本文整理汇总了C++中JRenderer::ClearScreen方法的典型用法代码示例。如果您正苦于以下问题:C++ JRenderer::ClearScreen方法的具体用法?C++ JRenderer::ClearScreen怎么用?C++ JRenderer::ClearScreen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JRenderer
的用法示例。
在下文中一共展示了JRenderer::ClearScreen方法的7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
//-------------------------------------------------------------------------------------
// All rendering operations should be done in Render() only.
//
//-------------------------------------------------------------------------------------
void GameApp::Render()
{
// get JRenderer instance
JRenderer* renderer = JRenderer::GetInstance();
// clear screen to black
renderer->ClearScreen(ARGB(255,128,128,128));
//
// Your rendering code here...
//
if (mBox2D)
mBox2D->Render();
}
示例2: Render
void GameApp::Render()
{
if (systemError.size())
{
fprintf(stderr, "%s", systemError.c_str());
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
if (mFont)
mFont->DrawString(systemError.c_str(), 1, 1);
return;
}
JRenderer * renderer = JRenderer::GetInstance();
renderer->ClearScreen(ARGB(0,0,0,0));
if (mCurrentState)
mCurrentState->Render();
#ifdef DEBUG_CACHE
WResourceManager::Instance()->DebugRender();
#endif
#if defined(DEBUG) && !defined(IOS)
JGE* mEngine = JGE::GetInstance();
float fps = mEngine->GetFPS();
totalFPS += fps;
nbUpdates+=1;
WFont * mFont= WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
char buf[512];
sprintf(buf, "avg:%.02f - %.02f fps",totalFPS/nbUpdates, fps);
if (mFont)
{
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(buf, 10, SCREEN_HEIGHT-25);
}
#endif
}
示例3: Render
//-------------------------------------------------------------------------------------
// All rendering operations should be done in Render() only.
//
//-------------------------------------------------------------------------------------
void GameApp::Render()
{
// get JRenderer instance
JRenderer* renderer = JRenderer::GetInstance();
// clear screen to black
renderer->ClearScreen(ARGB(0,0,0,0));
// render circle
renderer->RenderQuad(mCircle, x, y);
// set additive blending
renderer->SetTexBlend(BLEND_SRC_ALPHA, BLEND_ONE);
mParticleSys->Render();
mMovingParticleSys->Render();
// set normal blending
renderer->SetTexBlend(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
// draw the current image used for the particle system shown in the middle
renderer->FillRect(SCREEN_WIDTH_F-37, 3, 34, 34, ARGB(255,0,0,128));
mParticles[mCurrParticle]->SetColor(ARGB(255,255,255,255));
renderer->RenderQuad(mParticles[mCurrParticle], SCREEN_WIDTH_F-20, 20);
// turn off bilinear filtering to render sharp text
renderer->EnableTextureFilter(false);
mFont->printf(5, 5, HGETEXT_LEFT, "[Left/Right] Change Particle Image");
char s[80];
mFont->printf(5, 20, HGETEXT_LEFT, "[Up/Down] Change Effect -> particle%d.psi", (mCurrParticleSys+1));
mFont->printf(5, 35, HGETEXT_LEFT, "[Analog] Move Circle");
renderer->EnableTextureFilter(true);
}
示例4: Render
//-------------------------------------------------------------------------------------
// All rendering operations should be done in Render() only.
//
//-------------------------------------------------------------------------------------
void GameApp::Render()
{
// get JRenderer instance
JRenderer* renderer = JRenderer::GetInstance();
// clear screen to black
renderer->ClearScreen(ARGB(0,0,0,0));
float xList[] =
{
10, 100, 120, 80, 50, 10
};
float yList[] =
{
100, 100, 60, 30, 10, 10
};
renderer->DrawPolygon(xList, yList, 6, ARGB(255,0,0,255)); // Draw polygon with 6 vertices.
renderer->DrawLine(120, 100, 320, 250, 5, ARGB(255,255,0,0));
renderer->FillCircle(400, 180, 50, ARGB(255,123,60,200));
renderer->DrawPolygon(180, 200, 40, 4, mAngle, ARGB(255,0,0,255)); // Draw a symmetric polygon with 4 sides.
renderer->FillPolygon(80, 200, 80, 6, mAngle, ARGB(255,0,0,255)); // Draw a symmetric polygon with 6 sides.
renderer->DrawRect(250, 100, 40, 60, ARGB(255,255,255,255));
renderer->DrawRoundRect(340, 30, 30, 20, 5, ARGB(255,255,255,255));
renderer->FillRoundRect(200, 20, 40, 40, 8, ARGB(255,255,255,64));
}
示例5: Render
void GameStateAwards::Render()
{
JRenderer * r = JRenderer::GetInstance();
r->ClearScreen(ARGB(0,0,0,0));
JQuadPtr background = WResourceManager::Instance()->RetrieveTempQuad("awardback.jpg", TEXTURE_SUB_5551);
if (background.get())
r->RenderQuad(background.get(), 0, 0);
switch (mState)
{
case STATE_LISTVIEW:
if (listview)
listview->Render();
break;
case STATE_DETAILS:
if (detailview)
detailview->Render();
break;
}
if (showMenu && menu)
menu->Render();
}
示例6: Render
//-------------------------------------------------------------------------------------
// All rendering operations should be done in Render() only.
