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C++ LPD3DXSPRITE::Draw方法代码示例

本文整理汇总了C++中LPD3DXSPRITE::Draw方法的典型用法代码示例。如果您正苦于以下问题:C++ LPD3DXSPRITE::Draw方法的具体用法?C++ LPD3DXSPRITE::Draw怎么用?C++ LPD3DXSPRITE::Draw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LPD3DXSPRITE的用法示例。


在下文中一共展示了LPD3DXSPRITE::Draw方法的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: draw

int OpticSprite::draw(LPD3DXSPRITE sprite, double time, D3DXCOLOR colour, double offsetX, double offsetY) {
	if(!this->animate) {
		sprite->Draw(texture, NULL, NULL, NULL, colour);
		return 1;
	}

	if(animation.lifetime() > time) {
		animation.updateState(aniState, time);
		colour = D3DXCOLOR(aniState.red, aniState.green, aniState.blue, colour.a < aniState.alpha? colour.a : aniState.alpha);
		float rotation = 6.28318531f * aniState.rotation;
		D3DXMATRIX mat, current;
		D3DXVECTOR2 scaling(aniState.scale_x, aniState.scale_y);
		D3DXVECTOR2 position(floor(((pResolution->width * aniState.position_x) - translateCentre.x) + offsetX),
							 floor(((pResolution->height * aniState.position_y) - translateCentre.y) + offsetY));
		D3DXMatrixTransformation2D(&mat, &transformCentre, 0.0f, &scaling, &transformCentre, rotation, &position);
		sprite->GetTransform(&current);
		mat *= current;
		sprite->SetTransform(&mat);
		
		HRESULT res;

		//Spritesheet rect calculations are slightly iffy thanks to the texture scaling (rounding errors)
		if(this->spritesheet) {
			int x = (width * currFrame) % surfaceDesc.Width;
			
			//Hacky workaround
			int diff = x - surfaceDesc.Width;

			if(abs(diff) <= 10) {
				x = 0;
			}
			//End of hacky workaround

			int y = height * currRow;
			RECT source;
			source.top = y;
			source.left = x;
			source.right = x + width;
			source.bottom = y + height;
			res = sprite->Draw(texture, &source, NULL, NULL, colour);
			sprite->SetTransform(&current);

			if(!advanceFrame(time, x, y)) {
				return 0;
			}
		} else {
			res = sprite->Draw(texture, NULL, NULL, NULL, colour);
			sprite->SetTransform(&current);
		}

		if(res != S_OK) {
			throw OpticSpriteException("Rendering sprite failed!");
		}

		return 1;
	}

	return 0;
}
开发者ID:ChurroV2,项目名称:ElDorito,代码行数:59,代码来源:OpticSprite.cpp

示例2: currentPosition

void CTextureDx9::RenderWithoutTransform(LPD3DXSPRITE _lpDSpriteHandle, D3DXVECTOR2 position, D3DXVECTOR2 Center, D3DXVECTOR2 scale, float angle, D3DCOLOR color, RECT *srcRect, float deep)
{
	D3DXVECTOR2 CamTransDistance;
	CamTransDistance.x = -Camera::getInstance()->GetMatrixTranslate()._41;
	CamTransDistance.y = Camera::getInstance()->GetMatrixTranslate()._42;

	position.y += Camera::getInstance()->getBound().bottom;
	Center.y += Camera::getInstance()->getBound().bottom;
	D3DXVECTOR3 currentPosition(position.x + CamTransDistance.x, position.y, deep); //toa do trong the gioi thuc

	D3DXMATRIX oldMatrix; //ma tran luu lai phep transform cua SpriteBatch

	_lpDSpriteHandle->GetTransform(&oldMatrix);
	
	D3DXVECTOR2 centerScale = D3DXVECTOR2(position.x, position.y);//lay vi tri cua vat the lam tam xoay(vi vi tri cua vat la vi tri chinh giua cua vat)

	D3DXMATRIX matrixScalingRotate; //ma tran rotate, scale

	D3DXMatrixTransformation2D(&matrixScalingRotate, &centerScale, 0.0f, &scale, &Center, D3DXToRadian(angle), 0);

