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C++ LTexture::render方法代码示例

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


在下文中一共展示了LTexture::render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: render

void LButton::render()
{
	//Show current button sprite
	gButtonSpriteSheetTexture.render( mPosition.x, mPosition.y, &gSpriteClips[ mCurrentSprite ] );
	gButtonSpriteSheetTexture1.render( mPosition.x, mPosition.y, &gSpriteClips[ mCurrentSprite ] );
	gButtonSpriteSheetTexture2.render( mPosition.x, mPosition.y, &gSpriteClips[ mCurrentSprite ] );
}
开发者ID:Bfgeshka,项目名称:labyrinta,代码行数:7,代码来源:mmm.cpp

示例2: main

int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//While application is running
			while( !quit )
			{
				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}
				}

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render background texture to screen
				gBackgroundTexture.render( 0, 0 );

				//Render Foo' to the screen
				gFooTexture.render( 240, 190 );

				//Update screen
				SDL_RenderPresent( gRenderer );
			}
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
开发者ID:cvg256,项目名称:SDLTestGame,代码行数:56,代码来源:10_color_keying.cpp

示例3: render

void Particle::render() {
  //Show image
  mTexture->render( mPosX, mPosY );

  //Show shimmer
  if( mFrame % 2 == 0 ) {
    gShimmerTexture.render( mPosX, mPosY );
  }

  //Animate
  mFrame++;
}
开发者ID:kaprikawn,项目名称:sdl-starter,代码行数:12,代码来源:38_particle_engines.cpp

示例4: main

int main(int argc, const char * argv[]) {
    init();
    loadMedia();
    
    bool quit = false;
    
    SDL_Event e;
    
    int frame = 0;
    
    int scrollingOffset = gameState.scrollingOffset;
    
    while (!quit) {
        while (SDL_PollEvent(&e) != 0) {
            if (e.type == SDL_QUIT) {
                quit = true;
            }
            batman->handleEvent(e);
        }
        
        SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
        SDL_RenderClear(gRenderer);
        
        // load background first with offset
        if (batman->isMovingFwd()) {
            -- scrollingOffset;
            if (scrollingOffset < -gBackGroundTexture.getWidth()) {
                scrollingOffset = 0;
            }
        }
        
        gBackGroundTexture.render(scrollingOffset, 0, gRenderer);
        gBackGroundTexture.render(scrollingOffset + gBackGroundTexture.getWidth(), 0, gRenderer);
        
        batman->render(50, SCREEN_HEIGHT - 60);
        
        SDL_RenderPresent(gRenderer);
    }
    
    // save game state
    gameState.scrollingOffset = scrollingOffset;
    printf("saving game state: scrolling offset %d\n", gameState.scrollingOffset);
    
    // close
    close();
    
    
    return 0;
}
开发者ID:xysun,项目名称:batman1,代码行数:49,代码来源:main.cpp

示例5: main

int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//Run the thread
			int data = 101;
			SDL_Thread* threadID = SDL_CreateThread( threadFunction, "LazyThread", (void*)data );

			//While application is running
			while( !quit )
			{
				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}
				}

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render prompt
				gSplashTexture.render( 0, 0 );

				//Update screen
				SDL_RenderPresent( gRenderer );
			}

			//Remove timer in case the call back was not called
			SDL_WaitThread( threadID, NULL );
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
开发者ID:cvg256,项目名称:SDLTestGame,代码行数:60,代码来源:46_multithreading.cpp

示例6: main

int main( int argc, char* args[] ) {
  //Start up SDL and create window
  if( !init() ) {
    printf( "Failed to initialize!\n" );
  } else {
    //Load media
    if( !loadMedia() ) {
      printf( "Failed to load media!\n" );
    } else {
      //Main loop flag
      bool quit = false;

      //Event handler
      SDL_Event e;

      //Current rendered texture
      LTexture* currentTexture = NULL;

      //While application is running
      while( !quit ) {
        //Handle events on queue
        while( SDL_PollEvent( &e ) != 0 ) {
          //User requests quit
          if( e.type == SDL_QUIT ) {
            quit = true;
          }
        }

