本文整理汇总了C++中TextLayout::setFont方法的典型用法代码示例。如果您正苦于以下问题:C++ TextLayout::setFont方法的具体用法?C++ TextLayout::setFont怎么用?C++ TextLayout::setFont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::setFont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: 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2: drawText
void millionParticlesApp::drawText()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
TextLayout layout;
layout.setFont( Font( "Arial-BoldMT", 14 ) );
layout.setColor( Color( 1.0f, 1.0f, 1.0f ) );
layout.addLine( "1 Million Particles" );
layout.addLine( " " );
layout.setColor( Color( 0.9f, 0.9f, 0.9f ) );
layout.setFont( Font( "ArialMT", 12 ) );
layout.addLine("F - switch to fullscreen");
layout.addLine("t - draw textures");
char fps[50];
sprintf(fps, "FPS: %.2f", getAverageFps());
char particleCount[50];
sprintf(particleCount, "Particles: %d", PARTICLES*PARTICLES);
layout.addLine(fps);
layout.addLine(particleCount);
glEnable( GL_TEXTURE_2D );
gl::draw(layout.render(true), Vec2f(getWindowWidth() - 150,25));
glDisable( GL_TEXTURE_2D );
}
示例3: 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4: 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5: 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6: keyDown
void SerialCommunicationApp::keyDown(KeyEvent event)
{
//DEBUG
int16_t temp = 0;
switch (event.getChar()) {
case '1':
temp = 49;
break;
case '2':
temp = 50;
break;
case '3':
temp = 51;
break;
}
if (temp > 48 && temp < 52) {
osc::Message message;
//message.addStringArg(lastString);
message.addIntArg(temp);
message.setAddress("coinTrigger");
message.setRemoteEndpoint(host, port);
sender.sendMessage(message);
TextLayout simple;
simple.setFont( Font( "Arial Black", 54 ) );
simple.setColor( Color( .7, .7, .2 ) );
simple.addLine( to_string(event.getChar()) );
simple.setLeadingOffset( 0 );
mTexture = gl::Texture( simple.render( true, false ) );
bTextureComplete = true;
}
}
示例7: update
void SerialCommunicationApp::update()
{
if (serialInitiallized()){
if(serial.getNumBytesAvailable() > 0){
console() << "Bytes available: " << serial.getNumBytesAvailable() << std::endl;
try{
lastString = serial.readStringUntil('\n');
} catch(SerialTimeoutExc e) {
console() << "timeout" << endl;
}
console() << lastString << endl;
int16_t temp = lastString[0];
//OSC MESSAGE
osc::Message message;
message.addIntArg(temp);
message.setAddress("coinTrigger");
message.setRemoteEndpoint(host, port);
sender.sendMessage(message);
TextLayout simple;
simple.setFont( Font( "Arial Black", 54 ) );
simple.setColor( Color( .7, .7, .2 ) );
simple.addLine( lastString );
simple.setLeadingOffset( 0 );
mTexture = gl::Texture( simple.render( true, false ) );
bTextureComplete = true;
serial.flush();
}
}
serial.flush();
}
示例8: setup
void CaptureApp::setup()
{
// list out the devices
vector<Capture::DeviceRef> devices( Capture::getDevices() );
for( vector<Capture::DeviceRef>::const_iterator deviceIt = devices.begin(); deviceIt != devices.end(); ++deviceIt ) {
Capture::DeviceRef device = *deviceIt;
console() << "Found Device " << device->getName() << " ID: " << device->getUniqueId() << std::endl;
try {
if( device->checkAvailable() ) {
mCaptures.push_back( Capture::create( WIDTH, HEIGHT, device ) );
mCaptures.back()->start();
// placeholder text
mTextures.push_back( gl::TextureRef() );
// render the name as a texture
TextLayout layout;
layout.setFont( Font( "Arial", 24 ) );
layout.setColor( Color( 1, 1, 1 ) );
layout.addLine( device->getName() );
mNameTextures.push_back( gl::Texture::create( layout.render( true ) ) );
