本文整理汇总了C++中Video::DrawRect方法的典型用法代码示例。如果您正苦于以下问题:C++ Video::DrawRect方法的具体用法?C++ Video::DrawRect怎么用?C++ Video::DrawRect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Video
的用法示例。
在下文中一共展示了Video::DrawRect方法的9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: DrawWindow
/** This function Draws the Window on the Output Screen */
void Window::DrawWindow()
{
if (!Visible) return; // no point in drawing invisible windows
Video* video = core->GetVideoDriver();
Region clip( XPos, YPos, Width, Height );
//Frame && Changed
if ( (Flags & (WF_FRAME|WF_CHANGED) ) == (WF_FRAME|WF_CHANGED) ) {
Region screen( 0, 0, core->Width, core->Height );
video->SetScreenClip( NULL );
//removed this?
video->DrawRect( screen, ColorBlack );
if (core->WindowFrames[0])
video->BlitSprite( core->WindowFrames[0], 0, 0, true );
if (core->WindowFrames[1])
video->BlitSprite( core->WindowFrames[1], core->Width - core->WindowFrames[1]->Width, 0, true );
if (core->WindowFrames[2])
video->BlitSprite( core->WindowFrames[2], (core->Width - core->WindowFrames[2]->Width) / 2, 0, true );
if (core->WindowFrames[3])
video->BlitSprite( core->WindowFrames[3], (core->Width - core->WindowFrames[3]->Width) / 2, core->Height - core->WindowFrames[3]->Height, true );
}
video->SetScreenClip( &clip );
//Float || Changed
bool bgRefreshed = false;
if (BackGround && (Flags & (WF_FLOAT|WF_CHANGED) ) ) {
DrawBackground(NULL);
bgRefreshed = true;
}
std::vector< Control*>::iterator m;
for (m = Controls.begin(); m != Controls.end(); ++m) {
Control* c = *m;
// FIXME: drawing BG in the same loop as controls can produce incorrect results with overlapping controls. the only case I know of this occuring it is ok due to no BG drawing
// furthermore, overlapping controls are still a problem when NeedsDraw() returns false for the top control, but true for the bottom (see the level up icon on char portraits)
// we will fix both issues later by refactoring with the concept of views and subviews
if (BackGround && !bgRefreshed && !c->IsOpaque() && c->NeedsDraw()) {
const Region& fromClip = c->ControlFrame();
DrawBackground(&fromClip);
}
if (Flags & (WF_FLOAT)) {
// FIXME: this is a total hack. Required for anything drawing over GameControl (nothing really at all to do with floating)
c->MarkDirty();
}
c->Draw( XPos, YPos );
}
if ( (Flags&WF_CHANGED) && (Visible == WINDOW_GRAYED) ) {
Color black = { 0, 0, 0, 128 };
video->DrawRect(clip, black);
}
video->SetScreenClip( NULL );
Flags &= ~WF_CHANGED;
}
示例2: DrawWindow
/** This function Draws the Window on the Output Screen */
void Window::DrawWindow()
{
Video* video = core->GetVideoDriver();
Region clip( XPos, YPos, Width, Height );
//Frame && Changed
if ( (Flags & (WF_FRAME|WF_CHANGED) )== (WF_FRAME|WF_CHANGED) ) {
Region screen( 0, 0, core->Width, core->Height );
video->SetClipRect( NULL );
//removed this?
