当前位置: 首页>>代码示例>>C++>>正文


C++ Graphics类代码示例

本文整理汇总了C++中Graphics的典型用法代码示例。如果您正苦于以下问题:C++ Graphics类的具体用法?C++ Graphics怎么用?C++ Graphics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Graphics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: main

int main(int argc, char* argv[]) {
  // Some parameters for testing
  int test_w = 800;
  int test_h = 600;
  int test_phys_w = 400;
  int test_phys_h = 300;
  
  Graphics *gr = Graphics::Create(test_w, test_h);
  assert(gr);
  // Initialization of interface between graphics and physics (GPInterface)
  gr->InitGPInterface(test_w, test_h, test_phys_w, test_phys_h);
  gr->AddSprite(32, 17, "./gfx/car1.png");
  gr->AddSprite(32, 17, "./gfx/car2.png");
  // Variable coordinates of car
  float cX = 20, cY = 15;
  float ang = 0;
  gr->SetSpriteCoordinates(0, cX, cY, ang);
  gr->SetSpriteCoordinates(1, cX+50, cY, ang);
  // 
  Event new_event;
  
 // printf("%d %d\n", gpi.gr_coordinate_x(cX), gpi.gr_coordinate_y(cY));
  while(new_event.running()) {
    new_event.CheckEvents();
    if(new_event.fullscreen()) {
      gr->FullscreenOn();
    } else {
        gr->FullscreenOff();
      }
    gr->Render();
    cX += 0.1;
    cY += 0.1;
    ang += 0.01;
    gr->SetSpriteCoordinates(0, cX, cY, ang);
    gr->SetSpriteCoordinates(1, cX+50, cY, ang);
    SDL_Delay(5);
  }
  gr->CleanUp();
  delete gr;
  return 0;
}
开发者ID:jsj2008,项目名称:racing,代码行数:41,代码来源:graphics_test.cpp

示例2: paint

void ResourceEditorPanel::paint (Graphics& g)
{
    g.fillAll (findColour (secondaryBackgroundColourId));
}
开发者ID:bacchus,项目名称:JUCE,代码行数:4,代码来源:jucer_ResourceEditorPanel.cpp

示例3: paintContents

void PoleZeroChart::paintContents (Graphics& g)
{
  Colour cPole (0xd0ff0000);
  Colour cZero (0xd02020ff);
	
  Rectangle<int> bounds = getLocalBounds();

  short size = short ((jmin (getWidth(), getHeight()) + 2) / 3);

  // scale the graph down if the pole/zeroes lie outside the unit disc
  AffineTransform t = AffineTransform::identity;

  {
    float margin = 0.2f;
    if (m_max > 1 + margin)
    {
      t = t.scaled (float(1/(m_max-margin)), float(1/(m_max-margin)));
    }
  }

  t = t.scaled (float(size), -float(size));
  t = t.translated (float(bounds.getCentreX()), float(bounds.getCentreY()));

	g.setColour (m_cAxis);
  {
    Point<float> p = Point<float>(100000, 0).transformedBy (t);
    g.drawLine (-p.getX(), p.getY(), p.getX(), p.getY(), 1);
  }
  {
    Point<float> p = Point<float>(0, 100000).transformedBy (t);
    g.drawLine (p.getX(), -p.getY(), p.getX(), p.getY(), 1);
  }
  {
    Point<float> p0 = Point<float>(-1, -1).transformedBy (t);
    Point<float> p1 = Point<float>( 1,  1).transformedBy (t);
    g.drawEllipse (p0.getX(), p0.getY(),
                   p1.getX()-p0.getX(), p1.getY()-p0.getY(), 1);
  }

  const float r = 3.5f;

  for (size_t i = 0; i < m_vpz.size(); ++i)
  {
    const Dsp::PoleZeroPair& pzp = m_vpz[i];

    if (!pzp.is_nan())
    {
      {
        Point<float> p (float(pzp.poles.first.real()),
                        float(pzp.poles.first.imag()));
        p = p.transformedBy (t);
        g.setColour (cPole);
        g.drawLine (p.getX()-r, p.getY()-r, p.getX()+r, p.getY()+r);
        g.drawLine (p.getX()+r, p.getY()-r, p.getX()-r, p.getY()+r);
      }

