void _AnimationEngine::draw() { m_animMutex.lock(); if( m_frameList ) { if( m_currentGame ) m_currentGame->preDraw(); Frame& frame = *(*m_frameList)[ TimeManager->getTurn() ]; std::map<std::string, bool> renderTags = m_currentGame->getRenderTagState(); for ( std::list<SmartPointer<Animatable> >::iterator i = frame.getAnimations().begin(); i != frame.getAnimations().end(); i++ ) { auto& anim = *i; if(anim != NULL) { if(renderTags.find(anim->getTag()) != renderTags.end()) { if(renderTags.at(anim->getTag()) == true) drawAnim( *anim ); } else drawAnim( *anim ); } } if( m_currentGame ) m_currentGame->postDraw(); } GUI->clearInput(); m_animMutex.unlock(); } // _AnimationEngine::draw()
void ofApp::draw(){ fbo.begin(); drawAnim(); fbo.end(); captureFrame(); fbo.draw(0, 0); ofDrawBitmapString( "Recording to frame #" + ofToString(saveOnFrame) + " at " + ofToString(framerate) + "fps...\nCurrent frame: " + ofToString(ofGetFrameNum()) + "\n" + nowSaved, 20, height - 50); }
void ofApp::draw(){ fbo.begin(); drawAnim(); fbo.end(); if(!renderingNow) { captureFrame(); } ofSetColor(255, 255, 255, 255); fbo.draw(0, 0); ofDrawBitmapString( "Recording to frame #" + ofToString(saveOnFrame) + " at " + ofToString(ofGetFrameRate()) + "fps...\nCurrent frame: " + ofToString(ofGetFrameNum()) + "\n" + renderMessage, 20, height - 50); }