Color black = { 0, 0, 0, 255 };
video->DrawRect( screen, black );
if (core->WindowFrames[0])
video->BlitSprite( core->WindowFrames[0], 0, 0, true );
if (core->WindowFrames[1])
video->BlitSprite( core->WindowFrames[1], core->Width - core->WindowFrames[1]->Width, 0, true );
if (core->WindowFrames[2])
video->BlitSprite( core->WindowFrames[2], (core->Width - core->WindowFrames[2]->Width) / 2, 0, true );
if (core->WindowFrames[3])
video->BlitSprite( core->WindowFrames[3], (core->Width - core->WindowFrames[3]->Width) / 2, core->Height - core->WindowFrames[3]->Height, true );
} else if (clip_regions.size()) {
// clip drawing (we only do Background right now) for InvalidateForControl
for (unsigned int i = 0; i < clip_regions.size(); i++) {
Region to_clip = clip_regions[i];
to_clip.x += XPos;
to_clip.y += YPos;
video->SetClipRect(&to_clip);
if (BackGround) {
video->BlitSprite( BackGround, XPos, YPos, true );
}
}
}
clip_regions.clear();
video->SetClipRect( &clip );
//Float || Changed
if (BackGround && (Flags & (WF_FLOAT|WF_CHANGED) ) ) {
video->BlitSprite( BackGround, XPos, YPos, true );
}
std::vector< Control*>::iterator m;
for (m = Controls.begin(); m != Controls.end(); ++m) {
( *m )->Draw( XPos, YPos );
}
if ( (Flags&WF_CHANGED) && (Visible == WINDOW_GRAYED) ) {
Color black = { 0, 0, 0, 128 };
video->DrawRect(clip, black);
}
video->SetClipRect( NULL );
Flags &= ~WF_CHANGED;
}
示例3: DrawFog
// Draw fog on the small bitmap
void MapControl::DrawFog(unsigned short XWin, unsigned short YWin)
{
Video *video = core->GetVideoDriver();
Region old_clip;
video->GetClipRect(old_clip);
Region r( XWin + XPos, YWin + YPos, Width, Height );
video->SetClipRect(&r);
// FIXME: this is ugly, the knowledge of Map and ExploredMask
// sizes should be in Map.cpp
int w = MyMap->GetWidth() / 2;
int h = MyMap->GetHeight() / 2;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
Point p( (short) (MAP_MULT * x), (short) (MAP_MULT * y) );
bool visible = MyMap->IsVisible( p, true );
if (! visible) {
Region rgn = Region ( MAP_TO_SCREENX(MAP_DIV * x), MAP_TO_SCREENY(MAP_DIV * y), MAP_DIV, MAP_DIV );
video->DrawRect( rgn, colors[black] );
}
}
}
video->SetClipRect(&old_clip);
}
示例4: DrawInternal
/** Draws the Control on the Output Display */
void TextEdit::DrawInternal(Region& rgn)
{
ieWord yOff = FontPosY;
ieWord xOff = FontPosX;
Video* video = core->GetVideoDriver();
if (Back) {
// FIXME: temporary hack for PST map labels.
// once subviews branch is merged this is not needed
video->DrawRect(rgn, ColorBlack);
video->BlitSprite( Back, rgn.x, rgn.y, true );
xOff += Back->XPos;
yOff += Back->YPos;
} else if (Text != L"") {
// FIXME: temporary hack for PST map labels.
// once subviews branch is merged this is not needed
video->DrawRect(rgn, ColorBlack);
}
if (!font) {
// no font was specified; happens with cheat input edits
return;
}
//The aligning of textedit fields is done by absolute positioning (FontPosX, FontPosY)
font->Print( Region( rgn.x + xOff, rgn.y + yOff, Width, Height ),
Text, palette, Alignment );
if (hasFocus) {
int w = font->StringSize(Text.substr(0, CurPos)).w;
ieWord vcenter = (rgn.h / 2) + (Cursor->Height / 2);
if (w > rgn.w) {
int rows = (w / rgn.w);
vcenter += rows * font->LineHeight;
w = w - (rgn.w * rows);
}
video->BlitSprite(Cursor, w + rgn.x + xOff,
yOff + vcenter + rgn.y, true);
}
}
示例5: Draw
void Picture::Draw( int relx, int rely ){
// DEBUG lines to see the difference between the Picture and the Image.
