本文整理汇总了C++中FontManager::GetFont方法的典型用法代码示例。如果您正苦于以下问题:C++ FontManager::GetFont方法的具体用法?C++ FontManager::GetFont怎么用?C++ FontManager::GetFont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FontManager
的用法示例。
在下文中一共展示了FontManager::GetFont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: DisplayProfile
void DisplayProfile(sf::RenderWindow * renderWindow, CProfileIterator * iter, int x, int & y)
{
if (!renderWindow) return;
FontManager * fontManager = FontManager::Get();
y += 15;
while ( !iter->Is_Done() )
{
sf::Text text("", *fontManager->GetFont(""));
text.setCharacterSize(12);
ostringstream texte;
if ( CProfileManager::Get_Frame_Count_Since_Reset() != 0 )
texte << fixed << iter->Get_Current_Name() << " Calls/Frame:" << iter->Get_Current_Total_Calls()/CProfileManager::Get_Frame_Count_Since_Reset()
<< " Time/Frame:" << iter->Get_Current_Total_Time()/CProfileManager::Get_Frame_Count_Since_Reset()
<< " %Time/Parent " << iter->Get_Current_Total_Time()/iter->Get_Current_Parent_Total_Time()*100.0f;
text.setString(texte.str());
text.setPosition(x,y);
renderWindow->draw(text);
//Childs
CProfileIterator * childIter = CProfileManager::Get_Iterator();
*childIter = *iter;
childIter->Enter_Child(0);
DisplayProfile(renderWindow, childIter, x+15, y);
CProfileManager::Release_Iterator(childIter);
y += 15;
iter->Next();
}
}
示例2: DrawHUD
void Weapon::DrawHUD( Screen3D& Screen, MeshManager& MM, FontManager& FM, Camera& Viewer )
{
HitPlayer = false;
Screen.Clear(true);
// Set the matrices to the origin
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
Screen.SetTransform( matWorld );
//Set render states
ScreenPtr->D3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
ScreenPtr->D3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
ScreenPtr->D3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
ScreenPtr->D3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
ScreenPtr->D3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
ScreenPtr->D3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
ScreenPtr->D3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
ScreenPtr->D3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
ScreenPtr->D3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
ScreenPtr->D3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
//Draw the weapon model
WeaponFont = FM.GetFont("Lucida Console", 16);
Screen.D3DDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
Matrix ViewMatrix = Viewer.GetLookAtMatrix( -10 );
Matrix WorldMatrix;
Matrix DisplacementMat;
Matrix DisplacementMat2;
Matrix ScaleMatrix;
Screen.SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
Screen.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
Screen.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
Screen.SetRenderState(D3DRS_ALPHATESTENABLE, FALSE );
Screen.SetRenderState(D3DRS_ZENABLE, FALSE );
RECT muzzleDim = { Screen.GetWidth()/2, Screen.GetHeight()/2-Screen.GetHeight()/5,Screen.GetWidth()/2+(Screen.GetHeight()/5)*2, Screen.GetHeight()/2+Screen.GetHeight()/5};
int fade = (int)(MuzzleFlashFade*255.0f);
Screen.DrawSpriteRect( muzzleDim, MuzzleFlash, true, D3DCOLOR_RGBA( fade, fade, fade, fade ) );
Screen.SetRenderState(D3DRS_ZENABLE, TRUE );
Screen.SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
//Screen.SetTextureMode( TMSphereMap);
//Screen.SetTexture(GlossMap, 1);
Matrix RMat;
RMat.Rotate( Viewer.Yaw, Viewer.Pitch, Viewer.Roll);
ScreenPtr->D3DDevice->MultiplyTransform( D3DTS_TEXTURE1, &RMat.Mat );
//draw
if(!RightHanded)
{
//First, apply a -1 scale to the transform
//matrix so that the gun draws on the opposite side
//(since it's left handed). Also, change the
//culling order so it doesn't draw inside out.
Screen.SetRenderState( D3DRS_CULLMODE, D3DCULL_CW);
DisplacementMat.Translate( 0.10f, 3.1f, -4.3f);
ScaleMatrix.Scale( -1, 1, 1 );
D3DXMatrixMultiply(&DisplacementMat.Mat, &DisplacementMat.Mat, &ScaleMatrix.Mat);
D3DXMatrixMultiply(&ViewMatrix.Mat, &ViewMatrix.Mat, &DisplacementMat.Mat);
D3DXMatrixInverse(&WorldMatrix.Mat, NULL, &ViewMatrix.Mat);
Screen.SetTransform(WorldMatrix);
//Draw the mesh now and return the culling state
//DisplayMesh.Draw( Screen );
Screen.SetRenderState(D3DRS_LIGHTING, FALSE );
MeshA.Draw( Screen, WorldMatrix );
Screen.SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
D3DMATRIX OldState;
Screen.D3DDevice->GetTransform( D3DTS_VIEW, &OldState);
Matrix I;
Screen.SetViewTransform(I);
Smoke.MoveSpawn( -1.0f, -1.2f, 9.0f);
Smoke.Draw( Screen, Viewer );
if(DualWeapons)
{
Smoke.MoveSpawn( 1.0f, -1.1f, 8.0f);
Smoke.Draw( Screen, Viewer );
}
Screen.D3DDevice->SetTransform( D3DTS_VIEW, &OldState);
}
else
//.........这里部分代码省略.........