	D3DXMATRIX finalMatrix = matrixScalingRotate * oldMatrix;

	_lpDSpriteHandle->SetTransform(&finalMatrix); //ma tran chuyen toa do vi tri cua vat the tu the gioi thuc sang toa do trong directX de ve

	_lpDSpriteHandle->Draw(
		this->m_lpTexture,
		srcRect,
		&D3DXVECTOR3((float)(srcRect->right - srcRect->left)/2, (float)(srcRect->bottom - srcRect->top)/2, 0),
		&currentPosition,
		color);

	_lpDSpriteHandle->SetTransform(&oldMatrix);
}
开发者ID:nghuuhieu1994,项目名称:etn-contra-game,代码行数:33,代码来源:CTextureDx9.cpp

示例3:

//
// --------------------------------------------------------
//  Renders the edit box and the internal text.
// --------------------------------------------------------
void DirectX::GUI::EditBox::render( LPD3DXSPRITE d3dsprite, const POINT* pos )
{
	// Compute absolute offset 
	int xpos = m_posX + pos->x; 
	int ypos = m_posY + pos->y;

	// Render edit box background sprite
	Matrix fieldTransform;
	float fieldScaleX = (float)m_sizeX / (float)(m_style->selectionBox.right - m_style->selectionBox.left);
	float fieldScaleY = (float)m_sizeY / (float)(m_style->selectionBox.bottom - m_style->selectionBox.top);
	D3DXMatrixTransformation2D( &fieldTransform, NULL, 0.0, &Vector2( fieldScaleX, fieldScaleY ), NULL, 
		NULL, &Vector2( (float)xpos, (float)ypos ) );

	// Render the properly positioned sprite
	d3dsprite->SetTransform( &fieldTransform );
	d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
		&m_style->selectionBox, NULL, NULL, 0xFFFFFFFF );

	// Draw button text
	if( m_state&FOCUSED ) m_cursorPosition = m_text.insert( m_cursorPosition, '|' );
	Matrix iden; RECT textRect = { xpos, ypos, xpos+m_sizeX, ypos+m_sizeY };
	D3DXMatrixIdentity( &iden ); d3dsprite->SetTransform( &iden );
	m_style->font.getFont( )->DrawTextW( d3dsprite, m_text.c_str( ), -1, 
		&textRect, m_alignment, m_style->color );
	if( m_state&FOCUSED ) { std::wstring::iterator next = m_cursorPosition; next++; 
		m_cursorPosition = m_text.erase( m_cursorPosition, next ); }
}
开发者ID:nilimsarma,项目名称:Blokus_FPGA,代码行数:31,代码来源:EditBox.cpp

示例4: Render

void CGameEnd::Render(LPDIRECT3DDEVICE9& dxdevice, LPD3DXSPRITE& dxsprite)
{
	dxsprite->Begin(D3DXSPRITE_ALPHABLEND);
	dxsprite->Draw(GMAIN->m_pGameTex[6].m_pTex, &(GMAIN->rc), NULL, &(GMAIN->vcPos), D3DXCOLOR(1, 1, 1, 1.f));
	////////////////////////////////////////////////////////////////////////////////
	dxsprite->End();

	GMAIN->m_text.Begin();
	char	scoreBuf[80];
	TCHAR	fpsBuf[128];

	if (GMAIN->m_nGameBeforePhase == ST_MULTI) {
		sprintf(scoreBuf, "%d", GGAMEMULTI->score);//멀티 게임 점수
	}
	else {
		sprintf(scoreBuf, "%d", GGAME->score);//싱글 게임 점수.
	}
	

	GMAIN->m_text.Draw("Game Over", 355, 250, D3DXCOLOR(0, 0, 0, 1));

	GMAIN->m_text.Draw("Total Score", 355, 300, D3DXCOLOR(0, 0, 0, 1));
	GMAIN->m_text.Draw(scoreBuf, 355, 320, D3DXCOLOR(0, 0, 0, 1));

	GMAIN->m_text.Draw("Press Enter for going back to Menu", 250, 400, D3DXCOLOR(0, 0, 0, 1));

	////////////////////////////////////////////////////////////////////////////////
	//FPS 화면에 출력
	sprintf(fpsBuf, "FPS: %4.1f", GMAIN->m_fFps);
	GMAIN->m_text.Draw(fpsBuf, 700, 300);

