本文整理汇总了C++中TextLayout::clear方法的典型用法代码示例。如果您正苦于以下问题:C++ TextLayout::clear方法的具体用法?C++ TextLayout::clear怎么用?C++ TextLayout::clear使用的例子?那么恭喜您, 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TextLayout
的用法示例。
在下文中一共展示了TextLayout::clear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: mIndex
Item::Item( int index, vec2 pos, const string &title, const string &desc, Surface palette )
: mIndex(index), mTitle( title ), mDesc( desc ), mPalette(palette)
{
// TODO: can you reuse layouts? If so, how do you clear the text?
// textures
TextLayout layout;
layout.clear( ColorA( 1, 1, 1, 0 ) );
layout.setFont( sSmallFont );
layout.setColor( Color::white() );
layout.addLine( mTitle );
mTitleTex = gl::Texture::create( layout.render( true ) );
TextLayout bigLayout;
bigLayout.clear( ColorA( 1, 1, 1, 0 ) );
bigLayout.setFont( sBigFont );
bigLayout.setColor( Color::white() );
bigLayout.addLine( mTitle );
mTitleBigTex = gl::Texture::create( bigLayout.render( true ) );
// title
mTitleStart = pos;
mTitleDest1 = vec2( pos.x - 25.0f, pos.y );
mTitleFinish = vec2( pos.x - 4.0f, 120.0f );
mTitleDest2 = vec2( mTitleFinish.x - 25.0f, mTitleFinish.y );
mMouseOverDest = mTitleStart + vec2( 7.0f, 0.0f );
mTitlePos = mTitleStart;
mTitleColor = Color( 0.7f, 0.7f, 0.7f );
mTitleAlpha = 1.0f;
mTitleWidth = mTitleTex->getWidth();
mTitleHeight = mTitleTex->getHeight();
// desc
mDescStart = vec2( mTitleStart.x + 25.0f, mTitleFinish.y + mTitleBigTex->getHeight() + 5.0f );
mDescDest = vec2( mTitleStart.x + 35.0f, mDescStart.y );
mDescPos = mDescStart;
mDescAlpha = 0.0f;
TextBox tbox = TextBox().alignment( TextBox::LEFT ).font( sSmallFont ).size( ivec2( 650.0f, TextBox::GROW ) ).text( mDesc );
mDescTex = gl::Texture::create( tbox.render() );
// bar
mBarPos = pos - vec2( 4.0f, 1.0f );
mBarWidth = 0.0f;
mBarHeight = mTitleHeight + 2.0f;
mMaxBarWidth = mTitleWidth + 22.0f;
mBarColor = Color::white();
mBarAlpha = 0.3f;
mFadeFloat = 1.0f;
mIsSelected = false;
mIsBeingSelected = false;
setColors();
}
示例2: loadMovieFile
void QuickTimeSampleApp::loadMovieFile( const fs::path& moviePath )
{
try {
// load up the movie, set it to loop, and begin playing
mMovie = qtime::MovieGl( moviePath );
mMovie.setLoop();
mMovie.play();
// create a texture for showing some info about the movie
TextLayout infoText;
infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.5f ) );
infoText.setColor( Color::white() );
infoText.addCenteredLine( getPathFileName( moviePath.string() ) );
infoText.addLine( toString( mMovie.getWidth() ) + " x " + toString( mMovie.getHeight() ) + " pixels" );
infoText.addLine( toString( mMovie.getDuration() ) + " seconds" );
infoText.addLine( toString( mMovie.getNumFrames() ) + " frames" );
infoText.addLine( toString( mMovie.getFramerate() ) + " fps" );
infoText.setBorder( 4, 2 );
mInfoTexture = gl::Texture( infoText.render( true ) );
}
catch( ... ) {
console() << "Unable to load the movie." << std::endl;
mMovie.reset();
mInfoTexture.reset();
}
mFrameTexture.reset();
}
示例3: setup
void RotatingCubeApp::setup()
{
try {
mCapture = Capture( 320, 240 );
mCapture.start();
}
catch( CaptureExc &exc ) {
console() << "failed to initialize the webcam, what: " << exc.what() << std::endl;
// create a warning texture
// if we threw in the start, we'll set the Capture to null
mCapture.reset();
TextLayout layout;
layout.clear( Color( 0.3f, 0.3f, 0.3f ) );
layout.setColor( Color( 1, 1, 1 ) );
layout.setFont( Font( "Arial", 96 ) );
layout.addCenteredLine( "No Webcam" );
layout.addCenteredLine( "Detected" );
mTexture = gl::Texture2d::create( layout.render() );
}
mCam.lookAt( vec3( 3, 2, -3 ), vec3( 0 ) );
gl::enableDepthRead();
gl::enableDepthWrite();
}
示例4: loadMovieFile
void QuickTimeSampleApp::loadMovieFile( const fs::path &moviePath )
{
try {
