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C++ LPD3DXSPRITE::SetTransform方法代码示例

本文整理汇总了C++中LPD3DXSPRITE::SetTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ LPD3DXSPRITE::SetTransform方法的具体用法?C++ LPD3DXSPRITE::SetTransform怎么用?C++ LPD3DXSPRITE::SetTransform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::SetTransform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: 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2:

//
// --------------------------------------------------------
//  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3: 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4: 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5: 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: dx9vid_init

BOOL dx9vid_init()
{
	d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface
	D3DCAPS9 d3dCaps;
	d3d->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps );
	d3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm );

	ZeroMemory( &d3dpp, sizeof(d3dpp) );
	d3dpp.Windowed               = TRUE;
	d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat       = d3ddm.Format;
	d3dpp.EnableAutoDepthStencil = TRUE;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
	d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_IMMEDIATE;

	d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
						D3DCREATE_SOFTWARE_VERTEXPROCESSING,
						&d3dpp, &d3ddev );

	// Create the screen texture
	D3DXCreateTexture( d3ddev, 256, 256, D3DX_FILTER_NONE, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &g_screenTex);

	// Create the screen sprite (ignores 3d perspective)
	D3DXCreateSprite( d3ddev, &g_screenSprite );

	// Scale our matrix to match the screen
	D3DXMatrixIdentity( &pTransform );
	spritePos = D3DXVECTOR2( 0.f, 0.f );
	rotCenter = D3DXVECTOR2( 0.f, 0.f);
	D3DXVECTOR2 vscale = D3DXVECTOR2( float(3.0f), float(3.0f));
	D3DXMatrixTransformation2D( &pTransform, NULL, 0.0f, &vscale, &rotCenter, 0.f, &spritePos );
	g_screenSprite->SetTransform(&pTransform);

	return TRUE;
}
开发者ID:frangarcj,项目名称:neogpc,代码行数:35,代码来源:video_directx.cpp

示例8: 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9: DrawText

void zz_font_d3d::draw_text_prim_offset (const zz_font_text& text_item, float offsetx, float offsety)
{
	zz_assert(!text_item.to_texture);
	zz_assert(text_item.msg.get());
	zz_assert(text_item.msg.size());
	zz_assert(_d3d_font);
	
	if (!_d3d_font)
		return;

	zz_renderer_d3d * r = (zz_renderer_d3d *)(znzin->renderer);

	assert(r->is_a(ZZ_RUNTIME_TYPE(zz_renderer_d3d)));

	LPD3DXSPRITE sprite = r->get_sprite();
	zz_assert(sprite);
	HRESULT hr;

	D3DXMATRIX saved_tm;
	D3DXMATRIX new_tm;

	zz_assert(r->sprite_began());

	r->flush_sprite();
	r->get_sprite_transform((float*)&saved_tm); // save tm

	// adjust offset
	new_tm = saved_tm;

	// assert not-zero-scale
	assert(saved_tm._11 != 0);
	assert(saved_tm._22 != 0);
	assert(saved_tm._33 != 0);

	// we does not support rotation
	assert(saved_tm._12 == 0);
	assert(saved_tm._13 == 0);
	assert(saved_tm._21 == 0);
	assert(saved_tm._23 == 0);
	assert(saved_tm._31 == 0);
	assert(saved_tm._32 == 0);
	new_tm._41 += offsetx * saved_tm._11;
	new_tm._42 += offsety * saved_tm._22;

	r->set_sprite_transform((float*)&new_tm);

	RECT rect = text_item.rect;
	if (FAILED(hr = _draw_text(
		sprite,
		text_item.msg.get(), -1,
		&rect, 
		text_item.format,
		text_item.color )))
	{
		ZZ_LOG("font_d3d: DrawText() failed\n", zz_renderer_d3d::get_hresult_string(hr));
	}

	sprite->SetTransform(&saved_tm); // restore tm
}
开发者ID:PurpleYouko,项目名称:Wibble_Wibble,代码行数:59,代码来源:zz_font_d3d.cpp

示例10: Draw

void CGameObject::Draw(LPD3DXSPRITE _spriteHandler,CCamera* _camera){
	D3DXMATRIX Scale;
	D3DXMatrixIdentity(&Scale);
	D3DXMatrixTransformation2D(&Scale, &D3DXVECTOR2(m_pos.x, m_pos.y), 0.0f, &D3DXVECTOR2(1.f, -1.f),NULL, 0.f, NULL);
	D3DXMatrixMultiply(&Scale,&Scale, &_camera->Get_ViewPort());
	_spriteHandler->SetTransform(&Scale);
	m_sprite->DrawSprite(_spriteHandler,D3DXVECTOR2(m_pos.x,m_pos.y));
}
开发者ID:kemthichem,项目名称:rockman-game,代码行数:8,代码来源:Object.cpp