      {
        Point<float> p (float(pzp.zeros.first.real()),
                        float(pzp.zeros.first.imag()));
        p = p.transformedBy (t);
        g.setColour (cZero);
    	  g.drawEllipse (p.getX()-r, p.getY()-r, 2*r, 2*r, 1);
      }

      if (!pzp.isSinglePole())
      {
        {
          Point<float> p (float(pzp.poles.second.real()),
                          float(pzp.poles.second.imag()));
          p = p.transformedBy (t);
          g.setColour (cPole);
          g.drawLine (p.getX()-r, p.getY()-r, p.getX()+r, p.getY()+r);
          g.drawLine (p.getX()+r, p.getY()-r, p.getX()-r, p.getY()+r);
        }

        {
          Point<float> p (float(pzp.zeros.second.real()),
                          float(pzp.zeros.second.imag()));
          p = p.transformedBy (t);
          g.setColour (cZero);
    	    g.drawEllipse (p.getX()-r, p.getY()-r, 2*r, 2*r, 1);
        }
      }
    }
  }
}
开发者ID:EQ4,项目名称:DSPFiltersDemo,代码行数:86,代码来源:PoleZeroChart.cpp

示例4: Scene

void Urho2DPhysicsRope::CreateScene()
{
    scene_ = new Scene(context_);
    scene_->CreateComponent<Octree>();
    scene_->CreateComponent<DebugRenderer>();
    // Create camera node
    cameraNode_ = scene_->CreateChild("Camera");
    // Set camera's position
    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -10.0f));

    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetOrthographic(true);

    Graphics* graphics = GetSubsystem<Graphics>();
    float width = (float)graphics->GetWidth();
    float height = (float)graphics->GetHeight();
    camera->SetOrthoSize(Vector2(width, height) * 0.05f);

    // Create 2D physics world component
    PhysicsWorld2D* physicsWorld = scene_->CreateComponent<PhysicsWorld2D>();
    physicsWorld->SetDrawJoint(true);

    // Create ground
    Node* groundNode = scene_->CreateChild("Ground");
    // Create 2D rigid body for gound
    RigidBody2D* groundBody = groundNode->CreateComponent<RigidBody2D>();
    // Create edge collider for ground
    CollisionEdge2D* groundShape = groundNode->CreateComponent<CollisionEdge2D>();
    groundShape->SetVertices(Vector2(-40.0f, 0.0f), Vector2(40.0f, 0.0f));

    const float y = 15.0f;
    RigidBody2D* prevBody = groundBody;

    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
    {
        Node* node  = scene_->CreateChild("RigidBody");

        // Create rigid body
        RigidBody2D* body = node->CreateComponent<RigidBody2D>();
        body->SetBodyType(BT_DYNAMIC);

        // Create box
        CollisionBox2D* box = node->CreateComponent<CollisionBox2D>();
        // Set friction
        box->SetFriction(0.2f);
        // Set mask bits.
        box->SetMaskBits(0xFFFF & ~0x0002);

        if (i == NUM_OBJECTS - 1)
        {
            node->SetPosition(Vector3(1.0f * i, y, 0.0f));
            body->SetAngularDamping(0.4f);
            box->SetSize(3.0f, 3.0f);
            box->SetDensity(100.0f);
            box->SetCategoryBits(0x0002);
        }
        else
        {
            node->SetPosition(Vector3(0.5f + 1.0f * i, y, 0.0f));
            box->SetSize(1.0f, 0.25f);
            box->SetDensity(20.0f);
            box->SetCategoryBits(0x0001);
        }

        ConstraintRevolute2D* joint = node->CreateComponent<ConstraintRevolute2D>();
        joint->SetOtherBody(prevBody);
        joint->SetAnchor(Vector2(float(i), y));
        joint->SetCollideConnected(false);

        prevBody = body;
    }

    ConstraintRope2D* constraintRope = groundNode->CreateComponent<ConstraintRope2D>();
    constraintRope->SetOtherBody(prevBody);
    constraintRope->SetOwnerBodyAnchor(Vector2(0.0f, y));
    constraintRope->SetMaxLength(NUM_OBJECTS - 1.0f + 0.01f);
}
开发者ID:3dicc,项目名称:Urho3D,代码行数:77,代码来源:Urho2DPhysicsRope.cpp

