void ConfigButton::draw(sf::RenderTarget& target, sf::RenderStates states) const { states.transform *= getTransform(); target.draw(m_background, states); target.draw((gui::Button) *this); }
void GUIGraph::draw(sf::RenderTarget& target, sf::RenderStates states) const { states.transform *= getTransform(); target.draw(m_vertexArray); }
void Flag::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(mSprite, states); }
void Ball::draw(sf::RenderTarget& target) const { target.draw(sprite_); }
void Mob::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(sprite, states); }
void SpriteNode::drawCurrent(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(mSprite, states); }
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const { states.transform *= getTransform(); states.texture = &m_tileset; target.draw(m_vertices, states); }
void World::drawPlayer(sf::RenderTarget& target) { player.setPosition(player_position); target.draw(player); }
void TextNode::drawCurrent(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(mText, states); }
void Aircraft::drawCurrent(sf::RenderTarget &target, sf::RenderStates states) const { target.draw(mSprite, states); }
void World::drawObstacles(sf::RenderTarget& target) { std::for_each(obstacle_container.begin(), obstacle_container.end(), [&](const auto& ob) { target.draw(ob); }); }
void TileMap::draw_layers(int start, int finish, sf::RenderTarget & target) const { for(int i = start; i <= finish; ++i) target.draw(_layers[i]); }
void Collidable::debug_draw(sf::RenderTarget& target) { target.draw(*mMask); }
void Button::draw(sf::RenderTarget& target, sf::RenderStates states) const { states.transform *= getTransform(); target.draw(mSprite, states); target.draw(mText, states); }
virtual void draw(sf::RenderTarget &target, sf::RenderStates states) const { for(auto& p : m_systems) { target.draw(p.second, states); } }
void ScoreNode::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(mStaticScoreText, states); target.draw(mScoreText, states); target.draw(mLivesText, states); }
void Building::draw(sf::RenderTarget& target, sf::RenderStates states) const{ target.draw(shape); }
void ParticleSystem::draw(sf::RenderTarget& target, sf::RenderStates states) const { states.texture = &mTexture; target.draw(mVertexArray, states); }
// Public Method(s) // Draw void Grid::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(mOutline, states); }
void Map::draw(sf::RenderTarget& target,sf::RenderStates states) const { for(unsigned int i = 0;i<ObjectsOnMap.size();i++) target.draw(*ObjectsOnMap[i]); }
void Text::render(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(_text); }
//Do nothing is the default behavior void WorldObject::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(aabb, states); //OnDraw(&target, states); }
void LightObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout) { edittimeIcon.setPosition(instance.GetX(), instance.GetY()); renderTarget.draw(edittimeIcon); }
void destroyButton::draw(sf::RenderTarget& target , sf::RenderStates states) const{ if (isHighlighted && !isClicked) {target.draw(highlightedSprite);} }
void BitmapText::draw(sf::RenderTarget& target, sf::RenderStates states) const { states.transform *= getTransform(); states.texture = m_pBitmapFont->getTexture(); target.draw(m_vertices, states); }
void Fader::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(rectFade, states); }
void Bullet::render(sf::RenderTarget& window) { sprite.setPosition(getPosition()); sprite.setRotation(getRotation()); window.draw(sprite); }
//draw hint void Chest::DrawHint(sf::RenderTarget& window) { if (interactHintSprite.getColor() == sf::Color::White) window.draw(interactHintSprite); }
//private void InputSelect::draw(sf::RenderTarget& rt, sf::RenderStates states) const { states.transform *= getTransform(); rt.draw(m_backShape, states); rt.draw(m_text, states); }
void grid::draw(sf::RenderTarget & target, sf::RenderStates states) const { states.texture = &tileset_; target.draw(vertices_, states); }