	GMAIN->m_text.End();
}
开发者ID:serialkk,项目名称:rebelfighter2,代码行数:33,代码来源:GameEnd.cpp

示例5: fn_drawButton

HRESULT Li_lstBtnSprite::fn_drawButton(LPD3DXSPRITE dxSpriteInterface)
{
	// Build our matrix to rotate, scale and position our sprite
	D3DXMATRIX mat;
	RECT srcRect;
	
	srcRect.left	= 0;
	srcRect.right	= m_Width;

	switch (m_direction)
	{
	case 0: // Down
		{
			// draw the selected button in the list
			srcRect.top		= m_Height / m_lstSize * m_curSelect;
			srcRect.bottom	= m_Height / m_lstSize * (m_curSelect + 1);
		} break;
	default: break;
	}

	D3DXVECTOR3 translation;
	translation.x = m_pos.x;
	translation.y = m_pos.y;
	translation.z = 0;

	// out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation
	D3DXMatrixTransformation(&mat, NULL, NULL, NULL, NULL, NULL, &translation);
	dxSpriteInterface->SetTransform(&mat);

	return dxSpriteInterface->Draw(m_dxTexture,&srcRect,NULL,NULL,0xFFFFFFFF);
}
开发者ID:Menglin,项目名称:Li_Graph,代码行数:31,代码来源:Li_UTI_UI.cpp

示例6: DrawSprite

void CImage::DrawSprite(LPD3DXSPRITE SpriteInterface, LPDIRECT3DTEXTURE9 TextureInterface, int PosX, int PosY, int Rotation, int Align)
{
	if(SpriteInterface == NULL || TextureInterface == NULL)
		return;

	D3DXVECTOR3 Vec;

	Vec.x = (FLOAT)PosX;
	Vec.y = (FLOAT)PosY;
	Vec.z = (FLOAT)0.0f;

	D3DXMATRIX mat;
	D3DXVECTOR2 scaling(1.0f, 1.0f);
	D3DSURFACE_DESC desc;
	TextureInterface->GetLevelDesc(0, &desc);
	D3DXVECTOR2 spriteCentre;
	if(Align == 1)
		spriteCentre = D3DXVECTOR2((FLOAT)desc.Width / 2, (FLOAT)desc.Height / 2);
	else
		spriteCentre = D3DXVECTOR2(0, 0);
	D3DXVECTOR2 trans = D3DXVECTOR2(0, 0);
	D3DXMatrixTransformation2D(&mat, NULL, 0.0, &scaling, &spriteCentre, (FLOAT)Rotation, &trans);

	SpriteInterface->SetTransform(&mat);
	SpriteInterface->Begin(D3DXSPRITE_ALPHABLEND);
	SpriteInterface->Draw(TextureInterface, NULL, NULL, &Vec, 0xFFFFFFFF);
	SpriteInterface->End();
}
开发者ID:JohnnyCrazy,项目名称:DX9-Overlay-API,代码行数:28,代码来源:Image.cpp

示例7: Sprite_Transform_Draw

void Sprite_Transform_Draw(LPDIRECT3DTEXTURE9 image, int x, int y, int width, int height, 
    int frame, int columns, float rotation, float scaling, D3DCOLOR color)
{
    //create a scale vector
    D3DXVECTOR2 scale( scaling, scaling );

    //create a translate vector
    D3DXVECTOR2 trans( (float)x, (float)y );

    //set center by dividing width and height by two
    D3DXVECTOR2 center( (float)( width * scaling )/2, (float)( height * scaling )/2);

    //create 2D transformation matrix
    D3DXMATRIX mat;
    D3DXMatrixTransformation2D( &mat, NULL, 0, &scale, &center, rotation, &trans );
    
    //tell sprite object to use the transform
    spriteobj->SetTransform( &mat );

    //calculate frame location in source image
    int fx = (frame % columns) * width;
    int fy = (frame / columns) * height;
    RECT srcRect = {fx, fy, fx + width, fy + height};

