本文整理汇总了C++中CTexture::setName方法的典型用法代码示例。如果您正苦于以下问题:C++ CTexture::setName方法的具体用法?C++ CTexture::setName怎么用?C++ CTexture::setName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CTexture
的用法示例。
在下文中一共展示了CTexture::setName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: newTextureFromPatch
/* TextureXPanel::newTextureFromPatch
* Creates a new texture called [name] from [patch]. The new texture
* will be set to the dimensions of the patch, with the patch added
* at 0,0
*******************************************************************/
CTexture* TextureXPanel::newTextureFromPatch(string name, string patch)
{
// Create new texture
CTexture* tex = new CTexture();
tex->setName(name);
tex->setState(2);
// Setup texture scale
if (texturex.getFormat() == TXF_TEXTURES)
{
tex->setScale(1, 1);
tex->setExtended(true);
}
else
tex->setScale(0, 0);
// Add patch
tex->addPatch(patch, 0, 0);
// Load patch image (to determine dimensions)
SImage image;
tex->loadPatchImage(0, image);
// Set dimensions
tex->setWidth(image.getWidth());
tex->setHeight(image.getHeight());
// Update variables
modified = true;
// Return the new texture
return tex;
}
示例2: newTexture
// -----------------------------------------------------------------------------
// Creates a new, empty texture
// -----------------------------------------------------------------------------
void TextureXPanel::newTexture()
{
// Prompt for new texture name
string name = wxGetTextFromUser("Enter a texture name:", "New Texture");
// Do nothing if no name entered
if (name.IsEmpty())
return;
// Process name
if (!TxListIsTextures(texturex_))
{
name = name.Upper().Truncate(8);
}
// Create new texture
CTexture* tex = new CTexture();
tex->setName(name);
tex->setState(2);
// Default size = 64x128
tex->setWidth(64);
tex->setHeight(128);
// Setup texture scale
if (TxListIsTextures(texturex_))
{
tex->setScale(1, 1);
tex->setExtended(true);
}
else
tex->setScale(0, 0);
// Add it after the last selected item
int selected = list_textures_->getItemIndex(list_textures_->getLastSelected());
if (selected == -1)
selected = texturex_.nTextures() - 1; // Add to end of the list if nothing selected
texturex_.addTexture(tex, selected + 1);
// Record undo level
undo_manager_->beginRecord("New Texture");
undo_manager_->recordUndoStep(new TextureCreateDeleteUS(this, tex, true));
undo_manager_->endRecord(true);
// Update texture list
list_textures_->updateList();
// Select the new texture
list_textures_->clearSelection();
list_textures_->selectItem(selected + 1);
list_textures_->EnsureVisible(selected + 1);
// Update variables
modified_ = true;
}
示例3:
IResource* createObjFromName<CTexture>(const std::string& name) {
CTexture* texture = new CTexture;
//TODO: find locale texture
//auto p = name.find_last_of(".");
//if (p == std::string::npos) {
// return nullptr;
//}
//std::string name_locale = name + GameController->GetLanguage();
//if (!texture->load(name_locale.c_str())) {
if (!texture->load(name.c_str())) {
dbg("Can't load texture %s. Will try placeholder...\n", name.c_str());
delete texture;
// try to load a placeholder...
texture = new CTexture;
if (!texture->load("textures/missing.dds")) {
fatal("Can't load texture %s\n", name.c_str());
delete texture;
texture = nullptr;
}
}
//}
if (texture) texture->setName(name.c_str());
return texture;
}