本文整理汇总了C++中sf::RenderWindow::display方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderWindow::display方法的具体用法?C++ RenderWindow::display怎么用?C++ RenderWindow::display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sf::RenderWindow
的用法示例。
在下文中一共展示了RenderWindow::display方法的15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: Show
void SplashScreen::Show(sf::RenderWindow& renderWindow)
{
sf::Texture image;
if (!image.loadFromFile("media/images/rekt.png"))
{
return;
}
sf::Sprite sprite(image);
renderWindow.draw(sprite);
renderWindow.display();
sf::Event event;
while(true)
{
while(renderWindow.pollEvent(event))
{
if(event.type == sf::Event::EventType::KeyPressed || event.type == sf::Event::EventType::MouseButtonPressed
|| event.type == sf::Event::EventType::Closed )
{
return;
}
}
}
}
示例2: update
void DialogueMode::update(sf::RenderWindow &rw, sf::Clock &clock)
{
float elapsed = clock.restart().asSeconds();
rw.clear(sf::Color::White); //should this be in highest loop?
//handle all input
sf::Event event;
while (rw.pollEvent(event)) {
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Space) {
current = current->getNext();
if (current == nullptr) {
deletionOrder = true;
return;
}
}
else current->handleInput(event);
}
current->update(elapsed);
//put into drawAll function?
rw.setView(mapView);
currentMap->drawAllObjects(rw, playerSprite);
rw.setView(HUD);
rw.draw(messageBox);
current->draw(rw);
rw.display();
}
示例3: WindowFunctions
void RenderEngine::WindowFunctions(sf::RenderWindow& window)
{
//create textures
// run the program as long as the window is open
while (window.isOpen())
{
// check all the window's events that were triggered since the last iteration of the loop
sf::Event event;
while (window.pollEvent(event))
{
// "close requested" event: we close the window
if (event.type == sf::Event::Closed)
window.close();
}
// clear the window with black color
window.clear(sf::Color::Black);
// draw everything here...
//draws the stack of sprites
for (unsigned int i = 0; i < stackOfSprites.size(); i++)
{
window.draw(stackOfSprites[i]);
}
// window.draw(...);
// end the current frame
window.display();
return;
}
}
示例4: show
MainMenu::MenuResult MainMenu::show( sf::RenderWindow &window )
{
// load menu image
sf::Texture texture;
texture.loadFromFile( "images/MainMenu.png" );
sf::Sprite sprite( texture );
/********************************
* setup clickable regions
*********************************/
// Play menu item coordinates
MenuItem playButton;
playButton.rect.top = 0;
playButton.rect.height = 290;
playButton.rect.left = 0;
playButton.rect.width = SCREEN_WIDTH - 1;
playButton.action = PLAY;
// Quit menu item coordinates
MenuItem quitButton;
quitButton.rect.top = 310;
quitButton.rect.height = 599;
quitButton.rect.left = 0;
quitButton.rect.width = SCREEN_WIDTH - 1;
quitButton.action = EXIT;
_menuItems.push_back( playButton );
_menuItems.push_back( quitButton );
window.draw( sprite );
window.display();
return menuResponse( window );
}
示例5: run
inline void run()
{
SSVU_ASSERT(gameEngine != nullptr);
while(gameEngine->isRunning())
{
if(mustRecreate) recreateWindow();
renderWindow.setActive(true);
this->clear();
gameEngine->refreshTimer();
auto tempMs(HRClock::now());
{
runEvents();
gameEngine->runUpdate();
}
msUpdate = std::chrono::duration_cast<FTDuration>(
HRClock::now() - tempMs)
.count();
tempMs = HRClock::now();
{
gameEngine->runDraw();
renderWindow.display();
}
msDraw = std::chrono::duration_cast<FTDuration>(
