本文整理汇总了C++中Rect::Bottom方法的典型用法代码示例。如果您正苦于以下问题:C++ Rect::Bottom方法的具体用法?C++ Rect::Bottom怎么用?C++ Rect::Bottom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Rect
的用法示例。
在下文中一共展示了Rect::Bottom方法的10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 EditField::Render(Rect& rectArea) throw()
{
if (!m_text.IsInit())
UpdateTexture();
m_text.Render(rectArea);
// render border
{
glLineWidth(2.0f);
//if (m_bShowBorder) // TODO
{
glBegin(GL_LINE_LOOP);
Color m_cForeground = Color::Black(); // TODO
glColor4ubv(m_cForeground.m_color);
glVertex2i(rectArea.Left(), rectArea.Top());
glVertex2i(rectArea.Left(), rectArea.Bottom());
glVertex2i(rectArea.Right(), rectArea.Bottom());
glVertex2i(rectArea.Right(), rectArea.Top());
glEnd();
}
}
// draw caret
if (m_bFocused)
{
glBegin(GL_LINES);
glColor4ubv(Color::Blue().m_color);
glVertex2i(rectArea.Left() + m_uiCaretX, rectArea.Top() + 2);
glVertex2i(rectArea.Left() + m_uiCaretX, rectArea.Top() + m_uiCaretHeight + 2);
glEnd();
}
}
示例2: SetRect
static void SetRect(RECT* r, const Rect& rect)
{
r->left = rect.Left();
r->top = rect.Top();
r->right = rect.Right();
r->bottom = rect.Bottom();
}
示例3: IsIntersects
bool Rect::IsIntersects(const Rect& rect) const
{
return !(
Right() < rect.Left() ||
rect.Right() < Left() ||
Bottom() < rect.Top() ||
rect.Bottom() < Top());
}
示例4: Draw
//=================================================================================================
void FlowContainer::Draw(ControlDrawData*)
{
GUI.DrawItem(GUI.tBox, global_pos, size - Int2(16, 0), WHITE, 8, 32);
scroll.Draw();
int sizex = size.x - 16;
Rect rect;
Rect clip = Rect::Create(global_pos + Int2(2, 2), Int2(sizex - 2, size.y - 2));
int offset = (int)scroll.offset;
DWORD flags = (word_warp ? 0 : DT_SINGLELINE) | DT_PARSE_SPECIAL;
for(FlowItem* fi : items)
{
if(fi->type != FlowItem::Button)
{
rect = Rect::Create(global_pos + fi->pos - Int2(0, offset), fi->size);
// text above box
if(rect.Bottom() < global_pos.y)
continue;
if(fi->state == Button::DOWN)
{
Rect rs = { global_pos.x + 2, rect.Top(), global_pos.x + sizex, rect.Bottom() };
Rect out;
if(Rect::Intersect(rs, clip, out))
GUI.DrawSpriteRect(GUI.tPix, out, COLOR_RGBA(0, 255, 0, 128));
}
if(!GUI.DrawText(fi->type == FlowItem::Section ? GUI.fBig : GUI.default_font, fi->text, flags,
(fi->state != Button::DISABLED ? BLACK : COLOR_RGB(64, 64, 64)), rect, &clip))
break;
}
else
{
// button above or below box
if(global_pos.y + fi->pos.y - offset + fi->size.y < global_pos.y ||
global_pos.y + fi->pos.y - offset > global_pos.y + size.y)
continue;
GUI.DrawSprite(button_tex[fi->tex_id].tex[fi->state], global_pos + fi->pos - Int2(0, offset), WHITE, &clip);
}
}
}
示例5: Merge
void Rect::Merge(const Rect& rect)
{
float left = min(Left(), rect.Left());
float right = max(Right(), rect.Right());
float top = min(Top(), rect.Top());
float bottom = max(Bottom(), rect.Bottom());
origin.x = left;
origin.y = top;
size.width = right - left;
size.height = bottom - top;
}
示例6: Render
void ProgressBar::Render(Rect& rectArea)
{
int iMid = int(rectArea.Left() + DividerPoint());
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
// render background quad
glColor4ubv(m_backColor.m_color);
glVertex2i(rectArea.Left(), rectArea.Top());
glVertex2i(rectArea.Left(), rectArea.Bottom());
glVertex2i(rectArea.Right(), rectArea.Bottom());
glVertex2i(rectArea.Right(), rectArea.Top());
// render foreground quad
glColor4ubv(m_color.m_color);
glVertex2i(rectArea.Left(), rectArea.Top());
glVertex2i(rectArea.Left(), rectArea.Bottom());
glVertex2i(iMid, rectArea.Bottom());
glVertex2i(iMid, rectArea.Top());
glEnd();
}
示例7: RenderCheck
void Checkbox::RenderCheck(Rect& rectArea)
{
Rect rectBox = rectArea;
int iBoxMargin = int(rectArea.Height() * 0.2);
int iBoxMarginRight = int(rectArea.Height() * 0.8 * 0.75);
rectBox.Left(rectBox.Left() + iBoxMargin);
rectBox.Right(rectBox.Left() + iBoxMarginRight);
rectBox.Top(rectBox.Top() + iBoxMargin);
