本文整理汇总了C++中clan::Canvas::get_width方法的典型用法代码示例。如果您正苦于以下问题:C++ Canvas::get_width方法的具体用法?C++ Canvas::get_width怎么用?C++ Canvas::get_width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clan::Canvas
的用法示例。
在下文中一共展示了Canvas::get_width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: go
void why::Application::draw_game_over(clan::Canvas &c)
{
using namespace boost;
using namespace std;
using namespace clan;
static const string go("GAME OVER");
static const string go2("Press Any Key To Continue");
static Font fbig = m_rc_manager->get_font(80);
float x = static_cast<float>(
((c.get_width() / 2.0f) - (fbig.get_text_size(c, go).width / 2.0f))
);
float y = c.get_height() / 2.0f;
draw_info_box(c);
fbig.draw_text(c, x, y, go);
static Font fsmall = m_rc_manager->get_font();
y += fbig.get_font_metrics().get_height();
x = static_cast<float>(
((c.get_width() / 2.0f) - (fsmall.get_text_size(c, go2).width / 2.0f))
);
fsmall.draw_text(c, x, y, go2);
}
示例2: draw_text
void TextFade::draw_text(clan::Canvas &canvas, clan::Font &font, int ypos, const char *text)
{
// For this example, to keep things simple, we only handle ASCII characters
int gc_width = canvas.get_width();
clan::Size text_size = clan::Size(font.measure_text(canvas, text).bbox_size);
int xpos = (gc_width - text_size.width) / 2;
while(*text)
{
char let = *(text++);
char buffer[2];
buffer[0] = let;
buffer[1] = 0;
int position_off_centre = (gc_width/2) - xpos;
if (position_off_centre < 0)
position_off_centre = -position_off_centre;
float alpha = 1.0f - ( (float) position_off_centre * 2.0f / gc_width );
if (alpha > 0.0f)
font.draw_text(canvas, xpos, ypos, buffer, clan::Colorf(0.4f, 0.4f, 1.0f, alpha));
xpos += font.get_metrics(canvas, let).bbox_size.width;
}
}
示例3: set_stars
void Timing::set_stars(clan::Canvas &canvas, int star_cnt)
{
stars.clear();
stars.resize(star_cnt);
unsigned int random = 1231;
int gc_width = canvas.get_width();
int gc_height = canvas.get_height();
for (int cnt=0; cnt < star_cnt; cnt++)
{
stars[cnt].xpos = (float) (random % gc_width);
random+= 143222321;
stars[cnt].ypos = (float) (random % gc_height);
random+= 89079086;
stars[cnt].speed = (((float) (random % 256)) ) + 10.0f;
random*= 595443965;
stars[cnt].color.r = (((float) (random % 256)) / 256.0f);
random*= 196243625;
stars[cnt].color.b = (((float) (random % 256)) / 256.0f);
random*= 14365;
stars[cnt].color.g = (((float) (random % 256)) / 256.0f);
stars[cnt].color.a = 1.0f;
}
}
示例4: render_bloom_combine
void App::render_bloom_combine(clan::Canvas &canvas, clan::Texture2D &tex_base, clan::Texture2D &tex_bloom, clan::ProgramObject &program_object)
{
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, tex_base);
gc.set_texture(1, tex_bloom);
gc.set_program_object(program_object);
program_object.set_uniform1i(("BaseTexture"), 0);
program_object.set_uniform1f(("BaseIntensity"), base_intensity);
program_object.set_uniform1f(("BaseSaturation"), base_saturation);
program_object.set_uniform1i(("BloomTexture"), 1);
program_object.set_uniform1f(("BloomIntensity"), bloom_intensity);
program_object.set_uniform1f(("BloomSaturation"), bloom_saturation);
program_object.set_uniform_matrix("cl_ModelViewProjectionMatrix", canvas.get_projection() * canvas.get_transform());
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
gc.reset_texture(1);
}
示例5: on_render
void ColorWheel::on_render(clan::Canvas &canvas, const clan::Rect &update_rect)
{
get_options();
clan::Pointf center( (float) canvas.get_width()/2.0f, (float) canvas.get_height()/2.0f);
float radius = 200.0f;
create_colorwheel(center, radius);
canvas.fill_triangles(colorwheel_positions, colorwheel_colors, colorwheel_segments * 3);
draw_labels(canvas);
}
示例6: ver
void why::Application::draw_main_menu(clan::Canvas &c)
