示例#1
0
// ----------------------------------------------------------------------------
//  Name: RenderTitleScreen
//
//  Desc: Renders the title screen.
// ----------------------------------------------------------------------------
HRESULT CGame::RenderTitleScreen()
{
	// Render the Start Game menu option. Change the color if the mouse is
	// hovering over it.
	if( !m_bStartGameSelected )
	{
		m_pText->Print( (m_dwWinWidth / 2) - 55, (m_dwWinHeight / 2) - 20, 0xFF0000FF, "Start Game" );
	}
	else
	{
		m_pText->Print( (m_dwWinWidth / 2) - 55, (m_dwWinHeight / 2) - 20, 0xFF00FF00, "Start Game" );
	}

	// Same as above.
	if( !m_bExitGameSelected )
	{
		m_pText->Print( (m_dwWinWidth / 2) - 50, (m_dwWinHeight / 2) + 10, 0xFF0000FF, "Exit Game" );
	}
	else
	{
		m_pText->Print( (m_dwWinWidth / 2) - 50, (m_dwWinHeight / 2) + 10, 0xFF00FF00, "Exit Game" );
	}

	// See the RenderMouse function below.
	RenderMouse();

	return D3D_OK;
}
    void Render( int realX, int realY, bool highlighted, bool clicked )
    {
        LandscapeGuideGridWindow *parent = (LandscapeGuideGridWindow *) m_parent;
        LandscapeTile *def = parent->m_tileDef;

        if( def->m_guideGrid )
        {
            RenderColours   ( realX, realY, highlighted, clicked );
            RenderGrid      ( realX, realY, highlighted, clicked );
            RenderBorder    ( realX, realY, highlighted, clicked );
            RenderMouse     ( realX, realY, highlighted, clicked );

            HandleMouseInput();
        }
    }
示例#3
0
void Screen::Draw(C4FacetEx &cgo, bool fDoBG)
	{
	// draw bg, if this won't be done by a fullscreen dialog
	if (fDoBG)
		{
		Dialog *pFSDlg = GetFullscreenDialog(false);
		if (!pFSDlg || !pFSDlg->HasBackground())
			{
			if (Game.GraphicsSystem.pLoaderScreen)
				Game.GraphicsSystem.pLoaderScreen->fctBackground.DrawFullScreen(cgo);
			else
				// loader not yet loaded: black BG
				lpDDraw->DrawBoxDw(cgo.Surface, 0,0, cgo.Wdt+1, cgo.Hgt+1, 0x00000000);
			}
		}
	// draw contents (if GUI-gfx are loaded, which is assumed in GUI-drawing-functions)
	if (IsVisible() && IsResLoaded())
		{
		Window::Draw(cgo);
		if (pContext) pContext->Draw(cgo);
		}
	// draw mouse cursor
	if (Application.isFullScreen) RenderMouse(cgo);
	}