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C++ Graphics函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中Graphics函数的典型用法代码示例。如果您正苦于以下问题:C++ Graphics函数的具体用法?C++ Graphics怎么用?C++ Graphics使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了Graphics函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Graphics

void CScoreboard::OnRender()
{
	if(!Active())
		return;

	// if the score board is active, then we should clear the motd message aswell
	if(m_pClient->m_pMotd->IsActive())
		m_pClient->m_pMotd->Clear();

	float Width = 400*3.0f*Graphics()->ScreenAspect();
	float Height = 400*3.0f;

	Graphics()->MapScreen(0, 0, Width, Height);

	m_pClient->m_pLua->m_pEventListener->OnEvent("OnScoreboardRender");
	if (m_pClient->m_pLua->m_pEventListener->m_Returns.m_aVars[0].GetInteger() == 1)
        return;

	float w = 700.0f;

	if(m_pClient->m_Snap.m_pGameInfoObj)
	{
		if(!(m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS))
			RenderScoreboard(Width/2-w/2, 150.0f, w, 0, 0);
		else
		{
			const char *pRedClanName = GetClanName(TEAM_RED);
			const char *pBlueClanName = GetClanName(TEAM_BLUE);

			if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER && m_pClient->m_Snap.m_pGameDataObj)
			{
				char aText[256];
				str_copy(aText, Localize("Draw!"), sizeof(aText));

				if(m_pClient->m_Snap.m_pGameDataObj->m_TeamscoreRed > m_pClient->m_Snap.m_pGameDataObj->m_TeamscoreBlue)
				{
					if(pRedClanName)
						str_format(aText, sizeof(aText), Localize("%s wins!"), pRedClanName);
					else
						str_copy(aText, Localize("Red team wins!"), sizeof(aText));
				}
				else if(m_pClient->m_Snap.m_pGameDataObj->m_TeamscoreBlue > m_pClient->m_Snap.m_pGameDataObj->m_TeamscoreRed)
				{
					if(pBlueClanName)
						str_format(aText, sizeof(aText), Localize("%s wins!"), pBlueClanName);
					else
						str_copy(aText, Localize("Blue team wins!"), sizeof(aText));
				}

				float w = TextRender()->TextWidth(0, 86.0f, aText, -1);
				TextRender()->Text(0, Width/2-w/2, 39, 86.0f, aText, -1);
			}

			RenderScoreboard(Width/2-w-5.0f, 150.0f, w, TEAM_RED, pRedClanName ? pRedClanName : Localize("Red team"));
			RenderScoreboard(Width/2+5.0f, 150.0f, w, TEAM_BLUE, pBlueClanName ? pBlueClanName : Localize("Blue team"));
		}
	}

	RenderGoals(Width/2-w/2, 150+760+10, w);
	RenderSpectators(Width/2-w/2, 150+760+10+50+10, w);
	RenderRecordingNotification((Width/7)*4);
}
开发者ID:Parhamic,项目名称:teeworlds,代码行数:62,代码来源:scoreboard.cpp


示例2: str_format

void CHud::RenderScoreHud()
{
	// render small score hud
	if(!(m_pClient->m_Snap.m_pGameData->m_GameStateFlags&(GAMESTATEFLAG_ROUNDOVER|GAMESTATEFLAG_GAMEOVER)))
	{
		int GameFlags = m_pClient->m_GameInfo.m_GameFlags;
		float Whole = 300*Graphics()->ScreenAspect();
		float StartY = 229.0f;

		if(GameFlags&GAMEFLAG_TEAMS && m_pClient->m_Snap.m_pGameDataTeam)
		{
			char aScoreTeam[2][32];
			str_format(aScoreTeam[TEAM_RED], sizeof(aScoreTeam)/2, "%d", m_pClient->m_Snap.m_pGameDataTeam->m_TeamscoreRed);
			str_format(aScoreTeam[TEAM_BLUE], sizeof(aScoreTeam)/2, "%d", m_pClient->m_Snap.m_pGameDataTeam->m_TeamscoreBlue);
			float aScoreTeamWidth[2] = { TextRender()->TextWidth(0, 14.0f, aScoreTeam[TEAM_RED], -1), TextRender()->TextWidth(0, 14.0f, aScoreTeam[TEAM_BLUE], -1) };
			float ScoreWidthMax = max(max(aScoreTeamWidth[TEAM_RED], aScoreTeamWidth[TEAM_BLUE]), TextRender()->TextWidth(0, 14.0f, "100", -1));
			float Split = 3.0f;
			float ImageSize = GameFlags&GAMEFLAG_FLAGS ? 16.0f : Split;