示例5: Prepare

void Batch::Prepare(View* view, Camera* camera, bool setModelTransform, bool allowDepthWrite) const
{
    if (!vertexShader_ || !pixelShader_)
        return;

    Graphics* graphics = view->GetGraphics();
    Renderer* renderer = view->GetRenderer();
    Node* cameraNode = camera ? camera->GetNode() : 0;
    Light* light = lightQueue_ ? lightQueue_->light_ : 0;
    Texture2D* shadowMap = lightQueue_ ? lightQueue_->shadowMap_ : 0;

    // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders
    graphics->SetShaders(vertexShader_, pixelShader_);

    // Set pass / material-specific renderstates
    if (pass_ && material_)
    {
        BlendMode blend = pass_->GetBlendMode();
        // Turn additive blending into subtract if the light is negative
        if (light && light->IsNegative())
        {
            if (blend == BLEND_ADD)
                blend = BLEND_SUBTRACT;
            else if (blend == BLEND_ADDALPHA)
                blend = BLEND_SUBTRACTALPHA;
        }
        graphics->SetBlendMode(blend);

        bool isShadowPass = pass_->GetIndex() == Technique::shadowPassIndex;
        CullMode effectiveCullMode = pass_->GetCullMode();
        // Get cull mode from material if pass doesn't override it
        if (effectiveCullMode == MAX_CULLMODES)
            effectiveCullMode = isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode();

        renderer->SetCullMode(effectiveCullMode, camera);
        if (!isShadowPass)
        {
            const BiasParameters& depthBias = material_->GetDepthBias();
            graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_);
        }

        // Use the "least filled" fill mode combined from camera & material
        graphics->SetFillMode((FillMode)(Max(camera->GetFillMode(), material_->GetFillMode())));
        graphics->SetDepthTest(pass_->GetDepthTestMode());
        graphics->SetDepthWrite(pass_->GetDepthWrite() && allowDepthWrite);
    }

    // Set global (per-frame) shader parameters
    if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0))
        view->SetGlobalShaderParameters();

    // Set camera & viewport shader parameters
    unsigned cameraHash = (unsigned)(size_t)camera;
    IntRect viewport = graphics->GetViewport();
    IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
    unsigned viewportHash = (unsigned)(viewSize.x_ | (viewSize.y_ << 16));
    if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<const void*>(cameraHash + viewportHash)))
    {
        view->SetCameraShaderParameters(camera);
        // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
        view->SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
    }

    // Set model or skinning transforms
    if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECT, worldTransform_))
    {
        if (geometryType_ == GEOM_SKINNED)
        {
            graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_),
                12 * numWorldTransforms_);
        }
        else
            graphics->SetShaderParameter(VSP_MODEL, *worldTransform_);

        // Set the orientation for billboards, either from the object itself or from the camera
        if (geometryType_ == GEOM_BILLBOARD)
        {
            if (numWorldTransforms_ > 1)
                graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix());
            else
                graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix());
        }
    }

    // Set zone-related shader parameters
    BlendMode blend = graphics->GetBlendMode();
    // If the pass is additive, override fog color to black so that shaders do not need a separate additive path
    bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA;
    unsigned zoneHash = (unsigned)(size_t)zone_;
    if (overrideFogColorToBlack)
        zoneHash += 0x80000000;
    if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<const void*>(zoneHash)))
    {
        graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor());
        graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR,
            zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4());

        const BoundingBox& box = zone_->GetBoundingBox();
        Vector3 boxSize = box.Size();
        Matrix3x4 adjust(Matrix3x4::IDENTITY);
//.........这里部分代码省略.........
开发者ID:EternalXY,项目名称:AtomicGameEngine,代码行数:101,代码来源:Batch.cpp

