本文整理汇总了C++中gd::InitialInstance::GetCustomWidth方法的典型用法代码示例。如果您正苦于以下问题:C++ InitialInstance::GetCustomWidth方法的具体用法?C++ InitialInstance::GetCustomWidth怎么用?C++ InitialInstance::GetCustomWidth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gd::InitialInstance
的用法示例。
在下文中一共展示了InitialInstance::GetCustomWidth方法的5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: GetInitialInstanceSprite
sf::Vector2f SpriteObject::GetInitialInstanceOrigin(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const
{
const Sprite * associatedSprite = GetInitialInstanceSprite(instance, project, layout);
if ( associatedSprite == NULL || !associatedSprite->GetSFMLTexture() ) return sf::Vector2f(0,0);
float scaleX = instance.HasCustomSize() ? instance.GetCustomWidth()/associatedSprite->GetSFMLTexture()->texture.getSize().x : 1;
float scaleY = instance.HasCustomSize() ? instance.GetCustomHeight()/associatedSprite->GetSFMLTexture()->texture.getSize().y : 1;
return sf::Vector2f(((float)associatedSprite->GetOrigin().GetX())*fabs(scaleX),
((float)associatedSprite->GetOrigin().GetY())*fabs(scaleY));
}
示例2: DrawInitialInstance
void Object::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
#if !defined(GD_NO_WX_GUI)
sf::RectangleShape mask(instance.HasCustomSize() ?
sf::Vector2f(instance.GetCustomWidth(),instance.GetCustomHeight()) :
GetInitialInstanceDefaultSize(instance, project, layout));
mask.setPosition(instance.GetX(), instance.GetY());
mask.setRotation(instance.GetAngle());
mask.setFillColor(sf::Color( 147,151,255 ));
mask.setOutlineThickness(1);
mask.setOutlineColor(sf::Color( 255, 48, 69));
renderTarget.draw(mask);
#endif
}
示例3: DrawInitialInstance
void SpriteObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
bool shouldNotRotate = false;
const Sprite * associatedSprite = GetInitialInstanceSprite(instance, project, layout, &shouldNotRotate);
if ( associatedSprite == NULL || !associatedSprite->GetSFMLTexture() ) return;
sf::Sprite sprite(associatedSprite->GetSFMLTexture()->texture);
float scaleX = instance.HasCustomSize() ? instance.GetCustomWidth()/associatedSprite->GetSFMLTexture()->texture.getSize().x : 1;
float scaleY = instance.HasCustomSize() ? instance.GetCustomHeight()/associatedSprite->GetSFMLTexture()->texture.getSize().y : 1;
sprite.setOrigin( associatedSprite->GetCenter().GetX(), associatedSprite->GetCenter().GetY() ); ;
sprite.setRotation( shouldNotRotate ? 0 : instance.GetAngle() );
sprite.setPosition( instance.GetX() + (associatedSprite->GetCenter().GetX() - associatedSprite->GetOrigin().GetX())*fabs(scaleX),
instance.GetY() + (associatedSprite->GetCenter().GetY() - associatedSprite->GetOrigin().GetY())*fabs(scaleY) );
sprite.setScale(scaleX, scaleY);
renderTarget.draw(sprite);
}
示例4: DrawInitialInstance
/**
* Render object at edittime
*/
void TiledSpriteObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
if(!texture) return;
float width = instance.HasCustomSize() ? instance.GetCustomWidth() : GetInitialInstanceDefaultSize(instance, project, layout).x;
float height = instance.HasCustomSize() ? instance.GetCustomHeight() : GetInitialInstanceDefaultSize(instance, project, layout).y;
float xOffset = 0;
float yOffset = 0;
sf::Vector2f centerPosition = sf::Vector2f(instance.GetX()+width/2, instance.GetY()+height/2);
float angleInRad = instance.GetAngle()*3.14159/180.0;
texture->texture.setRepeated(true);
sf::Vertex vertices[] = {sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(-width/2,-height/2), angleInRad), sf::Vector2f(0+xOffset,0+yOffset)),
sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(+width/2,-height/2), angleInRad), sf::Vector2f(width+xOffset,0+yOffset)),
sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(+width/2,+height/2), angleInRad), sf::Vector2f(width+xOffset, height+yOffset)),
sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(-width/2,+height/2), angleInRad), sf::Vector2f(0+xOffset, height+yOffset))};
renderTarget.draw(vertices, 4, sf::Quads, &texture->texture);
texture->texture.setRepeated(false);
}
示例5: GetInitialInstanceDefaultSize
/**
* Render object at edittime
*/
void Box3DObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
if ( !topTexture || !bottomTexture || ! rightTexture || !leftTexture || !frontTexture || !backTexture ) return;
renderTarget.popGLStates();
float width = instance.HasCustomSize() ? instance.GetCustomWidth() : GetInitialInstanceDefaultSize(instance, project, layout).x;
float height = instance.HasCustomSize() ? instance.GetCustomHeight() : GetInitialInstanceDefaultSize(instance, project, layout).y;
float xView = renderTarget.getView().getCenter().x*0.25f;
float yView = -renderTarget.getView().getCenter().y*0.25f;
float zPosition = instance.floatInfos.find("z") != instance.floatInfos.end() ?
instance.floatInfos.find("z")->second :
0;
float pitch = instance.floatInfos.find("pitch") != instance.floatInfos.end() ?
instance.floatInfos.find("pitch")->second :
0;
float roll = instance.floatInfos.find("roll") != instance.floatInfos.end() ?
instance.floatInfos.find("roll")->second :
0;
float yaw = instance.GetAngle();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Position
glRotatef(renderTarget.getView().getRotation(), 0, 0, 1);
glTranslatef(instance.GetX()*0.25f - xView, -instance.GetY()*0.25f - yView, zPosition*0.25f - 75.0f*(renderTarget.getView().getSize().y/600.0f));
float sizeWidth = width*0.25f;
float sizeHeight = -height*0.25f;
float sizeDepth = depth*0.25f;
//Rotation
glTranslatef(sizeWidth/2, sizeHeight/2, sizeDepth/2);
glRotatef(-yaw, 0, 0, 1);
glRotatef(pitch, 0, 1, 0);
glRotatef(roll, 1, 0, 0);
glTranslatef(-sizeWidth/2, -sizeHeight/2, -sizeDepth/2);
//Render the box
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
sf::Texture::bind(&backTexture->texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(0 , 0, 0);
glTexCoord2f(0, 1); glVertex3f(0 , sizeHeight, 0);
glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, 0);
glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0);
glEnd();
sf::Texture::bind(&frontTexture->texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(0 , 0, sizeDepth);
glTexCoord2f(0, 1); glVertex3f(0 , sizeHeight, sizeDepth);
glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth);
glEnd();
sf::Texture::bind(&leftTexture->texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, 0);
glTexCoord2f(1, 1); glVertex3f(0, sizeHeight, sizeDepth);
glTexCoord2f(1, 0); glVertex3f(0, 0, sizeDepth);
glEnd();
sf::Texture::bind(&rightTexture->texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(sizeWidth, 0, 0);
glTexCoord2f(0, 1); glVertex3f(sizeWidth, sizeHeight, 0);
glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth);
glEnd();
sf::Texture::bind(&bottomTexture->texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(0, 0, sizeDepth);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0);
glTexCoord2f(1, 1); glVertex3f(sizeWidth, 0, sizeDepth);
glEnd();
sf::Texture::bind(&topTexture->texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, sizeDepth);
glTexCoord2f(0, 0); glVertex3f(0, sizeHeight, 0);
glTexCoord2f(1, 0); glVertex3f(sizeWidth, sizeHeight, 0);
glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
glEnd();
renderTarget.pushGLStates();
}