本文整理汇总了C++中DTime::setDesiredFps方法的典型用法代码示例。如果您正苦于以下问题:C++ DTime::setDesiredFps方法的具体用法?C++ DTime::setDesiredFps怎么用?C++ DTime::setDesiredFps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DTime
的用法示例。
在下文中一共展示了DTime::setDesiredFps方法的2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: init
/**
* init call backed from GLMoblet
*/
void init()
{
/*
* Graph object needs to be allocated and then initiated,
* Font is a separate system but is required in the graph for rendering text in 3D
* RenterText is an independent text renderer flat on screen. but very same class is being used in Graph as well
* can handle both orthogonal projection see drawText and drawText3D
*/
mWidth = (int)(EXTENT_X(maGetScrSize())); // Screen Resolution
mHeight = (int)(EXTENT_Y(maGetScrSize()));
mGraph = new MoGraph::Graph(); // Create MoGraph::Graph class
mFont = new BMFont(); // Create Font class
// Initiate the RenderText system that will be used in Graph
std::vector<MAHandle> fontTexArray;
fontTexArray.push_back(R_BOX_TEXTURE);
mFont->Init(R_BOX_FNT, fontTexArray); // Initiate font where to get its resources (.fnt) file generated from BMFont and the bitmap texture that contains the aphabet
mText.init(mWidth,mHeight,mFont); // initiate the text system by setting a Font & Screen dimensions
mDTime.setDesiredFps(50.0f); // set up the DTime used for calculating FPS
setPreferredFramesPerSecond(50); // set preferred fps for the Moblet
// initiate Graph by setting up a grid sz in X & Z ,
// also grid in Y with grid step,
// additional info like fit to screen, screen resolutions.
MoGraph::GraphDesc desc;
desc.scrWidth = mWidth; // screen width
desc.scrHeight = mHeight; // screen height
desc.gridX = 32; // amount of bars in X axis
desc.gridZ = 32; // amount of bars in Z axis (depth)
desc.gridYLines = 0; // amount of horisontal lines to be displayed in graph
desc.gridStepYLines = 1.0f; // the step Y position between the lines
desc.gridStepValue = 1.0f; // the step value for the displayed numbers for line
desc.gridDecimals = 1; // use amount of decimals e.g 0="1", 1="1.0", 2="1.00", 3="1.000" etc..
desc.gridOffsetStartLine = -1; // offset where to start horisontal lines from requires OFFSET_GRIDS to be set. see flagGridLines enums
desc.gridOffsetStartValue = -2.0f; // offset startin value can be other then zero, requires OFFSET_GRIDS to be set.
desc.bFitScreen = true; // fit graph to screen (default)
desc.flagGridLines = MoGraph::DEFAULT_GRIDS; // MoGraph::OFFSET_GRIDS .. MoGraph::MIRRORED_GRIDS;
desc.bUseGridValue = false; // switch to turn on/off grid values
desc.font = mFont; // use Font for text rendering in Graph such as values titles etc.
if (!mGraph->init(&desc))
maPanic(1,"Failed to initiate Graph");
glm::vec4 bkcolor(0.2f, 0.2f, 0.2f, 1.0f);
mGraph->setBGColor(bkcolor); // additional set background color
// TEXT MANIPULATION IN GRAPH
// Text strings in the graph has a default setup.
// everything is built upon the Text structs that are pushed to an
// std::vector<Text> Text array
// We can change the existing setup by changing the strings...
std::vector<MoGraph::Text> &textArray = mGraph->getScene().getTextMgr().getTextArray();
std::vector<MoGraph::Line> &lineArray = mGraph->getScene().getAxisMgr().getLineArray();
// and we can also push new ones to the table for more text in the graph...
// you can add as many as you please... fps issue in the end.
// Clear any existing texts created by the graph system.
textArray.clear();
lineArray.clear();
float scale = mGraph->getScene().getGridX()/500.0f;
// create additional example text
MoGraph::Text text;
text.mColor = glm::vec4(1.0f,1.0f,1.0f,1.0f);
text.mPos = glm::vec3(0.0f,10.0f,0.0f);
text.mRotate = glm::vec3(0.0f,0.0f,0.0f); // Rotation in degrees
text.mScale = glm::vec2(scale,scale);
text.mTextFlagX = MoGraph::Text::CENTER_X;
text.mText = "MoGraph";
textArray.push_back(text);
mLogo.init(R_MOSYNC_LOGO); // load and access picture data
mLogoH.init(R_MOSYNC_HEIGHT);
// Prepare the colors for the Graph.
// colors are static so we only need to build them once.
const int iGridZ = desc.gridZ; // need to be able to read the grid size
const int iGridX = desc.gridX;
const int sz = iGridX * iGridZ;
if (mTables == 0) // check if array already is allocated
mTables = new float[sz]; // allocate an array for set data to the Bars.
if (mColors == 0) // check if array already is allocated
mColors = new glm::vec4[sz]; // allocate an array for color table
const float f = 1.0f/255.0f;
for(int j=0; j<iGridZ; j++) // Build the data arrays for colors and for tables.
{
for(int i=0; i<iGridX; i++)
{
const int id = j*iGridX+i;
//.........这里部分代码省略.........
