本文整理汇总了C++中GFXDrawUtil::drawBitmapSR方法的典型用法代码示例。如果您正苦于以下问题:C++ GFXDrawUtil::drawBitmapSR方法的具体用法?C++ GFXDrawUtil::drawBitmapSR怎么用?C++ GFXDrawUtil::drawBitmapSR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GFXDrawUtil
的用法示例。
在下文中一共展示了GFXDrawUtil::drawBitmapSR方法的3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: renderFixedBitmapBordersFilled
// Render out the fixed bitmap borders based on a multiplier into the bitmap array
// It renders left and right caps, with a sizable fill area in the middle to reach
// the x extent. It does not stretch in the y direction.
void renderFixedBitmapBordersFilled( const RectI &bounds, S32 baseMultiplier, GuiControlProfile *profile )
{
// Indices into the bitmap array
S32 numBitmaps = 3;
S32 borderLeft = numBitmaps * baseMultiplier - numBitmaps;
S32 fill = 1 + borderLeft;
S32 borderRight = 2 + borderLeft;
GFXDrawUtil *drawer = GFX->getDrawUtil();
drawer->clearBitmapModulation();
if(profile->mBitmapArrayRects.size() >= (numBitmaps * baseMultiplier))
{
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// Draw all corners first.
//left border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[borderLeft]);
//right border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[borderRight].extent.x,bounds.point.y),mBitmapBounds[borderRight]);
// End drawing corners
// Begin drawing fill
//fill stretch
destRect.point.x = bounds.point.x + mBitmapBounds[borderLeft].extent.x;
destRect.extent.x = (bounds.extent.x) - mBitmapBounds[borderLeft].extent.x - mBitmapBounds[borderRight].extent.x;
destRect.extent.y = mBitmapBounds[fill].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[fill];
stretchRect.inset(1,0);
//draw it
drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
// End drawing fill
}
}
示例2: renderSizableBitmapBordersFilledIndex
// Render out the sizable bitmap borders based on a multiplier into the bitmap array
// Based on the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin
void renderSizableBitmapBordersFilledIndex( const RectI &bounds, S32 startIndex, GuiControlProfile *profile )
{
// Indices into the bitmap array
S32 numBitmaps = 9;
S32 borderTopLeft = startIndex;
S32 borderTop = 1 + borderTopLeft;
S32 borderTopRight = 2 + borderTopLeft;
S32 borderLeft = 3 + borderTopLeft;
S32 fill = 4 + borderTopLeft;
S32 borderRight = 5 + borderTopLeft;
S32 borderBottomLeft = 6 + borderTopLeft;
S32 borderBottom = 7 + borderTopLeft;
S32 borderBottomRight = 8 + borderTopLeft;
GFXDrawUtil *drawer = GFX->getDrawUtil();
drawer->clearBitmapModulation();
if(profile->mBitmapArrayRects.size() >= (startIndex + numBitmaps))
{
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// Draw all corners first.
//top left border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[borderTopLeft]);
//top right border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[borderTopRight].extent.x,bounds.point.y),mBitmapBounds[borderTopRight]);
//bottom left border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[borderBottomLeft].extent.y),mBitmapBounds[borderBottomLeft]);
//bottom right border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(
bounds.point.x + bounds.extent.x - mBitmapBounds[borderBottomRight].extent.x,
bounds.point.y + bounds.extent.y - mBitmapBounds[borderBottomRight].extent.y),
mBitmapBounds[borderBottomRight]);
// End drawing corners
// Begin drawing sides and top stretched borders
//start with top line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[borderTopLeft].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[borderTopRight].extent.x - mBitmapBounds[borderTopLeft].extent.x;
destRect.extent.y = mBitmapBounds[borderTop].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[borderTop];
stretchRect.inset(1,0);
//draw it
drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
//bottom line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[borderBottomLeft].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[borderBottomRight].extent.x - mBitmapBounds[borderBottomLeft].extent.x;
destRect.extent.y = mBitmapBounds[borderBottom].extent.y;
destRect.point.y = bounds.point.y + bounds.extent.y - mBitmapBounds[borderBottom].extent.y;
//stretch it
stretchRect = mBitmapBounds[borderBottom];
stretchRect.inset(1,0);
//draw it
drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x;
destRect.extent.x = mBitmapBounds[borderLeft].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[borderTopLeft].extent.y - mBitmapBounds[borderBottomLeft].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[borderTopLeft].extent.y;
//stretch it
stretchRect = mBitmapBounds[borderLeft];
