本文整理汇总了C++中Rect2D::y0方法的典型用法代码示例。如果您正苦于以下问题:C++ Rect2D::y0方法的具体用法?C++ Rect2D::y0怎么用?C++ Rect2D::y0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Rect2D
的用法示例。
在下文中一共展示了Rect2D::y0方法的6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: drawPopup
Rect2D App::drawPopup(const char* title) {
int w = renderDevice->width();
int h = renderDevice->height();
// Drop shadow
renderDevice->pushState();
renderDevice->setBlendFunc(RenderDevice::BLEND_SRC_ALPHA, RenderDevice::BLEND_ONE_MINUS_SRC_ALPHA);
Rect2D rect = Rect2D::xywh(w/2 - 20, h/2 - 20, w/2, h/2);
Draw::rect2D(rect + Vector2(5, 5), renderDevice, Color4(0, 0, 0, 0.15f));
renderDevice->popState();
// White box
Draw::rect2D(rect, renderDevice, Color3::white());
Draw::rect2DBorder(rect, renderDevice, Color3::black());
// The close box
Draw::rect2DBorder(Rect2D::xywh(rect.x1() - 16, rect.y0(), 16, 16), renderDevice, Color3::black());
renderDevice->setColor(Color3::black());
renderDevice->beginPrimitive(PrimitiveType::LINES);
renderDevice->sendVertex(Vector2(rect.x1() - 14, rect.y0() + 2));
renderDevice->sendVertex(Vector2(rect.x1() - 2, rect.y0() + 14));
renderDevice->sendVertex(Vector2(rect.x1() - 2, rect.y0() + 2));
renderDevice->sendVertex(Vector2(rect.x1() - 14, rect.y0() + 14));
renderDevice->endPrimitive();
float s = w * 0.013;
titleFont->draw2D(renderDevice, title, Vector2(rect.x0() + 4, rect.y0()), s * 1.5, Color3::black(), Color4::clear(), GFont::XALIGN_LEFT, GFont::YALIGN_TOP);
return rect;
}
示例2: setDimensions
void SDLWindow::setDimensions(const Rect2D& dims) {
#ifdef G3D_WIN32
int W = screenWidth();
int H = screenHeight();
int x = iClamp((int)dims.x0(), 0, W);
int y = iClamp((int)dims.y0(), 0, H);
int w = iClamp((int)dims.width(), 1, W);
int h = iClamp((int)dims.height(), 1, H);
SetWindowPos(_Win32HWND, NULL, x, y, w, h, SWP_NOZORDER);
// Do not update settings-- wait for an event to notify us
#endif
#ifdef G3D_LINUX
//TODO: Linux
#endif
// TODO: OS X
}
示例3: convertFromUnitToNormal
Vector3 Camera::convertFromUnitToNormal(const Vector3& in, const Rect2D& viewport) const{
return (in + Vector3(1.0f, 1.0f, 1.0f)) * 0.5f * Vector3(viewport.width(), viewport.height(), 1.0f) +
Vector3(viewport.x0(), viewport.y0(), 0.0f);
}
示例4: onGraphics
//.........这里部分代码省略.........
