本文整理汇总了C++中util::ConfigGlobal::convertToPercentScreen方法的典型用法代码示例。如果您正苦于以下问题:C++ ConfigGlobal::convertToPercentScreen方法的具体用法?C++ ConfigGlobal::convertToPercentScreen怎么用?C++ ConfigGlobal::convertToPercentScreen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类util::ConfigGlobal
的用法示例。
在下文中一共展示了ConfigGlobal::convertToPercentScreen方法的4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: activateReleased
void EngineStage::activateReleased(float x, float y, float dx, float dy)
{
if (stageState == STAGE_STATE_PAUSE && !player->hasTriggeredStartup())
{
HudSlider* speedSlider = NULL;
if (hud) speedSlider = hud->getSpeedSlider();
if (speedSlider && speedSlider->selected)
{
speedSlider->selected = false;
Vector2 np;
#if !defined(OGRE_IS_IOS)
if (speedSlider->orientation)
np = speedSlider->p2 + globals.convertToPercentScreen(Vector2(0.0, dy));
else
np = speedSlider->p2 + globals.convertToPercentScreen(Vector2(dx, 0.0));
#else
if (speedSlider->orientation)
np = speedSlider->p2cache + globals.convertToPercentScreen(Vector2(0.0, dy));
else
np = speedSlider->p2cache + globals.convertToPercentScreen(Vector2(dx, 0.0));
#endif
speedSlider->setBallPosition(np);
//std::cout << "release\n";
}
}
}
示例2: queryButtons
std::string TutorialManager::queryButtons(Vector2 target) const
{
Vector2 comp = globals.convertToPercentScreen(target);
for (int i = 0; i < buttons.size(); ++i)
{
if ((buttons[i].overlay && buttons[i].overlay->isVisible()) && buttons[i].isInside(comp) && buttons[i].active)
{
return buttons[i].name;
}
}
return "";
}
示例3: activatePressed
void EngineStage::activatePressed(float x, float y)
{
if (stageState == STAGE_STATE_PAUSE && !player->hasTriggeredStartup())
{
HudSlider* speedSlider = NULL;
if (hud) speedSlider = hud->getSpeedSlider();
if (speedSlider)
{
Vector2 pos = globals.convertToPercentScreen(Vector2(x, y));
// Case for tapping into the slider which makes ball jump to position
if (speedSlider->isInsideRange(pos))
{
// Project position to range
if (speedSlider->orientation)
{
float ny = pos.y - speedSlider->p1.y - speedSlider->dim2.y / 2;
speedSlider->setBallPosition(Vector2(speedSlider->p2.x, ny));
}
else
{
float nx = pos.x - speedSlider->p1.x - speedSlider->dim2.x / 2;
speedSlider->setBallPosition(Vector2(nx, speedSlider->p2.y));
}
}
// Initialize p2cache first time we touch ball
// p2cache is better since iOS tracking uses total dx which is more accurate
// then passing in a dx everytime
if (speedSlider->isInsideBall(pos))
{
speedSlider->selected = true;
speedSlider->p2cache = speedSlider->p2;
}
//std::cout << "press\n";
}
}
}
示例4: activateMoved
// The following deal with injecting coordinates to simulate a slider
//
void EngineTabSettings::activateMoved(float x, float y, float dx, float dy)
{
Ogre::Vector2 temp = globals.convertToPercentScreen(Vector2(0.0,dy));
std::cout << "Temp: "<<"(" << temp.x <<", " << temp.y << ")" << std::endl;
//Testing Dragging!
/*
if(touchedBox)
{
Ogre::Vector2 temp2 = globals.convertToPercentScreen(Vector2(x,y));
//Move everything depending on the dy!
Ogre::Vector2 temp = globals.convertToPercentScreen(Vector2(0.0,dy));
//float newy = initTextPosition
float constant = 1;
temp.y /= constant;
hud->enableUnlimitedFuelBackground->setPosition(.32, hud->initTextPosition.y+temp.y);
}
*/
}