			for(int t = 0; t < NUM_TEAMS; t++)
			{
				// draw box
				CUIRect Rect = {Whole-ScoreWidthMax-ImageSize-2*Split, StartY+t*20, ScoreWidthMax+ImageSize+2*Split, 18.0f};
				Graphics()->BlendNormal();
				RenderTools()->DrawUIRect(&Rect, t == 0 ? vec4(1.0f, 0.0f, 0.0f, 0.25f) : vec4(0.0f, 0.0f, 1.0f, 0.25f), CUI::CORNER_L, 5.0f);

				// draw score
				TextRender()->Text(0, Whole-ScoreWidthMax+(ScoreWidthMax-aScoreTeamWidth[t])/2-Split, StartY+t*20, 14.0f, aScoreTeam[t], -1);

				if(GameFlags&GAMEFLAG_SURVIVAL)
				{
					// draw number of alive players
					char aBuf[32];
					str_format(aBuf, sizeof(aBuf), m_pClient->m_Snap.m_AliveCount[t]==1 ? Localize("%d player left") : Localize("%d players left"),
								m_pClient->m_Snap.m_AliveCount[t]);
					float w = TextRender()->TextWidth(0, 8.0f, aBuf, -1);
					TextRender()->Text(0, min(Whole-w-1.0f, Whole-ScoreWidthMax-ImageSize-2*Split), StartY+(t+1)*20.0f-3.0f, 8.0f, aBuf, -1);
				}
				StartY += 8.0f;
			}

			if(GameFlags&GAMEFLAG_FLAGS && m_pClient->m_Snap.m_pGameDataFlag)
			{
				int FlagCarrier[2] = { m_pClient->m_Snap.m_pGameDataFlag->m_FlagCarrierRed, m_pClient->m_Snap.m_pGameDataFlag->m_FlagCarrierBlue };
				int FlagDropTick[2] = { m_pClient->m_Snap.m_pGameDataFlag->m_FlagDropTickRed, m_pClient->m_Snap.m_pGameDataFlag->m_FlagDropTickBlue };
				StartY = 229.0f;

				for(int t = 0; t < 2; t++)
				{
					int BlinkTimer = (FlagDropTick[t] != 0 && (Client()->GameTick()-FlagDropTick[t])/Client()->GameTickSpeed() >= 25) ? 10 : 20;
					if(FlagCarrier[t] == FLAG_ATSTAND || (FlagCarrier[t] == FLAG_TAKEN && ((Client()->GameTick()/BlinkTimer)&1)))
					{
						// draw flag
						Graphics()->BlendNormal();
						Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
						Graphics()->QuadsBegin();
						RenderTools()->SelectSprite(t==0?SPRITE_FLAG_RED:SPRITE_FLAG_BLUE);
						IGraphics::CQuadItem QuadItem(Whole-ScoreWidthMax-ImageSize, StartY+1.0f+t*20, ImageSize/2, ImageSize);
						Graphics()->QuadsDrawTL(&QuadItem, 1);
						Graphics()->QuadsEnd();
					}
					else if(FlagCarrier[t] >= 0)
					{
						// draw name of the flag holder
						int ID = FlagCarrier[t]%MAX_CLIENTS;
						char aName[64];
						str_format(aName, sizeof(aName), "%2d: %s", ID, g_Config.m_ClShowsocial ? m_pClient->m_aClients[ID].m_aName : "");
						float w = TextRender()->TextWidth(0, 8.0f, aName, -1);
						TextRender()->Text(0, min(Whole-w-1.0f, Whole-ScoreWidthMax-ImageSize-2*Split), StartY+(t+1)*20.0f-3.0f, 8.0f, aName, -1);

