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C++ ISceneManager::addTextSceneNode方法代码示例

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;
}
开发者ID:Alberto-Izquierdo,项目名称:irrlicht,代码行数:53,代码来源:viewPort.cpp

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);
}
开发者ID:DenisPanchenko,项目名称:Kaniv,代码行数:44,代码来源:ActionManager.cpp

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);
	};
开发者ID:titarenko,项目名称:Pathman,代码行数:30,代码来源:Menu.cpp


注:本文中的ISceneManager::addTextSceneNode方法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。