void RenderQueue::Render( sf::RenderTarget& target, sf::Renderer& /*renderer*/ ) const { if( !m_display_list ) { // Display list couldn't be created, render normally. std::size_t children_size = m_children.size(); for( DrawablesVector::size_type index = 0; index < children_size; ++index ) { target.Draw( *( m_children[index].first ) ); } } else if( !m_display_list_compiled ) { glNewList( m_display_list, GL_COMPILE_AND_EXECUTE ); std::size_t children_size = m_children.size(); for( DrawablesVector::size_type index = 0; index < children_size; ++index ) { target.Draw( *( m_children[index].first ) ); } glEndList(); m_display_list_compiled = true; } else { glCallList( m_display_list ); } }
void Car::Render(sf::RenderTarget & target) const { target.Draw(sprite); //Draw the people stepping out of the elevator. Person *p = NULL; if (state == kHauling && (p = nextPassengerToUnmount())) { Sprite s; s.SetImage(app->bitmaps["simtower/elevator/people"]); s.SetCenter(direction == Elevator::kUp ? -elevator->shaft.GetSize().x : 16, 24); //Calculate the texture subrect for the person stepping out of the car. int type = p->type; sf::IntRect sr; sr.Left = type * 32; sr.Right = sr.Left + 16; sr.Top = 24; sr.Bottom = 48; if (direction == Elevator::kUp) { sr.Left += 16; sr.Right += 16; } //Draw the person. s.SetColor(sf::Color::Black); s.SetSubRect(sr); s.SetPosition(elevator->shaft.GetPosition().x, sprite.GetPosition().y); target.Draw(s); } }
void Zone::Render(sf::RenderTarget& target) const { // affichage des tiles target.Draw(tiles_sprite_); // affichage des tiles animées for (std::vector<Tileset::AnimatedTile>::const_iterator it = animated_.begin(); it != animated_.end(); ++it) { target.Draw(it->sprite); } // affichage des items ItemList::const_iterator it2; for (it2 = items_.begin(); it2 != items_.end(); ++it2) { target.Draw(**it2); } // affichage des entités entities_.sort(Entity::PtrComp); EntityList::const_iterator it; for (it = entities_.begin(); it != entities_.end(); ++it) { target.Draw(**it); } }
void Console::Render(sf::RenderTarget& target) const { Panel::Render(target); for(unsigned int i = 0; i < strings.size(); i++) target.Draw((strings.at(i))); target.Draw(*inStr); }
void Menu::draw(sf::RenderTarget& window) const { window.Draw(myBackground); window.Draw(myTitle); for(std::vector<Button>::const_iterator i = myButtons.begin(); i != myButtons.end(); ++i) i->draw(window); }
void PlayerHUD::renderChars(sf::RenderTarget& targ) const { glPushMatrix(); //Draw the globe and portrait in the correct place. targ.Draw(*mCharGlobe); glTranslatef(mCharGlobe->GetPosition().x, mCharGlobe->GetPosition().y, 0); glTranslatef(16, -14, 0); targ.Draw(*mCharThumb); glPopMatrix(); }
void MenuBehaviour::Render(sf::RenderTarget& target, float interpolation) { sf::Sprite background = m_resources.Get(Sprite_Background); target.Draw(background); auto title = m_resources.GetText("Ulderico - Alpha"); title.SetPosition(Game::WINDOW_WIDTH / 2 - title.GetGlobalBounds().Width / 2, 40.0f); target.Draw(title); for (auto item = m_menuItems.begin(); item != m_menuItems.end(); ++item) target.Draw(*item); }
void Menu::Render(sf::RenderTarget& target) const { if(m_confirmingAction) { target.Draw(*m_yesButton); target.Draw(*m_noButton); } for(int i = 0; i < m_buttons.size(); i++) { target.Draw(*m_buttons[i]); } target.Draw(*m_resumeButton); }
void Animation::draw(sf::RenderTarget& target) { if (!hidden()) { target.Draw(sprite_); } }
void Receiver::Render(sf::RenderTarget& Target) const { float particleRatio = Helper::Clamp((float)receivedParticles / maximumParticles, 0.0f, 1.0f); sprite.SetColor(Helper::Blend(colorStart, colorEnd, particleRatio)); Target.Draw(sprite); }
void Zombie::draw(sf::RenderTarget& target) { b2Vec2 pos = m_body->GetPosition(); m_sprite.SetPosition(pos.x * m_scene->getMeterPixelRatio(), pos.y * m_scene->getMeterPixelRatio()); target.Draw(m_sprite); }