示例11: Render

void Sprite::Render()
{
	if( m_isUse == false ) return;

	D3DXMATRIX Tmat, rotation, scale, translation[2];

	float width  = AVTexture2D::m_Rect.right - AVTexture2D::m_Rect.left;
	float height = AVTexture2D::m_Rect.bottom - AVTexture2D::m_Rect.top;

	//float width  = m_Info.Width;
	//float height = m_Info.Height;

	static LPD3DXSPRITE sprite = AVDirector::GetDiector()->GetApplication()->GetD3DSprite();

	D3DXMatrixIdentity(&rotation);
	D3DXMatrixIdentity(&scale);

	for(int i=0; i<2; i++)D3DXMatrixIdentity(&translation[i]);

	sprite->SetTransform( &scale ); // 한개만 해줘도 상관없음.

	D3DXMatrixTranslation(&translation[0], 
		-(width * m_anchorPoint.x), 
		-(height* m_anchorPoint.y), 
		0);

	D3DXMatrixScaling(&scale, m_scale.x, m_scale.y, 1.f);
	D3DXMatrixRotationZ(&rotation, m_angle);

	D3DXVECTOR2 vector = AVTexture2D::m_vPosition;

	D3DXMatrixTranslation(&translation[1], 
		AVTexture2D::m_vPosition.x, 
		AVTexture2D::m_vPosition.y, 
		0);	

	Tmat = translation[0] * scale * rotation * translation[1];

	sprite->SetTransform( &Tmat );

	D3DCOLOR color = D3DCOLOR_ARGB((int)m_Color.a, (int)m_Color.r, (int)m_Color.g, (int)m_Color.b);
	sprite->Draw(m_Texture, &m_Rect, NULL, NULL, color);

	D3DXMatrixIdentity(&scale);
	sprite->SetTransform( &scale );
}
开发者ID:Jin02,项目名称:2D-Game-Framework-Prototype,代码行数:46,代码来源:Sprite.cpp

示例12: Draw

void Sprite::Draw(D3DMATRIX _World,InfoSprite _info,LPD3DXSPRITE _Handler)
{
	
	D3DXMATRIX ma;
	ma = _info.getMatrixTransform()*_World;
	_Handler->SetTransform(&ma);

	_Handler->Draw(m_Image,&this->getRect(_info.getCurFrame()),NULL,
		&D3DXVECTOR3(0,0,_info.getDepth()),_info.getColor());
}
开发者ID:NguyenMinhTri,项目名称:bigse-game2d,代码行数:10,代码来源:Sprite.cpp

示例13: spriteTransformDraw

/** Draw a transformed sprite; does all the matrix shit for you */
void Sprite::spriteTransformDraw(LPDIRECT3DTEXTURE9 texture, LPD3DXSPRITE SpriteObj) 
{
	//Create 2D vectors for scale and translate values (indicate scale x-wise and y-wise)
	D3DXVECTOR2 scale(this->scalingX, this->scalingY);
	D3DXVECTOR2 translate(x, y);

	//Set center by dividing width and height by 2, take scaling into account
	D3DXVECTOR2 center((double)(this->width * this->scalingX)/2, (double)(this->height * this->scalingY)/2);

	//The 2D transformation matrix and the function that actually sets the matrix values
	D3DXMATRIX mat;

	D3DXMatrixTransformation2D(
		&mat, //The matrix; note pass by reference 
		NULL, //scaling center point (not used)
		0, //scaling rotation value (not used)
		&scale, //scaling vector
		&center, //rotation / pivot center
		rotation, //rotation angle in RADIANS
		&translate //translation vector
	); 

	//Tell sprite object to use the matrix
	SpriteObj->SetTransform(&mat);

	//calculate frame location in source image (only useful if it's a spritesheet)
	int fx = (this->frame % columns) * this->width;
	int fy = (this->frame / columns) * this->height;
	RECT sourceRect = {fx, fy, fx + this->width, fy + this->height};

	//Draw the sprite frame; note we are not filling in pivot center or position because those are already set 
	//by the matrix
	SpriteObj->Draw(texture, &sourceRect, NULL, NULL, this->color);

