Exemplo n.º 1
0
void Marquee::animate(HDC hDC)
{
	if (drawn)
	{
		drawSelf(ANIMATE, hDC);
	}
}
Exemplo n.º 2
0
void UIWidget::draw(const Rect& visibleRect, Fw::DrawPane drawPane)
{
    Rect oldClipRect;
    if(m_clipping) {
        oldClipRect = g_painter->getClipRect();
        g_painter->setClipRect(visibleRect);
    }

    if(m_rotation != 0.0f) {
        g_painter->pushTransformMatrix();
        g_painter->rotate(m_rect.center(), m_rotation * (Fw::pi / 180.0));
    }

    drawSelf(drawPane);

    if(m_children.size() > 0) {
        if(m_clipping)
            g_painter->setClipRect(visibleRect.intersection(getPaddingRect()));

        drawChildren(visibleRect, drawPane);
    }

    if(m_rotation != 0.0f)
        g_painter->popTransformMatrix();

    if(m_clipping) {
        g_painter->setClipRect(oldClipRect);
    }
}
Exemplo n.º 3
0
void Marquee::draw(HDC hDC)
{
	if (!drawn)
	{
		drawn = TRUE;
		drawSelf(DRAW, hDC);
	}
}
Exemplo n.º 4
0
void Marquee::undraw(HDC hDC)
{
	if (drawn)
	{
		drawn = FALSE;
		drawSelf(UNDRAW, hDC);
	}
}
Exemplo n.º 5
0
void LineGraphEdge::_draw(Widget w, 
			  const BoxRegion& exposed, 
			  const GraphGC& gc) const
{
    if (from() == to())
	drawSelf(w, exposed, gc);
    else
	drawLine(w, exposed, gc);
}
Exemplo n.º 6
0
//private
void Entity::draw(sf::RenderTarget& rt, sf::RenderStates states) const
{
    states.transform *= getTransform();    

    for (const auto& c : m_children)
        rt.draw(*c, states);

    drawSelf(rt, states);
}
Exemplo n.º 7
0
void Panel::draw(Adafruit_GFX& display) {
	drawSelf(display);

	if (_siblings != NULL) {
		_siblings->draw(display);
	}
	if (_children != NULL) {
		_children->draw(display);
	}
}
Exemplo n.º 8
0
void GameObject::draw(ScreenBuffer& buffer,
                  int drawX,
                  int drawY) {
  if (hidden_) {
    return;
  }
  
  drawSelf(buffer,
           drawX,
           drawY);
}
Exemplo n.º 9
0
void ConsoleView::handleFocusChange(int state) {
	if (state) {
		// probably want to do something like display the cursor
		setDirty();
		drawSelf();
		needFullPaint = TRUE;
		paintInputRow();

	} else {
		// probably want to take the cursor away, or make it hollow...
	}
}
Exemplo n.º 10
0
void UIWidget::draw(const Rect& visibleRect)
{
    if(m_clipping)
        g_painter->setClipRect(visibleRect);

    drawSelf();

    if(m_children.size() > 0) {
        if(m_clipping)
            g_painter->setClipRect(visibleRect.intersection(getClippingRect()));

        drawChildren(visibleRect);
    }

    if(m_clipping)
        g_painter->resetClipRect();
}
Exemplo n.º 11
0
void Tilemap::update(float frameDelta) {
	drawSelf();
}
Exemplo n.º 12
0
//private
void Node::draw(sf::RenderTarget& rt, sf::RenderStates states) const
{
    states.transform *= getTransform();
    drawSelf(rt, states);
    drawChildren(rt, states);
}
Exemplo n.º 13
0
void GameObject::drawSelf(ScreenBuffer& buffer) {
  drawSelf(buffer,
           0,
           0);
}
Exemplo n.º 14
0
void GameState::render() {

    auto& window = *WindowManager::get().getWindow();
    auto& renderWindow = *WindowManager::get().getRenderWindow();
    auto& renderStates = *WindowManager::get().getStates();

    //clear window for drawing, and reset transformation matrix.
    window.clear();
    renderStates.transform = sf::Transform::Identity;

    //draw map
    {
        auto sprite = sf::Sprite(*mMapTexture.first);
        sprite.setPosition(mMapTexture.second);
        window.draw(sprite);
    }

#ifdef DEBUG_SOLIDZONE

    std::list<std::shared_ptr<PhysicalEntity> > L;
    auto& view = WindowManager::get().getWindow()->getView();
    auto center = view.getCenter();
    auto size = view.getSize();
    auto viewRect = sf::FloatRect(center.x - size.x*0.6, center.y - size.y*0.6, size.x*1.2, size.y*1.2) ;

    for( auto it = mGraphicalEntities.begin(), end = mGraphicalEntities.end(); it != end; ++it) {
        auto aRect = GAME_TO_SCREEN.transformRect( (*it)->getHitBox() );
        if( viewRect.intersects( aRect ) ) {
            L.push_back( std::static_pointer_cast<PhysicalEntity>(*it) );
        }
    }
    for( auto it = mCollisionZones.begin(), end = mCollisionZones.end(); it != end; ++it) {
        auto aRect = GAME_TO_SCREEN.transformRect( (*it)->getHitBox() );
        if( viewRect.intersects( aRect ) ) {
            L.push_back( std::static_pointer_cast<PhysicalEntity>(*it) );
        }
    }
    L.sort(smallerPosition);

    for( auto a = L.begin(), b = L.end(); a != b; ++a) {
        (*a)->drawSelf();
    }
    std::cout << "["<<L.size() <<"]"<<" ";
#else

    //sort them in drawing order.
    mGraphicalEntities.sort(smallerPosition);

    for(auto it = mGraphicalEntities.begin(), end = mGraphicalEntities.end(); it != end; ++it) {
        auto graphical_sp = *it;
        graphical_sp->drawSelf();
    }

#endif

    //display

    static float pxt=1;
    static float lightPosx=0.5;
    static float lightPosy=0.5;
    static sf::Shader* shader = new sf::Shader;
    shader->loadFromFile("../Winter-Dreams/Resources/Darkness.frag", sf::Shader::Fragment);
    window.display();

    shader->setParameter("lightPosx[0]",0.5);
    shader->setParameter("lightPosy[0]",0.5);

    sf::Sprite renderTextureSprite(window.getTexture());
    if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
        shader->setParameter("lightPosx[1]", float(sf::Mouse::getPosition(renderWindow).x)/float(renderWindow.getSize().x));
        shader->setParameter("lightPosy[1]", 1-float(sf::Mouse::getPosition(renderWindow).y)/float(renderWindow.getSize().y));
        shader->setParameter("pixel_threshold",pxt);
        renderWindow.draw(renderTextureSprite, shader);
    } else {
        renderWindow.draw(renderTextureSprite);
    }
    if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
        pxt+=0.1;
    } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::F)) {
        pxt-=0.1;
    }

    //draw script effects directly on screen
    for(auto it = mScripts.begin(), end = mScripts.end(); it != end; ++it) {
        auto script_sp = *it;
        script_sp->draw();
    }

    renderWindow.display();

}
Exemplo n.º 15
0
void UIWidget::draw()
{
    drawSelf();
    drawChildren();
}