}
else
console() << "device is NOT available" << std::endl;
}
catch( CaptureExc & ) {
console() << "Unable to initialize device: " << device->getName() << endl;
}
}
}
示例9: 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10: createTextField
void Button::createTextField()
{
TextLayout simple;
simple.setFont( *textFont );
simple.setColor( Color::black());
simple.addLine(Utils::cp1251_to_utf8(label.c_str()));
textTexture = gl::Texture( simple.render( true, false ) );
}
示例11: 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12: Surface
void HW2App::setup()
{
//create surface
mySurface_ = new Surface(1024,1024,false);
// set variable to toggle help; credit for help screen layout to Markus Ernst (https://github.com/cluelesswalnut)
help = 1;
//set font of help
font = Font( "", 14.0 );
// set up text for the help
text = new TextLayout();
text->setFont(font);
text->setColor( ColorA( 1.0f, 1.0f, 1.0f, 1.0f ) );
text->addLine("Select a shape/layer to modify by using the following keys:");
text->addLine(" q: Background");
text->addLine(" w: Red Rectangle");
text->addLine(" e: Green Rectangle");
text->addLine(" r: Blue Rectangle");
text->addLine(" t: Yellow Rectangle");
text->addLine(" y: Purple Rectangle");
text->addLine("Once a shape is selected:");
text->addLine(" a: Moves the shape up in the list");
text->addLine(" z: Moves the shape back in the list");
text->addLine(" Arrow Keys: Move the shape around");
text->addLine("Additional key commands:");
text->addLine(" ?: Toggle help menu");
text->addLine(" f: Reverses layer list");
// make a surface out of the text
tex = text->render(true,true);
//set initial selected shape
shape = 'q';
//create head of shape list
lst = new node();
temp = lst;
//add the shapes in
insertAfter(new node(pixelArray,0,0,640,480,Color8u(0, 0, 255)),temp,lst);
background = lst->next;
temp = temp->next;
insertAfter(new node(pixelArray,100,100,100,100,Color8u(255, 0, 0)),temp,lst);
temp = temp->next;
rec1 = temp;
insertAfter(new node(pixelArray,1,150,75,75,Color8u(0, 255, 0)),temp,lst);
temp = temp->next;
rec2 = temp;
insertAfter(new node(pixelArray,300,10,80,80,Color8u(0, 125, 255)),temp,lst);
temp = temp->next;
rec3 = temp;
insertAfter(new node(pixelArray,300,150,60,90,Color8u(255, 255, 0)),temp,lst);
temp = temp->next;
rec4 = temp;
insertAfter(new node(pixelArray,500,10,125,125,Color8u(0, 255, 255)),temp,lst);
rec5 = temp->next;
};
示例13: draw
void QRcode::draw()
{
gl::pushMatrices();
gl::translate(startQRCodeHolderXY);
gl::draw(qrCodeFon);
if (isError)
{
drawError();
}
else
{
if (isReady == false)
{
gl::pushMatrices();
gl::translate(220, 650);
preloader.draw();
gl::popMatrices();
}
else
{
if(stringQrcode=="") return;
//if (isRender == false)
//{
isRender = true;
qrCodeTexture = loadImageFromString(stringQrcode);
TextLayout simple;
simple.setFont( qrCodeFont );
simple.setColor( Color( 1, 1, 1 ) );
simple.addLine(url);
qrCodeTextTexture = gl::Texture( simple.render( true, false ) );
//}
if(qrCodeTextTexture)
{
gl::pushMatrices();
gl::translate(33, 885);
gl::draw(qrCodeTextTexture);
gl::popMatrices();
}
if(qrCodeTexture)
{
gl::pushMatrices();
gl::translate(86, 505);
gl::draw(qrCodeTexture);
gl::popMatrices();
}
}
}
gl::popMatrices();
}
示例14: 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15: setBtnId
void Button::setBtnId(string value)
{
if (isTextField )
{
code = value;
TextLayout simple;
simple.setFont( *textFont );
simple.setColor(Color::black());
simple.addLine(Utils::cp1251_to_utf8(value.c_str()));
textTexture = gl::Texture( simple.render( true, false ) );
}
}