当前位置: 首页>>代码示例>>C++>>正文


C++ TextObject::setY方法代码示例

本文整理汇总了C++中TextObject::setY方法的典型用法代码示例。如果您正苦于以下问题:C++ TextObject::setY方法的具体用法?C++ TextObject::setY怎么用?C++ TextObject::setY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TextObject的用法示例。


在下文中一共展示了TextObject::setY方法的3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: handleFrame

void BinkPlayer::handleFrame() {
	MoviePlayer::handleFrame();

	if (!_showSubtitles || _subtitleIndex == _subtitles.end())
		return;

	unsigned int startFrame, endFrame, curFrame;
	startFrame = _subtitleIndex->_startFrame;
	endFrame = _subtitleIndex->_endFrame;
	curFrame = _videoDecoder->getCurFrame();
	if (startFrame <= curFrame && curFrame <= endFrame) {
		if (!_subtitleIndex->active) {
			TextObject *textObject = new TextObject();
			textObject->setDefaults(&g_grim->_sayLineDefaults);
			Color c(255, 255, 255);
			textObject->setFGColor(c);
			textObject->setIsSpeech();
			if (g_grim->getMode() == GrimEngine::SmushMode) {
				// TODO: How to center exactly and put the text exactly
				// at the bottom  even if there are multiple lines?
				textObject->setX(640 / 2);
				textObject->setY(40);
			}
			textObject->setText(g_localizer->localize(_subtitleIndex->_textId.c_str()));
			g_grim->setMovieSubtitle(textObject);
			_subtitleIndex->active = true;
		}
	} else if (endFrame < curFrame) {
		if (_subtitleIndex->active) {
			g_grim->setMovieSubtitle(NULL);
			_subtitleIndex->active = false;
			_subtitleIndex++;
		}
	}
}
开发者ID:Harrypoppins,项目名称:grim_mouse,代码行数:35,代码来源:bink.cpp

示例2: sayLine

void Actor::sayLine(const char *msgId, bool background) {
	assert(msgId);

	char id[50];
	Common::String msg = LuaBase::instance()->parseMsgText(msgId, id);

	if (msgId[0] == 0) {
		error("Actor::sayLine: No message ID for text");
		return;
	}

	// During Fullscreen movies SayLine is usually called for text display only.
	// The movie with Charlie screaming after Manny put the sheet on him instead
	// uses sayLine for the voice too.
	// However, normal SMUSH movies may call SayLine, for example:
	// When Domino yells at Manny (a SMUSH movie) he does it with
	// a SayLine request rather than as part of the movie!

	Common::String soundName = id;

	if (g_grim->getGameType() == GType_GRIM) {
		soundName += ".wav";
	} else if (g_grim->getGameType() == GType_MONKEY4 && g_grim->getGamePlatform() == Common::kPlatformPS2) {
		soundName += ".scx";
	} else {
		soundName += ".wVC";
	}
	if (_talkSoundName == soundName)
		return;

	if (_talking || msg.empty())
		shutUp();

	_talkSoundName = soundName;
	if (g_grim->getSpeechMode() != GrimEngine::TextOnly) {
		_talkDelay = 500;
		if (g_sound->startVoice(_talkSoundName.c_str()) && g_grim->getCurrSet()) {
			g_grim->getCurrSet()->setSoundPosition(_talkSoundName.c_str(), _pos);
		}
	}

	// If the actor is clearly not visible then don't try to play the lip sync
	if (_visible && (!g_movie->isPlaying() || g_grim->getMode() == GrimEngine::NormalMode)) {
		Common::String soundLip = id;
		soundLip += ".lip";

		if (!_talkChore[0].isPlaying()) {
			// _talkChore[0] is *_stop_talk
			_talkChore[0].setLastFrame();
		}
		// Sometimes actors speak offscreen before they, including their
		// talk chores are initialized.
		// For example, when reading the work order (a LIP file exists for no reason).
		// Also, some lip sync files have no entries
		// In these cases, revert to using the mumble chore.
		if (g_grim->getSpeechMode() != GrimEngine::TextOnly)
			_lipSync = g_resourceloader->getLipSync(soundLip);
		// If there's no lip sync file then load the mumble chore if it exists
		// (the mumble chore doesn't exist with the cat races announcer)
		if (!_lipSync)
			_mumbleChore.playLooping();

