示例#1
0
文件: draw.c 项目: senlinms/C-RPG
void draw(World * w)
{
	memset(screen_buffer, 0, sizeof(CHAR_INFO) * BUFFER_CX * BUFFER_CY);
	draw_map(w);
	draw_system(w);
	draw_fps();
	write_scr((CHAR_INFO *) screen_buffer, BUFFER_CX, BUFFER_CY);
}
示例#2
0
/**
 * \brief Render the bounding box of the items.
 * \param e (out) The scene elements.
 * \param delta The delta to apply to the position of the items.
 */
void bear::wireframe_layer::render
( scene_element_list& e, const visual::position_type& delta ) const
{
  item_list::const_iterator it;
  visual::color_type color;

  color.components.alpha = 255;

  for (it=m_items.begin(); it!=m_items.end(); ++it)
    {
      if ( *it != NULL )
        {
          uintptr_t addr = reinterpret_cast<uintptr_t>(*it);
          
          color.components.red = (~addr & 0xFF);
          color.components.green =  (~addr & 0xFF00) >> 8;
          color.components.blue = (~addr & 0xFF0000) >> 16;
          
          draw_box(e, delta, **it, color);
          draw_internal_forces( e, delta, **it, color );
          draw_system(e, delta, **it, color);
          draw_slope(e, delta, **it, color);
        }
    }