示例2: init
/**
* init call backed from GLMoblet
*/
void init()
{
/*
* Graph object needs to be allocated and then initiated,
* Font is a separate system but is required in the graph for rendering text in 3D
* RenterText is an independent text renderer flat on screen. but very same class is being used in Graph as well
* can handle both orthogonal projection see drawText and drawText3D
*/
int gridX = 10;
int gridY = 4;
mWidth = (int)(EXTENT_X(maGetScrSize()));
mHeight = (int)(EXTENT_Y(maGetScrSize()));
mGraph = new MoGraph::Graph(); // Create MoGraph::Graph class
mFont = new BMFont(); // Create Font class
mNameTable.resize(gridX * gridY);
// Initiate the RenderText system that will be used in Graph
std::vector<MAHandle> fontTexArray;
fontTexArray.push_back(R_BOX_TEXTURE);
mFont->Init(R_BOX_FNT, fontTexArray); // Initiate font where to get its resources (.fnt) file generated from BMFont and the bitmap texture that contains the aphabet
mText.init(mWidth,mHeight,mFont); // initiate the text system by setting a Font & Screen dimensions
mDTime.setDesiredFps(50.0f); // set up the DTime used for calculating FPS
setPreferredFramesPerSecond(50); // set preferred fps for the Moblet
// initiate Graph by setting up a grid sz in X & Z ,
// also grid in Y with grid step,
// additional info like fit to screen, screen resolutions.
mScaleBarHeight = 0.25f;
MoGraph::GraphDesc desc;
desc.scrWidth = mWidth; // screen width
desc.scrHeight = mHeight; // screen height
desc.gridX = gridX; // amount of bars in X axis
desc.gridZ = gridY; // amount of bars in Z axis (depth)
desc.gridYLines = 16; // amount of horisontal lines to be displayed in graph
desc.gridStepYLines = 0.5f; // the step Y position between the lines
desc.gridStepValue = 0.5f/mScaleBarHeight; // the step value for the displayed numbers for line
desc.gridDecimals = 1; // use amount of decimals e.g 0="1", 1="1.0", 2="1.00", 3="1.000" etc..
desc.gridOffsetStartLine = -1; // offset where to start horisontal lines from requires OFFSET_GRIDS to be set. see flagGridLines enums
desc.gridOffsetStartValue = -2.0f; // offset startin value can be other then zero, requires OFFSET_GRIDS to be set.
desc.bFitScreen = true; // fit graph to screen (default)
desc.flagGridLines = MoGraph::DEFAULT_GRIDS; // MoGraph::OFFSET_GRIDS .. MoGraph::MIRRORED_GRIDS;
desc.bUseGridValue = true; // switch to turn on/off grid values
desc.font = mFont; // use Font for text rendering in Graph such as values titles etc.
if (!mGraph->init(&desc)) // initiates graph
maPanic(1,"Failed to initiate Graph");
glm::vec4 bkcolor(0.2f, 0.2f, 0.2f, 1.0f); // set background color
mGraph->setBGColor(bkcolor); // additional set background color
// TEXT MANIPULATION IN GRAPH
// Text strings in the graph has a default setup.
// everything is built upon the Text structs that are pushed to an
// std::vector<Text> Text array
// We can change the existing setup by changing the strings...
std::vector<MoGraph::Text> &textArray = mGraph->getScene().getTextMgr().getTextArray();
// std::vector<MoGraph::Line> &lineArray = mGraph->getScene().getAxisMgr().getLineArray();
// and we can also push new ones to the table for more text in the graph...
// you can add as many as you please... fps issue in the end.
const float scale = mGraph->getScene().getScaleFactor();
const float ss = 0.75f;
glm::vec2 scaleAxisText = glm::vec2(scale*ss,scale*ss);
textArray[0].mColor = glm::vec4(124.0f/255.0f, 175.0f/255.0f, 0.0f, 1.0f);
textArray[0].mPos.y -= 0.3f;
textArray[0].mText = "Connecting..."; // Graph title text. we also use it for connection status
textArray[0].mTextFlagX = MoGraph::Text::CENTER_LEFT;
textArray[0].mTextFlagY = MoGraph::Text::CENTER_TOP;
textArray[0].mScale = glm::vec2(scale*0.8,scale*0.8);
textArray[1].mScale = scaleAxisText; // Y-AXIS
textArray[1].mTextFlagX = MoGraph::Text::CENTER_X;
textArray[1].mTextFlagY = MoGraph::Text::CENTER_TOP;
textArray[2].mPos.x += 0.1f;
textArray[2].mText = "Shares";
textArray[2].mScale = scaleAxisText; // X-AXIS
textArray[2].mTextFlagX = MoGraph::Text::CENTER_LEFT;
textArray[2].mTextFlagY = MoGraph::Text::CENTER_TOP;
textArray[textArray.size()-1].mPos.x += 0.1f;
textArray[textArray.size()-1].mScale = scaleAxisText; // Z-AXIS (last entry before user storage! due to z being optional)
textArray[textArray.size()-1].mTextFlagX = MoGraph::Text::CENTER_RIGHT;
textArray[textArray.size()-1].mTextFlagY = MoGraph::Text::CENTER_TOP;
// create additional example text
MoGraph::Text text;
text.mColor = glm::vec4(1.0f,1.0f,1.0f,1.0f);
text.mPos = glm::vec3(0.0f,10.0f,0.0f);
text.mRotate = glm::vec3(0.0f,0.0f,0.0f); // Rotation in degrees
text.mScale = glm::vec2(scale,scale);
//.........这里部分代码省略.........