        //Set texture based on current keystate
        const Uint8* currentKeyStates = SDL_GetKeyboardState( NULL );
        if( currentKeyStates[ SDL_SCANCODE_UP ] ) {
          currentTexture = &gUpTexture;
        } else if( currentKeyStates[ SDL_SCANCODE_DOWN ] ) {
          currentTexture = &gDownTexture;
        } else if( currentKeyStates[ SDL_SCANCODE_LEFT ] ) {
          currentTexture = &gLeftTexture;
        } else if( currentKeyStates[ SDL_SCANCODE_RIGHT ] ) {
          currentTexture = &gRightTexture;
        } else {
          currentTexture = &gPressTexture;
        }

        //Clear screen
        SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
        SDL_RenderClear( gRenderer );

        //Render current texture
        currentTexture->render( 0, 0 );

        //Update screen
        SDL_RenderPresent( gRenderer );
      }
    }
  }

  //Free resources and close SDL
  close();

  return 0;
}
开发者ID:kaprikawn,项目名称:sdl-starter,代码行数:60,代码来源:18.cpp

示例7: render

void render()
{
    GLfloat half_width  = SCREEN_WIDTH  / 2.f;
    GLfloat half_height = SCREEN_HEIGHT / 2.f;

    //Clear color buffer
    glClear( GL_COLOR_BUFFER_BIT );

    //Reset transformations
    glLoadIdentity();

    //Screen quad fills render surface
    glTranslatef( half_width, half_height, 0.0 );
    glBegin( GL_QUADS );
        glColor3f( 1.f, 1.f, 1.f );
        glVertex2f( -half_width, -half_height );
        glVertex2f(  half_width, -half_height );
        glVertex2f(  half_width,  half_height );
        glVertex2f( -half_width,  half_height );
    glEnd();

    //Render the texture
    gOpenGLTexture.render( 0.0, 0.0 );

    //Update screen
    glutSwapBuffers();
}
开发者ID:joates,项目名称:glsl-textured-terrain,代码行数:27,代码来源:LUtil.cpp

示例8: main

int main( int argc, char* args[] )
{
    //Start up SDL and create window
    if( !init() )
    {
        printf( "Failed to initialize!\n" );
    }
    else
    {
        //Load media
        if( !loadMedia() )
        {
            printf( "Failed to load media!\n" );
        }
        else
        {
            //Main loop flag
            bool quit = false;

            //Event handler
            SDL_Event e;

            //While application is running
            while( !quit )
            {
                //Handle events on queue
                while( SDL_PollEvent( &e ) != 0 )
                {
                    //User requests quit
                    if( e.type == SDL_QUIT )
                    {
                        quit = true;
                    }

                    //Handle window events
                    gWindow.handleEvent( e );
                }

                //Only draw when not minimized
                if( !gWindow.isMinimized() )
                {
                    //Clear screen
                    SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
                    SDL_RenderClear( gRenderer );

                    //Render text textures
                    gSceneTexture.render( ( gWindow.getWidth() - gSceneTexture.getWidth() ) / 2, ( gWindow.getHeight() - gSceneTexture.getHeight() ) / 2 );

                    //Update screen
                    SDL_RenderPresent( gRenderer );
                }
            }
        }
    }

    //Free resources and close SDL
    close();

    return 0;
}
开发者ID:pmrobotix,项目名称:DemoFusion,代码行数:60,代码来源:35_window_events.cpp

示例9: render

void Tile::render( SDL_Rect& camera )
{
    //If the tile is on screen
    if( checkCollision( camera, mBox ) )
    {
        //Show the tile
        gTileTexture.render( mBox.x - camera.x, mBox.y - camera.y, &gTileClips[ mType ] );
    }
}
开发者ID:Stephen-Lamb,项目名称:Work,代码行数:9,代码来源:39_tiling.cpp

示例10: render

void Scoreboard::render( SDL_Renderer* gRenderer, TTF_Font* gFont, LTexture gTextTexture ) {
	string s = std::to_string( static_cast<long long>( score ) );
	s = string( 10 - s.size(), ' ' ) + s;
	string text = "Score: " + s;
	gTextTexture.loadFromRenderedText( text, textColor );
	gTextTexture.setBlendMode( SDL_BLENDMODE_BLEND );
	gTextTexture.setAlpha( 150 );
	gTextTexture.render( xPos, yPos, gRenderer );
}
开发者ID:amandabaker,项目名称:SemesterProject-Breakout-,代码行数:9,代码来源:Scoreboard.cpp

