void Marquee::animate(HDC hDC) { if (drawn) { drawSelf(ANIMATE, hDC); } }
void UIWidget::draw(const Rect& visibleRect, Fw::DrawPane drawPane) { Rect oldClipRect; if(m_clipping) { oldClipRect = g_painter->getClipRect(); g_painter->setClipRect(visibleRect); } if(m_rotation != 0.0f) { g_painter->pushTransformMatrix(); g_painter->rotate(m_rect.center(), m_rotation * (Fw::pi / 180.0)); } drawSelf(drawPane); if(m_children.size() > 0) { if(m_clipping) g_painter->setClipRect(visibleRect.intersection(getPaddingRect())); drawChildren(visibleRect, drawPane); } if(m_rotation != 0.0f) g_painter->popTransformMatrix(); if(m_clipping) { g_painter->setClipRect(oldClipRect); } }
void Marquee::draw(HDC hDC) { if (!drawn) { drawn = TRUE; drawSelf(DRAW, hDC); } }
void Marquee::undraw(HDC hDC) { if (drawn) { drawn = FALSE; drawSelf(UNDRAW, hDC); } }
void LineGraphEdge::_draw(Widget w, const BoxRegion& exposed, const GraphGC& gc) const { if (from() == to()) drawSelf(w, exposed, gc); else drawLine(w, exposed, gc); }
//private void Entity::draw(sf::RenderTarget& rt, sf::RenderStates states) const { states.transform *= getTransform(); for (const auto& c : m_children) rt.draw(*c, states); drawSelf(rt, states); }
void Panel::draw(Adafruit_GFX& display) { drawSelf(display); if (_siblings != NULL) { _siblings->draw(display); } if (_children != NULL) { _children->draw(display); } }
void GameObject::draw(ScreenBuffer& buffer, int drawX, int drawY) { if (hidden_) { return; } drawSelf(buffer, drawX, drawY); }
void ConsoleView::handleFocusChange(int state) { if (state) { // probably want to do something like display the cursor setDirty(); drawSelf(); needFullPaint = TRUE; paintInputRow(); } else { // probably want to take the cursor away, or make it hollow... } }
void UIWidget::draw(const Rect& visibleRect) { if(m_clipping) g_painter->setClipRect(visibleRect); drawSelf(); if(m_children.size() > 0) { if(m_clipping) g_painter->setClipRect(visibleRect.intersection(getClippingRect())); drawChildren(visibleRect); } if(m_clipping) g_painter->resetClipRect(); }
void Tilemap::update(float frameDelta) { drawSelf(); }
//private void Node::draw(sf::RenderTarget& rt, sf::RenderStates states) const { states.transform *= getTransform(); drawSelf(rt, states); drawChildren(rt, states); }
void GameObject::drawSelf(ScreenBuffer& buffer) { drawSelf(buffer, 0, 0); }
void GameState::render() { auto& window = *WindowManager::get().getWindow(); auto& renderWindow = *WindowManager::get().getRenderWindow(); auto& renderStates = *WindowManager::get().getStates(); //clear window for drawing, and reset transformation matrix. window.clear(); renderStates.transform = sf::Transform::Identity; //draw map { auto sprite = sf::Sprite(*mMapTexture.first); sprite.setPosition(mMapTexture.second); window.draw(sprite); } #ifdef DEBUG_SOLIDZONE std::list<std::shared_ptr<PhysicalEntity> > L; auto& view = WindowManager::get().getWindow()->getView(); auto center = view.getCenter(); auto size = view.getSize(); auto viewRect = sf::FloatRect(center.x - size.x*0.6, center.y - size.y*0.6, size.x*1.2, size.y*1.2) ; for( auto it = mGraphicalEntities.begin(), end = mGraphicalEntities.end(); it != end; ++it) { auto aRect = GAME_TO_SCREEN.transformRect( (*it)->getHitBox() ); if( viewRect.intersects( aRect ) ) { L.push_back( std::static_pointer_cast<PhysicalEntity>(*it) ); } } for( auto it = mCollisionZones.begin(), end = mCollisionZones.end(); it != end; ++it) { auto aRect = GAME_TO_SCREEN.transformRect( (*it)->getHitBox() ); if( viewRect.intersects( aRect ) ) { L.push_back( std::static_pointer_cast<PhysicalEntity>(*it) ); } } L.sort(smallerPosition); for( auto a = L.begin(), b = L.end(); a != b; ++a) { (*a)->drawSelf(); } std::cout << "["<<L.size() <<"]"<<" "; #else //sort them in drawing order. mGraphicalEntities.sort(smallerPosition); for(auto it = mGraphicalEntities.begin(), end = mGraphicalEntities.end(); it != end; ++it) { auto graphical_sp = *it; graphical_sp->drawSelf(); } #endif //display static float pxt=1; static float lightPosx=0.5; static float lightPosy=0.5; static sf::Shader* shader = new sf::Shader; shader->loadFromFile("../Winter-Dreams/Resources/Darkness.frag", sf::Shader::Fragment); window.display(); shader->setParameter("lightPosx[0]",0.5); shader->setParameter("lightPosy[0]",0.5); sf::Sprite renderTextureSprite(window.getTexture()); if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { shader->setParameter("lightPosx[1]", float(sf::Mouse::getPosition(renderWindow).x)/float(renderWindow.getSize().x)); shader->setParameter("lightPosy[1]", 1-float(sf::Mouse::getPosition(renderWindow).y)/float(renderWindow.getSize().y)); shader->setParameter("pixel_threshold",pxt); renderWindow.draw(renderTextureSprite, shader); } else { renderWindow.draw(renderTextureSprite); } if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { pxt+=0.1; } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::F)) { pxt-=0.1; } //draw script effects directly on screen for(auto it = mScripts.begin(), end = mScripts.end(); it != end; ++it) { auto script_sp = *it; script_sp->draw(); } renderWindow.display(); }
void UIWidget::draw() { drawSelf(); drawChildren(); }