本文整理汇总了C++中Graphics::ClearBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ Graphics::ClearBuffer方法的具体用法?C++ Graphics::ClearBuffer怎么用?C++ Graphics::ClearBuffer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Graphics
的用法示例。
在下文中一共展示了Graphics::ClearBuffer方法的6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: render
void cGameStateFireControl::render(Graphics &con){
//Clear buffer and draw graphics
con.ClearBuffer(0, 0, 0, 0);
con.BeginDrawing();
GRAPHIC_IMAGE gi;
//display ship and sub data
CGameData *pData = CGameData::Instance();
//display short cuts
gi = g_Sprite.GetSpriteData(36);//sonar
con.RenderGraphicModulate(10,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(37);//radar
con.RenderGraphicModulate(120,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(38);//conn selected
con.RenderGraphicModulate(230,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(45);//fire control
con.RenderGraphicModulate(694,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(40);//damage control
con.RenderGraphicModulate(804,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(41);//chart
con.RenderGraphicModulate(914,10,gi,m_red, m_green, m_blue);
//draw tool tips for short cuts
if(g_Global.g_mouse.y > 10 && g_Global.g_mouse.y < 130){
if(g_Global.g_mouse.x > 10 & g_Global.g_mouse.x < 104)
con.Draw2DText("Sonar", F_V20, 20, 10, 0,255,255);
else if(g_Global.g_mouse.x > 120 & g_Global.g_mouse.x < 207)
con.Draw2DText("Radar", F_V20, 130, 10, 0,255,255);
else if(g_Global.g_mouse.x > 230 & g_Global.g_mouse.x < 310)
con.Draw2DText("Conn", F_V20, 240, 10, 0,255,255);
//else if(g_Global.g_mouse.x > 694 & g_Global.g_mouse.x < 794)
// con.Draw2DText("Torpedos", F_V20, 704, 10, 0,255,255);
else if(g_Global.g_mouse.x > 804 & g_Global.g_mouse.x < 904)
con.Draw2DText("Damage", F_V20, 814, 10, 0,255,255);
else if(g_Global.g_mouse.x > 914 & g_Global.g_mouse.x < 1014)
con.Draw2DText("Chart", F_V20, 924, 10, 0,255,255);
}
con.Draw2DText("Torpedo Fire Control state", F_V20, con.GetScreenCenterX() - 150, con.GetScreenCenterY() - 10, 0,255,255);
// SMJ - 11/13/2007 Draw FPS on screen
//if(g_Global.g_bDisplayFramerate == true)
con.Draw2DText(g_Global.g_strFPS, F_V20, 0, 180, 0,0,255);
con.Draw2DTextValue("X", (float)g_Global.g_mouse.x, F_V20, 0, 140, 255, 0, 0);
con.Draw2DTextValue("Y", (float)g_Global.g_mouse.y, F_V20, 0, 160, 255, 0, 0);
con.Draw2DTextValue("T", (float)pData->m_torpedos.size(), F_V20, 0, 200, 255, 0, 0);
for(int i = 0; i < pData->m_torpedos.size(); ++i){
con.Draw2DTextValue("X", (float)pData->m_torpedos[i].GetPositionX(), F_V20, 0, 220 + i * 20, 255, 0, 0);
con.Draw2DTextValue("Y", (float)pData->m_torpedos[i].GetPositionY(), F_V20, 220, 220 + i * 20, 255, 0, 0);
con.Draw2DTextValue("S", (float)pData->m_torpedos[i].GetSpeed(), F_V20, 440, 220 + i * 20, 255, 0, 0);
con.Draw2DTextValue("H", (float)pData->m_torpedos[i].GetHeading(), F_V20, 660, 220 + i * 20, 255, 0, 0);
}
con.EndDrawing ();
con.Present();
}
示例2: render
void CGameStatePlay::render(Graphics &con){
CLog *pLog = CLog::Instance();
CGameData *pData = CGameData::Instance();
::ShowCursor(true);
// POINT pt;
// pt.x = g_Global.g_mouse.x;
// pt.y = g_Global.g_mouse.y;