示例6: paint

//==========================================================================
// Set and Creates Images and UI
void APlay::paint(Graphics& g)
{
    g.setFillType(Colours::darkslategrey);
    g.fillAll();
}
开发者ID:jjhartmann,项目名称:DarwinAudioSystem,代码行数:7,代码来源:APlay.cpp

示例7: HandleUpdate

void VehicleDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
    using namespace Update;

    float timeStep = eventData[P_TIMESTEP].GetFloat();
    Input* input = GetSubsystem<Input>();

    if (vehicle_)
    {
        UI* ui = GetSubsystem<UI>();

        // Get movement controls and assign them to the vehicle component. If UI has a focused element, clear controls
        if (!ui->GetFocusElement())
        {
            vehicle_->controls_.Set(CTRL_FORWARD, input->GetKeyDown('W'));
            vehicle_->controls_.Set(CTRL_BACK, input->GetKeyDown('S'));
            vehicle_->controls_.Set(CTRL_LEFT, input->GetKeyDown('A'));
            vehicle_->controls_.Set(CTRL_RIGHT, input->GetKeyDown('D'));

            // Add yaw & pitch from the mouse motion or touch input. Used only for the camera, does not affect motion
            if (touchEnabled_)
            {
                for (unsigned i = 0; i < input->GetNumTouches(); ++i)
                {
                    TouchState* state = input->GetTouch(i);
                    if (!state->touchedElement_)    // Touch on empty space
                    {
                        Camera* camera = cameraNode_->GetComponent<Camera>();
                        if (!camera)
                            return;

                        Graphics* graphics = GetSubsystem<Graphics>();
                        vehicle_->controls_.yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
                        vehicle_->controls_.pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
                    }
                }
            }
            else
            {
                vehicle_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
                vehicle_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
            }
            // Limit pitch
            vehicle_->controls_.pitch_ = Clamp(vehicle_->controls_.pitch_, 0.0f, 80.0f);

            // Check for loading / saving the scene
            if (input->GetKeyPress(KEY_F5))
            {
                File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/VehicleDemo.xml",
                    FILE_WRITE);
                scene_->SaveXML(saveFile);
            }
            if (input->GetKeyPress(KEY_F7))
            {
                File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/VehicleDemo.xml", FILE_READ);
                scene_->LoadXML(loadFile);
                // After loading we have to reacquire the weak pointer to the Vehicle component, as it has been recreated
                // Simply find the vehicle's scene node by name as there's only one of them
                Node* vehicleNode = scene_->GetChild("Vehicle", true);
                if (vehicleNode)
                    vehicle_ = vehicleNode->GetComponent<Vehicle>();
            }
        }
        else
            vehicle_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT, false);
    }
}
开发者ID:AGreatFish,项目名称:Urho3D,代码行数:67,代码来源:VehicleDemo.cpp

示例8: GetGraphics

void ColourPickerActivity::OnDraw()
{
	Graphics * g = GetGraphics();
	//g->clearrect(Position.X-2, Position.Y-2, Size.X+3, Size.Y+3);
	g->fillrect(Position.X-2, Position.Y-2, Size.X+3, Size.Y+3, 0, 0, 0, currentAlpha);
	g->drawrect(Position.X, Position.Y, Size.X, Size.Y, 255, 255, 255, 255);

	g->drawrect(Position.X+4, Position.Y+4, 258, 130, 180, 180, 180, 255);

	g->drawrect(Position.X+4, Position.Y+4+4+128, 258, 12, 180, 180, 180, 255);


	int offsetX = Position.X+5;
	int offsetY = Position.Y+5;


	//draw color square
	int lastx = -1, currx = 0;
	for(int saturation = 0; saturation <= 255; saturation+=2)
	{
		for(int hue = 0; hue <= 359; hue++)
		{
			currx = clamp_flt(hue, 0, 359)+offsetX;
			if (currx == lastx)
				continue;
			lastx = currx;
			int cr = 0;
			int cg = 0;
			int cb = 0;
			HSV_to_RGB(hue, 255-saturation, currentValue, &cr, &cg, &cb);
			g->blendpixel(currx, (saturation/2)+offsetY, cr, cg, cb, currentAlpha);
		}
	}

