本文整理汇总了C++中Director类的典型用法代码示例。如果您正苦于以下问题:C++ Director类的具体用法?C++ Director怎么用?C++ Director使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Director类的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: addChild
bool HighscoreLayer::init() {
if(!LayerColor::init()) {
return false;
}
Director* director = Director::getInstance();
Vec2 visibleOrigin = director->getVisibleOrigin();
Size visibleSize = director->getVisibleSize();
// setContentSize(visibleSize);
Widget* root = GUIReader::getInstance()->widgetFromJsonFile("ui/connect/high_score.json");
addChild(root);
root->setContentSize(visibleSize);
Node* content = root->getChildByName("content");
content->setPositionY((visibleSize.height-content->getContentSize().height)/2);
Text* endlessHighscoreLabel = dynamic_cast<Text*>(content->getChildByName("endlessHighScoreLabel"));
endlessHighscoreLabel->setString(LANG->getLang("high_score_endless_label"));
Text* endlessHighscoreText = dynamic_cast<Text*>(content->getChildByName("endlessHighscoreText"));
endlessHighscoreText->setString(StringUtils::format("%d", UserData::getInstance()->getEndlessHighscore()));
Text* classicHighscoreLabel = dynamic_cast<Text*>(content->getChildByName("classicHighScoreLabel"));
classicHighscoreLabel->setString(LANG->getLang("high_score_classic_label"));
Text* classicHighscoreText = dynamic_cast<Text*>(content->getChildByName("classicHighscoreText"));
classicHighscoreText->setString(StringUtils::format("%d", UserData::getInstance()->getClassicHighscore()));
Util::registerButton(root, "back", [=](Ref* ref,Widget::TouchEventType event){
switch (event) {
case cocos2d::ui::Widget::TouchEventType::ENDED:
{
Director::getInstance()->replaceScene(MainMenuLayer::createScene());
}
break;
default:
break;
}
}, "");
Node* backButton = root->getChildByName("back");
auto backButtonSize = backButton->getContentSize();
backButton->setPosition(backButtonSize.width/2+20, visibleSize.height-backButtonSize.height/2 - 15);
Text* title = dynamic_cast<Text*>(content->getChildByName("title"));
title->setString(LANG->getLang("high_score_title"));
return true;
}
示例2: onBegin
void RenderTexture::onBegin()
{
//
Director *director = Director::getInstance();
_oldProjMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _projectionMatrix);
_oldTransMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _transformMatrix);
if(!_keepMatrix)
{
director->setProjection(director->getProjection());
const Size& texSize = _texture->getContentSizeInPixels();
// Calculate the adjustment ratios based on the old and new projections
Size size = director->getWinSizeInPixels();
float widthRatio = size.width / texSize.width;
float heightRatio = size.height / texSize.height;
Mat4 orthoMatrix;
Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
}
//calculate viewport
{
Rect viewport;
viewport.size.width = _fullviewPort.size.width;
viewport.size.height = _fullviewPort.size.height;
float viewPortRectWidthRatio = float(viewport.size.width)/_fullRect.size.width;
float viewPortRectHeightRatio = float(viewport.size.height)/_fullRect.size.height;
viewport.origin.x = (_fullRect.origin.x - _rtTextureRect.origin.x) * viewPortRectWidthRatio;
viewport.origin.y = (_fullRect.origin.y - _rtTextureRect.origin.y) * viewPortRectHeightRatio;
//glViewport(_fullviewPort.origin.x, _fullviewPort.origin.y, (GLsizei)_fullviewPort.size.width, (GLsizei)_fullviewPort.size.height);
glViewport(viewport.origin.x, viewport.origin.y, (GLsizei)viewport.size.width, (GLsizei)viewport.size.height);
}
// Adjust the orthographic projection and viewport
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
// TODO: move this to configuration, so we don't check it every time
/* Certain Qualcomm Adreno GPU's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
*/
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
// -- bind a temporary texture so we can clear the render buffer without losing our texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
CHECK_GL_ERROR_DEBUG();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
}
}
示例3: win
void SpriteManager::win()
{
batchNode->removeChild(allSp[0],true);
Director *director = Director::getInstance();
director->pause();//暂停各种运动
createSprite(NULL, Rect(419,652,619-419,708-652), batchNode, 0.5, 0.5, WIDTH/2, HEIGHT/2, 500, 200, PauseBGZOrder+1);
//左上角 的返回键按钮
allSp[23] = createSprite(NULL, Rect(871,154,910-871,186-154), batchNode, 0.5f, 0.5f, 45, 540-37, 63, 55, GoBackZOrder);
allSp[23]->setRotation(-90.0f);
AddEventListenerSprite(allSp[23]);
}
示例4: end
void RenderTexture::end()
{
Director *director = Director::getInstance();
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
// restore viewport
director->setViewport();
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLPopMatrix();
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLPopMatrix();
}
示例5: _rotationX
Node::Node(void)
: _rotationX(0.0f)
, _rotationY(0.0f)
, _scaleX(1.0f)
, _scaleY(1.0f)
, _vertexZ(0.0f)
, _position(Point::ZERO)
, _skewX(0.0f)
, _skewY(0.0f)