stretchRect.inset(0,1);
//draw it
drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
//left line stretch
destRect.point.x = bounds.point.x + bounds.extent.x - mBitmapBounds[borderRight].extent.x;
destRect.extent.x = mBitmapBounds[borderRight].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[borderTopRight].extent.y - mBitmapBounds[borderBottomRight].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[borderTopRight].extent.y;
//stretch it
stretchRect = mBitmapBounds[borderRight];
stretchRect.inset(0,1);
//draw it
drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
//fill stretch
destRect.point.x = bounds.point.x + mBitmapBounds[borderLeft].extent.x;
destRect.extent.x = (bounds.extent.x) - mBitmapBounds[borderLeft].extent.x - mBitmapBounds[borderRight].extent.x;
destRect.extent.y = bounds.extent.y - mBitmapBounds[borderTop].extent.y - mBitmapBounds[borderBottom].extent.y;
destRect.point.y = bounds.point.y + mBitmapBounds[borderTop].extent.y;
//stretch it
stretchRect = mBitmapBounds[fill];
stretchRect.inset(1,1);
//draw it
drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
// End drawing sides and top stretched borders
}
}
示例3: renderBorder
void renderBorder( const RectI &bounds, GuiControlProfile *profile )
{
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;
GFXDrawUtil *drawer = GFX->getDrawUtil();
switch(profile->mBorder)
{
case 1:
drawer->drawRect(bounds, profile->mBorderColor);
break;
case 2:
drawer->drawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorHL);
drawer->drawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorHL);
drawer->drawLine(r, t, r, b, profile->mBevelColorHL);
drawer->drawLine(l, b, r - 1, b, profile->mBevelColorHL);
drawer->drawLine(l, t, r - 1, t, profile->mBorderColorNA);
drawer->drawLine(l, t + 1, l, b - 1, profile->mBorderColorNA);
drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColorNA);
drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColorNA);
break;
case 3:
drawer->drawLine(l, b, r, b, profile->mBevelColorHL);
drawer->drawLine(r, t, r, b - 1, profile->mBevelColorHL);
drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mFillColor);
drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mFillColor);
drawer->drawLine(l, t, l, b - 1, profile->mBorderColorNA);
drawer->drawLine(l + 1, t, r - 1, t, profile->mBorderColorNA);
drawer->drawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorLL);
drawer->drawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorLL);
break;
case 4:
drawer->drawLine(l, t, l, b - 1, profile->mBevelColorHL);
drawer->drawLine(l + 1, t, r, t, profile->mBevelColorHL);
drawer->drawLine(l, b, r, b, profile->mBevelColorLL);
drawer->drawLine(r, t + 1, r, b - 1, profile->mBevelColorLL);
drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColor);
drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColor);
break;
case 5:
renderFilledBorder( bounds, profile );
break;
//
case -1:
// Draw a simple sizable border with corners
// Taken from the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin
if(profile->mBitmapArrayRects.size() >= 8)
{
drawer->clearBitmapModulation();
RectI destRect;
RectI stretchRect;
RectI* mBitmapBounds = profile->mBitmapArrayRects.address();
// Indices into the bitmap array
enum
{
BorderTopLeft = 0,
BorderTop,
BorderTopRight,
BorderLeft,
//Fill,
BorderRight,
BorderBottomLeft,
BorderBottom,
BorderBottomRight,
NumBitmaps
};
// Draw all corners first.
//top left border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderTopLeft]);
//top right border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x,bounds.point.y),mBitmapBounds[BorderTopRight]);
//bottom left border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomLeft].extent.y),mBitmapBounds[BorderBottomLeft]);
//bottom right border
drawer->drawBitmapSR(profile->mTextureObject,Point2I(
bounds.point.x + bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x,
bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomRight].extent.y),
mBitmapBounds[BorderBottomRight]);
// End drawing corners
// Begin drawing sides and top stretched borders
//start with top line stretch
destRect.point.x = bounds.point.x + mBitmapBounds[BorderTopLeft].extent.x;
destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x - mBitmapBounds[BorderTopLeft].extent.x;
destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
destRect.point.y = bounds.point.y;
//stretch it
stretchRect = mBitmapBounds[BorderTop];
stretchRect.inset(1,0);
//draw it
drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
//bottom line stretch
//.........这里部分代码省略.........