本文整理汇总了C++中int2::x方法的典型用法代码示例。如果您正苦于以下问题:C++ int2::x方法的具体用法?C++ int2::x怎么用?C++ int2::x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int2
的用法示例。
在下文中一共展示了int2::x方法的13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: MouseDownHandler
void UIScrollBar::MouseDownHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
{
last_mouse_ = pt;
if (buttons & MB_Left)
{
if (up_button_rc_.PtInRect(pt))
{
if (position_ > start_)
{
-- position_;
}
this->UpdateThumbRect();
arrow_ = CLICKED_UP;
arrow_ts_ = timer_.current_time();
return;
}
// Check for click on down button
if (down_button_rc_.PtInRect(pt))
{
if (position_ + page_size_ < end_)
{
++ position_;
}
this->UpdateThumbRect();
arrow_ = CLICKED_DOWN;
arrow_ts_ = timer_.current_time();
return;
}
// Check for click on thumb
if (thumb_rc_.PtInRect(pt))
{
drag_ = true;
thumb_offset_y_ = pt.y() - thumb_rc_.top();
return;
}
// Check for click on track
if ((thumb_rc_.left() <= pt.x()) && (thumb_rc_.right() > pt.x()))
{
if ((thumb_rc_.top() > pt.y()) && (track_rc_.top() <= pt.y()))
{
this->Scroll(-static_cast<int>(page_size_ - 1));
}
else
{
if ((thumb_rc_.bottom() <= pt.y()) && (track_rc_.bottom() > pt.y()))
{
this->Scroll(static_cast<int>(page_size_ - 1));
}
}
}
}
}
示例2: MouseDownHandler
void UISlider::MouseDownHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
{
if (buttons & MB_Left)
{
if (button_rc_.PtInRect(pt))
{
// Pressed while inside the control
pressed_ = true;
drag_x_ = pt.x();
//m_nDragY = arg.location.y();
drag_offset_ = button_x_ - drag_x_;
//m_nDragValue = value_;
if (!has_focus_)
{
this->GetDialog()->RequestFocus(*this);
}
return;
}
if (slider_rc_.PtInRect(pt))
{
drag_x_ = pt.x();
drag_offset_ = 0;
pressed_ = true;
if (!has_focus_)
{
this->GetDialog()->RequestFocus(*this);
}
if (pt.x() > button_x_ + x_)
{
this->SetValueInternal(value_ + 1);
return;
}
if (pt.x() < button_x_ + x_)
{
this->SetValueInternal(value_ - 1);
return;
}
}
}
}
示例3: MouseOverHandler
void UISlider::MouseOverHandler(UIDialog const & /*sender*/, uint32_t /*buttons*/, int2 const & pt)
{
if (pressed_)
{
this->SetValueInternal(ValueFromPos(x_ + pt.x() + drag_offset_));
}
}
示例4: MouseUpHandler
void UIPolylineEditBox::MouseUpHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
{
if (buttons & MB_Left)
{
if (!this->GetDialog()->IsKeyboardInputEnabled())
{
this->GetDialog()->ClearFocus();
}
if (this->ContainsPoint(pt))
{
if (move_point_)
{
if ((this->ActivePoint() != 0) && (this->ActivePoint() != static_cast<int>(this->NumCtrlPoints() - 1)))
{
float2 p = this->PtFromCoord(pt.x(), pt.y());
if ((p.x() < 0) || (p.x() > 1) || (p.y() < 0) || (p.y() > 1))
{
this->DelCtrlPoint(this->ActivePoint());
}
}
move_point_ = false;
}
}
}
}
示例5: Set2DMode
void Set2DMode(const int2 &screensize)
{
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
otransforms = objecttransforms();
view2clip = orthoGL(0, (float)screensize.x(), (float)screensize.y(), 0, 1, -1); // left handed coordinate system
}
示例6: ScreenShot
bool ScreenShot(const char *filename)
{
SDL_Surface *surf = SDL_CreateRGBSurface(0, screensize.x(), screensize.y(), 24,
0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
if (!surf) return false;
auto pixels = ReadPixels(int2(0), screensize, false);
SDL_LockSurface(surf);
for (int i = 0; i < screensize.y(); i++)
memcpy(((char *)surf->pixels) + surf->pitch * i,