, _anchorPointInPoints(Point::ZERO)
, _anchorPoint(Point::ZERO)
, _contentSize(Size::ZERO)
, _additionalTransform(AffineTransformMakeIdentity())
, _camera(NULL)
// children (lazy allocs)
// lazy alloc
, _grid(NULL)
, _ZOrder(0)
, _children(NULL)
, _parent(NULL)
// "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
, _tag(kNodeTagInvalid)
// userData is always inited as nil
, _userData(NULL)
, _userObject(NULL)
, _shaderProgram(NULL)
, _GLServerState(ccGLServerState(0))
, _orderOfArrival(0)
, _running(false)
, _transformDirty(true)
, _inverseDirty(true)
, _additionalTransformDirty(false)
, _visible(true)
, _ignoreAnchorPointForPosition(false)
, _reorderChildDirty(false)
, _isTransitionFinished(false)
, _updateScriptHandler(0)
, _componentContainer(NULL)
{
// set default scheduler and actionManager
Director *director = Director::getInstance();
_actionManager = director->getActionManager();
_actionManager->retain();
_scheduler = director->getScheduler();
_scheduler->retain();
ScriptEngineProtocol* pEngine = ScriptEngineManager::getInstance()->getScriptEngine();
_scriptType = pEngine != NULL ? pEngine->getScriptType() : kScriptTypeNone;
_componentContainer = new ComponentContainer(this);
}
示例6: setRequest
void HealthMonitor::update() {
Director* director = static_cast<Director*>(backend_->manager());
setRequest(
"GET %s HTTP/1.1\r\n"
"Host: %s\r\n"
"x0-Health-Check: yes\r\n"
"x0-Director: %s\r\n"
"x0-Backend: %s\r\n"
"\r\n",
director->healthCheckRequestPath().c_str(),
director->healthCheckHostHeader().c_str(), director->name().c_str(),
backend_->name().c_str());
}
示例7: main
int main() {
Director* d = new Director();
d->setBuilder(new dfBuilder());
d->orderCake("sacher");
d->orderCake("tresLeches");
d->orderCake("imposible");
d->orderCake("imposible");
d->orderCake("imposible");
d->printCakes();
std::cout << "Tenemos " << d->getCakesCount() << " pasteles" << std::endl;
std::cout << "Hay un imposible en la posicion " << d->searchCake("imposible") << std::endl;
d->searchCake("tresLeches");
return 0;
}
示例8: rewardPlayer
void Enemy::die()
{
rewardPlayer();
// initialize director
Director *pDirector = Director::getInstance();
// create a scene. it's an autorelease object
Scene *pScene = VictoryScene::scene();
// run
pDirector->pushScene(pScene);
//delete player;
//delete this;
}
示例9: addBackground
//------------------------------------------------------------------
//
// MainGameLayer3
//
//------------------------------------------------------------------
bool MainGameLayer3::init()
{
iMaxFeet = MAX_DIVE_FEET_AT_ONE_SCENE;
iTagForMarinelife = kTagLayerSquid;
// Add background sprite
addBackground();
// Touch
Director* director = Director::getInstance();
director->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
return true;
}
示例10: finish
void GalderaScene::finish()
{
multzoa->kalifikazioa = kalifikazioa;
multzoa->currentGaldera = currentGalderaPosition;
multzoa->bukatuta = 1;
pSQL->updateErabiltzaileMultzoa(multzoa);
BukatutaScene *scene = BukatutaScene::create(multzoa);
Director *pDirector = Director::getInstance();
TransitionFade *tscene = TransitionFade::create(0.5, scene);
pDirector->replaceScene(tscene);
}
示例11: backButton
void GalderaScene::backButton(Ref* sender)
{
multzoa->kalifikazioa = kalifikazioa;
multzoa->currentGaldera = currentGalderaPosition;
multzoa->bukatuta = 0;
pSQL->updateErabiltzaileMultzoa(multzoa);
CategoryScene *scene = CategoryScene::create();
Director *pDirector = Director::getInstance();
TransitionFade *tscene = TransitionFade::create(0.5, scene);
pDirector->replaceScene(tscene);
}
示例12: beforeDraw
void GridBase::beforeDraw(void)
{
// save projection
Director *director = Director::getInstance();
_directorProjection = director->getProjection();
// 2d projection
// [director setProjection:Director::Projection::_2D];
set2DProjection();
Size size = director->getWinSizeInPixels();
glViewport(0, 0, (GLsizei)(size.width), (GLsizei)(size.height) );
_grabber->beforeRender(_texture);
}
示例13: Update
void SSGun::Update(Director &director, int timePassed) {
float xw = -(director.InputServiceInstance().mouseX - 360) * 1.5f / 75.0f;
this->SetCenter(SSPointMake(xw, -3.5f, 10.0f));
lastShotFiredTime += timePassed;
// change to if mouse down
if (director.InputServiceInstance().isMouseDown && lastShotFiredTime > 300) {
lastShotFiredTime = 0;
SSBullet *bullet = new SSBullet();
bullet->SetCenter(this->GetCenter());
this->GetScene()->AddActor(bullet);
}
}
示例14: CCASSERT
void Box2DView::onDraw(const Mat4 &transform, uint32_t flags)
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
m_test->Step(&settings);
m_test->m_world->DrawDebugData();
CHECK_GL_ERROR_DEBUG();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
示例15: loadOnlyMap
bool loadOnlyMap(string location){
Director director;
MapBuilder* mapWithoutPlayersBuilder = new MapWithoutPlayers;
director.setMapBuilder(mapWithoutPlayersBuilder);
if (director.constructMap(location)){
mainMap = director.getMap();
return true;
}
else{
return false;
}
}