Beispiel #1
0
  void _AnimationEngine::draw()
  {
    m_animMutex.lock();
    if( m_frameList )
    {

      if( m_currentGame )
        m_currentGame->preDraw();

      Frame& frame = *(*m_frameList)[ TimeManager->getTurn() ];
      std::map<std::string, bool> renderTags = m_currentGame->getRenderTagState();

      for
        (
        std::list<SmartPointer<Animatable> >::iterator i = frame.getAnimations().begin();
        i != frame.getAnimations().end();
        i++
        )
      {
        auto& anim = *i;

        if(anim != NULL)
        {
            if(renderTags.find(anim->getTag()) != renderTags.end())
            {
                if(renderTags.at(anim->getTag()) == true)
                    drawAnim( *anim );
            }
            else
                drawAnim( *anim );
        }
      }

      if( m_currentGame )
        m_currentGame->postDraw();

    }

    GUI->clearInput();

    m_animMutex.unlock();

  } // _AnimationEngine::draw()
void ofApp::draw(){
    fbo.begin();
    drawAnim();
    fbo.end();
    captureFrame();
    fbo.draw(0, 0);
    ofDrawBitmapString(
        "Recording to frame #" +
        ofToString(saveOnFrame) +
        " at " +
        ofToString(framerate) +
        "fps...\nCurrent frame: " +
        ofToString(ofGetFrameNum()) +
        "\n" + nowSaved,
        20, height - 50);
}
void ofApp::draw(){
    fbo.begin();
    drawAnim();
    fbo.end();
    
    if(!renderingNow) {
        captureFrame();
    }
    
    ofSetColor(255, 255, 255, 255);
    fbo.draw(0, 0);
    ofDrawBitmapString(
                       "Recording to frame #" +
                       ofToString(saveOnFrame) +
                       " at " +
                       ofToString(ofGetFrameRate()) +
                       "fps...\nCurrent frame: " +
                       ofToString(ofGetFrameNum()) +
                       "\n" + renderMessage,
                       20, height - 50);
}