// load up the movie, set it to loop, and begin playing
mMovie = qtime::MovieGl::create( moviePath );
mMovie->setLoop();
mMovie->play();
// create a texture for showing some info about the movie
TextLayout infoText;
infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.5f ) );
infoText.setColor( Color::white() );
infoText.addCenteredLine( moviePath.filename().string() );
infoText.addLine( toString( mMovie->getWidth() ) + " x " + toString( mMovie->getHeight() ) + " pixels" );
infoText.addLine( toString( mMovie->getDuration() ) + " seconds" );
infoText.addLine( toString( mMovie->getNumFrames() ) + " frames" );
infoText.addLine( toString( mMovie->getFramerate() ) + " fps" );
infoText.setBorder( 4, 2 );
mInfoTexture = gl::Texture::create( infoText.render( true ) );
}
catch( ci::Exception &exc ) {
console() << "Exception caught trying to load the movie from path: " << moviePath << ", what: " << exc.what() << std::endl;
mMovie.reset();
mInfoTexture.reset();
}
mFrameTexture.reset();
}
示例5: normalFont
AccordionItem::AccordionItem( Timeline &timeline, float x, float y, float height, float contractedWidth, float expandedWidth, gl::Texture image, string title, string subtitle )
: mTimeline(timeline), mX(x), mY(y), mWidth(contractedWidth), mHeight(height), mExpandedWidth(expandedWidth), mImage(image), mTitle(title), mSubtitle(subtitle)
{
#if defined( CINDER_COCOA )
std::string normalFont( "Arial" );
std::string boldFont( "Arial-BoldMT" );
#else
std::string normalFont( "Arial" );
std::string boldFont( "ArialBold" );
#endif
mAnimEase = EaseOutAtan(25);
mAnimDuration = 0.7f;
mTextAlpha = 0.0f;
TextLayout layout;
layout.clear( ColorA( 0.6f, 0.6f, 0.6f, 0.0f ) );
layout.setFont( Font( boldFont, 26 ) );
layout.setColor( Color( 1, 1, 1 ) );
layout.addLine( mTitle );
layout.setFont( Font( normalFont, 16 ) );
layout.addLine( mSubtitle );
layout.setBorder(11, 6);
mText = gl::Texture( layout.render( true ) );
update();
}
示例6: draw
void ciApp::draw()
{
gl::clear();
gl::ScopedColor white(Color::white());
auto get_center_rect = [&](Area area) ->Rectf { return Rectf(area).getCenteredFit(getWindowBounds(), true); };
{
//auto tex = filter->getTexture();
auto tex = vector_blur.getTexture();
gl::draw(tex, get_center_rect(tex->getBounds()));
}
{
gl::ScopedMatrices scpMatrix;
gl::scale(0.2f, 0.2f);
gl::draw(mTexture);
}
vector_blur.drawDebug(vec2(0, 0), 0.2f);
mParams->draw();
{
TextLayout infoFps;
infoFps.clear(ColorA(0.2f, 0.2f, 0.2f, 0.5f));
infoFps.setColor(Color::white());
infoFps.setFont(Font("Arial", 16));
infoFps.setBorder(4, 2);
infoFps.addLine("App Framerate: " + tostr(getAverageFps(), 1));
auto tex = gl::Texture::create(infoFps.render(true));
gl::draw(tex, ivec2(20, getWindowHeight() - tex->getHeight() - 20));
}
}
示例7: setTitle
void MenuObject::setTitle(string tit){
title = tit;
TextLayout layout;
layout.setFont(Font(loadAsset("ArcadeClassic.ttf"), 60));
layout.setColor(Color( 1.0f, 1.0f, 1.0f) );
layout.clear(ColorA(1.0f, 1.0f, 1.0f, 0.0f));
layout.addCenteredLine(title);
renderedTitle = gl::Texture(layout.render(true, true));
}
示例8: setup
void TextTestApp::setup()
{
printFontNames();
#if defined( CINDER_COCOA_TOUCH )
std::string normalFont( "Arial" );
std::string boldFont( "Arial-BoldMT" );
std::string differentFont( "AmericanTypewriter" );
#else
std::string normalFont( "Arial" );
std::string boldFont( "Arial Bold" );
std::string differentFont( "Papyrus" );
#endif
// Japanese
unsigned char japanese[] = { 0xE6, 0x97, 0xA5, 0xE6, 0x9C, 0xAC, 0xE8, 0xAA, 0x9E, 0 };
// this does a complicated layout
TextLayout layout;
layout.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.2f ) );
layout.setFont( Font( normalFont, 24 ) );
layout.setColor( Color( 1, 1, 1 ) );
layout.addLine( std::string( "Unicode: " ) + (const char*)japanese );
