本文整理汇总了C++中DrawingContext::get_translation方法的典型用法代码示例。如果您正苦于以下问题:C++ DrawingContext::get_translation方法的具体用法?C++ DrawingContext::get_translation怎么用?C++ DrawingContext::get_translation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DrawingContext
的用法示例。
在下文中一共展示了DrawingContext::get_translation方法的9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: int
void
Background::draw(DrawingContext& context)
{
if(image.get() == NULL)
return;
int w = (int) image->get_width();
int h = (int) image->get_height();
int sx = int(pos.x-context.get_translation().x * speed) % w - w;
int sy = int(pos.y-context.get_translation().y * speed_y) % h - h;
int center_image_py = int(pos.y-context.get_translation().y * speed_y);
int bottom_image_py = int(pos.y-context.get_translation().y * speed_y) + h;
context.push_transform();
context.set_translation(Vector(0, 0));
for(int x = sx; x < SCREEN_WIDTH; x += w) {
for(int y = sy; y < SCREEN_HEIGHT; y += h) {
if (image_top.get() != NULL && (y < center_image_py)) {
context.draw_surface(image_top.get(), Vector(x, y), layer);
continue;
}
if (image_bottom.get() != NULL && (y >= bottom_image_py)) {
context.draw_surface(image_bottom.get(), Vector(x, y), layer);
continue;
}
context.draw_surface(image.get(), Vector(x, y), layer);
}
}
context.pop_transform();
}
示例2: roundf
void
TileMap::draw(DrawingContext& context)
{
// skip draw if current opacity is 0.0
if (current_alpha == 0.0) return;
context.push_transform();
if(draw_target != DrawingContext::NORMAL) {
context.push_target();
context.set_target(draw_target);
}
if(drawing_effect != 0) context.set_drawing_effect(drawing_effect);
if (editor_active) {
if(current_alpha != 1.0) {
context.set_alpha(current_alpha);
}
} else {
context.set_alpha(current_alpha/2);
}
/* Force the translation to be an integer so that the tiles appear sharper.
* For consistency (i.e., to avoid 1-pixel gaps), this needs to be done even
* for solid tilemaps that are guaranteed to have speed 1.
* FIXME Force integer translation for all graphics, not just tilemaps. */
float trans_x = roundf(context.get_translation().x);
float trans_y = roundf(context.get_translation().y);
context.set_translation(Vector(int(trans_x * speed_x),
int(trans_y * speed_y)));
Rectf draw_rect = Rectf(context.get_translation(),
context.get_translation() + Vector(SCREEN_WIDTH, SCREEN_HEIGHT));
Rect t_draw_rect = get_tiles_overlapping(draw_rect);
Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);
Vector pos;
int tx, ty;
for(pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
for(pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
int index = ty*width + tx;
assert (index >= 0);
assert (index < (width * height));
if (tiles[index] == 0) continue;
const Tile* tile = tileset->get(tiles[index]);
assert(tile != 0);
tile->draw(context, pos, z_pos);
} /* for (pos y) */
} /* for (pos x) */
if(draw_target != DrawingContext::NORMAL) {
context.pop_target();
}
context.pop_transform();
}
示例3: draw
void ParticleSystem::draw(DrawingContext& context)
{
float scrollx = context.get_translation().x;
float scrolly = context.get_translation().y;
context.push_transform();
context.set_translation(Vector(max_particle_size,max_particle_size));
std::vector<Particle*>::iterator i;
for(i = particles.begin(); i != particles.end(); ++i) {
Particle* particle = *i;
// remap x,y coordinates onto screencoordinates
Vector pos;
pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
if(pos.x < 0) pos.x += virtual_width;
pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
if(pos.y < 0) pos.y += virtual_height;
//if(pos.x > virtual_width) pos.x -= virtual_width;
//if(pos.y > virtual_height) pos.y -= virtual_height;
