本文整理汇总了C++中HUD类的典型用法代码示例。如果您正苦于以下问题:C++ HUD类的具体用法?C++ HUD怎么用?C++ HUD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HUD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: ProcessInputs
void ProcessInputs()
{
UpdateWheelShapeUserData();
ProcessForceKeys();
if (bSetCurrentMotorTorque1)
{
bSetCurrentMotorTorque1 = false;
wheel1->setMotorTorque(gCurrentMotorTorque1);
// Set motor torque #1 in HUD
char ds[512];
sprintf(ds, "Left wheel torque: %d", gCurrentMotorTorque1);
hud.SetDisplayString(2, ds, 0.015f, 0.92f);
}
if (bSetCurrentMotorTorque2)
{
bSetCurrentMotorTorque2 = false;
wheel2->setMotorTorque(gCurrentMotorTorque2);
// Set motor torque #2 in HUD
char ds[512];
sprintf(ds, "Right wheel torque: %d", gCurrentMotorTorque2);
hud.SetDisplayString(3, ds, 0.015f, 0.87f);
}
// Show debug wireframes
if (bDebugWireframeMode)
{
if (gScene)
{
gDebugRenderer.renderData(*gScene->getDebugRenderable());
}
}
}
示例2: InitializeSpecialHUD
void InitializeSpecialHUD()
{
char ds[512];
// Add joint type to HUD
sprintf(ds, "JOINT TYPE: %s", gJointTypeString[gJointType]);
hud.AddDisplayString(ds, 0.015f, 0.92f);
// Add rotation title to HUD
sprintf(ds, "ROTATION:");
hud.AddDisplayString(ds, 0.015f, 0.87f);
// Add rotation motions to HUD
sprintf(ds, " twistMotion: %s", gJointMotionString[2]);
hud.AddDisplayString(ds, 0.015f, 0.82f);
sprintf(ds, " swing1Motion: %s", gJointMotionString[2]);
hud.AddDisplayString(ds, 0.015f, 0.77f);
sprintf(ds, " swing2Motion: %s", gJointMotionString[2]);
hud.AddDisplayString(ds, 0.015f, 0.72f);
// Add translation title to HUD
sprintf(ds, "TRANSLATION:");
hud.AddDisplayString(ds, 0.015f, 0.67f);
// Add translation motions to HUD
sprintf(ds, " xMotion: %s", gJointMotionString[gJointMotion[0]]);
hud.AddDisplayString(ds, 0.015f, 0.62f);
sprintf(ds, " yMotion: %s", gJointMotionString[gJointMotion[1]]);
hud.AddDisplayString(ds, 0.015f, 0.57f);
sprintf(ds, " zMotion: %s", gJointMotionString[gJointMotion[2]]);
hud.AddDisplayString(ds, 0.015f, 0.52f);
}
示例3: InitializeSpecialHUD
void InitializeSpecialHUD()
{
char ds[512];
// Add motor torque #1 to HUD
sprintf(ds, "Left wheel torque: %d", gCurrentMotorTorque1);
hud.AddDisplayString(ds, 0.015f, 0.92f);
// Add motor torque #2 to HUD
sprintf(ds, "Right wheel torque: %d", gCurrentMotorTorque2);
hud.AddDisplayString(ds, 0.015f, 0.87f);
}
示例4: ProcessInputs
void ProcessInputs()
{
UpdateWheelShapeUserData();
ProcessForceKeys();
if (bSetCurrentSteerAngle)
{
bSetCurrentSteerAngle = false;
wheel1->setSteerAngle(gCurrentSteerAngle);
// Add front wheel steer angle to HUD
char ds[512];
sprintf(ds, "Front Wheel Steer Angle: %d", (int)(gCurrentSteerAngle*180.0/NxPi));
hud.SetDisplayString(2, ds, 0.015f, 0.92f);
}
if (bSetCurrentMotorTorque)
{
bSetCurrentMotorTorque = false;
wheel2->setMotorTorque(gCurrentMotorTorque);
wheel3->setMotorTorque(gCurrentMotorTorque);
// Add rear wheel motor torque to HUD
char ds[512];
sprintf(ds, "Rear Wheel Motor Torque: %d", gCurrentMotorTorque);
hud.SetDisplayString(3, ds, 0.015f, 0.87f);
}
if (bSetCurrentBrakeTorque)
{
bSetCurrentBrakeTorque = false;
wheel2->setBrakeTorque(gCurrentBrakeTorque);
wheel3->setBrakeTorque(gCurrentBrakeTorque);
// Add rear wheel brake torque to HUD
char ds[512];
sprintf(ds, "Rear Wheel Brake Torque: %d", gCurrentBrakeTorque);
hud.SetDisplayString(4, ds, 0.015f, 0.82f);
}
// Show debug wireframes