pixels + 3 * screensize.x() * (screensize.y() - i - 1),
screensize.x() * 3);
SDL_UnlockSurface(surf);
delete[] pixels;
bool ok = !SDL_SaveBMP(surf, filename);
SDL_FreeSurface(surf);
return ok;
}
示例7: OpenGLFrameStart
void OpenGLFrameStart(const int2 &screensize)
{
glViewport(0, 0, screensize.x(), screensize.y());
SetBlendMode(BLEND_ALPHA);
curcolor = float4(1);
lights.clear();
}
示例8: GaussBlur
void Blur::GaussBlur(
const Ptr<ShaderResourceView> & src,
const Ptr<RenderTargetView> & dst,
int2 numSamples,
float2 blurRadius)
{
auto dstTex = dst->GetResource()->Cast<Texture>();
auto mipSize = dstTex->GetMipSize(dst->Cast<TextureRenderTargetView>()->mipLevel);
TextureDesc texDesc = dst->GetResource()->Cast<Texture>()->GetDesc();
texDesc.width = mipSize.x();
texDesc.height = mipSize.y();
texDesc.depth = 1;
texDesc.arraySize = 1;
texDesc.mipLevels = 1;
auto tmpTex = TexturePool::Instance().FindFree({ TEXTURE_2D, texDesc });
GaussBlurX(src, tmpTex->Get()->Cast<Texture>()->GetRenderTargetView(0, 0, 1), numSamples.x(), blurRadius.x());
GaussBlurY(tmpTex->Get()->Cast<Texture>()->GetShaderResourceView(0, 1, 0, 1), dst, numSamples.y(), blurRadius.y());
}
示例9: AADist
float AADist(std::vector<float> const & img, std::vector<float2> const & grad,
int width, int offset_addr, int2 const & offset_dist_xy, float2 const & new_dist)
{
int closest = offset_addr - offset_dist_xy.y() * width - offset_dist_xy.x(); // Index to the edge pixel pointed to from c
float val = img[closest];
if (0 == val)
{
return 1e10f;
}
float di = MathLib::length(new_dist);
float df;
if (0 == di)
{
df = EdgeDistance(grad[closest], val);
}
else
{
df = EdgeDistance(new_dist, val);
}
return di + df;
}
示例10: MouseDownHandler
void UIPolylineEditBox::MouseDownHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
{
if (buttons & MB_Left)
{
if (!has_focus_)
{
this->GetDialog()->RequestFocus(*this);
}
if (this->ContainsPoint(pt))
{
float2 p = this->PtFromCoord(pt.x(), pt.y());
if (MathLib::abs(this->GetValue(p.x()) - p.y()) < 0.1f)
{
bool found = false;
for (int i = 0; i < static_cast<int>(this->NumCtrlPoints()); ++ i)
{
float2 cp = this->GetCtrlPoint(i);
cp = p - cp;
if (MathLib::dot(cp, cp) < 0.01f)
{
this->ActivePoint(i);
move_point_ = true;
found = true;
break;
}
}
if (!found)
{
this->AddCtrlPoint(p.x());
move_point_ = true;
}
}
}
}
}
示例11: SDLInit
string SDLInit(const char *title, int2 &screensize, bool fullscreen)
{
//SDL_SetMainReady();
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER /* | SDL_INIT_AUDIO*/) < 0)
{
return SDLError("Unable to initialize SDL");
}
SDL_SetEventFilter(SDLHandleAppEvents, nullptr);
DebugLog(-1, "SDL initialized...");
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
// on demand now
//extern bool sfxr_init();
//if (!sfxr_init())
// return SDLError("Unable to initialize audio");
#ifdef PLATFORM_MOBILE
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#else
//certain older Intel HD GPUs and also Nvidia Quadro 1000M don't support 3.1 ? the 1000M is supposed to support 4.2
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#ifndef WIN32
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
#endif
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
#endif
//SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); // set this if we're in 2D mode for speed on mobile?