layout.setColor( Color( 0.5f, 0.25f, 0.8f ) );
layout.setFont( Font( boldFont, 12 ) );
layout.addRightLine( "Now is the time" );
layout.setFont( Font( normalFont, 22 ) );
layout.setColor( Color( 0.75f, 0.25f, 0.6f ) );
layout.append( " for all good men" );
layout.addCenteredLine( "center justified" );
layout.addRightLine( "right justified" );
layout.setFont( Font( differentFont, 24 ) );
layout.addCenteredLine( "A different font" );
layout.setFont( Font( normalFont, 22 ) );
layout.setColor( Color( 1.0f, 0.5f, 0.25f ) );
layout.addLine( " • Point 1 " );
layout.setLeadingOffset( -10 );
layout.addLine( " • Other point with -10 leading offset " );
layout.setLeadingOffset( 0 );
layout.setColor( ColorA( 0.25f, 0.5f, 1, 0.5f ) );
layout.addLine( " • Back to regular leading but translucent" );
Surface8u rendered = layout.render( true, PREMULT );
mTexture = gl::Texture( rendered );
// Create a custom font by loading it from a resource
Font customFont( Font( loadResource( RES_CUSTOM_FONT ), 72 ) );
console() << "This font is called " << customFont.getFullName() << std::endl;
TextLayout simple;
simple.setFont( customFont );
simple.setColor( Color( 1, 0, 0.1f ) );
simple.addLine( "Cinder" );
simple.addLine( "Font From Resource" );
mSimpleTexture = gl::Texture( simple.render( true, PREMULT ) );
}
示例9: setup
void FrownLogoParticlesApp::setup()
{
mKeyPressed = false;
// Lets load a font from the the installed fonts of the OS
// and set its size to 90
mFont = Font("Arial",90 );
//Clear the layout to black
mLayout.clear(Color::black() );
//Set the text color of the layout
mLayout.setColor(Color(1,1,1));
//Set the font of the layout
mLayout.setFont(mFont);
//Add the following line to the layout
mLayout.addLine("FROWN");
//Render the layout into a cinder Surface
mSurface = mLayout.render();
//We will now iterate through every pixel in the surface:
//First get the iterator
Surface::Iter iter = mSurface.getIter();
// For every line in the surface
//
while ( iter.line() )
{
// For every pixel in the line
while (iter.pixel()) {
//Check if the color of the current pixel is not black
if ( ( iter.r() != 0.0f ) && ( iter.g() != 0.0f ) && ( iter.b() != 0.0f ) )
{
//If its not black, push the position of the pixel into
// the initial positions
mInitialPositions.push_back(ci::Vec2f(iter.x(), iter.y()));
// Also, lets make the current positions equal to the initial
// ones
mCurrentPositions.push_back(ci::Vec2f(iter.x(), iter.y()));
//lets also keep the color of every pixel
mPixelColors.push_back(Colorf(iter.r(), iter.g(), iter.b()));
}
}
}
//Print the size of non-black pixels found in the surface
console() << "We found " << mInitialPositions.size() <<
" non black pixels" << endl;
console() << "Spacebar changes: explode /move back" << endl;
console() << "P or p changes: whether the particles are paused or not" << endl;
}
示例10: draw
void PathSimplificationApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
cairo::SurfaceImage surface( getWindowWidth(), getWindowHeight());
cairo::Context ctx( surface );
// draw each path
for(int i=0; i<mSmPaths.size(); i++){
// pass the cairo context to draw onto
drawPath(ctx, mSmPaths[i], drawMode);
}
// draw the surface
gl::Texture myTexture = surface.getSurface();
gl::draw(myTexture);
TextLayout layout;
layout.clear(ColorA(0.1f,0.1f,0.1f,0.7f));
layout.setColor( Color( 0.9f, 0.9f, 0.9f ) );
layout.setFont( Font( "Arial", 14 ) );
SmoothPath* lastPath;
if(mSmPaths.size() > 0){
lastPath = mSmPaths[mSmPaths.size()-1];
}
if(mSmPaths.size() == 0){
layout.addCenteredLine("Click and drag to draw a line.");
layout.addCenteredLine("Press 'R' to clear.");
}else if(mSmPaths.size() > 0 && lastPath->inProgress){
int segCount = (lastPath->getPathPoints().size()>0) ? lastPath->getPathPoints().size()-1 : 0;
