//-------------------------------------------------------------- float ofxMuiTextBlock::getTextHeight() const { if(isTextHorizontal()) { return getBlockHeight(); } else { return getBlockWidth(); } }
//-------------------------------------------------------------- void ofxMuiTextBlock::draw(float x, float y) { ofPushStyle(); ofPushMatrix(); ofTranslate(x,y); { if(debug) { ofSetColor(255,255,0); ofLine(0,0,0,ofGetHeight()); ofLine(0,0,ofGetWidth(),0); ofPushStyle(); if(isTextWidthLimited()) { ofSetColor(255,0,0); ofLine(getBlockWidth(),0,getBlockWidth(),ofGetHeight()); } if(isTextHeightLimited()) { ofSetColor(255,0,0); ofLine(0,getBlockHeight(),ofGetWidth(),getBlockHeight()); } ofPopStyle(); } ofTranslate(0,font->getSize()); ofSetColor(cTextColor); font->drawString(displayText,0,0); /* if(!displayText.empty()) { ofSetColor(cTextColor); ofPushMatrix(); // TODO: add support for various text alignments ofRectangle drawOffsets = displayStringBoundingBox; switch(orientation) { case OF_ORIENTATION_UNKNOWN: // if unknown, use default case OF_ORIENTATION_DEFAULT: ofTranslate(0, labelFont->getSize()); break; case OF_ORIENTATION_180: ofTranslate(displayStringBoundingBox.width, getContentBoxHeight() - labelFont->getSize()); ofRotateZ(180); break; case OF_ORIENTATION_90_RIGHT: ofTranslate(0,0); ofRotateZ(90); break; case OF_ORIENTATION_90_LEFT: // TODO: this is off in the Y direction ... not sure why. ofTranslate(font->getSize(), getTextBoxHeight()); ofRotateZ(-90); break; } //font->drawString(displayText,drawOffsets.x,drawOffsets.y); ofPopMatrix(); } */ } ofPopMatrix(); ofPopStyle(); }
QPoint GameController::Center(const QPoint& _coordinate)//游戏坐标到屏幕格子中心坐标 {return QPoint((int)((_coordinate.x()+0.5)*getBlockWidth()),(int)((_coordinate.y()+0.5)*getBlockHeight()));}