Video* vid = Video::Instance();
// The Picture size
vid->DrawRect( GetX()+relx, GetY()+rely,
w,h,
color.r,color.g,color.b,alpha );
/*
// The Image
if(bitmap!=NULL)
vid->DrawRect( GetX()+relx+w/2 - bitmap->GetWidth()/2, GetY()+rely+h/2 - bitmap->GetHeight()/2,
bitmap->GetWidth(), bitmap->GetHeight(),
1.0,1.0,1.0,0.1 );
*/
if(bitmap!=NULL)
bitmap->DrawFit( this->x+relx, this->y+rely, w, h, static_cast<float>(rotation));
}
示例6: DrawInternal
//.........这里部分代码省略.........
int overlayHeight = Picture->Height * (1.0 - Clipping);
if (overlayHeight < 0)
overlayHeight = 0;
if (overlayHeight >= Picture->Height)
overlayHeight = Picture->Height;
int buttonHeight = Picture->Height - overlayHeight;
Region rb = Region(picXPos, picYPos, Picture->Width, buttonHeight);
Region ro = Region(picXPos, picYPos + buttonHeight, Picture->Width, overlayHeight);
video->BlitSprite( Picture, picXPos, picYPos, true, &rb );
// TODO: Add an option to add BLIT_GREY to the flags
video->BlitGameSprite( Picture, picXPos, picYPos, BLIT_TINTED, SourceRGB, 0, 0, &ro, true);
// do NOT uncomment this, you can't change Changed or invalidate things from
// the middle of Window::DrawWindow() -- it needs moving to somewhere else
//CloseUpColor();
}
else {
Region r( picXPos, picYPos, (int)(Picture->Width * Clipping), Picture->Height );
video->BlitSprite( Picture, picXPos + Picture->XPos, picYPos + Picture->YPos, true, &r );
}
}
// Composite pictures (paperdolls/description icons)
if (!PictureList.empty() && (Flags & IE_GUI_BUTTON_PICTURE) ) {
std::list<Sprite2D*>::iterator iter = PictureList.begin();
int xOffs = 0, yOffs = 0;
if (Flags & IE_GUI_BUTTON_CENTER_PICTURES) {
// Center the hotspots of all pictures
xOffs = Width/2;
yOffs = Height/2;
} else if (Flags & IE_GUI_BUTTON_BG1_PAPERDOLL) {
// Display as-is
xOffs = 0;
yOffs = 0;
} else {
// Center the first picture, and align the rest to that
xOffs = Width/2 - (*iter)->Width/2 + (*iter)->XPos;
yOffs = Height/2 - (*iter)->Height/2 + (*iter)->YPos;
}
for (; iter != PictureList.end(); ++iter) {
video->BlitSprite( *iter, rgn.x + xOffs, rgn.y + yOffs, true );
}
}
// Button label
if (hasText && ! ( Flags & IE_GUI_BUTTON_NO_TEXT )) {
Palette* ppoi = normal_palette;
int align = 0;
if (State == IE_GUI_BUTTON_DISABLED)
ppoi = disabled_palette;
// FIXME: hopefully there's no button which sinks when selected
// AND has text label
//else if (State == IE_GUI_BUTTON_PRESSED || State == IE_GUI_BUTTON_SELECTED) {
if (Flags & IE_GUI_BUTTON_ALIGN_LEFT)
align |= IE_FONT_ALIGN_LEFT;
else if (Flags & IE_GUI_BUTTON_ALIGN_RIGHT)
align |= IE_FONT_ALIGN_RIGHT;
else
align |= IE_FONT_ALIGN_CENTER;
if (Flags & IE_GUI_BUTTON_ALIGN_TOP)
align |= IE_FONT_ALIGN_TOP;
else if (Flags & IE_GUI_BUTTON_ALIGN_BOTTOM)
align |= IE_FONT_ALIGN_BOTTOM;
else
align |= IE_FONT_ALIGN_MIDDLE;
if (! (Flags & IE_GUI_BUTTON_MULTILINE)) {
align |= IE_FONT_SINGLE_LINE;
}
Region r;
if (Picture && (Flags & IE_GUI_BUTTON_PORTRAIT) == IE_GUI_BUTTON_PORTRAIT) {