int dx = 0; //used to convert object coordinates to screen coordinates
int dy = 0;
//HRESULT hr;
float playerAngle;
int lastHeight = 0; //used for adding hanging icicles
int skyOffsetY = 0; //moves sky mountain
int skyOffsetX = 0;
std::ostringstream oss;
static int m_winFrame = 0;//used to animate You Win
//Clear buffer and draw graphics
con.ClearBuffer(0, 0, 30, 0);
con.BeginDrawing();
GRAPHIC_IMAGE gi;
gi = g_Sprite.GetSpriteData(32);
con.RenderGraphicModulate(con.GetScreenCenterX() - gi.width/2 , con.GetScreenCenterY() - gi.height/2, gi, m_red, m_green, m_blue);
//display orders
for(int i = 0; i < pData->m_orders.size(); ++i)
con.Draw2DText(pData->m_orders[i],F_V20, con.GetScreenCenterX() - 150, con.GetScreenCenterY() - 180 + (i * 20), 0,0,0);
//accept...mouse hover outline
if(g_Global.g_mouse.x > 290 && g_Global.g_mouse.x < 407
&& g_Global.g_mouse.y > 684 && g_Global.g_mouse.y < 718){
gi = g_Sprite.GetSpriteData(54);
con.RenderGraphicModulate(278, 653, gi, m_red, m_green, m_blue);
}
//reject..mouse hover outline
if(g_Global.g_mouse.x > 627 && g_Global.g_mouse.x < 743
&& g_Global.g_mouse.y > 684 && g_Global.g_mouse.y < 718){
gi = g_Sprite.GetSpriteData(54);
con.RenderGraphicModulate(615, 653, gi, m_red, m_green, m_blue);
}
con.Draw2DText("Left click to continue.", F_V20, con.GetScreenCenterX() - 150, con.GetScreenCenterY() + 30, 0,0,0);
con.EndDrawing ();
con.Present();
}
示例3: render
void cGameStateSonar::render(Graphics &con){
//Clear buffer and draw graphics
con.ClearBuffer(0, 0, 0, 0);
con.BeginDrawing();
GRAPHIC_IMAGE gi;
//display short cuts
gi = g_Sprite.GetSpriteData(42);//sonar
con.RenderGraphicModulate(10,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(37);//radar
con.RenderGraphicModulate(120,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(38);//conn selected
con.RenderGraphicModulate(230,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(39);//fire control
con.RenderGraphicModulate(694,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(40);//damage control
con.RenderGraphicModulate(804,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(41);//chart
con.RenderGraphicModulate(914,10,gi,m_red, m_green, m_blue);
//draw tool tips for short cuts
if(g_Global.g_mouse.y > 10 && g_Global.g_mouse.y < 130){
// if(g_Global.g_mouse.x > 10 & g_Global.g_mouse.x < 104)
// con.Draw2DText("Sonar", F_V20, 20, 10, 0,255,255);
if(g_Global.g_mouse.x > 120 & g_Global.g_mouse.x < 207)
con.Draw2DText("Radar", F_V20, 130, 10, 0,255,255);
else if(g_Global.g_mouse.x > 230 & g_Global.g_mouse.x < 310)
con.Draw2DText("Conn", F_V20, 240, 10, 0,255,255);
else if(g_Global.g_mouse.x > 694 & g_Global.g_mouse.x < 794)
con.Draw2DText("Torpedos", F_V20, 704, 10, 0,255,255);
else if(g_Global.g_mouse.x > 804 & g_Global.g_mouse.x < 904)
con.Draw2DText("Damage", F_V20, 814, 10, 0,255,255);
else if(g_Global.g_mouse.x > 914 & g_Global.g_mouse.x < 1014)
con.Draw2DText("Chart", F_V20, 924, 10, 0,255,255);
}
con.Draw2DText("Sonar state", F_V20, con.GetScreenCenterX() - 150, con.GetScreenCenterY() - 10, 0,255,255);
// SMJ - 11/13/2007 Draw FPS on screen
//if(g_Global.g_bDisplayFramerate == true)
con.Draw2DText(g_Global.g_strFPS, F_V20, 0, 180, 0,0,255);