						// draw tee of the flag holder
						CTeeRenderInfo Info = m_pClient->m_aClients[ID].m_RenderInfo;
						Info.m_Size = 18.0f;
						RenderTools()->RenderTee(CAnimState::GetIdle(), &Info, EMOTE_NORMAL, vec2(1,0),
							vec2(Whole-ScoreWidthMax-Info.m_Size/2-Split, StartY+1.0f+Info.m_Size/2+t*20));
					}
					StartY += 8.0f;
				}
			}
		}
		else
		{
			int Local = -1;
			int aPos[2] = { 1, 2 };
			CGameClient::CPlayerInfoItem aPlayerInfo[2] = {{0}};
			int i = 0;
			for(int t = 0; t < 2 && i < MAX_CLIENTS && m_pClient->m_Snap.m_aInfoByScore[i].m_pPlayerInfo; ++i)
			{
				if(m_pClient->m_aClients[m_pClient->m_Snap.m_aInfoByScore[i].m_ClientID].m_Team != TEAM_SPECTATORS)
				{
					aPlayerInfo[t] = m_pClient->m_Snap.m_aInfoByScore[i];
					if(aPlayerInfo[t].m_ClientID == m_pClient->m_LocalClientID)
						Local = t;
					++t;
				}
			}
			// search local player info if not a spectator, nor within top2 scores
			if(Local == -1 && m_pClient->m_aClients[m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS)
			{
				for(; i < MAX_CLIENTS && m_pClient->m_Snap.m_aInfoByScore[i].m_pPlayerInfo; ++i)
//.........这里部分代码省略.........
开发者ID:Mailaender,项目名称:teeworlds,代码行数:101,代码来源:hud.cpp


示例3: Graphics

void CRenderTools::RenderTilemap(CTile *pTiles, int w, int h, float Scale, vec4 Color, int RenderFlags)
{
	//Graphics()->TextureSet(img_get(tmap->image));
	float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
	Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
	//Graphics()->MapScreen(screen_x0-50, screen_y0-50, screen_x1+50, screen_y1+50);

	// calculate the final pixelsize for the tiles
	float TilePixelSize = 1024/32.0f;
	float FinalTileSize = Scale/(ScreenX1-ScreenX0) * Graphics()->ScreenWidth();
	float FinalTilesetScale = FinalTileSize/TilePixelSize;

	Graphics()->QuadsBegin();
	Graphics()->SetColor(Color.r, Color.g, Color.b, Color.a);

	int StartY = (int)(ScreenY0/Scale)-1;
	int StartX = (int)(ScreenX0/Scale)-1;
	int EndY = (int)(ScreenY1/Scale)+1;
	int EndX = (int)(ScreenX1/Scale)+1;

	// adjust the texture shift according to mipmap level
	float TexSize = 1024.0f;
	float Frac = (1.25f/TexSize) * (1/FinalTilesetScale);
	float Nudge = (0.5f/TexSize) * (1/FinalTilesetScale);

	for(int y = StartY; y < EndY; y++)
		for(int x = StartX; x < EndX; x++)
		{
			int mx = x;
			int my = y;

			if(RenderFlags&TILERENDERFLAG_EXTEND)
			{
				if(mx<0)
					mx = 0;
				if(mx>=w)
					mx = w-1;
				if(my<0)
					my = 0;
				if(my>=h)
					my = h-1;
			}
			else
			{
				if(mx<0)
					continue; // mx = 0;
				if(mx>=w)
					continue; // mx = w-1;
				if(my<0)
					continue; // my = 0;
				if(my>=h)
					continue; // my = h-1;
			}

			int c = mx + my*w;

			unsigned char Index = pTiles[c].m_Index;
			if(Index)
			{
				unsigned char Flags = pTiles[c].m_Flags;

				bool Render = false;
				if(Flags&TILEFLAG_OPAQUE)
				{
					if(RenderFlags&LAYERRENDERFLAG_OPAQUE)
						Render = true;
				}
				else
				{
					if(RenderFlags&LAYERRENDERFLAG_TRANSPARENT)
						Render = true;
				}

				if(Render)
				{

					int tx = Index%16;
					int ty = Index/16;
					int Px0 = tx*(1024/16);
					int Py0 = ty*(1024/16);
					int Px1 = Px0+(1024/16)-1;
					int Py1 = Py0+(1024/16)-1;

					float x0 = Nudge + Px0/TexSize+Frac;
					float y0 = Nudge + Py0/TexSize+Frac;
					float x1 = Nudge + Px1/TexSize-Frac;
					float y1 = Nudge + Py0/TexSize+Frac;
					float x2 = Nudge + Px1/TexSize-Frac;
					float y2 = Nudge + Py1/TexSize-Frac;
					float x3 = Nudge + Px0/TexSize+Frac;
					float y3 = Nudge + Py1/TexSize-Frac;

					if(Flags&TILEFLAG_VFLIP)
					{
						x0 = x2;
						x1 = x3;
						x2 = x3;
						x3 = x0;
					}