// constrain the label (status icons) to the picture bounds
// FIXME: we are subtracting IE_FONT_PADDING because Font indents 5px, but we dont want that here
r = Region(picXPos - IE_FONT_PADDING, picYPos + IE_FONT_PADDING,
Picture->Width + IE_FONT_PADDING, Picture->Height);
} else {
r = Region( rgn.x, rgn.y, rgn.w - 2, rgn.h - 2);
}
font->Print( r, ( unsigned char * ) Text, ppoi, (ieByte) align, true );
}
if (! (Flags&IE_GUI_BUTTON_NO_IMAGE)) {
for (int i = 0; i < MAX_NUM_BORDERS; i++) {
ButtonBorder *fr = &borders[i];
if (! fr->enabled) continue;
Region r = Region( rgn.x + fr->dx1, rgn.y + fr->dy1, rgn.w - (fr->dx1 + fr->dx2 + 1), rgn.h - (fr->dy1 + fr->dy2 + 1) );
video->DrawRect( r, fr->color, fr->filled );
}
}
}
示例7: Draw
/** Draws the Control on the Output Display */
void MapControl::Draw(unsigned short XWin, unsigned short YWin)
{
if (!Width || !Height) {
return;
}
if (Owner->Visible!=WINDOW_VISIBLE) {
return;
}
if (Changed) {
Realize();
Changed = false;
}
// we're going to paint over labels/etc, so they need to repaint!
bool seen_this = false;
unsigned int i;
for (i = 0; i < Owner->GetControlCount(); i++) {
Control *ctrl = Owner->GetControl(i);
if (!ctrl) continue;
// we could try working out which controls overlap,
// but the later controls are cheap to paint..
if (ctrl == this) { seen_this = true; continue; }
if (!seen_this) continue;
ctrl->Changed = true;
}
Video* video = core->GetVideoDriver();
Region r( XWin + XPos, YWin + YPos, Width, Height );
if (MapMOS) {
video->BlitSprite( MapMOS, MAP_TO_SCREENX(0), MAP_TO_SCREENY(0), true, &r );
}
if (core->FogOfWar&FOG_DRAWFOG)
DrawFog(XWin, YWin);
Region vp = video->GetViewport();
vp.x = GAME_TO_SCREENX(vp.x);
vp.y = GAME_TO_SCREENY(vp.y);
vp.w = ViewWidth;
vp.h = ViewHeight;
if ((vp.x + vp.w) >= MAP_TO_SCREENX( Width ))
vp.w = MAP_TO_SCREENX( Width ) - vp.x;
if ((vp.y + vp.h) >= MAP_TO_SCREENY( Height ))
vp.h = MAP_TO_SCREENY( Height ) - vp.y;
video->DrawRect( vp, colors[green], false, false );
// Draw PCs' ellipses
Game *game = core->GetGame();
i = game->GetPartySize(true);
while (i--) {
Actor* actor = game->GetPC( i, true );
if (MyMap->HasActor(actor) ) {
video->DrawEllipse( (short) GAME_TO_SCREENX(actor->Pos.x), (short) GAME_TO_SCREENY(actor->Pos.y), 3, 2, actor->Selected ? colors[green] : colors[darkgreen], false );
}
}
// Draw Map notes, could be turned off in bg2
// we use the common control value to handle it, because then we
// don't need another interface
if (Value!=MAP_NO_NOTES) {
i = MyMap -> GetMapNoteCount();
while (i--) {
MapNote * mn = MyMap -> GetMapNote(i);
Sprite2D *anim = Flag[mn->color&7];
Point pos = mn->Pos;
if (convertToGame) {
vp.x = GAME_TO_SCREENX(mn->Pos.x);
vp.y = GAME_TO_SCREENY(mn->Pos.y);
} else { //pst style
vp.x = MAP_TO_SCREENX(mn->Pos.x);
vp.y = MAP_TO_SCREENY(mn->Pos.y);
pos.x = pos.x * MAP_MULT / MAP_DIV;
pos.y = pos.y * MAP_MULT / MAP_DIV;
}
//Skip unexplored map notes
bool visible = MyMap->IsVisible( pos, true );
if (!visible)
