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C++ display::get_disp_context方法代码示例

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


在下文中一共展示了display::get_disp_context方法的2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: status_table

void status_table(display& gui, int selected)
{
	std::stringstream heading;
	heading << HEADING_PREFIX << _("Leader") << COLUMN_SEPARATOR << ' ' << COLUMN_SEPARATOR
			<< _("Team")         << COLUMN_SEPARATOR
			<< _("Gold")         << COLUMN_SEPARATOR
			<< _("Villages")     << COLUMN_SEPARATOR
			<< _("status^Units") << COLUMN_SEPARATOR
			<< _("Upkeep")       << COLUMN_SEPARATOR
			<< _("Income");

	gui::menu::basic_sorter sorter;
	sorter.set_redirect_sort(0,1).set_alpha_sort(1).set_alpha_sort(2).set_numeric_sort(3)
		  .set_numeric_sort(4).set_numeric_sort(5).set_numeric_sort(6).set_numeric_sort(7);

	std::vector<std::string> items;
	std::vector<bool> leader_bools;
	items.push_back(heading.str());

	const gamemap& map = gui.get_map();
	const unit_map& units = gui.get_units();
	assert(&gui.get_teams() == resources::teams);
	const std::vector<team>& teams = gui.get_teams();

	const team& viewing_team = teams[gui.viewing_team()];

	unsigned total_villages = 0;
	// a variable to check if there are any teams to show in the table
	bool status_table_empty = true;

	//if the player is under shroud or fog, they don't get
	//to see details about the other sides, only their own
	//side, allied sides and a ??? is shown to demonstrate
	//lack of information about the other sides But he see
	//all names with in colors
	for(size_t n = 0; n != teams.size(); ++n) {
		if(teams[n].hidden()) {
			continue;
		}
		status_table_empty=false;

		const bool known = viewing_team.knows_about_team(n, network::nconnections() > 0);
		const bool enemy = viewing_team.is_enemy(n+1);

		std::stringstream str;

		const team_data data = gui.get_disp_context().calculate_team_data(teams[n],n+1);

		unit_map::const_iterator leader = units.find_leader(n + 1);
		std::string leader_name;
		//output the number of the side first, and this will
		//cause it to be displayed in the correct color
		if(leader != units.end()) {
			const bool fogged = viewing_team.fogged(leader->get_location());
			// Add leader image. If it's fogged
			// show only a random leader image.
			if (!fogged || known || game_config::debug) {
				str << IMAGE_PREFIX << leader->absolute_image();
				leader_bools.push_back(true);
				leader_name = leader->name();
			} else {
				str << IMAGE_PREFIX << std::string("units/unknown-unit.png");
				leader_bools.push_back(false);
				leader_name = "Unknown";
			}
	//	if (gamestate_.classification().campaign_type == game_classification::MULTIPLAYER)
	//			leader_name = teams[n].current_player();

#ifndef LOW_MEM
			str << leader->image_mods();
#endif
		} else {
			leader_bools.push_back(false);
		}
		str << COLUMN_SEPARATOR	<< team::get_side_highlight(n)
			<< leader_name << COLUMN_SEPARATOR
			<< (data.teamname.empty() ? teams[n].team_name() : data.teamname)
			<< COLUMN_SEPARATOR;

		if(!known && !game_config::debug) {
			// We don't spare more info (only name)
			// so let's go on next side ...
			items.push_back(str.str());
			continue;
		}

		if(game_config::debug) {
			str << utils::half_signed_value(data.gold) << COLUMN_SEPARATOR;
		} else if(enemy && viewing_team.uses_fog()) {
			str << ' ' << COLUMN_SEPARATOR;
		} else {
			str << utils::half_signed_value(data.gold) << COLUMN_SEPARATOR;
		}
		str << data.villages;
		if(!(viewing_team.uses_fog() || viewing_team.uses_shroud())) {
			str << "/" << map.villages().size();
		}
		str << COLUMN_SEPARATOR
			<< data.units << COLUMN_SEPARATOR << data.upkeep << COLUMN_SEPARATOR
			<< (data.net_income < 0 ? font::BAD_TEXT : font::NULL_MARKUP) << utils::signed_value(data.net_income);
//.........这里部分代码省略.........
开发者ID:Martin9295,项目名称:wesnoth,代码行数:101,代码来源:leader_scroll_dialog.cpp