if (bDebugWireframeMode)
{
if (gScene)
{
gDebugRenderer.renderData(*gScene->getDebugRenderable());
}
}
}
示例5: DrawLevel
//----------------------------DRAW LABYRINTHE - PLAYER - ENEMIES - UI
void DrawLevel() {
glPushMatrix();
if (inGame)
{
// Translate Map
glTranslatef(-player.GetPos().x + (windowWidth / 2), -player.GetPos().y + (windowHeight / 2), 0);
// Draw map
lvl.DisplayMap();
//Draw Enemies
lvl.DrawSpecialCases();
//Draw Enemies
lvl.DrawEnemies();
if (player.GetPos().z == 1) { // If the player is UP
// Draw UpCase under the player and his fire
lvl.DrawUpCase();
}
//Draw Fires
lvl.DrawAllFires();
// Add player
player.Draw(inGame);
if (player.GetPos().z == 0) { // If the player is DOWN
// Draw UpCase over the player and his fire
lvl.DrawUpCase();
}
glLoadIdentity();
glutSwapBuffers();
glPopMatrix();
//Draw HUD
hud.displayScore(lvl.HUD_Score(), player.GetLife(), player.GetWeapon());
}
else
{
lvl.DisplayMap();
//Draw Menu
menu.Display();
// Add player
player.Draw(inGame);
glLoadIdentity();
glutSwapBuffers();
glPopMatrix();
}
}
示例6: InitializeSpecialHUD
void InitializeSpecialHUD()
{
char ds[512];
// Add front wheel steer angle to HUD
sprintf(ds, "Front Wheel Steer Angle: %d", (int)(gCurrentSteerAngle*180.0/NxPi));
hud.AddDisplayString(ds, 0.015f, 0.92f);
// Add rear wheel motor torque to HUD
sprintf(ds, "Rear Wheel Motor Torque: %d", gCurrentMotorTorque);
hud.AddDisplayString(ds, 0.015f, 0.87f);
// Add rear wheel brake torque to HUD
sprintf(ds, "Rear Wheel Brake Torque: %d", gCurrentBrakeTorque);
hud.AddDisplayString(ds, 0.015f, 0.82f);
}
示例7: ProcessInputs
void ProcessInputs()
{
DisableAKey('t');
ProcessForceKeys();
UpdateJointMotorTarget();
if (bReconfigureD6Joint)
{
bReconfigureD6Joint = false;
gJointType = (gJointType+1)%gNumJointConfigurations;
ReconfigureD6Joint();
}
if (bToggleLowerActorGravity)
{
char ds[512];
bToggleLowerActorGravity = false;
if (capsule2->readBodyFlag(NX_BF_DISABLE_GRAVITY))
capsule2->clearBodyFlag(NX_BF_DISABLE_GRAVITY);
else
capsule2->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);
// Set lower actor gravity in HUD
sprintf(ds, "Lower Actor Gravity: %s", gOnOffString[!capsule2->readBodyFlag(NX_BF_DISABLE_GRAVITY)]);
hud.SetDisplayString(11, ds, 0.015f, 0.47f);
}
// Show debug wireframes
if (bDebugWireframeMode)
{
if (gScene) gDebugRenderer.renderData(*gScene->getDebugRenderable());
}
}
示例8: RenderCallback
void RenderCallback()
{
// Clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ProcessCameraKeys();
SetupCamera();
if (gScene && !bPause)
{
GetPhysicsResults();
ProcessInputs();
StartPhysics();
}
// Display scene
RenderActors(bShadows);
if (bForceMode)
DrawForce(gSelectedActor, gForceVec, NxVec3(1,1,0));
else
DrawForce(gSelectedActor, gForceVec, NxVec3(0,1,1));
gForceVec = NxVec3(0,0,0);
// Render HUD
hud.Render();
glFlush();
glutSwapBuffers();
}
示例9: InitializeHUD
void InitializeHUD()
{
hud.Clear();
if (0 != gScene)
{
if (NX_SIMULATION_HW == gScene->getSimType())
hud.AddDisplayString("Hardware Scene", 0.74f, 0.92f);
else
hud.AddDisplayString("Software Scene", 0.74f, 0.92f);
}
// Add pause to HUD
if (bPause)
hud.AddDisplayString("Paused - Hit \"p\" to Unpause", 0.3f, 0.55f);
else
hud.AddDisplayString("", 0.0f, 0.0f);
}
示例10: QMainWindow
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow) {
ui->setupUi(this);
// ui->mygl->setFocus();