continue;
if (anim) {
video->BlitSprite( anim, vp.x - anim->Width/2, vp.y - anim->Height/2, true, &r );
} else {
video->DrawEllipse( (short) vp.x, (short) vp.y, 6, 5, colors[mn->color&7], false );
}
}
}
}
示例8: Draw
/** Draws the Control on the Output Display */
void Button::Draw(unsigned short x, unsigned short y)
{
if (!Changed && !(Owner->Flags&WF_FLOAT) ) {
return;
}
Changed = false;
if (XPos == 65535 || Width == 0) {
return;
}
Video * video = core->GetVideoDriver();
// Button image
if (!( Flags & IE_GUI_BUTTON_NO_IMAGE )) {
Sprite2D* Image = NULL;
switch (State) {
case IE_GUI_BUTTON_UNPRESSED:
case IE_GUI_BUTTON_LOCKED:
case IE_GUI_BUTTON_LOCKED_PRESSED:
Image = Unpressed;
break;
case IE_GUI_BUTTON_SECOND:
case IE_GUI_BUTTON_PRESSED:
Image = Pressed;
if (! Image)
Image = Unpressed;
break;
case IE_GUI_BUTTON_SELECTED:
Image = Selected;
if (! Image)
Image = Unpressed;
break;
case IE_GUI_BUTTON_DISABLED:
case IE_GUI_BUTTON_THIRD:
Image = Disabled;
if (! Image)
Image = Unpressed;
break;
}
if (Image) {
// FIXME: maybe it's useless...
int xOffs = ( Width / 2 ) - ( Image->Width / 2 );
int yOffs = ( Height / 2 ) - ( Image->Height / 2 );
video->BlitSprite( Image, x + XPos + xOffs, y + YPos + yOffs, true );
}
}
if (State == IE_GUI_BUTTON_PRESSED) {
//shift the writing/border a bit
x+= 2;
y+= 2;
}
// Button picture
if (Picture && (Flags & IE_GUI_BUTTON_PICTURE) ) {
// Picture is drawn centered
int xOffs = ( Width / 2 ) - ( Picture->Width / 2 );
int yOffs = ( Height / 2 ) - ( Picture->Height / 2 );
if (Flags & IE_GUI_BUTTON_HORIZONTAL) {
xOffs += x + XPos + Picture->XPos;
yOffs += y + YPos + Picture->YPos;
video->BlitSprite( Picture, xOffs, yOffs, true );
Region r = Region( xOffs, yOffs + (int) (Picture->Height * Clipping), Picture->Width, (int) (Picture->Height*(1.0 - Clipping)) );
video->DrawRect( r, SourceRGB, true );
// do NOT uncomment this, you can't change Changed or invalidate things from
// the middle of Window::DrawWindow() -- it needs moving to somewhere else
//CloseUpColor();
}
else {
Region r( x + XPos + xOffs, y + YPos + yOffs, (int)(Picture->Width * Clipping), Picture->Height );
video->BlitSprite( Picture, x + XPos + xOffs + Picture->XPos, y + YPos + yOffs + Picture->YPos, true, &r );
}
}
// Composite pictures (paperdolls/description icons)
if (!PictureList.empty() && (Flags & IE_GUI_BUTTON_PICTURE) ) {
std::list<Sprite2D*>::iterator iter = PictureList.begin();
int xOffs = 0, yOffs = 0;
if (Flags & IE_GUI_BUTTON_CENTER_PICTURES) {
// Center the hotspots of all pictures
xOffs = Width/2;
yOffs = Height/2;
} else if (Flags & IE_GUI_BUTTON_BG1_PAPERDOLL) {
// Display as-is
xOffs = 0;
yOffs = 0;
} else {
// Center the first picture, and align the rest to that
xOffs = Width/2 - (*iter)->Width/2 + (*iter)->XPos;
yOffs = Height/2 - (*iter)->Height/2 + (*iter)->YPos;
}
for (; iter != PictureList.end(); ++iter) {
video->BlitSprite( *iter, x + XPos + xOffs, y + YPos + yOffs, true );
//.........这里部分代码省略.........