drawBar(rd, featureRating, p);
// Designed to put NV40 at 50
performanceRating = log(rd->stats().frameRate) * 15.0f;
p.y += s * 4;
performanceButton =
Rect2D::xywh(p,
titleFont->draw2D(rd, "Speed", p - Vector2(w * 0.0075f, 0), s * 2, Color3::white() * 0.4f));
{
float spd = iRound(performanceRating * 10) / 10.0f;
p.y += reportFont->draw2D(rd, format("%5.1f", spd), Vector2(x0 - s*2, p.y), s*2, Color3::red() * 0.5).y;
}
drawBar(rd, (int)min(performanceRating, 100.0f), p);
p.y += s * 4;
titleFont->draw2D(rd, "Quality", p - Vector2(w * 0.0075f, 0), s * 2, Color3::white() * 0.4f);
p.y += reportFont->draw2D(rd, quality(bugCount), Vector2(x0, p.y), s*2, Color3::red() * 0.5f).y;
drawBar(rd, iClamp(100 - bugCount * 10, 0, 100), p);
# undef PRINT
p.y = h - 50;
# define PRINT(str) p.y += reportFont->draw2D(rd, str, p, 8, Color3::black()).y;
PRINT("These ratings are based on the performance of G3D apps.");
PRINT("They may not be representative of overall 3D performance.");
PRINT("Speed is based on both processor and graphics card. Upgrading");
PRINT("your graphics driver may improve Quality and Features.");
# undef PRINT
# undef LABEL
switch (popup) {
case NONE:
break;
case PERFORMANCE:
{
// Draw the popup box
Rect2D box = drawPopup("Performance Details");
p.x = box.x0() + 10;
p.y = box.y0() + 30;
Vector2 spacing(box.width() / 6.5, 0);
std::string str;
float factor = 3 * vertexPerformance.numTris / 1e6;
# define PRINT(cap, val) \
reportFont->draw2D(rd, cap, p, s, Color3::black());\
reportFont->draw2D(rd, (vertexPerformance.val[0] > 0) ? \
format("%5.1f", vertexPerformance.val[0]) : \
std::string("X"), p + spacing * 3, s, Color3::red() * 0.5, Color4::clear(), GFont::XALIGN_RIGHT);\
reportFont->draw2D(rd, (vertexPerformance.val[0] > 0) ? \
format("%5.1f", factor * vertexPerformance.val[0]) : \
std::string("X"), p + spacing * 4, s, Color3::red() * 0.5, Color4::clear(), GFont::XALIGN_RIGHT);\
reportFont->draw2D(rd, (vertexPerformance.val[1] > 0) ? \
format("%5.1f", vertexPerformance.val[1]) : \
std::string("X"), p + spacing * 5, s, Color3::red() * 0.5, Color4::clear(), GFont::XALIGN_RIGHT);\
p.y += reportFont->draw2D(rd, (vertexPerformance.val[1] > 0) ? \
format("%5.1f", factor * vertexPerformance.val[1]) : \
std::string("X"), p + spacing * 6, s, Color3::red() * 0.5, Color4::clear(), GFont::XALIGN_RIGHT).y;
reportFont->draw2D(rd, "Incoherent", p + spacing * 3.5, s, Color3::black(), Color4::clear(), GFont::XALIGN_RIGHT);
p.y += reportFont->draw2D(rd, "Coherent", p + spacing * 5.5, s, Color3::black(), Color4::clear(), GFont::XALIGN_RIGHT).y;
reportFont->draw2D(rd, "FPS*", p + spacing * 3, s, Color3::black(), Color4::clear(), GFont::XALIGN_RIGHT);
reportFont->draw2D(rd, "MVerts/s", p + spacing * 4, s, Color3::black(), Color4::clear(), GFont::XALIGN_RIGHT);
reportFont->draw2D(rd, "FPS*", p + spacing * 5, s, Color3::black(), Color4::clear(), GFont::XALIGN_RIGHT).y;
p.y += reportFont->draw2D(rd, "MVerts/s", p + spacing * 6, s, Color3::black(), Color4::clear(), GFont::XALIGN_RIGHT).y;
PRINT("glBegin/glEnd", beginEndFPS);
PRINT("glDrawElements", drawElementsRAMFPS);
PRINT(" + VBO", drawElementsVBOFPS);
PRINT(" + uint16", drawElementsVBO16FPS);
PRINT(" + gl interleave", drawElementsVBOIFPS);
PRINT(" + manual interleave", drawElementsVBOIMFPS);