//.........这里部分代码省略.........
开发者ID:Fear-cool,项目名称:DDRace,代码行数:101,代码来源:render_map.cpp


示例4: Graphics

void CKillMessages::OnRender()
{
	float Width = 400*3.0f*Graphics()->ScreenAspect();
	float Height = 400*3.0f;

	Graphics()->MapScreen(0, 0, Width*1.5f, Height*1.5f);
	float StartX = Width*1.5f-10.0f;
	float y = 20.0f;

	for(int i = 0; i < MAX_KILLMSGS; i++)
	{

		int r = (m_KillmsgCurrent+i+1)%MAX_KILLMSGS;
		if(Client()->GameTick() > m_aKillmsgs[r].m_Tick+50*10)
			continue;

		float FontSize = 36.0f;
		float KillerNameW = TextRender()->TextWidth(0, FontSize, m_aKillmsgs[r].m_aKillerName, -1);
		float VictimNameW = TextRender()->TextWidth(0, FontSize, m_aKillmsgs[r].m_aVictimName, -1);

		float x = StartX;

		// render victim name
		x -= VictimNameW;
		TextRender()->Text(0, x, y, FontSize, m_aKillmsgs[r].m_aVictimName, -1);

		// render victim tee
		x -= 24.0f;
		
		if(m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_Flags&GAMEFLAG_FLAGS)
		{
			if(m_aKillmsgs[r].m_ModeSpecial&1)
			{
				Graphics()->BlendNormal();
				Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
				Graphics()->QuadsBegin();

				if(m_aKillmsgs[r].m_VictimTeam == 0)
					RenderTools()->SelectSprite(SPRITE_FLAG_BLUE);
				else
					RenderTools()->SelectSprite(SPRITE_FLAG_RED);
				
				float Size = 56.0f;
				IGraphics::CQuadItem QuadItem(x, y-16, Size/2, Size);
				Graphics()->QuadsDrawTL(&QuadItem, 1);
				Graphics()->QuadsEnd();					
			}
		}
		
		RenderTools()->RenderTee(CAnimState::GetIdle(), &m_aKillmsgs[r].m_VictimRenderInfo, EMOTE_PAIN, vec2(-1,0), vec2(x, y+28));
		x -= 32.0f;
		
		// render weapon
		x -= 44.0f;
		if (m_aKillmsgs[r].m_Weapon >= 0)
		{
			Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
			Graphics()->QuadsBegin();
			RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[m_aKillmsgs[r].m_Weapon].m_pSpriteBody);
			RenderTools()->DrawSprite(x, y+28, 96);
			Graphics()->QuadsEnd();
		}
		x -= 52.0f;

		if(m_aKillmsgs[r].m_VictimID != m_aKillmsgs[r].m_KillerID)
		{
			if(m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_Flags&GAMEFLAG_FLAGS)
			{
				if(m_aKillmsgs[r].m_ModeSpecial&2)
				{
					Graphics()->BlendNormal();
					Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
					Graphics()->QuadsBegin();

					if(m_aKillmsgs[r].m_KillerTeam == 0)
						RenderTools()->SelectSprite(SPRITE_FLAG_BLUE, SPRITE_FLAG_FLIP_X);
					else
						RenderTools()->SelectSprite(SPRITE_FLAG_RED, SPRITE_FLAG_FLIP_X);
					
					float Size = 56.0f;
					IGraphics::CQuadItem QuadItem(x-56, y-16, Size/2, Size);
					Graphics()->QuadsDrawTL(&QuadItem, 1);
					Graphics()->QuadsEnd();				
				}
			}				
			
			// render killer tee
			x -= 24.0f;
			RenderTools()->RenderTee(CAnimState::GetIdle(), &m_aKillmsgs[r].m_KillerRenderInfo, EMOTE_ANGRY, vec2(1,0), vec2(x, y+28));
			x -= 32.0f;

			// render killer name
			x -= KillerNameW;
			TextRender()->Text(0, x, y, FontSize, m_aKillmsgs[r].m_aKillerName, -1);
		}

		y += 44;
	}
}
开发者ID:wthnonck,项目名称:tdtw,代码行数:99,代码来源:killmessages.cpp


示例5: CALLSTACK_ADD

// stolen from H-Client :3
void CMenus::RenderIRC(CUIRect MainView)
{
    CALLSTACK_ADD();

    static float YOffset = -500.0f; // dunno if a constant is optimal...
    if(!m_IRCActive)
    {
        YOffset = -500.0f;
        return;
    }

    smooth_set(&YOffset, 50.0f, 35.0f, Client()->RenderFrameTime());