	//draw brightness bar
	for(int value = 0; value <= 255; value++)
		for(int i = 0;  i < 10; i++)
		{
			int cr = 0;
			int cg = 0;
			int cb = 0;
			HSV_to_RGB(currentHue, currentSaturation, value, &cr, &cg, &cb);

			g->blendpixel(value+offsetX, i+offsetY+127+5, cr, cg, cb, currentAlpha);
		}

	//draw color square pointer
	int currentHueX = clamp_flt(currentHue, 0, 359);
	int currentSaturationY = ((255-currentSaturation)/2);
	g->xor_line(offsetX+currentHueX, offsetY+currentSaturationY-5, offsetX+currentHueX, offsetY+currentSaturationY-1);
	g->xor_line(offsetX+currentHueX, offsetY+currentSaturationY+1, offsetX+currentHueX, offsetY+currentSaturationY+5);
	g->xor_line(offsetX+currentHueX-5, offsetY+currentSaturationY, offsetX+currentHueX-1, offsetY+currentSaturationY);
	g->xor_line(offsetX+currentHueX+1, offsetY+currentSaturationY, offsetX+currentHueX+5, offsetY+currentSaturationY);

	//draw brightness bar pointer
	int currentValueX = restrict_flt(currentValue, 0, 254);
	g->xor_line(offsetX+currentValueX, offsetY+4+128, offsetX+currentValueX, offsetY+13+128);
	g->xor_line(offsetX+currentValueX+1, offsetY+4+128, offsetX+currentValueX+1, offsetY+13+128);
}
开发者ID:MrZacbot,项目名称:The-Powder-Toy,代码行数:59,代码来源:ColourPickerActivity.cpp

示例9: paint

void SpikeDisplayCanvas::paint(Graphics& g)
{

    g.fillAll(Colours::darkgrey);

}
开发者ID:Platuske,项目名称:GUI,代码行数:6,代码来源:SpikeDisplayCanvas.cpp

示例10: paint

void MainContentComponent::paint (Graphics& g) {
    // (Our component is opaque, so we must completely fill the background with a solid colour)
    g.fillAll (Colours::lightgrey);
    // You can add your drawing code here!
}
开发者ID:girardimatthew,项目名称:workshop,代码行数:5,代码来源:MainComponent.cpp

示例11: MyPaint_Mem

void MyPaint_Mem(HDC my_hdc)
{
	Graphics *mygraphics;
	mygraphics = new Graphics(my_hdc);
	mygraphics->SetSmoothingMode(SmoothingModeAntiAlias);
	Pen *myRectangle_pen;
	Pen * my_inline_pen;

	Pen * CurePen;

	SolidBrush *BlackBrush;
	

	myRectangle_pen = new Pen(Color(255,0,255,255));
	my_inline_pen = new Pen(Color(255,220,220,220));

	REAL dashValues[2] = {5, 5};
	//Pen blackPen(Color(255, 0, 0, 0), 5);
	my_inline_pen->SetDashPattern(dashValues, 2);


	CurePen = new Pen(Graphic_Color[1],3.0f);
	PointF      pointF(0, 0);

	BlackBrush =new SolidBrush(Color(255,0,0,0));
	mygraphics->FillRectangle(BlackBrush,X_ORIGIN,Y_ORIGIN,X_WIDTH,Y_HIGHT);
	mygraphics->DrawRectangle(myRectangle_pen,X_ORIGIN,Y_ORIGIN,X_WIDTH,Y_HIGHT);

	SolidBrush *Static_blackground_Brush;
	Pen *mystaticRectangle_pen;
	mystaticRectangle_pen = new Pen(Color(255,0,0,0),2.0f);
	Static_blackground_Brush =new SolidBrush(Color(255,187,187,187));
	mygraphics->FillRectangle(Static_blackground_Brush,0,window_hight - 120,window_width,120);
	mygraphics->DrawRectangle(mystaticRectangle_pen,2,window_hight - 110,window_width-15,110 -30);