layout.addCenteredLine( "Segment Count: " + boost::lexical_cast<std::string>(segCount));
}else if(mSmPaths.size() > 0 && !lastPath->inProgress){
int oldSegCount = (lastPath->getPathPoints().size()>0) ? lastPath->getPathPoints().size()-1 : 0;
int segCount = lastPath->getCurrentPath().getNumSegments();
int diff = oldSegCount - segCount;
float per = (float(diff)/float(oldSegCount)) * 100.0f;
string msg = boost::lexical_cast<std::string>(diff) + " of " + boost::lexical_cast<std::string>(oldSegCount) + " segments were removed. Saving " +boost::lexical_cast<std::string>(per) + "%";
layout.addCenteredLine(msg);
}
Surface8u rendered = layout.render( true, PREMULT );
mTextTexture = gl::Texture( rendered );
if( mTextTexture )
gl::draw( mTextTexture, Vec2f(10, 10) );
}
示例11: textFieldDraw
void Utils::textFieldDraw(std::string text,Font font, Vec2f coords, ColorA color)
{
gl::pushMatrices();
gl::translate(coords);
TextLayout simple;
simple.clear(ColorA(1,1,1,0));
simple.setFont( font );
simple.setColor(color );
simple.addLine(cp1251_to_utf8(text.c_str()));
gl::draw(gl::Texture( simple.render( true, false ) ));
gl::popMatrices();
}
示例12: movieReady
void MovieLoaderApp::movieReady()
{
mMovie->play();
// create a texture for showing some info about the movie
TextLayout infoText;
infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.5f ) );
infoText.setColor( Color::white() );
infoText.addLine( toString( mMovie->getWidth() ) + " x " + toString( mMovie->getHeight() ) + " pixels" );
infoText.addLine( toString( mMovie->getDuration() ) + " seconds" );
infoText.addLine( toString( mMovie->getNumFrames() ) + " frames" );
infoText.addLine( toString( mMovie->getFramerate() ) + " fps" );
infoText.setBorder( 4, 2 );
mInfoTexture = gl::Texture( infoText.render( true ) );
}
示例13: mFn
EaseBox( std::function<float (float)> fn, string name )
: mFn( fn )
{
// create label
TextLayout text;
text.clear( Color::white() );
text.setColor( Color(0.5f, 0.5f, 0.5f) );
try {
text.setFont( Font( "Futura-CondensedMedium", 18 ) );
}
catch( ci::Exception &exc ) {
CI_LOG_W( "failed to load specified font, what: " << exc.what() );
text.setFont( Font( "Arial", 18 ) );
}
text.addLine( name );
mLabelTex = gl::Texture::create( text.render( true ) );
}
示例14: onReadySignal
void MovieBasicApp::onReadySignal()
{
// create a texture for showing some info about the movie
TextLayout infoText;
infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.5f ) );
infoText.setColor( Color::white() );
infoText.addCenteredLine( mMoviePath.filename().string() );
infoText.addLine( toString( mMovie->getWidth() ) + " x " + toString( mMovie->getHeight() ) + " pixels" );
infoText.addLine( toString( mMovie->getDuration() ) + " seconds" );
infoText.addLine( toString( mMovie->getNumFrames() ) + " frames" );
infoText.addLine( toString( mMovie->getFramerate() ) + " fps" );
infoText.setBorder( 4, 2 );
mInfoTexture = gl::Texture( infoText.render( true ) );
mMovie->setVolume(1.0f);
mMovie->play();
}
示例15: setInfo
void ardroneApp::setInfo(const std::string& path, const std::string& errorMessage){
// create a texture for showing some info about the movie
TextLayout infoText;
infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.25f ) );
infoText.setColor( Color::white() );
infoText.addCenteredLine( path);
if (!errorMessage.empty()) {
infoText.addLine(errorMessage);
} else {
infoText.addLine( toString( mMovie->getWidth() ) + " x " + toString( mMovie->getHeight() ) + " pixels" );
if (mMovie->getDuration() > 0.f) infoText.addLine( toString( mMovie->getDuration() ) + " seconds" );
infoText.addLine( toString( mMovie->getNumFrames() ) + " frames" );
infoText.addLine( toString( mMovie->getFramerate() ) + " fps" );
}
infoText.setBorder( 4, 2 );
mInfoTexture = gl::Texture( infoText.render( true ) );
}