rectBox.Bottom(rectBox.Bottom() - iBoxMargin);
OpenGL::PushedAttributes attr(GL_ENABLE_BIT | GL_LINE_BIT | GL_POINT_BIT);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
Color cBox = GetAttrAsColor(CheckboxAttr::BoxColor);
glColor4ubv(cBox.m_color);
glLineWidth(2.0);
glBegin(GL_LINE_LOOP);
glVertex2i(rectBox.Left(), rectBox.Bottom());
glVertex2i(rectBox.Right(), rectBox.Bottom());
glVertex2i(rectBox.Right(), rectBox.Top());
glVertex2i(rectBox.Left(), rectBox.Top());
glEnd();
if (IsChecked())
{
double iCheckUnit = rectBox.Height() * 0.1;
Point point1(int(rectBox.Left() + 3 * iCheckUnit), int(rectBox.Bottom() - 6 * iCheckUnit));
Point point2(int(rectBox.Left() + 6 * iCheckUnit), int(rectBox.Bottom() - 3 * iCheckUnit));
Point point3(int(rectBox.Left() + 11* iCheckUnit), int(rectBox.Bottom() - 11* iCheckUnit));
Color cCheck = GetAttrAsColor(CheckboxAttr::CheckColor);
glColor4ubv(cCheck.m_color);
glLineWidth(4.0);
glBegin(GL_LINES);
glVertex2i(point1.X(), point1.Y());
glVertex2i(point2.X(), point2.Y());
glVertex2i(point2.X(), point2.Y());
glVertex2i(point3.X(), point3.Y());
glEnd();
glPointSize(3.0);
glBegin(GL_POINTS);
glVertex2i(point1.X(), point1.Y());
glVertex2i(point2.X(), point2.Y());
glVertex2i(point3.X(), point3.Y());
glEnd();
}
// adjust rect for size of checkbox
int iOffset = int(rectArea.Height() * 1.1);
rectArea.Left(rectArea.Left() + iOffset);
}
示例8: Render
void TextTexture::Render(Rect rc)
{
// draw text
glEnable(GL_TEXTURE_2D);
m_tex.Bind();
double u = 1.0;
double v = 1.0;
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2d(0.0, 0.0); glVertex2i(rc.Left(), rc.Top());
glTexCoord2d(0.0, v); glVertex2i(rc.Left(), rc.Bottom());
glTexCoord2d( u, v); glVertex2i(rc.Right(), rc.Bottom());
glTexCoord2d( u, 0.0); glVertex2i(rc.Right(), rc.Top());
glEnd();
glDisable(GL_TEXTURE_2D);
}
示例9: Draw
//=================================================================================================
void ListBox::Draw(ControlDrawData*)
{
if(collapsed)
{
// box
GUI.DrawItem(GUI.tBox, global_pos, size, WHITE, 8, 32);
// element
if(selected != -1)
{
Rect rc = { global_pos.x + 2, global_pos.y + 2, global_pos.x + size.x - 12, global_pos.y + size.y - 2 };
GUI.DrawText(GUI.default_font, items[selected]->ToString(), DT_SINGLELINE, BLACK, rc, &rc);
}
// obrazek
GUI.DrawSprite(GUI.tDown, Int2(global_pos.x + size.x - 10, global_pos.y + (size.y - 10) / 2));
// powinno byæ tu ale wtedy by³a by z³a kolejnoœæ rysowania
//if(menu->visible)
// menu->Draw();
}
else
{
// box
GUI.DrawItem(GUI.tBox, global_pos, real_size, WHITE, 8, 32);
// zaznaczenie
Rect rc = { global_pos.x, global_pos.y, global_pos.x + real_size.x, global_pos.y + real_size.y };
if(selected != -1)
{
Rect rs = { global_pos.x + 2, global_pos.y - int(scrollbar.offset) + 2 + selected*item_height, global_pos.x + real_size.x - 2, 0 };
rs.Bottom() = rs.Top() + item_height;
Rect out;
if(Rect::Intersect(rs, rc, out))
GUI.DrawSpriteRect(GUI.tPix, out, COLOR_RGBA(0, 255, 0, 128));
}
// elementy
Rect r = { global_pos.x + 2, global_pos.y - int(scrollbar.offset) + 2, global_pos.x + real_size.x - 2, rc.Bottom() - 2 };
int orig_x = global_pos.x + 2;
Matrix mat;
for(GuiElement* e : items)
{
if(e->tex)
{
Int2 required_size = force_img_size, img_size;
Vec2 scale;
Control::ResizeImage(e->tex, required_size, img_size, scale);
mat = Matrix::Transform2D(nullptr, 0.f, &scale, nullptr, 0.f, &Vec2((float)orig_x, float(r.Top() + (item_height - required_size.y) / 2)));
GUI.DrawSprite2(e->tex, mat, nullptr, &rc, WHITE);
r.Left() = orig_x + required_size.x;
}
else
r.Left() = orig_x;
if(!GUI.DrawText(GUI.default_font, e->ToString(), DT_SINGLELINE, BLACK, r, &rc))
break;
r.Top() += item_height;
}
// pasek przewijania
if(require_scrollbar)
scrollbar.Draw();
}
}
示例10: Intersects
bool Intersects(const Rect<T>& value) const { return !(this->Left() > value.Right() || this->Right() < value.Left() || this->Bottom() < value.Top() || this->Top() > value.Bottom()); }