    // small0r
    MainView.x = 50;
    MainView.y = YOffset;
    MainView.w -= 100;
    MainView.h -= 100;

    CUIRect Screen = *UI()->Screen();
    Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h);

    Graphics()->BlendNormal();

    RenderTools()->DrawUIRect(&MainView, ms_ColorTabbarActiveIngame-vec4(0.0f, 0.0f, 0.0f, 0.2f), CUI::CORNER_ALL, 5.0f);

    MainView.HSplitTop(15.0f, 0, &MainView);
    MainView.VSplitLeft(15.0f, 0, &MainView);

    MainView.Margin(5.0f, &MainView);
    RenderTools()->DrawUIRect(&MainView, ms_ColorTabbarActiveIngame-vec4(0.0f, 0.0f, 0.0f, 0.2f), CUI::CORNER_ALL, 5.0f);

    CUIRect MainIRC, EntryBox, Button;
    MainView.Margin(10.0f, &MainIRC);

    /*if (m_GamePagePanel != PANEL_CHAT && UI()->MouseInside(&MainView) && Input()->KeyPressed(KEY_MOUSE_1))
     {
     m_GamePagePanel = PANEL_CHAT;
     }*/

    if(m_pClient->IRC()->GetState() == IIRC::STATE_DISCONNECTED)
    {
        EntryBox.x = MainIRC.x + (MainIRC.w / 2.0f - 300.0f / 2.0f);
        EntryBox.w = 300.0f;
        EntryBox.y = MainIRC.y + (MainIRC.h / 2.0f - 55.0f / 2.0f);
        EntryBox.h = 55.0f;

        RenderTools()->DrawUIRect(&EntryBox, ms_ColorTabbarActive-vec4(0.0f, 0.0f, 0.0f, 0.2f), CUI::CORNER_ALL, 10.0f);
        EntryBox.Margin(5.0f, &EntryBox);

        EntryBox.HSplitTop(18.0f, &Button, &EntryBox);
        CUIRect Label;
        Button.VSplitLeft(40.0f, &Label, &Button);
        UI()->DoLabelScaled(&Label, Localize("Nick:"), 14.0f, -1);
        static float OffsetNick;
        if(g_Config.m_ClIRCNick[0] == 0)
        {
            str_copy(g_Config.m_ClIRCNick, g_Config.m_PlayerName, sizeof(g_Config.m_ClIRCNick));
            str_irc_sanitize(g_Config.m_ClIRCNick);
        } //TODO_ here?
        static CButtonContainer s_EditboxIRCNick;
        DoEditBox(&s_EditboxIRCNick, &Button, g_Config.m_ClIRCNick, sizeof(g_Config.m_ClIRCNick), 12.0f, &OffsetNick,
                  false, CUI::CORNER_ALL);

        EntryBox.HSplitTop(5.0f, 0x0, &EntryBox);
        EntryBox.HSplitTop(20.0f, &Button, &EntryBox);
        static CButtonContainer s_ButtonConnect;
        if(DoButton_Menu(&s_ButtonConnect, Localize("Connect"), 0, &Button))
            m_pClient->m_pIRCBind->Connect();
    }
    else if(m_pClient->IRC()->GetState() == IIRC::STATE_CONNECTING)
    {
        EntryBox.x = MainIRC.x + (MainIRC.w / 2.0f - 300.0f / 2.0f);
        EntryBox.w = 300.0f;
        EntryBox.y = MainIRC.y + (MainIRC.h / 2.0f - 25.0f / 2.0f);
        EntryBox.h = 25.0f;

        RenderTools()->DrawUIRect(&EntryBox, ms_ColorTabbarActive-vec4(0.0f, 0.0f, 0.0f, 0.2f), CUI::CORNER_ALL, 10.0f);
        EntryBox.Margin(5.0f, &EntryBox);
        UI()->DoLabelScaled(&EntryBox, Localize("Connecting, please wait..."), 14.0f, -1);
    }
    else if(m_pClient->IRC()->GetState() == IIRC::STATE_CONNECTED)
    {
        CUIRect ButtonBox, InputBox;