{
using namespace clan;
m_main_menu->draw(c);
const std::string ver (std::string(INERTIA_VERSION) + "v");
Font f = m_rc_manager->get_font();
Pointf vpos;
vpos.x = c.get_width() - (ver.length() * f.get_font_metrics().get_average_character_width() + 10.0f);
vpos.y = c.get_height() - 10.0f;
f.draw_text(c, vpos, ver);
}
示例7: update
bool App::update()
{
game_time.update();
canvas.clear(clan::Colorf(0.0f,0.0f,0.0f, 0.0f));
rock.set_color(clan::Colorf(1.0f, 1.0f, 1.0f, 0.8f));
rock.draw(canvas, 0.0f, 0.0f);
// Rotate tux
rotation += game_time.get_time_elapsed() * 100.0f;
clan::Angle angle;
angle.set_degrees(rotation);
tux.set_angle(angle);
// Caculate tux position
clan::Pointf circle_center( (float) (canvas.get_width()/2), (float) (canvas.get_height()/2) );
const float radius = 210.0f;
int tux_circle = 12;
tux_position.x = -(radius - tux_radius - tux_circle) * cos( angle.to_radians() / 2.0f );
tux_position.y = (radius - tux_radius - tux_circle) * sin( angle.to_radians()/ 2.0f );
tux_position += circle_center;
tux_position.x -= tux.get_width()/2;
tux_position.y -= tux.get_height()/2;
// Give tux circle blue outer outline, because it looks nice
canvas.fill_circle(tux_position.x + tux_radius, tux_position.y + tux_radius, tux_radius+tux_circle, clan::Colorf(0.0f, 0.0f, 1.0f, 1.0f));
// Make see through border
canvas.set_blend_state(blend_state_off);
canvas.fill_circle(tux_position.x + tux_radius, tux_position.y + tux_radius, tux_radius+tux_circle-2, clan::Colorf(0.0f, 0.0f, 0.0f, 0.0f));
canvas.reset_blend_state();
// Give tux circle blue outline, to mask the alpha channel
canvas.fill_circle(tux_position.x + tux_radius, tux_position.y + tux_radius, tux_radius+2, clan::Colorf(0.0f, 0.0f, 1.0f, 1.0f));
// Draw tux
tux.draw(canvas, tux_position.x, tux_position.y);
// Draw text
font_large.draw_text(canvas, 10-2, 50-2, "ClanLib Layered Window", clan::Colorf(0.1f, 0.1f, 0.1f, 1.0f));
font_large.draw_text(canvas, 10, 50, "ClanLib Layered Window", clan::Colorf::green);
font_small.draw_text(canvas, 60-2, 80-2, "Click mouse on the penguin to exit", clan::Colorf(0.1f, 0.1f, 0.1f, 1.0f));
font_small.draw_text(canvas, 60, 80, "Click mouse on the penguin to exit", clan::Colorf::green);
font_small.draw_text(canvas, 110-2, 110-2, "Drag rock to move window", clan::Colorf(0.1f, 0.1f, 0.1f, 1.0f));
font_small.draw_text(canvas, 110, 110, "Drag rock to move window", clan::Colorf::green);
window.flip(1);
return !quit;
}
示例8: draw_demo
void SineScroll::draw_demo(clan::Canvas &canvas, int delta_ms)
{
clan::Rectf rect(0.0f, 0.0f, clan::Sizef(300.0f, 300.0f));
clan::Rectf texture_unit1_coords(0.0f, 0.0f, 1.0f, 1.0f);
std::vector<clan::Vec2f> dest_position;
std::vector<clan::Vec2f> texture_position;
int dest_width = canvas.get_width();
if (dest_width <=0)
return;
int dest_xoffset = 0;
int gc_height = canvas.get_height();
int dest_height = 128;
int dest_start_y = (gc_height - dest_height) / 2;
float texture_y_start = 0.15f; // Set to 0.0f for start and 1.0f for end to use the entire texture
float texture_y_end = 0.5f;
dest_position.reserve(dest_width * 2);
texture_position.reserve(dest_width * 2);
float sin_amplitude = ( (float) gc_height / 4.0f);
if (delta_ms > 1000) // Limit to 1 second to frame
delta_ms = 1000;
sin_offset += ((float) delta_ms / 1000.0f);
if (sin_offset > (2.0f * clan::PI))
sin_offset -= clan::PI * 2.0f;
for (int cnt=0; cnt < dest_width; cnt++)
{
float y_offset = sin_amplitude * sin( sin_offset + (float) cnt / 100.0f ) ;
dest_position.push_back( clan::Vec2f( cnt, dest_start_y + y_offset ) );
dest_position.push_back( clan::Vec2f( cnt, dest_start_y + dest_height + y_offset) );
texture_position.push_back( clan::Vec2f( (float) cnt / dest_width, texture_y_start ) );
