本文整理汇总了C++中DrawBuffer::Flush方法的典型用法代码示例。如果您正苦于以下问题:C++ DrawBuffer::Flush方法的具体用法?C++ DrawBuffer::Flush怎么用?C++ DrawBuffer::Flush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DrawBuffer
的用法示例。
在下文中一共展示了DrawBuffer::Flush方法的5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: UIEnd
void UIEnd() {
ui_draw2d.End();
ui_draw2d_front.End();
ui_draw2d.Flush();
ui_draw2d_front.Flush();
}
示例2: UIEnd
void UIEnd() {
for (int i = 0; i < MAX_POINTERS; i++) {
if (uistate.mousedown[i] == 0) {
uistate.activeitem[i] = 0;
} else {
if (uistate.activeitem[i] == 0) {
uistate.activeitem[i] = -1;
}
}
}
ui_draw2d.End();
ui_draw2d_front.End();
if (uistate.ui_tick > 0)
uistate.ui_tick--;
ui_draw2d.Flush();
ui_draw2d_front.Flush();
}
示例3: UIFlush
void UIFlush() {
ui_draw2d.Flush();
ui_draw2d_front.Flush();
}
示例4: UITextureButton
int UITextureButton(UIContext *ctx, int id, const LayoutManager &layout, float w, float h, Texture *texture, int button_align, uint32_t color, int drop_shadow) // uses current UI atlas for fetching images.
{
float x, y;
layout.GetPos(&w, &h, &x, &y);
if (button_align & ALIGN_HCENTER) x -= w / 2;
if (button_align & ALIGN_VCENTER) y -= h / 2;
if (button_align & ALIGN_RIGHT) x -= w;
if (button_align & ALIGN_BOTTOMRIGHT) y -= h;
int txOffset = 0;
int clicked = 0;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check whether the button should be hot, use a generous margin for touch ease
if (UIRegionHit(i, x, y, w, h, 8)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
if (uistate.hotitem[i] == id) {
if (uistate.activeitem[i] == id) {
// Button is both 'hot' and 'active'
txOffset = 2;
} else {
// Button is merely 'hot'
}
} else {
// button is not hot, but it may be active
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id) {
clicked = 1;
}
}
if (texture) {
float tw = texture->Width();
float th = texture->Height();
// Adjust position so we don't stretch the image vertically or horizontally.
// TODO: Add a param to specify fit? The below assumes it's never too wide.
float nw = h * tw / th;
x += (w - nw) / 2.0f;
w = nw;
}
// Render button
int dropsize = 10;
if (drop_shadow && texture)
{
if (txOffset) {
dropsize = 3;
y += txOffset * 2;
}
ui_draw2d.DrawImage4Grid(drop_shadow, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5,
blackAlpha(0.5f), 1.0f);
ui_draw2d.Flush(true);
}
if (texture) {
texture->Bind(0);
} else {
ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w, color);
ui_draw2d.Flush();
Texture::Unbind();
}
ui_draw2d.DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color);
ui_draw2d.Flush();
ctx->RebindTexture();
uistate.lastwidget = id;
return clicked;
}
示例5: if
void TextDrawerWin32::DrawString(DrawBuffer &target, const char *str, float x, float y, uint32_t color, int align) {
using namespace Draw;
if (!strlen(str))
return;
uint32_t stringHash = hash::Adler32((const uint8_t *)str, strlen(str));
uint32_t entryHash = stringHash ^ fontHash_ ^ (align << 24);
target.Flush(true);
TextStringEntry *entry;
auto iter = cache_.find(entryHash);
if (iter != cache_.end()) {
entry = iter->second.get();
entry->lastUsedFrame = frameCount_;
} else {
// Render the string to our bitmap and save to a GL texture.
std::wstring wstr = ConvertUTF8ToWString(ReplaceAll(str, "\n", "\r\n"));
SIZE size;
auto iter = fontMap_.find(fontHash_);
if (iter != fontMap_.end()) {
SelectObject(ctx_->hDC, iter->second->hFont);
}
// Set text properties
SetTextColor(ctx_->hDC, 0xFFFFFF);
SetBkColor(ctx_->hDC, 0);
SetTextAlign(ctx_->hDC, TA_TOP);
// This matters for multi-line text - DT_CENTER is horizontal only.
