void GameBoard::ReloadTexture(GameSystem::Texture tex){ this->texture = tex; QString path = GetTexturePath(tex); //画像読み込み this->team_resource [static_cast<int>(GameSystem::TEAM::COOL)] = QPixmap(path + "/Cool.png"); this->team_resource [static_cast<int>(GameSystem::TEAM::HOT)] = QPixmap(path + "/Hot.png"); this->field_resource [static_cast<int>(GameSystem::MAP_OBJECT::NOTHING)] = QPixmap(path + "/Floor.png"); this->field_resource [static_cast<int>(GameSystem::MAP_OBJECT::TARGET)] = QPixmap(); this->field_resource [static_cast<int>(GameSystem::MAP_OBJECT::ITEM)] = QPixmap(path + "/Item.png"); this->field_resource [static_cast<int>(GameSystem::MAP_OBJECT::BLOCK)] = QPixmap(path + "/Block.png"); this->overray_resource[static_cast<int>(GameSystem::MAP_OVERLAY::NOTHING)] = QPixmap(); this->overray_resource[static_cast<int>(GameSystem::MAP_OVERLAY::LOOK)] = QPixmap(path + "/Look.png"); this->overray_resource[static_cast<int>(GameSystem::MAP_OVERLAY::GETREADY)] = QPixmap(path + "/Getready.png"); this->overray_resource[static_cast<int>(GameSystem::MAP_OVERLAY::SEACH)] = QPixmap(path + "/Search.png"); this->overray_resource[static_cast<int>(GameSystem::MAP_OVERLAY::BLIND)] = QPixmap(path + "/Blind.png"); //変形 for(QPixmap& img:team_resource )img = img.scaled(image_part.width(),image_part.height(),Qt::IgnoreAspectRatio,Qt::SmoothTransformation); for(QPixmap& img:field_resource){ if(!img.isNull())img = img.scaled(image_part.width(),image_part.height(),Qt::IgnoreAspectRatio,Qt::SmoothTransformation); } for(QPixmap& img:overray_resource){ if(!img.isNull())img = img.scaled(image_part.width(),image_part.height(),Qt::IgnoreAspectRatio,Qt::SmoothTransformation); } }
nuiXMLNode* nuiImageDecoration::Serialize(nuiXMLNode* pNode) { pNode->SetName(_T("nuiImageDecoration")); pNode->SetAttribute(_T("ClientRect"), mClientRect.GetValue()); pNode->SetAttribute(_T("Texture"), GetTexturePath()); return pNode; }
nuiXMLNode* nuiFrame::Serialize(nuiXMLNode* pNode) { pNode->SetName(_T("nuiFrame")); pNode->SetAttribute(_T("Color"), mColor.GetValue()); pNode->SetAttribute(_T("ClientRect"), mClientRect.GetValue()); pNode->SetAttribute(_T("Texture"), GetTexturePath()); return pNode; }
bool CGUITextureManager::HasTexture(const std::string &textureName, std::string *path, int *bundle, int *size) { CSingleLock lock(m_section); // default values if (bundle) *bundle = -1; if (size) *size = 0; if (path) *path = textureName; if (textureName.empty()) return false; if (!CanLoad(textureName)) return false; // Check our loaded and bundled textures - we store in bundles using \\. std::string bundledName = CTextureBundle::Normalize(textureName); for (int i = 0; i < (int)m_vecTextures.size(); ++i) { CTextureMap *pMap = m_vecTextures[i]; if (pMap->GetName() == textureName) { if (size) *size = 1; return true; } } for (int i = 0; i < 2; i++) { if (m_TexBundle[i].HasFile(bundledName)) { if (bundle) *bundle = i; return true; } } std::string fullPath = GetTexturePath(textureName); if (path) *path = fullPath; return !fullPath.empty(); }