context.draw_surface(particle->texture, pos, particle->angle, Color(1.0f, 1.0f, 1.0f), Blend(), z_pos);
}
context.pop_transform();
}
示例4: draw
void ParticleSystem::draw(DrawingContext& context)
{
if(!enabled)
return;
float scrollx = context.get_translation().x;
float scrolly = context.get_translation().y;
context.push_transform();
context.set_translation(Vector(max_particle_size,max_particle_size));
for(const auto& particle : particles) {
// remap x,y coordinates onto screencoordinates
Vector pos;
pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
if(pos.x < 0) pos.x += virtual_width;
pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
if(pos.y < 0) pos.y += virtual_height;
//if(pos.x > virtual_width) pos.x -= virtual_width;
//if(pos.y > virtual_height) pos.y -= virtual_height;
context.color().draw_surface(particle->texture, pos, particle->angle, Color(1.0f, 1.0f, 1.0f), Blend(), z_pos);
}
context.pop_transform();
}
示例5: Vector
void
SpecialRiser::draw(DrawingContext& context)
{
context.push_transform();
context.set_translation(
context.get_translation() + Vector(0, -32 + offset));
child->draw(context);
context.pop_transform();
}
示例6: level_size
void
Background::draw(DrawingContext& context)
{
if(image.get() == NULL)
return;
Sizef level_size(Sector::current()->get_width(),
Sector::current()->get_height());
Sizef screen(SCREEN_WIDTH, SCREEN_HEIGHT);
Sizef translation_range = level_size - screen;
Vector center_offset(context.get_translation().x - translation_range.width / 2.0f,
context.get_translation().y - translation_range.height / 2.0f);
// FIXME: We are not handling 'pos'
draw_image(context, Vector(level_size.width / 2.0f, level_size.height / 2.0f) + center_offset * (1.0f - speed));
}
示例7: level_size
void
Background::draw(DrawingContext& context)
{
if(Editor::is_active() && !EditorInputCenter::render_background)
return;
if(image.get() == NULL)
return;
Sizef level_size(Sector::current()->get_width(),
Sector::current()->get_height());
Sizef screen(SCREEN_WIDTH, SCREEN_HEIGHT);
Sizef translation_range = level_size - screen;
Vector center_offset(context.get_translation().x - translation_range.width / 2.0f,
context.get_translation().y - translation_range.height / 2.0f);
float px = has_pos_x ? pos.x : level_size.width/2;
float py = has_pos_y ? pos.y : level_size.height/2;
draw_image(context, Vector(px, py) + center_offset * (1.0f - speed));
}
示例8: assert
void
TileMap::draw(DrawingContext& context)
{
// skip draw if current opacity is 0.0
if (m_current_alpha == 0.0f) return;
context.push_transform();
if (m_flip != NO_FLIP) context.set_flip(m_flip);
if (m_editor_active) {
if (m_current_alpha != 1.0f) {
context.set_alpha(m_current_alpha);
}
} else {
context.set_alpha(m_current_alpha/2);
}
const float trans_x = context.get_translation().x;
const float trans_y = context.get_translation().y;
const bool normal_speed = m_editor_active && Editor::is_active();
context.set_translation(Vector(trans_x * (normal_speed ? 1.0f : m_speed_x),
trans_y * (normal_speed ? 1.0f : m_speed_y)));
Rectf draw_rect = context.get_cliprect();
Rect t_draw_rect = get_tiles_overlapping(draw_rect);
Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);
Vector pos;
int tx, ty;
std::unordered_map<SurfacePtr,
std::tuple<std::vector<Rectf>,
std::vector<Rectf>>> batches;
for (pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
for (pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
int index = ty*m_width + tx;
assert (index >= 0);
assert (index < (m_width * m_height));
if (m_tiles[index] == 0) continue;
const Tile& tile = m_tileset->get(m_tiles[index]);
if (g_debug.show_collision_rects) {
tile.draw_debug(context.color(), pos, LAYER_FOREGROUND1);
}