示例11: IntroRender

bool IntroRender (int x, int y)
{
    //Event handler
    SDL_Event e;
    LTexture texture;
    std::string counter="";

    for (int i=0; i<1502; i+=2)
    {
        //Handle events on queue
        while( SDL_PollEvent( &e ) != 0 )
        {
            //Clear screen
            SDL_SetRenderDrawColor( gRenderer, 0, 0, 0, 0 );
            SDL_RenderClear( gRenderer );
            //User requests quit
            if( e.type == SDL_QUIT )
            {
                return false;
            }
        }
        bool quit=false;
        counter+="IntroPics/Intro";
        counter+=IntToString(i+1);
        counter+=".jpg";
        Intro [i]=texture.loadFromFile( counter.c_str(),gScreenRect.w, gScreenRect.h);
        gSplashTexture.render(x, y,Intro[i],IntroW, IntroH);
        //Update screen
        SDL_RenderPresent( gRenderer );
        if (Intro [i]!=NULL)

        {
            SDL_DestroyTexture( Intro [i] );
            Intro [i] = NULL;
        };

        printf(counter.c_str());
        counter="";
        SDL_Delay(10);

    }

//    //Render splash
//    for (int i=0 ; i<1410; i++)
//
//    {
//    if (Intro [i]!=NULL)
//
//        {
//            SDL_DestroyTexture( Intro [i] );
//           Intro [i] = NULL;
//        };
//    if (i<910)
//    Intro [i+500]=texture.loadFromFile( counter.c_str(),gScreenRect.w, gScreenRect.h);
//    }
    return true;
}
开发者ID:sman13,项目名称:battleship,代码行数:57,代码来源:main.cpp

示例12: main

int main( int argc, char* args[] ) {
  //Start up SDL and create window
  if( !init() ) {
    printf( "Failed to initialize!\n" );
  } else {
    //Load media
    if( !loadMedia() ) {
      printf( "Failed to load media!\n" );
    } else {
      //Main loop flag
      bool quit = false;

      //Event handler
      SDL_Event e;

      //Current animation frame
      int frame = 0;

      //While application is running
      while( !quit ) {
        //Handle events on queue
        while( SDL_PollEvent( &e ) != 0 ) {
          //User requests quit
          if( e.type == SDL_QUIT ) {
            quit = true;
          }
        }

        //Clear screen
        SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
        SDL_RenderClear( gRenderer );

        //Render current frame
        SDL_Rect* currentClip = &gSpriteClips[ frame / 4 ];
        gSpriteSheetTexture.render( ( SCREEN_WIDTH - currentClip->w ) / 2, ( SCREEN_HEIGHT - currentClip->h ) / 2, currentClip );

        //Update screen
        SDL_RenderPresent( gRenderer );

        //Go to next frame
        ++frame;

        //Cycle animation
        if( frame / 4 >= WALKING_ANIMATION_FRAMES ) {
          frame = 0;
        }
      }
    }
  }

  //Free resources and close SDL
  close();

  return 0;
}
开发者ID:kaprikawn,项目名称:sdl-starter,代码行数:55,代码来源:14.cpp

示例13: render

void render()
{
    //Clear color buffer
    glClear( GL_COLOR_BUFFER_BIT );

    //Initialize modelview matrix
    glLoadIdentity();

    //Render textured quad using VBOs
    gVBOTexture.render( ( SCREEN_WIDTH - gVBOTexture.imageWidth() ) / 2.f, ( SCREEN_HEIGHT - gVBOTexture.imageHeight() ) / 2.f );
}
开发者ID:notprathap,项目名称:opengl-and-sdl-stuff,代码行数:11,代码来源:LUtil.cpp

示例14: render

void render()
{
    //Clear color buffer
    glClear( GL_COLOR_BUFFER_BIT );

    //Render texture stretched
    gStretchedTexture.render( 0.f, 0.f, NULL, &gStretchRect );

    //Update screen
    glutSwapBuffers();
}
开发者ID:crossbridge-community,项目名称:crossbridge-example-glsl,代码行数:11,代码来源:LUtil.cpp

示例15: main

int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//While application is running
			while( !quit )
			{
				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}
				}

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render current frame
				gTextTexture.render( ( SCREEN_WIDTH - gTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gTextTexture.getHeight() ) / 2 );

				//Update screen
				SDL_RenderPresent( gRenderer );
			}
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
开发者ID:JerelynCo,项目名称:CS179.14,代码行数:53,代码来源:16_true_type_fonts.cpp


注:本文中的LTexture::render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。