示例9: DrawFogOfWar
void TileMap::DrawFogOfWar(ieByte* explored_mask, ieByte* visible_mask, Region viewport)
{
// viewport - pos & size of the control
int w = XCellCount * CELL_RATIO;
int h = YCellCount * CELL_RATIO;
if (LargeMap) {
w++;
h++;
}
Color black = { 0, 0, 0, 255 };
Video* vid = core->GetVideoDriver();
Region vp = vid->GetViewport();
vp.w = viewport.w;
vp.h = viewport.h;
if (( vp.x + vp.w ) > w * CELL_SIZE) {
vp.x = ( w * CELL_SIZE - vp.w );
}
if (vp.x < 0) {
vp.x = 0;
}
if (( vp.y + vp.h ) > h * CELL_SIZE) {
vp.y = ( h * CELL_SIZE - vp.h );
}
if (vp.y < 0) {
vp.y = 0;
}
int sx = ( vp.x ) / CELL_SIZE;
int sy = ( vp.y ) / CELL_SIZE;
int dx = sx + vp.w / CELL_SIZE + 2;
int dy = sy + vp.h / CELL_SIZE + 2;
int x0 = sx * CELL_SIZE - vp.x;
int y0 = sy * CELL_SIZE - vp.y;
if (LargeMap) {
x0 -= CELL_SIZE / 2;
y0 -= CELL_SIZE / 2;
dx++;
dy++;
}
for (int y = sy; y < dy && y < h; y++) {
for (int x = sx; x < dx && x < w; x++) {
Region r = Region(x0 + viewport.x + ( (x - sx) * CELL_SIZE ), y0 + viewport.y + ( (y - sy) * CELL_SIZE ), CELL_SIZE, CELL_SIZE);
if (! IS_EXPLORED( x, y )) {
// Unexplored tiles are all black
vid->DrawRect(r, black, true, true);
continue; // Don't draw 'invisible' fog
}
else {
// If an explored tile is adjacent to an
// unexplored one, we draw border sprite
// (gradient black <-> transparent)
// Tiles in four cardinal directions have these
// values.
//
// 1
// 2 8
// 4
//
// Values of those unexplored are
// added together, the resulting number being
// an index of shadow sprite to use. For now,
// some tiles are made 'on the fly' by
// drawing two or more tiles
int e = ! IS_EXPLORED( x, y - 1);
if (! IS_EXPLORED( x - 1, y )) e |= 2;
if (! IS_EXPLORED( x, y + 1 )) e |= 4;
if (! IS_EXPLORED( x + 1, y )) e |= 8;
switch (e) {
case 1:
case 2:
case 3:
case 4:
case 6:
case 8:
case 9:
case 12:
FOG( e );
break;
case 5:
FOG( 1 );
FOG( 4 );
break;
case 7:
FOG( 3 );
FOG( 6 );
break;
case 10:
FOG( 2 );
FOG( 8 );
break;
case 11:
FOG( 3 );
FOG( 9 );
break;
case 13:
FOG( 9 );
FOG( 12 );
//.........这里部分代码省略.........