PRINT(" (without shading)", drawElementsVBOPeakFPS);
reportFont->draw2D(rd, "glDrawArrays", p, s, Color3::black());
reportFont->draw2D(rd, (vertexPerformance.drawArraysVBOPeakFPS > 0) ? \
format("%5.1f", vertexPerformance.drawArraysVBOPeakFPS) : \
std::string("X"), p + spacing * 5, s, Color3::red() * 0.5, Color4::clear(), GFont::XALIGN_RIGHT);\
p.y += reportFont->draw2D(rd, (vertexPerformance.drawArraysVBOPeakFPS > 0) ? \
format("%5.1f", factor * vertexPerformance.drawArraysVBOPeakFPS) : \
std::string("X"), p + spacing * 6, s, Color3::red() * 0.5, Color4::clear(), GFont::XALIGN_RIGHT).y;
# undef PRINT
p.y += s;
p.y += reportFont->draw2D(rd, format("* FPS at %d k polys/frame.",
iRound(vertexPerformance.numTris / 1000.0)), p + Vector2(20, 0), s, Color3::black()).y;
}
}
rd->pop2D();
}
示例5: onEvent
bool GuiScrollBar::onEvent(const GEvent& event) {
if (! m_visible) {
return false;
}
float m = maxValue();
Rect2D topB;
Rect2D bottomB;
Rect2D barBounds;
Rect2D thumbBounds;
getAllBounds(topB, bottomB, barBounds, thumbBounds);
if (event.type == GEventType::MOUSE_BUTTON_DOWN) {
const Vector2& mouse = Vector2(event.button.x, event.button.y);
if(bottomB.contains(mouse)) {
*m_value = min<float>( m * m_extent, *m_value + m_extent * BUTTON_PRESS_SCROLL);
m_state = ARROW_DOWN_SCROLLING;
GEvent response;
response.gui.type = GEventType::GUI_CHANGE;
response.gui.control = m_eventSource;
m_gui->fireEvent(response);
fireEvent(GEventType::GUI_ACTION);
return true;
} else if (topB.contains(mouse)) {
*m_value = max<float>( 0.0f, *m_value - m_extent*BUTTON_PRESS_SCROLL);
m_state = ARROW_UP_SCROLLING;
GEvent response;
response.gui.type = GEventType::GUI_CHANGE;
response.gui.control = m_eventSource;
m_gui->fireEvent(response);
fireEvent(GEventType::GUI_ACTION);
return true;
} else if (thumbBounds.contains(mouse)) {
m_state = IN_DRAG;
m_dragStart = mouse;
m_dragStartValue = floatValue();
GEvent response;
response.gui.type = GEventType::GUI_DOWN;
response.gui.control = m_eventSource;
m_gui->fireEvent(response);
response.gui.type = GEventType::GUI_CHANGE;
response.gui.control = m_eventSource;
m_gui->fireEvent(response);
return true;
} else if (barBounds.contains(mouse)) {
// Jump to this position
float p;
if(m_vertical) {
p = ( mouse.y - (float)barBounds.y0() ) / ((float)barBounds.height()/(m + 1)) - .5f;
} else {
p = ( mouse.x - (float)barBounds.x0() ) / ((float)barBounds.width()/(m + 1)) - .5f;
}
p = max<float>(0, p);
p = min<float>(p, m);
setFloatValue(p);
m_state = NONE;
GEvent response;
response.gui.type = GEventType::GUI_CHANGE;
response.gui.control = m_eventSource;
m_gui->fireEvent(response);
fireEvent(GEventType::GUI_ACTION);
return true;
}
return false;
} else if (event.type == GEventType::MOUSE_BUTTON_UP) {
m_state = NONE;
fireEvent(GEventType::GUI_ACTION);
if (m_state == IN_DRAG) {
// End the drag
fireEvent(GEventType::GUI_DOWN);
fireEvent(GEventType::GUI_ACTION);
return true;
}
} else if (event.type == GEventType::MOUSE_MOTION) {
// We'll only receive these events if we have the keyFocus, but we can't
// help receiving the key focus if the user clicked on the control!
//.........这里部分代码省略.........
示例6: setDimensions
void wxGWindow::setDimensions (const Rect2D &dims) {
window->SetSize(dims.x0(), dims.y0(), dims.width(), dims.height());
}