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1); // because we redraw the screen each frame
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
DebugLog(-1, "SDL about to figure out display mode...");
#ifdef PLATFORM_MOBILE
landscape = screensize.x() >= screensize.y();
int modes = SDL_GetNumDisplayModes(0);
screensize = int2(0);
for (int i = 0; i < modes; i++)
{
SDL_DisplayMode mode;
SDL_GetDisplayMode(0, i, &mode);
//printf("mode: %d %d\n", mode.w, mode.h);
if (landscape ? mode.w > screensize.x() : mode.h > screensize.y())
{
screensize = int2(mode.w, mode.h);
}
}
DebugLog(-1, inttoa(screensize.x()));
DebugLog(-1, inttoa(screensize.y()));
DebugLog(-1, "SDL about to create window...");
_sdl_window = SDL_CreateWindow(title,
0, 0,
screensize.x(), screensize.y(),
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS);
DebugLog(-1, _sdl_window ? "SDL window passed..." : "SDL window FAILED...");
if (landscape) SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight");
int ax = 0, ay = 0;
SDL_GetWindowSize(_sdl_window, &ax, &ay);
int2 actualscreensize(ax, ay);
//screenscalefactor = screensize.x / actualscreensize.x; // should be 2 on retina
#ifdef __IOS__
assert(actualscreensize == screensize);
screensize = actualscreensize;
#else
screensize = actualscreensize; // __ANDROID__
DebugLog(-1, inttoa(screensize.x()));
DebugLog(-1, inttoa(screensize.y()));
#endif
#else
_sdl_window = SDL_CreateWindow(title,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
screensize.x(), screensize.y(),
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE |
(fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
#endif
if (!_sdl_window)
return SDLError("Unable to create window");
DebugLog(-1, "SDL window opened...");
_sdl_context = SDL_GL_CreateContext(_sdl_window);
DebugLog(-1, _sdl_context ? "SDL context passed..." : "SDL context FAILED...");
if (!_sdl_context) return SDLError("Unable to create OpenGL context");
DebugLog(-1, "SDL OpenGL context created...");
//.........这里部分代码省略.........
示例12: MouseOverHandler
void UIPolylineEditBox::MouseOverHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
{
if (move_point_ || this->ContainsPoint(pt))
{
if (0 == buttons)
{
float2 p = this->PtFromCoord(pt.x(), pt.y());
if (MathLib::abs(this->GetValue(p.x()) - p.y()) < 0.1f)
{
elements_[POLYLINE_INDEX]->TextureColor().SetState(UICS_MouseOver);
}
else
{
elements_[POLYLINE_INDEX]->TextureColor().SetState(UICS_Normal);
}
int move_over_pt = -1;
for (int i = 0; i < static_cast<int>(this->NumCtrlPoints()); ++ i)
{
float2 cp = this->GetCtrlPoint(i);
cp = p - cp;
if (MathLib::dot(cp, cp) < 0.01f)
{
move_over_pt = i;
break;
}
}
if (move_over_pt != -1)
{
active_pt_ = move_over_pt;
}
}
else
{
if (buttons & MB_Left)
{
if (move_point_)
{
float2 p = this->PtFromCoord(pt.x(), pt.y());
if (0 == this->ActivePoint())
{
p.x() = 0;
p.y() = MathLib::clamp(p.y(), 0.0f, 1.0f);
}
else
{
if (static_cast<int>(this->NumCtrlPoints() - 1) == this->ActivePoint())
{
p.x() = 1;
p.y() = MathLib::clamp(p.y(), 0.0f, 1.0f);
}
}
if (this->ActivePoint() < static_cast<int>(this->NumCtrlPoints() - 1))
{
float2 next_p = this->GetCtrlPoint(this->ActivePoint() + 1);
if (next_p.x() <= p.x())
{
p.x() = next_p.x();
}
}
this->SetCtrlPoint(this->ActivePoint(), p.x(), p.y());
}
}
}
}
}
示例13: Value
STARTDECL(gl_perspective) (Value &fovy, Value &znear, Value &zfar)
{
Set3DMode(fovy.fval*RAD, screensize.x() / (float)screensize.y(), znear.fval, zfar.fval);
return Value();
}