	SolidBrush  time_brush(Color(255, 225, 225, 225));
	FontFamily  fontFamily(_T("Times New Roman"));
	Gdiplus::Font        time_font(&fontFamily, 18, FontStyleRegular, UnitPixel);
	for(int i=0;i<x_line_scale;i++)				//画网格线
	{
		mygraphics->DrawLine(my_inline_pen,X_ORIGIN+(X_WIDTH/x_line_scale)*(i+1),Y_ORIGIN,X_ORIGIN+(X_WIDTH/x_line_scale)*(i+1),Y_ORIGIN + Y_HIGHT);
		CString strTime ;
		wchar_t temp_char[200];
		//time_t test = old_early_time;
		//CTime timeTest(test);
		time_t test ;
		CTime timeTest;

		switch(scale_type)
		{
		case _6_min:
			break;
		case _1_hour:
			test = old_early_time + i*600;

			timeTest = test ;

			strTime = timeTest.Format("%Y/%m/%d\r\n %H:%M:%S");
			pointF.X = X_ORIGIN - 40 + i*(X_WIDTH/x_line_scale);
			pointF.Y = Y_ORIGIN+Y_HIGHT + 10;
			mygraphics->DrawString(strTime, -1, &time_font, pointF, &time_brush);
			//old_early_time
			break;
		case _4_hour:
			break;
		case _12_hour:
			break;
		case _1_day:
			break;
		}

	}
	SolidBrush  unit_brush(Graphic_Color[1]);
	FontFamily  UnitfontFamily(_T("Times New Roman"));
	Gdiplus::Font        unitfont(&UnitfontFamily, 18, FontStyleRegular, UnitPixel);
	for(int i=0;i<=y_line_scale;i++)				//画网格线
	{
		CString Unit_value;
		if(i!=y_line_scale)
		mygraphics->DrawLine(my_inline_pen,X_ORIGIN,Y_ORIGIN+(Y_HIGHT/y_line_scale)*(1+i),X_WIDTH + X_ORIGIN,Y_ORIGIN+(Y_HIGHT/y_line_scale)*(1+i));

		if(i!=y_line_scale)
		Unit_value.Format(_T("%d"),(Total_SCALE/y_line_scale)*(y_line_scale-i));// = timeTest.Format("%Y/%m/%d\r\n %H:%M:%S");
		else
		Unit_value.Format(_T("%d"),Min_Scale_value);
		pointF.X = X_ORIGIN - 30;
		pointF.Y = Y_ORIGIN+ i*(Y_HIGHT/y_line_scale);
		mygraphics->DrawString(Unit_value, -1, &unitfont, pointF, &unit_brush);
		//swprintf_s(temp_char,200,L"%d",i*5);
		//mygraphics->DrawString(temp_char, -1, &font, pointF, &brush);

	}
	for (int i=1;i<=14;i++)
	{
		CString temp_item;
		temp_item.Format(_T("%x"),i);
		temp_item = temp_item.MakeUpper();

		SolidBrush  static_item_brush(Graphic_Color[i]);
		FontFamily  UnitfontFamily(_T("Arial Black"));
//.........这里部分代码省略.........
开发者ID:jay-github,项目名称:T3000_Building_Automation_System,代码行数:101,代码来源:BacnetGraphic.cpp

示例12: paint

void HomeMenu::paint (Graphics& g)
{
    g.fillAll (Colour::fromRGB(49, 49, 49));
}
开发者ID:projekt-matara,项目名称:halfstak,代码行数:4,代码来源:HomeMenu.cpp

示例13: paint

//==============================================================================
void Statusbar::paint (Graphics& g)
{
    //[UserPrePaint] Add your own custom painting code here..
    //[/UserPrePaint]

    g.setColour (Colour (0xff181818));
    g.fillRoundedRectangle (0.0f, 0.0f, static_cast<float> (getWidth() - 0), static_cast<float> (getHeight() - 0), 10.000f);

    g.setColour (Colours::white);
    g.drawRoundedRectangle (0.0f, 0.0f, static_cast<float> (getWidth() - 0), static_cast<float> (getHeight() - 0), 10.000f, 1.000f);

    g.setColour (Colours::black);
    g.fillRoundedRectangle (168.0f, 4.0f, static_cast<float> (getWidth() - 336), 16.0f, 10.000f);