		_talkAnim = -1;
	}

	_talking = true;
	g_grim->addTalkingActor(this);

	_backgroundTalk = background;
	if (background)
		_isTalkingBackground = true;

	if (_sayLineText && g_grim->getMode() != GrimEngine::SmushMode) {
		delete TextObject::getPool().getObject(_sayLineText);
		_sayLineText = 0;
	}

	if (!msg.empty()) {
		GrimEngine::SpeechMode m = g_grim->getSpeechMode();
		if (!g_grim->_sayLineDefaults.getFont() || m == GrimEngine::VoiceOnly)
			return;

		TextObject *textObject = new TextObject(false, true);
		textObject->setDefaults(&g_grim->_sayLineDefaults);
		textObject->setFGColor(_talkColor);
		if (m == GrimEngine::TextOnly || g_grim->getMode() == GrimEngine::SmushMode) {
			textObject->setDuration(500 + msg.size() * 15 * (11 - g_grim->getTextSpeed()));
		}
		if (g_grim->getMode() == GrimEngine::SmushMode) {
			textObject->setX(640 / 2);
			textObject->setY(456);
			g_grim->setMovieSubtitle(textObject);
		} else {
			if (_visible && isInSet(g_grim->getCurrSet()->getName())) {
				_mustPlaceText = true;
			} else {
				_mustPlaceText = false;
				textObject->setX(640 / 2);
				textObject->setY(463);
			}
//.........这里部分代码省略.........
开发者ID:gbraad,项目名称:residualvm,代码行数:101,代码来源:actor.cpp

示例3: draw

void Actor::draw() {
	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->setupTextures();
	}

	if (!g_driver->isHardwareAccelerated() && g_grim->getFlagRefreshShadowMask()) {
		for (int l = 0; l < MAX_SHADOWS; l++) {
			if (!_shadowArray[l].active)
				continue;
			g_driver->setShadow(&_shadowArray[l]);
			g_driver->drawShadowPlanes();
			g_driver->setShadow(NULL);
		}
	}

	// FIXME: if isAttached(), factor in the joint & actor rotation as well.
	Math::Vector3d absPos = getWorldPos();
	if (!_costumeStack.empty()) {
		g_grim->getCurrSet()->setupLights(absPos);

		Costume *costume = _costumeStack.back();
		for (int l = 0; l < MAX_SHADOWS; l++) {
			if (!shouldDrawShadow(l))
				continue;
			g_driver->setShadow(&_shadowArray[l]);
			g_driver->setShadowMode();
			if (g_driver->isHardwareAccelerated())
				g_driver->drawShadowPlanes();
			g_driver->startActorDraw(absPos, _scale, _yaw, _pitch, _roll, _inOverworld, _alphaMode != AlphaOff ? _globalAlpha : 1.f);
			costume->draw();
			g_driver->finishActorDraw();
			g_driver->clearShadowMode();
			g_driver->setShadow(NULL);
		}

		bool isShadowCostume = costume->getFilename().equals("fx/dumbshadow.cos");
		if (!isShadowCostume || _shadowActive) {
			// normal draw actor
			g_driver->startActorDraw(absPos, _scale, _yaw, _pitch, _roll, _inOverworld, _alphaMode != AlphaOff ? _globalAlpha : 1.f);
			costume->draw();
			g_driver->finishActorDraw();
		}
	}

	if (_mustPlaceText) {
		int x1, y1, x2, y2;
		x1 = y1 = 1000;
		x2 = y2 = -1000;
		if (!_costumeStack.empty()) {
			g_driver->startActorDraw(absPos, _scale, _yaw, _pitch, _roll, _inOverworld, 1.f);
			_costumeStack.back()->getBoundingBox(&x1, &y1, &x2, &y2);
			g_driver->finishActorDraw();
		}

		TextObject *textObject = TextObject::getPool().getObject(_sayLineText);
		if (textObject) {
			if (x1 == 1000 || x2 == -1000 || y2 == -1000) {
				textObject->setX(640 / 2);
				textObject->setY(463);
			} else {
				textObject->setX((x1 + x2) / 2);
				textObject->setY(y1);
			}
			textObject->reset();
		}
		_mustPlaceText = false;
	}
}
开发者ID:gbraad,项目名称:residualvm,代码行数:69,代码来源:actor.cpp


注:本文中的TextObject::setY方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。