        // channel list
        MainIRC.HSplitTop(20.0f, &ButtonBox, &EntryBox);
        ButtonBox.VSplitRight(80.0f, &ButtonBox, &Button);
        static CButtonContainer s_ButtonDisc;
        if(DoButton_Menu(&s_ButtonDisc, g_Config.m_ClIRCAutoconnect ? Localize("Reconnect") : Localize("Disconnect"), 0, &Button))
            m_pClient->m_pIRCBind->Disconnect(g_Config.m_ClIRCLeaveMsg);

        // scroll through the tabs
        if(UI()->MouseInside(&ButtonBox) && m_pClient->m_pGameConsole->IsClosed())
        {
            if(m_pClient->Input()->KeyPress(KEY_MOUSE_WHEEL_UP))
                m_pClient->IRC()->NextRoom();
            else if(m_pClient->Input()->KeyPress(KEY_MOUSE_WHEEL_DOWN))
                m_pClient->IRC()->PrevRoom();
//.........这里部分代码省略.........
开发者ID:AllTheHaxx,项目名称:AllTheHaxx,代码行数:101,代码来源:menus_irc.cpp


示例6: Layers

void CMapLayers::OnRender()
{
	if((Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK && !m_pMenuMap))
		return;

	CLayers *pLayers = 0;
	if(Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK)
		pLayers = Layers();
	else if(m_pMenuMap->IsLoaded())
		pLayers = m_pMenuLayers;

	if(!pLayers)
		return;

	CUIRect Screen;
	Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h);

	vec2 Center = m_pClient->m_pCamera->m_Center;
	//float center_x = gameclient.camera->center.x;
	//float center_y = gameclient.camera->center.y;

	bool PassedGameLayer = false;

	for(int g = 0; g < pLayers->NumGroups(); g++)
	{
		CMapItemGroup *pGroup = pLayers->GetGroup(g);

		if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping)
		{
			// set clipping
			float Points[4];
			MapScreenToGroup(Center.x, Center.y, pLayers->GameGroup());
			Graphics()->GetScreen(&Points[0], &Points[1], &Points[2], &Points[3]);
			float x0 = (pGroup->m_ClipX - Points[0]) / (Points[2]-Points[0]);
			float y0 = (pGroup->m_ClipY - Points[1]) / (Points[3]-Points[1]);
			float x1 = ((pGroup->m_ClipX+pGroup->m_ClipW) - Points[0]) / (Points[2]-Points[0]);
			float y1 = ((pGroup->m_ClipY+pGroup->m_ClipH) - Points[1]) / (Points[3]-Points[1]);

			Graphics()->ClipEnable((int)(x0*Graphics()->ScreenWidth()), (int)(y0*Graphics()->ScreenHeight()),
				(int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight()));
		}

		MapScreenToGroup(Center.x, Center.y, pGroup);

		for(int l = 0; l < pGroup->m_NumLayers; l++)
		{
			CMapItemLayer *pLayer = pLayers->GetLayer(pGroup->m_StartLayer+l);
			bool Render = false;
			bool IsGameLayer = false;

			if(pLayer == (CMapItemLayer*)pLayers->GameLayer())
			{
				IsGameLayer = true;
				PassedGameLayer = 1;
			}

			// skip rendering if detail layers if not wanted
			if(pLayer->m_Flags&LAYERFLAG_DETAIL && !g_Config.m_GfxHighDetail && !IsGameLayer && (Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK))
				continue;

			if(m_Type == -1)
				Render = true;
			else if(m_Type == 0)
			{
				if(PassedGameLayer && (Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK))
					return;
				Render = true;
			}
			else
			{
				if(PassedGameLayer && !IsGameLayer)
					Render = true;
			}

			if(Render && pLayer->m_Type == LAYERTYPE_TILES && Input()->KeyPressed(KEY_LCTRL) && Input()->KeyPressed(KEY_LSHIFT) && Input()->KeyDown(KEY_KP0))
			{
				CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer;
				CTile *pTiles = (CTile *)pLayers->Map()->GetData(pTMap->m_Data);
				CServerInfo CurrentServerInfo;
				Client()->GetServerInfo(&CurrentServerInfo);
				char aFilename[256];
				str_format(aFilename, sizeof(aFilename), "dumps/tilelayer_dump_%s-%d-%d-%dx%d.txt", CurrentServerInfo.m_aMap, g, l, pTMap->m_Width, pTMap->m_Height);
				IOHANDLE File = Storage()->OpenFile(aFilename, IOFLAG_WRITE, IStorage::TYPE_SAVE);
				if(File)
				{
					for(int y = 0; y < pTMap->m_Height; y++)
					{
						for(int x = 0; x < pTMap->m_Width; x++)
							io_write(File, &(pTiles[y*pTMap->m_Width + x].m_Index), sizeof(pTiles[y*pTMap->m_Width + x].m_Index));
						io_write_newline(File);
					}
					io_close(File);
				}
			}