texture_position.push_back( clan::Vec2f( (float) cnt / dest_width, texture_y_end ) );
}
canvas.draw_lines(&dest_position[0], &texture_position[0], dest_position.size(), texture);
}
示例9: render_gaussian_blur
void App::render_gaussian_blur(clan::Canvas &canvas, float blur_amount, clan::Texture2D &source_texture, clan::ProgramObject &program_object, float dx, float dy)
{
uniforms.sample[0].weight = compute_gaussian(0, blur_amount);
uniforms.sample[0].offset_x = 0.0f;
uniforms.sample[0].offset_y = 0.0f;
float totalWeights = uniforms.sample[0].weight;
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = compute_gaussian(i + 1.0f, blur_amount);
uniforms.sample[i * 2 + 1].weight = weight;
uniforms.sample[i * 2 + 2].weight = weight;
totalWeights += weight * 2;
float sampleOffset = i * 2 + 1.5f;
clan::Vec2f delta(dx * sampleOffset, dy * sampleOffset);
uniforms.sample[i * 2 + 1].offset_x = delta.x;
uniforms.sample[i * 2 + 1].offset_y = delta.y;
uniforms.sample[i * 2 + 2].offset_x = -delta.x;
uniforms.sample[i * 2 + 2].offset_y = -delta.y;
}
for (int i = 0; i < sampleCount; i++)
{
uniforms.sample[i].weight /= totalWeights;
}
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, source_texture);
gc.set_program_object(program_object);
uniforms.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_transform();
gpu_uniforms.upload_data(gc, &uniforms, 1);
gc.set_uniform_buffer(0, gpu_uniforms);
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
}
示例10: draw_graphics
void Timing::draw_graphics(clan::Canvas &canvas, float time_delta)
{
int gc_width = canvas.get_width();
std::vector<Star>::size_type max, cnt;
max = stars.size();
for (cnt=0; cnt<max; cnt++)
{
float xpos = stars[cnt].xpos;
xpos += time_delta * stars[cnt].speed;
if (xpos >= gc_width)
xpos -= (gc_width + 8);
stars[cnt].xpos = xpos;
canvas.fill_circle(xpos, stars[cnt].ypos, 6.0f, stars[cnt].color);
}
}
示例11: render_shockwave
void App::render_shockwave(clan::Canvas &canvas, clan::Texture2D &source_texture, clan::ProgramObject &program_object)
{
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, source_texture);
gc.set_program_object(program_object);
uniforms.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_modelview();
gpu_uniforms.upload_data(gc, &uniforms, 1);
gc.set_uniform_buffer(0, gpu_uniforms);
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
}
示例12: render_extract_highlights
void App::render_extract_highlights(clan::Canvas &canvas, clan::Texture2D &source_texture, clan::ProgramObject &program_object)
{
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, source_texture);
gc.set_program_object(program_object);
program_object.set_uniform1i(("SourceTexture"), 0);
program_object.set_uniform1f(("Threshold"), highlight_threshold);
program_object.set_uniform_matrix("cl_ModelViewProjectionMatrix", canvas.get_projection() * canvas.get_transform());
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
}
示例13: screen_width
void why::Application::draw_background(clan::Canvas &c, bool tile)
{
using namespace clan;
Sprite *bg = nullptr;
if (GameState::is_active(GameStateValue::Menu))
{
bg = &m_menu_bg_sprite;
}
else
{
bg = &m_game_bg_sprite;
}
const float screen_width(static_cast<float>(c.get_width()));
const float screen_height(static_cast<float>(c.get_height()));
const float sprite_width(static_cast<float>(bg->get_width()));
const float sprite_height(static_cast<float>(bg->get_height()));
if (tile)
{
float x = 0, y = 0;
while (y < screen_height + sprite_height)
{
bg->draw(c, x, y);
x += sprite_width;
if (x > screen_width + sprite_width)
{
y += sprite_height;
x = 0.0f;
}
}
}
else
{
bg->draw(c, Rectf(0.0f, 0.0f, sprite_width, sprite_height),
Rectf(0.0f, 0.0f, screen_width, screen_height));
}
}