本文整理汇总了C++中Table::Draw方法的典型用法代码示例。如果您正苦于以下问题:C++ Table::Draw方法的具体用法?C++ Table::Draw怎么用?C++ Table::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类Table
的用法示例。
在下文中一共展示了Table::Draw方法的4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: DrawSettings
void PreferencesPanel::DrawSettings()
{
Color back = *GameData::Colors().Get("faint");
Color dim = *GameData::Colors().Get("dim");
Color medium = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
Table table;
table.AddColumn(-115, Table::LEFT);
table.AddColumn(115, Table::RIGHT);
table.SetUnderline(-120, 120);
int firstY = -248;
table.DrawAt(Point(-130, firstY));
static const string SETTINGS[] = {
"Display",
ZOOM_FACTOR,
"Show status overlays",
"Show planet labels",
"Show mini-map",
"",
"AI",
"Automatic aiming",
"Automatic firing",
EXPEND_AMMO,
"",
"Performance",
"Show CPU / GPU load",
"Render motion blur",
"Reduce large graphics",
"Draw background haze",
"Show hyperspace flash",
"\n",
"Other",
REACTIVATE_HELP,
SCROLL_SPEED,
"Warning siren",
"Hide unexplored map regions"
};
bool isCategory = true;
for(const string &setting : SETTINGS)
{
// Check if this is a category break or column break.
if(setting.empty() || setting == "\n")
{
isCategory = true;
if(!setting.empty())
table.DrawAt(Point(130, firstY));
continue;
}
if(isCategory)
{
isCategory = false;
table.DrawGap(10);
table.DrawUnderline(medium);
table.Draw(setting, bright);
table.Advance();
table.DrawGap(5);
continue;
}
// Record where this setting is displayed, so the user can click on it.
prefZones.emplace_back(table.GetCenterPoint(), table.GetRowSize(), setting);
// Get the "on / off" text for this setting.
bool isOn = Preferences::Has(setting);
string text;
if(setting == ZOOM_FACTOR)
{
isOn = true;
text = to_string(Screen::Zoom());
}
else if(setting == EXPEND_AMMO)
text = Preferences::AmmoUsage();
else if(setting == REACTIVATE_HELP)
{
// Check how many help messages have been displayed.
const map<string, string> &help = GameData::HelpTemplates();
int shown = 0;
for(const auto &it : help)
shown += Preferences::Has("help: " + it.first);
if(shown)
text = to_string(shown) + " / " + to_string(help.size());
else
{
isOn = true;
text = "done";
}
}
else if(setting == SCROLL_SPEED)
text = to_string(Preferences::ScrollSpeed());
else
text = isOn ? "on" : "off";
if(setting == hoverPreference)
table.DrawHighlight(back);
table.Draw(setting, isOn ? medium : dim);
//.........这里部分代码省略.........
示例2: DrawCargo
void ShipInfoPanel::DrawCargo(const Rectangle &bounds)
{
Color dim = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
Color backColor = *GameData::Colors().Get("faint");
const Ship &ship = **shipIt;
// Cargo list.
const CargoHold &cargo = (player.Cargo().Used() ? player.Cargo() : ship.Cargo());
Table table;
table.AddColumn(0, Table::LEFT);
table.AddColumn(WIDTH - 20, Table::RIGHT);
table.SetUnderline(-5, WIDTH - 15);
table.DrawAt(bounds.TopLeft() + Point(10., 8.));
double endY = bounds.Bottom() - 30. * (cargo.Passengers() != 0);
bool hasSpace = (table.GetRowBounds().Bottom() < endY);
if((cargo.CommoditiesSize() || cargo.HasOutfits() || cargo.MissionCargoSize()) && hasSpace)
{
table.Draw("Cargo", bright);
table.Advance();
hasSpace = (table.GetRowBounds().Bottom() < endY);
}
if(cargo.CommoditiesSize() && hasSpace)
{
for(const auto &it : cargo.Commodities())
{
if(!it.second)
continue;
commodityZones.emplace_back(table.GetCenterPoint(), table.GetRowSize(), it.first);
if(it.first == selectedCommodity)
table.DrawHighlight(backColor);
table.Draw(it.first, dim);
table.Draw(to_string(it.second), bright);
// Truncate the list if there is not enough space.
if(table.GetRowBounds().Bottom() >= endY)
{
hasSpace = false;
break;
}
}
table.DrawGap(10.);
}
if(cargo.HasOutfits() && hasSpace)
{
for(const auto &it : cargo.Outfits())
{
if(!it.second)
continue;
plunderZones.emplace_back(table.GetCenterPoint(), table.GetRowSize(), it.first);
if(it.first == selectedPlunder)
table.DrawHighlight(backColor);
// For outfits, show how many of them you have and their total mass.
bool isSingular = (it.second == 1 || it.first->Get("installable") < 0.);
string name = (isSingular ? it.first->Name() : it.first->PluralName());
if(!isSingular)
name += " (" + to_string(it.second) + "x)";
table.Draw(name, dim);
double mass = it.first->Mass() * it.second;
table.Draw(Format::Number(mass), bright);
// Truncate the list if there is not enough space.