			if(Render && !IsGameLayer)
			{
				//layershot_begin();

				if(pLayer->m_Type == LAYERTYPE_TILES)
//.........这里部分代码省略.........
开发者ID:4a4ik,项目名称:teeworlds,代码行数:101,代码来源:maplayers.cpp


示例7: PROFILE_FUNCTION

void TSRAlphaPass::SubmitRendering( vector< TSRSceneEntity* >& _renderables )
{

    PROFILE_FUNCTION( "Alpha Pass" );

    Graphics()->SetDepthStencilState( Graphics()->m_DepthTestEnabledWriteDisabled );

    Graphics()->CopyBackBufferToTexture( *m_pBackBufferTarget );
 
    // now the screen texture is the back buffer copy


    TSRGlobalConstants.m_BackBuferTexture.Set( *m_pBackBufferTarget );
    Graphics()->SetCurrentPass( TWISTER_PASS_ALPHA );
  //  LightsManager()->GenerateLightingContexts();
    LightsManager()->SetShaderConstants();
//	if ( KEYUP( 'P' ) )
	{
		m_pWorld->RenderObjectsAlpha( m_pWorld->GetMainCamera() );
	}
//#define LINES_TEST
#ifdef LINES_TEST

	Graphics()->SetBlendState( Graphics()->m_BlendAdditiveSrcAlphaInvSrcAlpha );
	TSRMaterial whiteMaterial;
	TSRGlobalConstants.SetMaterial( whiteMaterial );



	float fStartX = -400.0f;
	float fStartY = -400.0f;
	float fEndX = 400.0f;
	float fEndY = 400.0f;

	unsigned int iNumGridLinesX = 20;
	unsigned int iNumGridLinesY = 20;

	float fStepX = (fEndX - fStartX) / iNumGridLinesX;
	float fStepY = (fEndY - fStartY) / iNumGridLinesY;

	bool bRealLines = false;
//	Graphics()->SetRasterizerState( Graphics()->m_FillDoubleSidedState );
	//Graphics()->SetDepthStencilState( Graphics()->m_DefaultDepthStencilState );
	if ( bRealLines )
	{
		TSRImmediateDraw::Begin( TWISTER_RENDERMODE_LINELIST );
		TSRImmediateDraw::Color4f( 1.0f, 1.0f, 1.0f, 1.0f );
		for (unsigned int i = 0; i < iNumGridLinesX; i++)
		{
			TSRImmediateDraw::Vertex3f( fStartX + (i)* fStepX, fStartY, 0.0f );
			TSRImmediateDraw::Vertex3f( fStartX + (i)* fStepX, fEndY, 0.0f );
		}
		for (unsigned int i = 0; i < iNumGridLinesY; i++)
		{
			TSRImmediateDraw::Vertex3f( fStartX, fStartY + i * fStepY, 0.0f );
			TSRImmediateDraw::Vertex3f( fEndX, fStartY + i * fStepY, 0.0f );
		}
		TSRImmediateDraw::End();//( Graphics()->m_pVertexColorShader );
	}
	else
	{
		static float fLineWidth = 1.0f;
		TSRImmediateDraw::BeginLines( fLineWidth + 3.0f );
		TSRImmediateDraw::LineColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
		for (unsigned int i = 0; i < iNumGridLinesX; i++)
		{
			TSRImmediateDraw::LineVertex3f( fStartX + (i)* fStepX, fStartY, 0.0f );
			TSRImmediateDraw::LineVertex3f( fStartX + (i)* fStepX, fEndY, 0.0f );
		}
		for (unsigned int i = 0; i < iNumGridLinesY; i++)
		{
			TSRImmediateDraw::LineVertex3f( fStartX, fStartY + i * fStepY, 0.0f );
			TSRImmediateDraw::LineVertex3f( fEndX, fStartY + i * fStepY, 0.0f );
		}
		TSRImmediateDraw::EndLines();//( Graphics()->m_pVertexColorShader );
	}
#endif

    if ( Graphics()->GetCurrentPass() == TWISTER_PASS_ALPHA && m_pBackBufferTarget )
    {
        // now the screen texture is the back buffer copy
        Graphics()->CopyBackBufferToTexture( *m_pBackBufferTarget );
        TSRGlobalConstants.m_BackBuferTexture.Set( *m_pBackBufferTarget );
    }
}
开发者ID:ShadyEM,项目名称:Twister3D,代码行数:85,代码来源:TSRAlphaPass.cpp


