本文整理汇总了C++中ISceneManager::addTextSceneNode方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneManager::addTextSceneNode方法的具体用法?C++ ISceneManager::addTextSceneNode怎么用?C++ ISceneManager::addTextSceneNode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ISceneManager
的用法示例。
在下文中一共展示了ISceneManager::addTextSceneNode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: viewPortText
/** The result should be as follows: We have three times the same image, a billboard with a cube and the text in front.
They are replicated three times, one centered in the screen without viewport, one in the upper left (qurter screen) and
one on the right (half screen). The latter is stretched due to the changed aspect ratio.
The two viewport scenes get the texture drawn over the center as well, using draw2dimage. This should mark the proper
image position with the top left corner of the texture.
Finally, each scene has a checkbox drawn at the left side, vertically centered. This will show whether GUI elements adhere
to viewports as well. */
static bool viewPortText(E_DRIVER_TYPE driverType)
{
IrrlichtDevice *device = createDevice( driverType, dimension2d<u32>(160, 120), 32);
if (!device)
return true; // Treat a failure to create a driver as benign; this saves a lot of #ifdefs
IVideoDriver* driver = device->getVideoDriver();
ISceneManager * smgr = device->getSceneManager();
IGUIEnvironment* env = smgr->getGUIEnvironment();
stabilizeScreenBackground(driver);
env->addCheckBox(true, core::recti(10,60,28,82));
logTestString("Testing driver %ls\n", driver->getName());
IBillboardSceneNode * bnode = smgr->addBillboardSceneNode(0,dimension2d<f32>(32,32),core::vector3df(0,0,10));
bnode->setMaterialFlag(video::EMF_LIGHTING, false);
bnode->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bnode->setMaterialTexture(0, driver->getTexture("../media/fire.bmp"));
smgr->addTextSceneNode(device->getGUIEnvironment()->getBuiltInFont(), L"TEST", video::SColor(255,255,255,255), 0);
smgr->addCubeSceneNode();
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
env->drawAll();
driver->setViewPort(rect<s32>(0,0,160/2,120/2));
smgr->drawAll();
env->drawAll();
driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2));
driver->setViewPort(rect<s32>(160/2,0,160,120));
smgr->drawAll();
env->drawAll();
driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2));
driver->endScene();
bool result = takeScreenshotAndCompareAgainstReference(driver, "-viewPortText.png", 98.71f);
device->closeDevice();
device->run();
device->drop();
return result;
}
示例2: device
ActionManager::ActionManager(IrrlichtDevice* dev, ISceneNode* root, Craft* f, SETTINGS_STRUCT* set)
: device(dev), rootNode(root), SETTINGS(set) {
//if(!scene) log << "NULL cout" << endl;
leftShotTime = 0;
rightShotTime = 0;
currentTime = 0;
gameOverTime = 0;
currentScore = 0;
delay = 5;
inGame = true;
leftPressed = false;
rightPressed = false;
ISceneManager* scene = device->getSceneManager();
fighter = scene->getSceneNodeFromId(NEWGAME_ELEMENT::NEWGAME_FIGHTER);
//fighter->setDebugDataVisible(scene::EDS_BBOX);
craftPool.push_back(f);
enemyRoot = scene->addEmptySceneNode(rootNode); //scene node that contains all enemy crafts
//open sound effects
rocketSound = OpenSoundEffect(audioDevice, "../res/sound/rocket.wav", MULTIPLE);
rocketSound->setPan(0); // 0 Left, 1 Right
rocketSound->setPitchShift(1.5);
explosionSound = OpenSoundEffect(audioDevice, "../res/sound/explosion.wav", MULTIPLE);
explosionSound->setPan(0); // 0 Left, 1 Right
explosionSound->setPitchShift(2.0);
IGUIFont* font = device->getGUIEnvironment()->getFont("button_font.xml");
score = scene->addTextSceneNode(font, L"", SColor(100,255,255, 255), rootNode, vector3df(0,SH_SF - 20,0));
updateScore();
/*
ISceneNode* sphere_1 = scene->addSphereSceneNode();
sphere_1->setPosition(vector3df(0,0,0));
ISceneNode* sphere_2 = scene->addSphereSceneNode();
sphere_2->setPosition(vector3df(-10,-10,0));
*/
enemyGenerator = new EnemyGenerator(SETTINGS->gameMode, device, enemyRoot, craftPool);
}
示例3: Configuration
/*!
Constructs button as a plane node and text node with shared root node.
@param game Game instance.
@param config Configuration (texture, size, etc).
@param index Index of the button (from 0 to count - 1).
*/
Button(Game* game, const MenuConfig& config, s32 index)
{
ISceneManager* scene = game->getDevice()->getSceneManager();
Root = scene->addEmptySceneNode();
scene->addTextSceneNode(
config.Font,
config.Buttons[index].Text.c_str(),
config.FontColor,
Root)->setPosition(vector3df(0, 10, 0));
SMaterial material;
material.MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;
material.setTexture(0, config.ButtonTextures.Default);
Plane = scene->addMeshSceneNode(
scene->getGeometryCreator()->createPlaneMesh(
dimension2df(
(f32) config.ButtonSize.Width,
(f32) config.ButtonSize.Height),
dimension2du(1, 1), &material, dimension2df(1, 1)
), Root);
};