    //draw the sprite frame
    spriteobj->Draw( image, &srcRect, NULL, NULL, color );
}
开发者ID:kyphelps,项目名称:spring-2013,代码行数:27,代码来源:MyDirectX.cpp

示例8: drawStringMarkup

/**
* CBitmapFont::drawStringMarkup
* @date Modified Mar 29, 2006
*/
void CBitmapFont::drawStringMarkup(CString str, float fX, float fY, D3DCOLOR dwColor, bool bHandleSprite)
{
	CRenderDevice& oDev = CRenderSystem::getInstance().getRenderDevice();
	LPD3DXSPRITE pSprite = oDev.getD3DXSprite();
	RECT rChar;
	char cChar;
	D3DXVECTOR3 vPos, vZero;
	vPos.x = fX;
	vPos.y = fY;
	vPos.z = 0.0f;
	vZero.x = vZero.y = vZero.z = 0.0f;

	if(bHandleSprite)
		beginSprite();

	// Split strings
	bool bFirst = false;
	std::vector<CString> vStrings;
	str.ToList(vStrings, TEXT("{}"));
	if(str.GetChar(0) == '{')
		bFirst = true;

	// Iterate split strings, and change color if needed.
	for(size_t v = 0; v < vStrings.size(); ++v)
	{
		// Get string, and read color
		if((bFirst && v % 2 == 0) || (!bFirst && v % 2 == 1))
		{
			dwColor = vStrings[v].ToUlongFromHex();
			continue;						   
		}

		// Iterate string and draw characters.
		size_t nSize = vStrings[v].GetLength();
		for(size_t i = 0; i < nSize; ++i)
		{
			cChar = vStrings[v].GetChar(i);
			switch(cChar)
			{
			case '\n':
				vPos.y += m_cLineHeight;
				vPos.x = fX;
				break;
			case '\t':
				vPos.x += m_mCharMap['X'] * 4;
				break;
			default:
				getCharRect(cChar, &rChar);
				pSprite->Draw(m_poTexture->getD3DTexture(), &rChar, NULL, &vPos, dwColor);
				vPos.x += (rChar.right - rChar.left);
				break;
			}
		}
	}

	if(bHandleSprite)
		endSprite();
}
开发者ID:mattrudder,项目名称:AckZombies,代码行数:62,代码来源:BitmapFont.cpp

示例9: render

void Texture::render(LPD3DXSPRITE spriteHandle, const RECT* rect, const GVector3* center, const GVector3* position)
{
    spriteHandle->Draw(
        this->_texture,
        rect,
        center,
        position,
        _color);
}
开发者ID:ryanaleksander,项目名称:NMGAME,代码行数:9,代码来源:Texture.cpp

示例10: Draw

void Sprite::Draw(float X,float Y,int Index,LPD3DXSPRITE _Handler)
{
	
	D3DXMATRIX m;
	D3DXMatrixIdentity(&m);
	_Handler->SetTransform(&m);

	_Handler->Draw(m_Image,&this->getRect(Index),
		NULL,&D3DXVECTOR3(X,Y,0),D3DCOLOR_ARGB(255,255,255,255));
}
开发者ID:NguyenMinhTri,项目名称:bigse-game2d,代码行数:10,代码来源:Sprite.cpp

示例11: display

void Button::display(LPD3DXSPRITE spt){
	if (visible){
		D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);
		D3DXVECTOR3 position((float)size.left, (float)size.top, 1.0f);
		spt->Draw(*sprite, NULL, &center, &position, D3DCOLOR_XRGB(255, 255, 255));
		(*font)->DrawTextA(spt,
					    text.c_str(),
					    text.length(),
					    &size,
					    DT_CENTER | DT_VCENTER | DT_SINGLELINE,
					    color);
	}
}
开发者ID:stianval,项目名称:BattleMiner,代码行数:13,代码来源:button.cpp

示例12: Sprite_Draw_Frame

void Sprite_Draw_Frame(LPDIRECT3DTEXTURE9 texture, int destx, int desty, int framenum, int framew, int frameh, int columns)
{
	D3DXVECTOR3 position( (float)destx, (float)desty, 0 );
	D3DCOLOR white = D3DCOLOR_XRGB(255,255,255);