HRClock::now() - tempMs)
.count();
gameEngine->runFPS();
}
}
示例6: drawBoids
void drawBoids() {
world.moveAllBoidsToNewPosition();
for(int j = 0; j<5; j++) {
window.clear(sf::Color::White);
for(int i = 0; i<numberOfBoids; i++) {
int x_velocity = world.Boids[i].velocity.x;
int x = (sgn(x_velocity))*abs(x_velocity/5);
int y_velocity = world.Boids[i].velocity.y;
int y = (sgn(y_velocity))*abs(y_velocity/5);
boidsShapes[i].setPosition(boidsShapes[i].getPosition().x+x, boidsShapes[i].getPosition().y+y);
window.draw(boidsShapes[i]);
}
window.display();
}
/*
window.clear(sf::Color::White);
for(int i = 0; i<numberOfBoids; i++){
boidsShapes[i].setPosition(world.Boids[i].position.x, world.Boids[i].position.y);
window.draw(boidsShapes[i]);
}
window.display();
*/
}
示例7: loading_screen
//fake loading screen for smooth transition purposes
int loading_screen(std::string filePath) {
//std::cout << "load\n"; //debug
sf::SoundBuffer buffer;
if (!buffer.loadFromFile(filePath + ".ogg")) {
std::cout << "Cannot load " << filePath << ".ogg"; //debug
}
sf::Sound sound;
sound.setBuffer(buffer);
sound.play();
sf::Clock clock;
/*
while (clock.getElapsedTime().asMilliseconds() < 1000) {
//window.clear(sf::Color(0, 0, 0));
window.draw()
window.display();
}*/
while (sound.getStatus() != 0) {
window.clear(sf::Color(0, 0, 0));
window.display();
}
return 0;
}
示例8: Show
MainMenu::MenuResult MainMenu::Show(sf::RenderWindow& window)
{
//Load menu image from file
sf::Texture image;
image.loadFromFile("assets/images/mainMenu-background.png");
sf::Sprite sprite(image);
//Setup clickable regions
//Play menu item coordinates
MenuItem playButton;
playButton.rect.top= 200;
playButton.rect.height= 100;
playButton.rect.left = 0;
playButton.rect.width = 800;
playButton.action = Play;
//Exit menu item coordinates
MenuItem exitButton;
exitButton.rect.left = 0;
exitButton.rect.width = 600;
exitButton.rect.top = 400;
exitButton.rect.height = 100;
exitButton.action = Exit;
_menuItems.push_back(playButton);
_menuItems.push_back(exitButton);
window.draw(sprite);
window.display();
return GetMenuResponse(window);
}
示例9: mainLoop
void mainLoop() {
//The first time you run TackFPS it will return a trash value, so get it out of the way now
TackFPS(true);
//Pre-emptively call the resize and draw functions to get the cycle going
reshape(miWidth, miHeight);
bool running = true;
sf::Event event;
while(running) {
draw();
while(window.pollEvent(event)) {
switch(event.type) {
case sf::Event::Closed: running = false; break;
case sf::Event::Resized: reshape(event.size.width, event.size.height); break;
case sf::Event::KeyPressed: keyDown(event.key.code); break;// TODO codes
case sf::Event::MouseMoved: mouseDrag(event.mouseMove.x, event.mouseMove.y); break;
case sf::Event::MouseButtonPressed: mousePress(event.mouseButton.button, 1, event.mouseButton.x, event.mouseButton.y); break;
case sf::Event::MouseButtonReleased: mousePress(event.mouseButton.button, 0, event.mouseButton.x, event.mouseButton.y); break;
case sf::Event::TextEntered: charTyped(event.text.unicode); break;
default: cout << "unhandled event:" << event.type << endl; break;
}
}
window.display();
}
}
示例10: show
void SplashScreen::show(sf::RenderWindow& window)
{
sf::Image image;
std::string imageFile = "/Users/ankithbti/Development/gameBasics/bin/pang.png";
if (!image.loadFromFile(imageFile))
{
return;
}
sf::Texture texture;
texture.loadFromImage(image);
sf::Sprite sprite(texture);
window.clear(sf::Color::Green);