//
//-------------------------------------------------------------------------------------
void GameApp::Render()
{
// get JRenderer instance
JRenderer* renderer = JRenderer::GetInstance();
// clear screen to black
renderer->ClearScreen(ARGB(0,0,0,0));
if (backQuad)renderer->RenderQuad(backQuad,0,0);
if (transition <= 255 && backQuad2) {
backQuad2->SetColor(ARGB(transition,255,255,255));
renderer->RenderQuad(backQuad2,0,0);
}
if (gameSelected > -1) {
renderer->FillRoundRect(10,110,450,72,5,ARGB(200,0,50,0));
mFont->DrawString("Launching the homebrew...", 15,115);
mFont->DrawString("If you see this screen and nothing happens for", 15,127);
mFont->DrawString("1 minute, please restart your psp and try again.", 15, 138);
mFont->DrawString("If this problem happens repeatedly for this homebrew,", 15,150);
mFont->DrawString("it is probably not compatible with HBL", 15,162);
} else if (menu) {
if (!menu->mCount) {
renderer->FillRoundRect(10,110,450,60,5,ARGB(200,50,0,0));
mFont->DrawString("ERROR!", 15,115);
mFont->DrawString("couldn't find any homebrew in", 15,127);
mFont->DrawString(base, 15, 138);
mFont->DrawString("Please check your config file and/or restart HBL", 15,150);
} else {
menu->Render();
mFont->SetScale(1.0);
mFont->SetColor(ARGB(255,200,200,200));
mFont->DrawString(base.c_str(), 10, 10);
mFont->SetColor(ARGB(255,255,255,255));
}
}
mFont->SetScale(1.0);
mFont->SetColor(ARGB(255,255,255,255));
if (scroller) scroller->Render();
renderer->FillRoundRect(270,10,190,28,5,ARGB(200,50,0,0));
mFont->DrawString("wMenu 0.4 - http://wololo.net", 280,15);
mFont->DrawString("X or O to run game, /\\ to exit", 280,30);
if (gameToExtract.size()) {
if (subMenu)
subMenu->Render();
switch(currentGameState) {
case GAME_STATE_EXTRACTING:
renderer->FillRoundRect(5,120,470,30,5,ARGB(200,0,0,0));
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(currentExtractFile, 10,130);
char buffer[512];
sprintf(buffer, "%d remaining Files", zipFiles.size());
mFont->DrawString(buffer, 10, 145);
break;
default:
break;
}
}
}
示例7: Render
void GameStateShop::Render()
{
//Erase
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
JRenderer * r = JRenderer::GetInstance();
r->ClearScreen(ARGB(0,0,0,0));
if (mStage == STAGE_FADE_IN)
return;
JQuadPtr mBg = WResourceManager::Instance()->RetrieveTempQuad("shop.jpg", TEXTURE_SUB_5551);
if (mBg.get())
r->RenderQuad(mBg.get(), 0, 0);
JQuadPtr quad = WResourceManager::Instance()->RetrieveTempQuad("shop_light.jpg", TEXTURE_SUB_5551);
if (quad.get())
{
r->EnableTextureFilter(false);
r->SetTexBlend(BLEND_SRC_ALPHA, BLEND_ONE);
quad->SetColor(ARGB(lightAlpha,255,255,255));
r->RenderQuad(quad.get(), 0, 0);
r->SetTexBlend(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
r->EnableTextureFilter(true);
}
if (shopMenu)
shopMenu->Render();
if (filterMenu && !filterMenu->isFinished())
filterMenu->Render();
else
{
if (boosterDisplay)
boosterDisplay->Render();
else if (bigDisplay)
{
if (bigDisplay->mOffset.getPos() >= 0)
bigDisplay->setSource(srcCards);
else
bigDisplay->setSource(NULL);
bigDisplay->Render();
float elp = srcCards->getElapsed();
//Render the card list overlay.
if (bListCards || elp > LIST_FADEIN)
{
int alpha = 200;
if (!bListCards && elp < LIST_FADEIN + .25)
{
alpha = static_cast<int> (800 * (elp - LIST_FADEIN));
}
r->FillRoundRect(300, 10, 160, SHOP_SLOTS * 20 + 15, 5, ARGB(alpha,0,0,0));
alpha += 55;
for (int i = 0; i < SHOP_SLOTS; i++)
{
if (i == shopMenu->getSelected())
mFont->SetColor(ARGB(alpha,255,255,0));
else
mFont->SetColor(ARGB(alpha,255,255,255));
char buffer[512];
string s = descPurchase(i, true);
sprintf(buffer, "%s", s.c_str());
float x = 310;
float y = static_cast<float> (25 + 20 * i);
mFont->DrawString(buffer, x, y);
}
}
}
}
//Render the info bar
r->FillRect(0, SCREEN_HEIGHT - 17, SCREEN_WIDTH, 17, ARGB(128,0,0,0));
std::ostringstream stream;
stream << kCreditsString << playerdata->credits;
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(stream.str(), 5, SCREEN_HEIGHT - 14);
#ifndef TOUCH_ENABLED
float len = 4 + mFont->GetStringWidth(kOtherCardsString.c_str());
r->RenderQuad(pspIcons[6].get(), SCREEN_WIDTH - len - 0.5 - 10, SCREEN_HEIGHT - 8, 0, kPspIconScaleFactor, kPspIconScaleFactor);
mFont->DrawString(kOtherCardsString, SCREEN_WIDTH - len, SCREEN_HEIGHT - 14);
#else
enableButtons();
#endif
mFont->SetColor(ARGB(255,255,255,0));
mFont->DrawString(descPurchase(bigSync.getPos()).c_str(), SCREEN_WIDTH / 2, SCREEN_HEIGHT - 14, JGETEXT_CENTER);
mFont->SetColor(ARGB(255,255,255,255));
if (mStage == STAGE_SHOP_TASKS && taskList)
{
taskList->Render();
}
if (menu)
menu->Render();
if (!filterMenu || (filterMenu && filterMenu->isFinished()))
renderButtons();
}