void FightScene::draw(sf::RenderTarget &target) { target.Clear(); background2Anim->draw(target); target.Draw(behindBar1); target.Draw(behindBar2); target.Draw(p1bar); target.Draw(p2bar); target.Draw(p1refreshbar); target.Draw(p2refreshbar); }
void GS_Game::DrawField(sf::RenderTarget& renderTarget) { for(int i = 0; i < 20; ++i) { for(int j = 0; j < 16; ++j) { if(_field[i].stack[j] > 0) { float x = 200.0f + j * BLOCKSIZE; float y = 50.0f + i * BLOCKSIZE; _blockSprite.SetPosition(x, y); int entry = _field[i].colors[j]; sf::Uint8 alpha = 255; if(_field[i].remFlag == true) { alpha = static_cast<int>(255.0f * sin(_blendTimer)); } sf::Color color(colorTable[entry][0], colorTable[entry][1], colorTable[entry][2], alpha); _blockSprite.SetColor(color); renderTarget.Draw(_blockSprite); } } } }
// Draws all Entities to RenderTarget void World::Draw(sf::RenderTarget& target, float blocksize, sf::Vector2f offset){ // Iterate through all Entities and Draw their Sprites for ( EntityMap::iterator i = mEntities.begin(); i!=mEntities.end(); ++i ){ sf::Sprite& s = i->second->GetSprite(blocksize, offset); target.Draw(s); } }
void BitmapString::Render(sf::RenderTarget& target) const { for (SpriteVec::const_iterator it = bitmaps_.begin(); it != bitmaps_.end(); ++it) { target.Draw(*it); } }
void Emitter::Render(sf::RenderTarget& target) const{ vector<Particle>::const_iterator it; for(it = _particles.begin(); it < _particles.end(); it++){ target.Draw(*it); } }
void Terrain::Render(sf::RenderTarget& target, sf::Renderer& renderer) const { if(needReload){ tex.LoadFromImage(image); needReload = false; } target.Draw(sprite); }
void WallForeground::Render(sf::RenderTarget& Target) const { // fill spriteFill.SetScale(sf::Vector2f(width, height)); spriteFill.SetPosition(0.0f, 0.0f); spriteFill.SetColor(sf::Color(255, 255, 255, int(alpha * 255))); Target.Draw(spriteFill); }
void EffectSystem::drawBg(sf::RenderTarget& target) const { BgSpriteVect::const_iterator it = _bgSprites.begin(); for (; it != _bgSprites.end(); ++it) { target.Draw(*it); } }
bool Plasma::Display(sf::RenderTarget& renderTarget) const { sf::Sprite sprite_(image_); float width(renderTarget.GetView().GetRect().GetWidth()); float height(renderTarget.GetView().GetRect().GetHeight()); sprite_.Resize(width, height); renderTarget.Draw(sprite_); return true; }
void Ship::Render(sf::RenderTarget& Target) const { if(deathTimer == -1 || deathTimer >= deathDelay) Movable::Render(Target); if(pSysDeath != NULL) { Target.Draw(*pSysDeath); } }
void Player::Draw(sf::RenderTarget& r) { sf::Sprite sprite(m_image); sprite.SetOrigin(m_image.GetWidth() / 2, m_image.GetHeight() / 2); sprite.SetPosition(m_entity.GetPosition()); sprite.SetRotation(m_entity.GetRotation()); r.Draw(sprite); }
void Ball::Draw(sf::RenderTarget& Target) { sf::Animation::Draw(Target); if (myActivated) { myActiveString.SetPosition( this->GetPosition().x + 25, this->GetPosition().y + 13 ); Target.Draw(myActiveString); } }
void Block::Draw(sf::RenderTarget& renderTarget) { MATH::Vector2 position = GetPosition(); if(_highlight) { _blockSprite.SetColor(_color + sf::Color(255, 255, 255, 255 * sinf(_highlightPhase))); position -= MATH::Vector2(0.0f, 5.0f * sinf(_highlightPhase)); } _blockSprite.SetPosition(position.sfVec()); renderTarget.Draw(_blockSprite); }
void Gun::draw(sf::RenderTarget& target) { float rotRads = math::radians(m_owner->getRotation()); sf::Vector2f dirNormal(cos(rotRads), sin(rotRads)); m_sprite.SetPosition(m_owner->getPosition() + dirNormal * 14.0f); m_sprite.SetRotation(m_owner->getRotation() - 90.0f); m_light->setPosition(m_owner->getPosition() + dirNormal * 14.0f); target.Draw(m_sprite); }
