void SceneNode::draw(sf::RenderTarget & target, sf::RenderStates states) const
{
	states.transform *= getTransform();

	drawCurrent(target, states);
	drawChildren(target, states);
}
Exemple #2
0
void SceneNode::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	// Apply transform of current node
	states.transform *= getTransform();

	// Draw node and children with changed transform
	drawCurrent(target, states);
	drawChildren(target, states);
}
void SceneNode::draw(sf::RenderTarget& target, sf::RenderStates states) const {
	//two transforms chained, one after the other.
	//Combines the parent's absolute transform with the current node's relative one
	//the result is the absolute transform of the CURRENT node 
	states.transform *= getTransform(); //now, states.transform contains the absolute world transform

	drawCurrent(target, states); //draw's the CURRENT node (ie the parent)
	drawChildren(target, states); //recursively calls draw until all the children nodes are drawn
}
void SceneNode::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	states.transform *= getTransform();

	drawCurrent(target, states);
	drawChildren(target, states);

	//if(isSelected())
	//	drawBoundingRect(target, states);
}
Exemple #5
0
void SceneNode::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
    states.transform *= getTransform();
    drawCurrent(target, states);
    
    for (const Ptr& child : mChildren)
    {
        child->draw(target, states);
    }
}
void SceneNode::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	// Apply transform of current node
	states.transform *= getTransform();

	// Draw node and children with changed transform
	drawCurrent(target, states);
	drawChildren(target, states);

	// Draw bounding rectangle - disabled by default
	//drawBoundingRect(target, states);
}
void SceneNode::draw() const
{
	glPushMatrix();
	{
		//opengl draw states
		glEnable(GL_LIGHTING);
		glEnable(GL_COLOR_MATERIAL);

		drawCurrent();

		glDisable(GL_LIGHTING);
		glDisable(GL_COLOR_MATERIAL);

		drawChildren();
	}
	glPopMatrix();
}
void DisplayObject::draw(sf::RenderTarget &target, sf::RenderStates states) const {
    states.transform *= this->getTransform();
    drawCurrent(target, states);
    drawChildren(target, states);
}