con.Draw2DTextValue("X", (float)g_Global.g_mouse.x, F_V20, 0, 140, 255, 0, 0);
con.Draw2DTextValue("Y", (float)g_Global.g_mouse.y, F_V20, 0, 160, 255, 0, 0);
con.EndDrawing ();
con.Present();
}
示例4: render
void cGameStateHistory::render(Graphics &con){
//Clear buffer and draw graphics
con.ClearBuffer(0, 0, 0, 0);
con.BeginDrawing();
GRAPHIC_IMAGE gi;
gi = g_Sprite.GetSpriteData(10);
con.RenderGraphicModulate(con.GetScreenCenterX() - (float)(gi.width/2) , con.GetScreenCenterY() - (gi.height/2), gi, m_red, m_green, m_blue);
con.Draw2DText("History state - Press SPACE to return.", F_V20, con.GetScreenCenterX() - 150, con.GetScreenCenterY() + (gi.height/2) + 20, 0,255,255);
// SMJ - 11/13/2007 Draw FPS on screen
if(g_Global.g_bDisplayFramerate == true)
con.Draw2DText(g_Global.g_strFPS, F_V20, 0, 0, 0,0,255);
con.EndDrawing ();
con.Present();
}
示例5: render
void cGameStateIntro::render(Graphics &con){
//Clear buffer and draw graphics
con.ClearBuffer(0, 0, 0, 0);
con.BeginDrawing();
//render splash screen
GRAPHIC_IMAGE gi;
//flag is advanced by this amount
m_motionStep = 1;//con.GetScreenWidth() / 256;
//render splash - Tautog at sea
gi = g_Sprite.GetSpriteData(1);
gi.scale = 0.5;
con.RenderGraphicModulate(con.GetScreenCenterX() - ((float)(gi.width * gi.scale)/2) , con.GetScreenCenterY() - (gi.height * gi.scale)/2, gi, 255, 255, 255);// m_red, m_green, m_blue);
//TIGRS Rating
gi = g_Sprite.GetSpriteData(31);
con.RenderGraphicModulate(con.GetScreenWidth() - 180, con.GetScreenHeight() - 100, gi, 255, 255, 255);// m_red, m_green, m_blue);
//move flag
gi = g_Sprite.GetSpriteData(11);
gi.scale = 1.0;
con.RenderGraphicModulate(m_motionCount, m_motionCount * 2, gi, m_red, m_green, m_blue);
if(m_motionCount > 200){
gi = g_Sprite.GetSpriteData(12);
gi.scale = 1.0;
con.RenderGraphicModulate(con.GetScreenCenterX() - ((float)(gi.width * gi.scale)/2), 100, gi, m_red, m_green, m_blue);
con.Draw2DText("Left click to continue...", F_V20, con.GetScreenCenterX() - 120, con.GetScreenHeight() - 50, 200, 0, 0);
}
// SMJ - 11/13/2007 Draw FPS on screen
if(g_Global.g_bDisplayFramerate == true)
con.Draw2DText(g_Global.g_strFPS, F_V20, 0, 0, 0,0,255);
con.EndDrawing ();
con.Present();
}
示例6: render
void cGameStateChart::render(Graphics &con){
//Clear buffer and draw graphics
con.ClearBuffer(0, 0, 0, 0);
con.BeginDrawing();
GRAPHIC_IMAGE gi;
CGameData *pData = CGameData::Instance();
//draw chart stuff
gi = g_Sprite.GetSpriteData(48);//white square for chart background
gi.scale = 5.05;
con.RenderGraphicModulate(262 + pData->m_shockX, 134 + pData->m_shockX, gi, m_red, m_green, m_blue);
//chart highlights and reference lines
con.DrawRect(262, 134, 762, 634,255, 0, 0);
con.DrawLine(512, 134, 512, 634, 0, 0, 120);
con.DrawLine(262, 384, 762, 384, 0, 0, 120);
//draw user interface on right side of chart
con.DrawLine(780, 134, 800, 134, 0, 255, 0);//horizontal tick marks
con.DrawLine(780, 249, 800, 249, 0, 255, 0);
con.DrawLine(780, 269, 800, 269, 0, 255, 0);
con.DrawLine(780, 384, 800, 384, 0, 255, 0);
con.DrawLine(790, 134, 790, 249, 0, 255, 0);//vertical lines
con.DrawLine(790, 269, 790, 384, 0, 255, 0);
//draw range
con.Draw2DTextValue("SCALE", (float)m_chartScale[m_chartScaleIndex], F_V20, 780, 249, 0, 255, 0);