void MainMenu::Render(sf::RenderTarget& target) const { sf::Color screenColor = sf::Color(0,0,0,128); sf::FloatRect screenRect = game::ScreenManager::GetLayout().GetRect(); sf::Shape screenBg = sf::Shape::Rectangle(screenRect.Left, screenRect.Top, screenRect.Right, screenRect.Bottom, screenColor); target.Draw(screenBg); sf::FloatRect rect = _buttonList.GetRect(); float x = _buttonList.GetPosition().x; float y = _buttonList.GetPosition().y; float x1 = x - 20; float y1 = y - 20; float x2 = x + rect.Right + 20; float y2 = y + rect.Bottom + 20; sf::Shape background = sf::Shape::Rectangle(x1, y1, x2, y2, sf::Color(64,0,0,192), 1.0f, sf::Color(255,255,255,128)); target.Draw(background); target.Draw(_buttonList); //target.Draw(_logoSprite); }
void WallBackground::Render(sf::RenderTarget& Target) const { spriteCorner.SetColor(sf::Color(255, 255, 255, int(alpha * 255))); spriteBorderH.SetColor(sf::Color(255, 255, 255, int(alpha * 255))); spriteBorderV.SetColor(sf::Color(255, 255, 255, int(alpha * 255))); // top left corner spriteCorner.SetRotation(180.0f); spriteCorner.SetPosition(0.0f, 0.0f); Target.Draw(spriteCorner); // top right corner spriteCorner.SetRotation(90.0f); spriteCorner.SetPosition(width, 0.0f); Target.Draw(spriteCorner); // bottom right corner spriteCorner.SetRotation(0.0f); spriteCorner.SetPosition(width, height); Target.Draw(spriteCorner); // bottom left corner spriteCorner.SetRotation(-90.0f); spriteCorner.SetPosition(0.0f, height); Target.Draw(spriteCorner); // top border spriteBorderH.SetRotation(180.0f); spriteBorderH.SetScale(sf::Vector2f(width, 1.0f)); spriteBorderH.SetPosition(width, 0.0f); Target.Draw(spriteBorderH); // right border spriteBorderV.SetRotation(0.0f); spriteBorderV.SetScale(sf::Vector2f(1.0f, height)); spriteBorderV.SetPosition(width, 0.0f); Target.Draw(spriteBorderV); // bottom border spriteBorderH.SetRotation(0.0f); spriteBorderH.SetScale(sf::Vector2f(width, 1.0f)); spriteBorderH.SetPosition(0.0f, height); Target.Draw(spriteBorderH); // left border spriteBorderV.SetRotation(180.0f); spriteBorderV.SetScale(sf::Vector2f(1.0f, height)); spriteBorderV.SetPosition(0.0f, height); Target.Draw(spriteBorderV); }
void Ball::Draw(sf::RenderTarget& renderTarget) { sf::Color color(255, 255, 255); if(_dying) { float scale = std::max(_health, 0.0f); color.a = static_cast<int>(255 * scale); _ballSprite.SetColor(color); } _emitter.Draw(renderTarget); _blur.Draw(renderTarget); _ballSprite.SetPosition(GetPosition().sfVec()); renderTarget.Draw(_ballSprite); }
void Elevator::Render(sf::RenderTarget & target) const { Item::Render(target); //Draw the elevator floors. Sprite s = shaft; Sprite d; d.SetImage(app->bitmaps["simtower/elevator/digits"]); d.SetCenter(0, 17); int minY = 0; int maxY = size.y-1; for (int y = minY; y <= maxY; y++) { s.SetY(-y*36); d.SetY(-y*36 - 3); target.Draw(s); int flr = position.y + y; if (!connectsFloor(flr)) continue; char c[8]; int len = snprintf(c, 8, "%i", flr); int x = 11 - (len - 1) * 6 + (size.x - 4) * 4; for (int i = 0; i < len; i++) { int p = 10; if (c[i] >= '0' && c[i] <= '9') p = c[i] - '0'; d.SetSubRect(sf::IntRect(p*11, 0, (p+1)*11, 17)); d.SetX(x); target.Draw(d); x += 12; } } //Draw the cars and queues. for (Cars::iterator c = cars.begin(); c != cars.end(); c++) target.Draw(**c); for (Queues::iterator q = queues.begin(); q != queues.end(); q++) target.Draw(**q); }
void World::Draw(sf::RenderTarget& target) { // draw grid sf::Shape line; for(int i = 0; i <= FIELD_SIZE; i+=BLOCKSIZE) { line = sf::Shape::Line(i,0,i,FIELD_SIZE,1,sf::Color(50,50,50)); line.SetPosition(GetOffset()); target.Draw(line); line = sf::Shape::Line(0,i,FIELD_SIZE,i,1,sf::Color(50,50,50)); line.SetPosition(GetOffset()); target.Draw(line); } for(int i = 0; i <= FIELD_SIZE; i+=BLOCKSIZE) { sf::Shape line = sf::Shape::Line(0,i,FIELD_SIZE,i,1,sf::Color(50,50,50)); line.SetPosition(GetOffset()); target.Draw(line); } for(unsigned int i = 0; i < mActors.size(); ++i) { mActors[i].Draw(target); } target.Draw(mMouseHighlight); }