UINT dtAlign = (align & ALIGN_HCENTER) == 0 ? DT_LEFT : DT_CENTER;
RECT textRect = { 0 };
DrawTextExW(ctx_->hDC, (LPWSTR)wstr.c_str(), (int)wstr.size(), &textRect, DT_HIDEPREFIX | DT_TOP | dtAlign | DT_CALCRECT, 0);
size.cx = textRect.right;
size.cy = textRect.bottom;
// GetTextExtentPoint32(ctx_->hDC, wstr.c_str(), (int)wstr.size(), &size);
RECT rc = { 0 };
rc.right = size.cx + 4;
rc.bottom = size.cy + 4;
FillRect(ctx_->hDC, &rc, (HBRUSH)GetStockObject(BLACK_BRUSH));
//ExtTextOut(ctx_->hDC, 0, 0, ETO_OPAQUE | ETO_CLIPPED, NULL, wstr.c_str(), (int)wstr.size(), NULL);
DrawTextExW(ctx_->hDC, (LPWSTR)wstr.c_str(), (int)wstr.size(), &rc, DT_HIDEPREFIX | DT_TOP | dtAlign, 0);
if (size.cx > MAX_TEXT_WIDTH)
size.cx = MAX_TEXT_WIDTH;
if (size.cy > MAX_TEXT_HEIGHT)
size.cy = MAX_TEXT_HEIGHT;
entry = new TextStringEntry();
entry->width = size.cx;
entry->height = size.cy;
entry->bmWidth = (size.cx + 3) & ~3;
entry->bmHeight = (size.cy + 3) & ~3;
entry->lastUsedFrame = frameCount_;
DataFormat texFormat;
// For our purposes these are equivalent, so just choose the supported one. D3D can emulate them.
if (draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16) & FMT_TEXTURE)
texFormat = Draw::DataFormat::A4R4G4B4_UNORM_PACK16;
else if (draw_->GetDataFormatSupport(Draw::DataFormat::B4G4R4A4_UNORM_PACK16) & FMT_TEXTURE)
texFormat = Draw::DataFormat::B4G4R4A4_UNORM_PACK16;
else
texFormat = Draw::DataFormat::R8G8B8A8_UNORM;
// Convert the bitmap to a Thin3D compatible array of 16-bit pixels. Can't use a single channel format
// because we need white. Well, we could using swizzle, but not all our backends support that.
TextureDesc desc{};
uint32_t *bitmapData32 = nullptr;
uint16_t *bitmapData16 = nullptr;
if (texFormat == Draw::DataFormat::R8G8B8A8_UNORM || texFormat == Draw::DataFormat::B8G8R8A8_UNORM) {
bitmapData32 = new uint32_t[entry->bmWidth * entry->bmHeight];
for (int y = 0; y < entry->bmHeight; y++) {
for (int x = 0; x < entry->bmWidth; x++) {
uint8_t bAlpha = (uint8_t)(ctx_->pBitmapBits[MAX_TEXT_WIDTH * y + x] & 0xff);
bitmapData32[entry->bmWidth * y + x] = (bAlpha << 24) | 0x00ffffff;
}
}
desc.initData.push_back((uint8_t *)bitmapData32);
} else if (texFormat == Draw::DataFormat::B4G4R4A4_UNORM_PACK16) {
bitmapData16 = new uint16_t[entry->bmWidth * entry->bmHeight];
for (int y = 0; y < entry->bmHeight; y++) {
for (int x = 0; x < entry->bmWidth; x++) {
uint8_t bAlpha = (uint8_t)((ctx_->pBitmapBits[MAX_TEXT_WIDTH * y + x] & 0xff) >> 4);
bitmapData16[entry->bmWidth * y + x] = (bAlpha) | 0xfff0;
}
}
desc.initData.push_back((uint8_t *)bitmapData16);
} else if (texFormat == Draw::DataFormat::A4R4G4B4_UNORM_PACK16) {