->GetFontWidth();
    pDrawPort->PutTextEx( m_strItemSlot[0], 
        m_nPosX + 62 - m_strItemSlot[0].Length()* tv_size/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 + 5, 0x929090FF );
    pDrawPort->PutTextEx( m_strItemSlot[1], 
        m_nPosX + 152 - m_strItemSlot[1].Length()* tv_size/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 +5, 0x929090FF );
    
    // Flush all render text queue
    pDrawPort->EndTextEx();
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:94,代码来源:UIMixNew.cpp


注:本文中的CDrawPort::AddTexture方法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。