// ui->stackedWidget->setst
MyGL *gl = new MyGL();
gl->parentView = this->ui->graphicsView;
HUD *hud = new HUD();
hud->setFocusPolicy(Qt::ClickFocus);
this->ui->graphicsView->setScene(new QGraphicsScene(this->ui->graphicsView));
this->ui->graphicsView->scene()->addWidget(gl);
this->ui->graphicsView->scene()->addWidget(hud);
this->ui->graphicsView->gl = gl;
this->ui->graphicsView->hud = hud;
QObject::connect(this->ui->loadHeightmap, &QPushButton::clicked, gl, &MyGL::slot_loadImage);
}
示例11: InitializeSpecialHUD
void InitializeSpecialHUD()
{
char ds[512];
// Add lesson title string to HUD
sprintf(ds, gTitleString);
hud.AddDisplayString(ds, 0.015f, 0.92f);
}
示例12: InitializeHUD
void InitializeHUD()
{
bHardwareScene = (gScene->getSimType() == NX_SIMULATION_HW);
hud.Clear();
// Add hardware/software to HUD
if (bHardwareScene)
hud.AddDisplayString("Hardware Scene", 0.74f, 0.92f);
else
hud.AddDisplayString("Software Scene", 0.74f, 0.92f);
// Add pause to HUD
if (bPause)
hud.AddDisplayString("Paused - Hit \"p\" to Unpause", 0.3f, 0.55f);
else
hud.AddDisplayString("", 0.0f, 0.0f);
}
示例13: CheckLives
void CheckLives()
{
//game is in player displayer lives at top right
hud.SetDisplayInt(4, lives, 0.86f, 0.93f);
//levelnum
hud.SetDisplayInt(8, currentLevel, 0.52f, 0.93f);
//if game is over display final score
if(gameOver)
{
ShowScores();
hud.SetDisplayString(3, "", 0.0f, 0.0f);
hud.SetDisplayString(0, "", 0.3f, 0.55f);
hud.SetDisplayString(2, " Game Over\nYour Score:\n\n\n -High Scores-\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBackspace = Restart", 0.4f, 0.65f);
hud.SetDisplayString(4, "", 0.3f, 0.55f);
}
//check if level is complete
if(nextLevel)
{
hud.SetDisplayString(3, "", 0.0f, 0.0f);
hud.SetDisplayString(0, "", 0.3f, 0.55f);
hud.SetDisplayString(2, "Level Complete!\n\nPress Enter to Progress", 0.3f, 0.55f);
hud.SetDisplayString(4, "", 0.3f, 0.55f);
}
}
示例14: KeyboardUpCallback
void KeyboardUpCallback(unsigned char key, int x, int y)
{
gKeys[key] = false;
switch (key)
{
case 'p': { bPause = !bPause;
if (bPause)
hud.SetDisplayString(1, "Paused - Hit \"p\" to Unpause", 0.3f, 0.55f);
else
hud.SetDisplayString(1, "", 0.0f, 0.0f);
getElapsedTime();
break; }
case 'x': { bShadows = !bShadows; break; }
case 'b': { bDebugWireframeMode = !bDebugWireframeMode; break; }
case 'c': {
// Reset the box
NxMat33 m;
m.id();
box1->setGlobalOrientation(m);
box1->setGlobalPosition(NxVec3(5,3.5,0));
box1->setLinearVelocity(NxVec3(0,0,0));
box1->setAngularVelocity(NxVec3(0,0,0));
ChangeKernel();
break;
}
case 27 : { exit(0); break; }
default : { break; }
}
}
示例15: UpdateTime
void UpdateTime()
{
if(!gameOver)
{
hud.SetDisplayInt(29, minutes, 0.25f, 0.01f);
//code to manually place a 0 before any seond number lower than 10
if(seconds < 10)
{
hud.SetDisplayString(31, "Playtime: : 0", 0.10f, 0.01f);
hud.SetDisplayInt(30, seconds, 0.31f, 0.01f);
}
else
{
hud.SetDisplayString(31, "Playtime: :", 0.10f, 0.01f);
hud.SetDisplayInt(30, seconds, 0.30f, 0.01f);
}
}
else
{
hud.SetDisplayInt(29, minutes, -100.25f, 0.01f);
//code to manually place a 0 before any seond number lower than 10
if(seconds < 10)
{
hud.SetDisplayString(31, "Playtime: : 0", -100.10f, 0.01f);
hud.SetDisplayInt(30, seconds, -100.31f, 0.01f);
}
else
{
hud.SetDisplayString(31, "Playtime: :", -100.10f, 0.01f);
hud.SetDisplayInt(30, seconds, -100.30f, 0.01f);
}
}
}