if(table.GetRowBounds().Bottom() >= endY)
{
hasSpace = false;
break;
}
}
table.DrawGap(10.);
}
if(cargo.HasMissionCargo() && hasSpace)
{
for(const auto &it : cargo.MissionCargo())
{
// Capitalize the name of the cargo.
table.Draw(Format::Capitalize(it.first->Cargo()), dim);
table.Draw(to_string(it.second), bright);
// Truncate the list if there is not enough space.
if(table.GetRowBounds().Bottom() >= endY)
break;
}
table.DrawGap(10.);
}
if(cargo.Passengers() && endY >= bounds.Top())
{
table.DrawAt(Point(bounds.Left(), endY) + Point(10., 8.));
table.Draw("passengers:", dim);
table.Draw(to_string(cargo.Passengers()), bright);
}
}
示例3: DrawControls
void PreferencesPanel::DrawControls()
{
Color back = *GameData::Colors().Get("faint");
Color dim = *GameData::Colors().Get("dim");
Color medium = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
// Check for conflicts.
Color red(.3, 0., 0., .3);
Table table;
table.AddColumn(-115, Table::LEFT);
table.AddColumn(115, Table::RIGHT);
table.SetUnderline(-120, 120);
int firstY = -248;
table.DrawAt(Point(-130, firstY));
static const string CATEGORIES[] = {
"Navigation",
"Weapons",
"Targeting",
"Menus",
"Fleet"
};
const string *category = CATEGORIES;
static const Command COMMANDS[] = {
Command::NONE,
Command::FORWARD,
Command::LEFT,
Command::RIGHT,
Command::BACK,
Command::AFTERBURNER,
Command::LAND,
Command::JUMP,
Command::NONE,
Command::PRIMARY,
Command::SELECT,
Command::SECONDARY,
Command::CLOAK,
Command::NONE,
Command::NEAREST,
Command::TARGET,
Command::HAIL,
Command::BOARD,
Command::SCAN,
Command::NONE,
Command::MENU,
Command::MAP,
Command::INFO,
Command::FULLSCREEN,
Command::NONE,
Command::DEPLOY,
Command::FIGHT,
Command::GATHER,
Command::HOLD,
Command::AMMO
};
static const Command *BREAK = &COMMANDS[19];
for(const Command &command : COMMANDS)
{
// The "BREAK" line is where to go to the next column.
if(&command == BREAK)
table.DrawAt(Point(130, firstY));
if(!command)
{
table.DrawGap(10);
table.DrawUnderline(medium);
if(category != end(CATEGORIES))
table.Draw(*category++, bright);
else
table.Advance();
table.Draw("Key", bright);
table.DrawGap(5);
}
else
{
int index = zones.size();
// Mark conflicts.
bool isConflicted = command.HasConflict();
bool isEditing = (index == editing);
if(isConflicted || isEditing)
{
table.SetHighlight(66, 120);
table.DrawHighlight(isEditing ? dim: red);
}
// Mark the selected row.
bool isHovering = (index == hover && !isEditing);
if(!isHovering && index == selected)
{
table.SetHighlight(-120, 64);
table.DrawHighlight(back);
}
// Highlight whichever row the mouse hovers over.
table.SetHighlight(-120, 120);
if(isHovering)
table.DrawHighlight(back);
//.........这里部分代码省略.........
示例4: DrawOutfits
void ShipInfoPanel::DrawOutfits(const Rectangle &bounds, Rectangle &cargoBounds)
{
// Check that the specified area is big enough.
if(bounds.Width() < WIDTH)
return;
// Colors to draw with.
Color dim = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
const Ship &ship = **shipIt;
// Table attributes.
Table table;
table.AddColumn(0, Table::LEFT);
table.AddColumn(WIDTH - 20, Table::RIGHT);
table.SetUnderline(0, WIDTH - 20);
Point start = bounds.TopLeft() + Point(10., 8.);
table.DrawAt(start);
// Draw the outfits in the same order used in the outfitter.
for(const string &category : Outfit::CATEGORIES)
{
auto it = outfits.find(category);
if(it == outfits.end())
continue;
// Skip to the next column if there is not space for this category label
// plus at least one outfit.
if(table.GetRowBounds().Bottom() + 40. > bounds.Bottom())
{
start += Point(WIDTH, 0.);
if(start.X() + WIDTH - 20 > bounds.Right())
break;
table.DrawAt(start);
}
// Draw the category label.
table.Draw(category, bright);
table.Advance();
for(const Outfit *outfit : it->second)
{
// Check if we've gone below the bottom of the bounds.
if(table.GetRowBounds().Bottom() > bounds.Bottom())
{
start += Point(WIDTH, 0.);
if(start.X() + WIDTH - 20 > bounds.Right())
break;
table.DrawAt(start);
table.Draw(category, bright);
table.Advance();
}
// Draw the outfit name and count.
table.Draw(outfit->Name(), dim);
string number = to_string(ship.OutfitCount(outfit));
table.Draw(number, bright);
}
// Add an extra gap in between categories.
table.DrawGap(10.);
}
// Check if this information spilled over into the cargo column.
if(table.GetPoint().X() >= cargoBounds.Left())
{
double startY = table.GetRowBounds().Top() - 8.;
cargoBounds = Rectangle::WithCorners(
Point(cargoBounds.Left(), startY),
Point(cargoBounds.Right(), max(startY, cargoBounds.Bottom())));
}
}