window.draw(sprite);
window.display();
sf::Event e;
while (true)
{
while (window.pollEvent(e))
{
if (e.type == sf::Event::Closed ||
e.type == sf::Event::MouseButtonPressed ||
e.type == sf::Event::KeyPressed)
{
return;
}
}
}
}
示例11: show
// Represents the rules
void Rules::show(sf::RenderWindow &window)
{
// Loads
sf::Texture texture;
if(texture.loadFromFile("images/Rules.png") != true) {
return;
}
sf::Sprite sprite(texture);
window.draw(sprite);
window.display();
sf::Event currentEvent;
while(true)
{
while(window.pollEvent(currentEvent))
{
// Close the screen if close is clicked
if(currentEvent.type == sf::Event::Closed) {
exit(0);
}
if(currentEvent.type == sf::Event::EventType::KeyPressed
|| currentEvent.type == sf::Event::EventType::Closed)
{
return;
}
}
}
}
示例12: render
void Game::render() {
mWindow.clear();
Game::generacion_mapa();
//
while(!MapIsChecked){
if(Game::mapa_valido(Game::mPlayer.getPosition().y / 50, Game::mPlayer.getPosition().x / 50)){
this->MapIsChecked = true;
}else{
this->pasos_entre_objetos = 0;
this->mIsMapGenerate = true;
Game::generacion_mapa();
// Game::cambiar_posicion_objectos();
}
}
// mWindow.draw(mText);
// mWindow.draw(mText2);
mWindow.draw(mPlayer);
mWindow.draw(mPlayerObj);
// mWindow.draw(mPlayerObs);
mWindow.display();
}
示例13: Show
MainMenu::MenuResult MainMenu::Show(sf::RenderWindow & window) {
sf::Texture texture;
if (!texture.loadFromFile("img/mainMenu.png"))
std::cout << "Error loading main menu image\n";
sf::Sprite sprite(texture);
// Play menu item coordinates
MenuItem play_button;
play_button.rect.top= 145;
play_button.rect.height = 380;
play_button.rect.left = 0;
play_button.rect.width = 1023;
play_button.action = Play;
play_button.alt_key = sf::Keyboard::S;
// Exit menu item coordinates
MenuItem exit_button;
exit_button.rect.left = 0;
exit_button.rect.height = 1023;
exit_button.rect.top = 383;
exit_button.rect.width = 560;
exit_button.action = Exit;
exit_button.alt_key = sf::Keyboard::Escape;
_menu_items.push_back(play_button);
_menu_items.push_back(exit_button);
window.clear();
window.draw(sprite);
window.display();
return GetMenuResponse(window);
}
示例14: runGame
void cbEngine::runGame(sf::RenderWindow &window, sf::Event &event){
stateManager sManager; //Create instance of stateManager class
splashScreen splaScreen;
while(window.isOpen()){
if (runonce == true){
std::cout << "Window open" << std::endl;
}
//---Do Only if Debugging---//
// Check to see if runonce is true; if true output to console that game is starting. //
while (debug == true){
if (runonce != false){
std::cout << "Starting game..." << std::endl;
runonce = false;
}
break;
}
// End of Debug Section //
// Loop Structure 1.Clear window (Color = black) 2. Call stateManager 3. Display window //
eventLoop(window, e); // Call event loop Initialize it with window and Event object
window.clear(sf::Color::White); //Clear window black
sManager.selectState(window, event);
window.display(); // Display everything to screen
}
}
示例15: show
void SplashScreen::show(sf::RenderWindow &window)
{
sf::Texture image;
if (image.loadFromFile("images/SplashScreen.png") != true)
return;
sf::Sprite sprite(image);
window.draw(sprite);
window.display();
sf::Event event;
while (true)
{
while (window.pollEvent(event))
{
if (event.type == sf::Event::EventType::KeyPressed || event.type == sf::Event::EventType::MouseButtonPressed)
return;
else if (event.type == sf::Event::EventType::Closed)
{
window.close();
exit(0);
}
}
}
}