示例2: redraw_unit

void drawable_unit::redraw_unit (display & disp) const
{
	const display_context & dc = disp.get_disp_context();
	const gamemap &map = dc.map();
	const std::vector<team> &teams = dc.teams();

	const team & viewing_team = teams[disp.viewing_team()];

	unit_animation_component & ac = *anim_comp_;

	if ( hidden_ || disp.is_blindfolded() || !is_visible_to_team(viewing_team,map, disp.show_everything()) )
	{
		ac.clear_haloes();
		if(ac.anim_) {
			ac.anim_->update_last_draw_time();
		}
		return;
	}

	if (!ac.anim_) {
		ac.set_standing();
		if (!ac.anim_) return;
	}

	if (ac.refreshing_) return;
	ac.refreshing_ = true;

	ac.anim_->update_last_draw_time();
	frame_parameters params;
	const t_translation::t_terrain terrain = map.get_terrain(loc_);
	const terrain_type& terrain_info = map.get_terrain_info(terrain);

	// do not set to 0 so we can distinguish the flying from the "not on submerge terrain"
	// instead use -1.0 (as in "negative depth", it will be ignored by rendering)
	params.submerge= is_flying() ? -1.0 : terrain_info.unit_submerge();

	if (invisible(loc_) &&
			params.highlight_ratio > 0.5) {
		params.highlight_ratio = 0.5;
	}
	if (loc_ == disp.selected_hex() && params.highlight_ratio == 1.0) {
		params.highlight_ratio = 1.5;
	}

	int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * disp.get_zoom_factor());
	if (is_flying() && height_adjust < 0) {
		height_adjust = 0;
	}
	params.y -= height_adjust;
	params.halo_y -= height_adjust;

	int red = 0,green = 0,blue = 0,tints = 0;
	double blend_ratio = 0;
	// Add future colored states here
	if(get_state(STATE_POISONED)) {
		green += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(get_state(STATE_SLOWED)) {
		red += 191;
		green += 191;
		blue += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(tints > 0) {
		params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints));
		params.blend_ratio = ((blend_ratio/tints));
	}

	//hackish : see unit_frame::merge_parameters
	// we use image_mod on the primary image
	// and halo_mod on secondary images and all haloes
	params.image_mod = image_mods();
	params.halo_mod = TC_image_mods();
	params.image= absolute_image();


	if(get_state(STATE_PETRIFIED)) params.image_mod +="~GS()";
	params.primary_frame = t_true;


	const frame_parameters adjusted_params = ac.anim_->get_current_params(params);

	const map_location dst = loc_.get_direction(facing_);
	const int xsrc = disp.get_location_x(loc_);
	const int ysrc = disp.get_location_y(loc_);
	const int xdst = disp.get_location_x(dst);
	const int ydst = disp.get_location_y(dst);
	int d2 = disp.hex_size() / 2;

	const int x = static_cast<int>(adjusted_params.offset * xdst + (1.0-adjusted_params.offset) * xsrc) + d2;
	const int y = static_cast<int>(adjusted_params.offset * ydst + (1.0-adjusted_params.offset) * ysrc) + d2;

	if(ac.unit_halo_ == halo::NO_HALO && !image_halo().empty()) {
		ac.unit_halo_ = halo::add(0, 0, image_halo()+TC_image_mods(), map_location(-1, -1));
	}
	if(ac.unit_halo_ != halo::NO_HALO && image_halo().empty()) {
		halo::remove(ac.unit_halo_);
//.........这里部分代码省略.........
开发者ID:tremblayEric,项目名称:wesnoth,代码行数:101,代码来源:drawable_unit.cpp


注:本文中的display::get_disp_context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。