//zoom in and zoom out
if(g_Global.g_mouse.x > 806 && g_Global.g_mouse.x < 1006
&& ::GetActiveWindow() == g_hWnd){
if(g_Global.g_mouse.y > 134 && g_Global.g_mouse.y < 249 && m_chartScaleIndex < 4){//zoom in
gi = g_Sprite.GetSpriteData(30);
con.RenderGraphicModulate(811,139,gi,m_red, m_green, m_blue);
}
else if(g_Global.g_mouse.y > 269 && g_Global.g_mouse.y < 384 && m_chartScaleIndex > 0){//zoom out
gi = g_Sprite.GetSpriteData(29);
con.RenderGraphicModulate(811,274,gi,m_red, m_green, m_blue);
}
}
//display ship and sub data
// CGameData *pData = CGameData::Instance();
float posX = 0, posY = 0;
float range = (float)m_chartScale[m_chartScaleIndex];
//ships
for(int i = 0; i < pData->m_targets.size(); ++i){
posX = (pData->m_targets[i].m_posX - pData->m_Player.m_posX) * 250/range;
posY = (pData->m_targets[i].m_posY - pData->m_Player.m_posY) * 250/range;
if(pData->m_targets[i].m_bAlive == true && posX >= -250 && posX <= 250 && posY >= -250 && posY <= 250)//{
con.DrawCircle(512 + posX,384 - posY, 255,0,0,(pData->m_targets[i].m_length/500) * (20000/(range * 2) ));
}
//torpedo
for(int i = 0; i < pData->m_torpedos.size(); ++i){
posX = (pData->m_torpedos[i].GetPositionX()- pData->m_Player.m_posX) * 250/range;
posY = (pData->m_torpedos[i].GetPositionY() - pData->m_Player.m_posY) * 250/range;
if(pData->m_torpedos[i].IsRunning() == true && posX >= -250 && posX <= 250 && posY >= -250 && posY <= 250)//{
con.DrawCircle(512 + posX,384 - posY, 0, 0, 0,2 * (20000/(range * 8)));
}
//draw scope bearing line to indicate which target is being viewed
float s = 0, t = 0;
s = 512 + 250 * cos(pData->ConvertDegreesToRadians( pData->m_Player.m_heading + pData->m_scopeRotateAngle/5.689));
t = 384 - 250 * sin(pData->ConvertDegreesToRadians( pData->m_Player.m_heading + pData->m_scopeRotateAngle/ 5.689));
con.DrawLine(512,384,s,t, 0, 255,0);
//draw sub in center of chart
gi = g_Sprite.GetSpriteData(57);
gi.rotationAngle = pData->m_Player.m_heading * 3.141592654/180;
gi.scale = 1;// (1000/range);
con.RenderGraphicModulate(512 - (gi.width/2)* gi.scale, 384 - (gi.height/2) * gi.scale, gi, m_red, m_green, m_blue);
//display short cuts
gi = g_Sprite.GetSpriteData(36);//sonar
con.RenderGraphicModulate(10,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(37);//radar
con.RenderGraphicModulate(120,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(38);//conn selected
con.RenderGraphicModulate(230,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(39);//fire control
con.RenderGraphicModulate(694,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(40);//damage control
con.RenderGraphicModulate(804,10,gi,m_red, m_green, m_blue);
gi = g_Sprite.GetSpriteData(47);//chart
con.RenderGraphicModulate(914,10,gi,m_red, m_green, m_blue);
//draw tool tips for short cuts
if(g_Global.g_mouse.y > 10 && g_Global.g_mouse.y < 130){
//if(g_Global.g_mouse.x > 10 & g_Global.g_mouse.x < 104)
// con.Draw2DText("Sonar", F_V20, 20, 10, 0,255,255);
//else if(g_Global.g_mouse.x > 120 & g_Global.g_mouse.x < 207)
// con.Draw2DText("Radar", F_V20, 130, 10, 0,255,255);
if(g_Global.g_mouse.x > 230 & g_Global.g_mouse.x < 310)
con.Draw2DText("Conn", F_V20, 240, 10, 0,255,255);
//.........这里部分代码省略.........