	/** More on spriteObj->Draw
	pSrcTexture - a pointer to the texture to be used, see textures
	pSrcRect - pointer to a rectangle defining the area of the texture to use or NULL for the whole texture
	pCenter- pointer to a 3D vector specifying the position in the sprite around which it can be rotated or 
		NULL for top left
	pPosition - pointer to a 3D vector defining the screen position of the sprite. Note: in Direct3D 0,0 
		is the top left of the screen.
	Color - colour value that can be used to modulate the texture colours. A value of 0xFFFFFFFF maintains 
		the colour from the texture. Note: you can use the D3DCOLOR_COLORVALUE macro to create a D3DCOLOR 
		from RGB values.
	*/

}//end spriteTransformDraw
开发者ID:thawhtaik,项目名称:Battle-of-Fight-War,代码行数:48,代码来源:Sprite.cpp

示例14: fn_drawButtonList

HRESULT Li_lstBtnSprite::fn_drawButtonList(LPD3DXSPRITE dxSpriteInterface)
{
	// Build our matrix to rotate, scale and position our sprite
	D3DXMATRIX mat;
	RECT srcRect;
	D3DXVECTOR3 translation;
	D3DCOLOR col;

	switch (m_direction)
	{
	case 0: // Down
		{
			// draw the list button separately
			for (int i = 0; i < m_lstSize; i++)
			{
				// draw the list at the different position
				srcRect.left	= 0;
				srcRect.right	= m_Width;
				srcRect.top		= m_Height / m_lstSize * i;
				srcRect.bottom	= m_Height / m_lstSize * (i + 1);

				translation.x	= m_pos.x;
				translation.y	= m_pos.y + m_Height / m_lstSize * (i + 1);
				translation.z = 0;

				if (i == m_curSelect)
					col = 0xFFFFFFFF;
				else
					col = 0x78787878;

				// out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation
				D3DXMatrixTransformation(&mat, NULL, NULL, NULL, NULL, NULL, &translation);
				dxSpriteInterface->SetTransform(&mat);
				dxSpriteInterface->Draw(m_dxTexture,&srcRect,NULL,NULL,col);
			}
		} break;
	default: break;
	}

	return S_OK;
}
开发者ID:Menglin,项目名称:Li_Graph,代码行数:41,代码来源:Li_UTI_UI.cpp

示例15: draw

bool OpticMedal::draw(LPD3DXSPRITE sprite) {
	double time;

	if(tickTimer) {
		time = timer.current();
	} else {
		tickTimer = true;
		timer.start();
		time = 0;	
	}
	
	D3DXMATRIX aniMat, currMat;
	sprite->GetTransform(&currMat);
	D3DXMatrixIdentity(&aniMat);

	D3DXCOLOR colour = -1;

	if(this->animate) {
		if(this->animation.lifetime() > time) {
			animation.updateState(aniState, time);
			colour = D3DXCOLOR(aniState.red, aniState.green, aniState.blue, aniState.alpha);
			float rotation = 6.28318531f * aniState.rotation;
			D3DXVECTOR2 scaling(aniState.scale_x, aniState.scale_y);
			D3DXVECTOR2 position(floor(((pResolution->width * aniState.position_x) - translateCentre.x)),
							   	 floor(((pResolution->height * aniState.position_y) - translateCentre.y)));
			D3DXMatrixTransformation2D(&aniMat, &transformCentre, 0.0f, &scaling, &transformCentre, rotation, &position);
		} else {
			return false;
		}
	}

	aniMat *= currMat;

	double offset_x = spawnOffsetX;
	double offset_y = spawnOffsetY;

	for(auto i = sliders.begin(); i != sliders.end(); ++i) {
		OpticAnimation& animation = std::get<0>(*i);
		AnimationState& state = std::get<1>(*i);
		double time = std::get<2>(*i).current();
		animation.updateState(state, time);
		offset_x += this->_dimensions.first  * state.position_x;
		offset_y += this->_dimensions.second * state.position_y;
	}

	if(_endTime > 0 && time > _endTime) {
		if(!_ending) {
			endSlideAnimation = defaultEndSlideAnimation(offset_x, offset_y);
			_ending = true;
			endTimer.start();
		}

		endSlideAnimation.updateState(endState, endTimer.current());
		offset_x = endState.position_x;
		offset_y = endState.position_y;
	}
	
	sprite->SetTransform(&aniMat);

	int keepDrawing = 0;

	/* Faster to erase all of the sprites at once rather than one
	   by one when they've finished drawing */
	for(auto i = sprites.begin(); i != sprites.end(); ++i) {
		keepDrawing |= i->draw(sprite, time, colour, offset_x, offset_y);
	}

	sprite->SetTransform(&currMat);

	return keepDrawing == 1;
}
开发者ID:ChurroV2,项目名称:ElDorito,代码行数:71,代码来源:OpticMedal.cpp


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