    g.setColour (Colours::white);
    g.drawRoundedRectangle (168.0f, 4.0f, static_cast<float> (getWidth() - 336), 16.0f, 10.000f, 1.000f);

    g.setColour (Colours::black);
    g.fillRoundedRectangle (static_cast<float> (getWidth() - 4 - 160), 4.0f, 160.0f, 16.0f, 10.000f);

    g.setColour (Colours::white);
    g.drawRoundedRectangle (static_cast<float> (getWidth() - 4 - 160), 4.0f, 160.0f, 16.0f, 10.000f, 1.000f);

    g.setColour (Colours::black);
    g.fillRoundedRectangle (4.0f, 4.0f, 160.0f, 16.0f, 10.000f);

    g.setColour (Colours::white);
    g.drawRoundedRectangle (4.0f, 4.0f, 160.0f, 16.0f, 10.000f, 1.000f);

    //[UserPaint] Add your own custom painting code here..
    //[/UserPaint]
}
开发者ID:Rukewetony,项目名称:av-caster,代码行数:33,代码来源:Statusbar.cpp

示例14: paint

void SurfaceComponent::paint (Graphics& g)
{
    Colour backgroundColour = Config::getInstance ()->getColour (T("mainBackground"));

    g.fillAll (backgroundColour);
}
开发者ID:alessandropetrolati,项目名称:juced,代码行数:6,代码来源:SurfaceComponent.cpp

示例15: drawScrollbar

void mlrVSTLookAndFeel::drawScrollbar (Graphics& g,
                                          ScrollBar& bar,
                                          int x, int y,
                                          int width, int height,
                                          bool isScrollbarVertical,
                                          int thumbStartPosition,
                                          int thumbSize,
                                          bool isMouseOver,
                                          bool isMouseDown)
{
    g.fillAll (bar.findColour (ScrollBar::backgroundColourId));

    g.setColour (bar.findColour (ScrollBar::thumbColourId)
                    .withAlpha ((isMouseOver || isMouseDown) ? 0.4f : 0.15f));

    if (thumbSize > 0.0f)
    {
        Rectangle<int> thumb;

        if (isScrollbarVertical)
        {
            width -= 2;
            g.fillRect (x + roundToInt (width * 0.35f), y,
                        roundToInt (width * 0.3f), height);

            thumb.setBounds (x + 1, thumbStartPosition,
                             width - 2, thumbSize);
        }
        else
        {
            height -= 2;
            g.fillRect (x, y + roundToInt (height * 0.35f),
                        width, roundToInt (height * 0.3f));

            thumb.setBounds (thumbStartPosition, y + 1,
                             thumbSize, height - 2);
        }

        g.setColour (bar.findColour (ScrollBar::thumbColourId)
                        .withAlpha ((isMouseOver || isMouseDown) ? 0.95f : 0.7f));

        g.fillRect (thumb);

        g.setColour (Colours::black.withAlpha ((isMouseOver || isMouseDown) ? 0.4f : 0.25f));
        g.drawRect (thumb.getX(), thumb.getY(), thumb.getWidth(), thumb.getHeight());

        if (thumbSize > 16)
        {
            for (int i = 3; --i >= 0;)
            {
                const float linePos = thumbStartPosition + thumbSize / 2 + (i - 1) * 4.0f;
                g.setColour (Colours::black.withAlpha (0.15f));

                if (isScrollbarVertical)
                {
                    g.drawLine (x + width * 0.2f, linePos, width * 0.8f, linePos);
                    g.setColour (Colours::white.withAlpha (0.15f));
                    g.drawLine (width * 0.2f, linePos - 1, width * 0.8f, linePos - 1);
                }
                else
                {
                    g.drawLine (linePos, height * 0.2f, linePos, height * 0.8f);
                    g.setColour (Colours::white.withAlpha (0.15f));
                    g.drawLine (linePos - 1, height * 0.2f, linePos - 1, height * 0.8f);
                }
            }
        }
    }
}
开发者ID:grimtraveller,项目名称:mlrVST,代码行数:69,代码来源:mlrVSTLookAndFeel.cpp


注:本文中的Graphics类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。