	RECT rect;
 	rect.left = (framenum % columns) * framew;
	rect.top = (framenum / columns) * frameh;
	rect.right = rect.left + framew;
	rect.bottom = rect.top + frameh;

	spriteobj->Draw( texture, &rect, NULL, &position, white);
}
开发者ID:kyphelps,项目名称:spring-2013,代码行数:13,代码来源:MyDirectX.cpp

示例13: myAdditions

static void myAdditions(LPDIRECT3DDEVICE9 Device_Interface)
{
	D3DXVECTOR3 imagepos;
	BOOL currentState = (BOOL)(GetAsyncKeyState(VK_INSERT) & 0x8000);

	//Switch ON and OFF
	if(!currentState && oldState) //Si la touche passe de enfoncée à relevée
		DRAW_CROSSHAIR ^= TRUE;
	oldState = currentState;

	if(DRAW_CROSSHAIR)
	{
		//Checks / Init =============================================================================================================
		if(imagetex == NULL)
		{	
			if(!SUCCEEDED(D3DXCreateTextureFromFileEx(Device_Interface, "crosshair.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, &imageInfo, NULL, &imagetex)))
			{
				DRAW_CROSSHAIR = FALSE;
				return;
			}
		}
		if(sprite == NULL)
		{
			if(!SUCCEEDED(D3DXCreateSprite(Device_Interface, &sprite)))
			{
				DRAW_CROSSHAIR = FALSE;
				return;
			}
		}
		//=============================================================================================================

		if(SUCCEEDED(Device_Interface->BeginScene()))
		{
			//RESOLUTION ?
			D3DVIEWPORT9 vp;
			Device_Interface->GetViewport(&vp);

			imagepos.x = (vp.Width - imageInfo.Width)/2.0f;		//coord x of our sprite
			imagepos.y = (vp.Height - imageInfo.Height)/2.0f;		//coord y of out sprite
			imagepos.z = 0.0f;	

			if(SUCCEEDED(sprite->Begin(D3DXSPRITE_ALPHABLEND)))
			{
				sprite->Draw(imagetex, NULL, NULL, &imagepos, 0xFFFFFFFF);
				sprite->End();
			}
			Device_Interface->EndScene();
		}
	}
}
开发者ID:ergrelet,项目名称:mumble_ol,代码行数:50,代码来源:d3d9.cpp

示例14: DrawSprite

void DrawSprite(LPD3DXSPRITE pSpriteBat,LPDIRECT3DTEXTURE9 pSpriteTex,
					 const RECT& to,D3DCOLOR col)
{
	int w,h;
	GetSpriteSize(pSpriteTex,w,h);
	float sx=float(to.right-to.left)/w;
	float sy=float(to.bottom-to.top)/h;
	D3DXMATRIX scale;
	D3DXMatrixScaling(&scale,sx,sy,1);
	pSpriteBat->SetTransform(&scale);
	pSpriteBat->Draw(pSpriteTex,NULL,NULL,
				&D3DXVECTOR3(to.left/sx,to.top/sy,0),col);
	pSpriteBat->SetTransform(&IDENTITY_MAT);	// reset the matrix
}
开发者ID:MarcusKhoo,项目名称:Apollo13,代码行数:14,代码来源:SpriteUtils.cpp

示例15: DrawSprite

void DrawSprite(LPDIRECT3DTEXTURE9 s, int x, int y)
{
	HRESULT hr = ddraw->Draw(s, NULL, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &D3DXVECTOR3((float)x, (float)y, 0.0f), D3DCOLOR_XRGB(255, 255, 255));
	//s->sprite	is the sprite to draw
	//NULL tells it to draw the whole stinkin' thing (would normally be a pRECT
	//D3DXVECTOR3 is the center point (just setting it to (0, 0)
	//the second D3DVECTOR3 is the point to start drawing it on the screen
	//the color is to draw at full intensity
	/*HRESULT Draw(LPDIRECT3DTEXTURE9 pTexture,
			 CONST RECT* pSrcRect,
			 CONST D3DXVECTOR3* pCenter,
			 CONST D3DXVECTOR3* pPosition,
			 D3DCOLOR Color);*/
}
开发者ID:ppeschke,项目名称:hexar,代码行数:14,代码来源:direct3d.cpp


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