const SurfacePtr& surface = Editor::is_active() ? tile.get_current_editor_surface() : tile.get_current_surface();
if (surface) {
std::get<0>(batches[surface]).emplace_back(surface->get_region());
std::get<1>(batches[surface]).emplace_back(pos,
Sizef(static_cast<float>(surface->get_width()),
static_cast<float>(surface->get_height())));
}
}
}
Canvas& canvas = context.get_canvas(m_draw_target);
for (auto& it : batches)
{
const SurfacePtr& surface = it.first;
if (surface) {
canvas.draw_surface_batch(surface,
std::move(std::get<0>(it.second)),
std::move(std::get<1>(it.second)),
m_current_tint, m_z_pos);
}
}
context.pop_transform();
}
示例9: roundf
void
TileMap::draw(DrawingContext& context)
{
// skip draw if current opacity is 0.0
if (current_alpha == 0.0) return;
context.push_transform();
if(draw_target != DrawingContext::NORMAL) {
context.push_target();
context.set_target(draw_target);
}
if(drawing_effect != 0) context.set_drawing_effect(drawing_effect);
if(current_alpha != 1.0) context.set_alpha(current_alpha);
/* Force the translation to be an integer so that the tiles appear sharper.
* For consistency (i.e., to avoid 1-pixel gaps), this needs to be done even
* for solid tilemaps that are guaranteed to have speed 1.
* FIXME Force integer translation for all graphics, not just tilemaps. */
float trans_x = roundf(context.get_translation().x);
float trans_y = roundf(context.get_translation().y);
context.set_translation(Vector(int(trans_x * speed_x),
int(trans_y * speed_y)));
Rectf draw_rect = Rectf(context.get_translation(),
context.get_translation() + Vector(SCREEN_WIDTH, SCREEN_HEIGHT));
Rect t_draw_rect = get_tiles_overlapping(draw_rect);
// Make sure the tilemap is within draw view
if (t_draw_rect.is_valid()) {
Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);
Vector pos;
int tx, ty;
for(pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
for(pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
int index = ty*width + tx;
assert (index >= 0);
assert (index < (width * height));
if (tiles[index] == 0) continue;
const Tile* tile = tileset->get(tiles[index]);
assert(tile != 0);
tile->draw(context, pos, z_pos, current_tint);
} /* for (pos y) */
} /* for (pos x) */
/* Make sure that tiles with images larger than 32x32 that overlap
* the draw rect will be drawn, even if their tile position does
* not fall within the draw rect. */
static const int EXTENDING_TILES = 32;
int ex_left = std::max(0, t_draw_rect.left-EXTENDING_TILES);
int ex_top = std::max(0, t_draw_rect.top-EXTENDING_TILES);
Vector ex_start = get_tile_position(ex_left, ex_top);
for (pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
for (pos.y = ex_start.y, ty = ex_top; ty < t_draw_rect.top; pos.y += 32, ++ty) {
int index = ty*width + tx;
assert (index >= 0);
assert (index < (width * height));
if (tiles[index] == 0) continue;
const Tile* tile = tileset->get(tiles[index]);
assert(tile != 0);
SurfacePtr image = tile->get_current_image();
if (image) {
int h = image->get_height();
if (h <= 32) continue;
if (pos.y + h > start.y)
tile->draw(context, pos, z_pos, current_tint);
}
}
}
for (pos.x = ex_start.x, tx = ex_left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
for(pos.y = ex_start.y, ty = ex_top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
int index = ty*width + tx;
assert (index >= 0);
assert (index < (width * height));
if (tiles[index] == 0) continue;
const Tile* tile = tileset->get(tiles[index]);
assert(tile != 0);
SurfacePtr image = tile->get_current_image();
if (image) {
int w = image->get_width();
int h = image->get_height();
if (w <= 32 && h <= 32) continue;
if (pos.x + w > start.x && pos.y + h > start.y)
tile->draw(context, pos, z_pos, current_tint);
}
}
}
}
//.........这里部分代码省略.........