本文整理汇总了C++中CDrawPort::PutTextExRX方法的典型用法代码示例。如果您正苦于以下问题:C++ CDrawPort::PutTextExRX方法的具体用法?C++ CDrawPort::PutTextExRX怎么用?C++ CDrawPort::PutTextExRX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CDrawPort
的用法示例。
在下文中一共展示了CDrawPort::PutTextExRX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: DrawText
void CUIListBoxMultiCol::DrawText ( int nCol, int nRow, int nX, int nY, TEXT_ALIGN enAlign, COLOR TextColor )
{
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
switch( enAlign )
{
case TEXT_LEFT:
pDrawPort->PutTextEx( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
break;
case TEXT_CENTER:
pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nRow], nX + m_vecRowWidht[nRow]/2, nY, TextColor );
break;
case TEXT_RIGHT:
pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
break;
default:
pDrawPort->PutTextEx( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
}
}
示例2: Render
// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUICreateChar::Render()
{
extern INDEX sam_bWideScreen;
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
// Set create character textire
pDrawPort->InitTextureData( m_ptdBaseTexture );
// Character information
// Top
pDrawPort->AddTexture( m_rcCharInfo.Left, m_rcCharInfo.Top,
m_rcCharInfo.Right, m_rcCharInfo.Top + CREATECHAR_INFO_HEIGHT,
m_rtCharInfoTop.U0, m_rtCharInfoTop.V0,
m_rtCharInfoTop.U1, m_rtCharInfoTop.V1,
0xFFFFFFFF );
// Bottom
pDrawPort->AddTexture( m_rcCharInfo.Left, m_rcCharInfo.Top + CREATECHAR_INFO_HEIGHT,
m_rcCharInfo.Right, m_rcCharInfo.Bottom,
m_rtCharInfoBottom.U0, m_rtCharInfoBottom.V0,
m_rtCharInfoBottom.U1, m_rtCharInfoBottom.V1,
0xFFFFFFFF );
// Character name input box
m_ebCharName.Render();
// Job button
m_btnJobPrev.Render();
m_btnJobNext.Render();
// Head button
m_btnFacePrev.Render();
m_btnFaceNext.Render();
// Hair button
m_btnHairPrev.Render();
m_btnHairNext.Render();
// Face button
//m_btnHeadPrev.Render();
//m_btnHeadNext.Render();
// OK button
m_btnOK.Render();
// Cancel button
m_btnCancel.Render();
// Character control
/*
// Zoom in button
m_btnZoomIn.Render();
// Zoom out button
m_btnZoomOut.Render();
// Rotate to left button
m_btnRotateToLeft.Render();
// Rotate to right
m_btnRotateToRight.Render();
*/
// Render all elements
pDrawPort->FlushRenderingQueue();
// Render character information
int nX = m_rcCharInfo.Left + CREATECHAR_DESC_SX;
int nY = m_rcCharInfo.Top + CREATECHAR_DESC_SY;
for( int iInfo = 0; iInfo < m_nCurInfoLines; iInfo++ )
{
pDrawPort->PutTextEx( m_strCharInfo[iInfo], nX, nY, m_colCharInfo[iInfo] );
nY += _pUIFontTexMgr->GetLineHeight();
}
// Prepare Rendering Text
nX = m_rcCharInfo.Left;
nY = m_rcCharInfo.Top;
pDrawPort->PutTextEx( _S( 140, "캐릭터 생성" ),
nX + CREATECHAR_TITLE_OFFSETX, nY + CREATECHAR_TITLE_OFFSETY );
pDrawPort->PutTextExRX( _S( 71, "이름" ),
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_NAME_SY );
pDrawPort->PutTextExRX( _S( 141, "직업" ),
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_JOB_SY );
pDrawPort->PutTextExRX( _S( 144, "얼굴" ), // 얼굴
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_FACE_SY );
pDrawPort->PutTextExRX( _S( 143, "헤어" ), // 헤어
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_HAIR_SY );
//pDrawPort->PutTextExRX( _S( 142, "머리" ), // 머리
// nX + CREATECHAR_NAME_RX, nY + CREATECHAR_HEAD_SY );
// Print Job
pDrawPort->PutTextExCX( JobInfo().GetName(m_iSelectedJob),
nX + CREATECHAR_JOB_MAIN_CY, nY + CREATECHAR_JOB_SY );
// Print Face
CTString strTemp;
strTemp.PrintF("%d", m_sbSelectedFace + 1);
//.........这里部分代码省略.........
示例3: 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();
}
示例4: 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;
}
}
}