OpenGLRenderer::OpenGLRenderer() :
	m_BackgroundColor(OpenGLColorCornflowerBlue()),
	m_ForegroundColor(OpenGLColorBlack())
{
  setBackgroundColor(OpenGLColorCornflowerBlue());
  setForegroundColor(OpenGLColorBlack());
}
示例#2
0
文件: Game.cpp 项目: vill0255/Final
void Game::paint()
{	

	//While the game is loading, the load method will be called once per update
	if (isLoading() == true)
	{
		//Cache the screen width and height
		float screenWidth = getScreenWidth();
		float screenHeight = getScreenHeight();

		//Draw a black background, you could replace this
		//in the future with a full screen background texture
		OpenGLRenderer::getInstance()->setForegroundColor(OpenGLColorBlack());
		OpenGLRenderer::getInstance()->drawRectangle(0.0f, 0.0f, screenWidth, screenHeight);

		//Calculate the bar width and height, don't actually hard-code these
		float barWidth = 200.0f * getScale();
		float barHeight = 40.0f * getScale();
		float barX = (screenWidth - barWidth) / 2.0f;
		float barY = (screenHeight - barHeight) / 2.0f;

		//
		float percentageLoaded = (float)m_LoadStep / (float)(GameLoadStepCount - 1);
		float loadedWidth = barWidth * percentageLoaded;
		OpenGLRenderer::getInstance()->setForegroundColor(OpenGLColorYellow());
		OpenGLRenderer::getInstance()->drawRectangle(barX, barY, loadedWidth, barHeight);

		//
		OpenGLRenderer::getInstance()->setForegroundColor(OpenGLColorWhite());
		OpenGLRenderer::getInstance()->drawRectangle(barX, barY, barWidth, barHeight, false);

		return;
	}

	OpenGLRenderer::getInstance()->drawTexture(m_BackgroundTexture,0.0f,0.0f);

#if _DEBUG
	if (m_World != NULL)
	{
		m_World->DrawDebugData();
	}
#endif

	//Paint the game's game objects
	for (int i = 0; i < m_GameObjects.size(); i++)
	{
		m_GameObjects.at(i)->paint();
	}
}
示例#3
0
void Menu::paint()
{
    if(m_Background != NULL)
    {
        OpenGLRenderer::getInstance()->drawTexture(m_Background, 0.0f, 0.0f);
    }
    else
    {
        OpenGLRenderer::getInstance()->setForegroundColor(OpenGLColorBlack());
        OpenGLRenderer::getInstance()->drawRectangle(0.0f, 0.0f, getWidth(), getHeight());
    }
    
    if(m_Title != NULL)
    {
        OpenGLRenderer::getInstance()->drawTexture(m_Title, m_TitleX, m_TitleY);
    }
    
    for(int i = 0; i < m_Buttons.size(); i++)
    {
        m_Buttons.at(i)->paint();
    }
}
示例#4
0
void Ball::paint()
{
	//Draw an the puck in black
	OpenGLRenderer::getInstance()->setForegroundColor(OpenGLColorBlack());
	OpenGLRenderer::getInstance()->drawCircle(getX(), getY(), getRadius());
}