示例8: vec4

void CPlayers::RenderHook(
	const CNetObj_Character *pPrevChar,
	const CNetObj_Character *pPlayerChar,
	const CNetObj_PlayerInfo *pPrevInfo,
	const CNetObj_PlayerInfo *pPlayerInfo
	)
{
	CNetObj_Character Prev;
	CNetObj_Character Player;
	Prev = *pPrevChar;
	Player = *pPlayerChar;

	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientId].m_RenderInfo;

	// check for teamplay modes
	bool IsTeamplay = false;
	if(m_pClient->m_Snap.m_pGameobj)
		IsTeamplay = (m_pClient->m_Snap.m_pGameobj->m_Flags&GAMEFLAG_TEAMS) != 0;

	// check for ninja	
	if (Player.m_Weapon == WEAPON_NINJA)
	{
		// change the skin for the player to the ninja
		int Skin = m_pClient->m_pSkins->Find("x_ninja");
		if(Skin != -1)
		{
			if(IsTeamplay)
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
			else
			{
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
				RenderInfo.m_ColorBody = vec4(1,1,1,1);
				RenderInfo.m_ColorFeet = vec4(1,1,1,1);
			}
		}	
	}

	float IntraTick = Client()->IntraGameTick();

	if(Player.m_Health < 0) // dont render dead players
		return;

	// set size
	RenderInfo.m_Size = 64.0f;

	
	// use preditect players if needed
	if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pLocalCharacter->m_Health < 0) || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver))
		{
		}
		else
		{
			// apply predicted results
			m_pClient->m_PredictedChar.Write(&Player);
			m_pClient->m_PredictedPrevChar.Write(&Prev);
			IntraTick = Client()->PredIntraGameTick();
		}
	}

	vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);

	if(Prev.m_Health < 0) // Don't flicker from previous position
		Position = vec2(Player.m_X, Player.m_Y);

	// draw hook
	if (Prev.m_HookState>0 && Player.m_HookState>0)
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
		Graphics()->QuadsBegin();
		//Graphics()->QuadsBegin();

		vec2 Pos = Position;
		vec2 HookPos;
		
		if(pPlayerChar->m_HookedPlayer != -1)
		{
			if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientId)
			{
				if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed
					HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y);
				else
					HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y),
						vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick());
			}
			else
				HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick());
		}
		else
			HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);

		float d = distance(Pos, HookPos);
		vec2 Dir = normalize(Pos-HookPos);

		Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);

		// render head
		RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
//.........这里部分代码省略.........
开发者ID:wthnonck,项目名称:tdtw,代码行数:101,代码来源:players.cpp


示例9: Graphics

void CRenderTools::RenderTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, bool Alpha)
{
    vec2 Direction = Dir;
    vec2 Position = Pos;

    //Graphics()->TextureSet(data->images[IMAGE_CHAR_DEFAULT].id);
    Graphics()->TextureSet(pInfo->m_Texture);

    // TODO: FIX ME
    Graphics()->QuadsBegin();
    //Graphics()->QuadsDraw(pos.x, pos.y-128, 128, 128);

    // first pass we draw the outline
    // second pass we draw the filling
    for(int p = 0; p < 2; p++)
    {
        int OutLine = p==0 ? 1 : 0;

        for(int f = 0; f < 2; f++)
        {
            float AnimScale = pInfo->m_Size * 1.0f/64.0f;
            float BaseSize = pInfo->m_Size;
            if(f == 1)
            {
                Graphics()->QuadsSetRotation(pAnim->GetBody()->m_Angle*pi*2);

                // draw body
                if(Alpha)
                    Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, pInfo->m_ColorBody.a);
                else
                    Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, 1.0f);

                vec2 BodyPos = Position + vec2(pAnim->GetBody()->m_X, pAnim->GetBody()->m_Y)*AnimScale;
                SelectSprite(OutLine?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0);
                IGraphics::CQuadItem QuadItem(BodyPos.x, BodyPos.y, BaseSize, BaseSize);
                Graphics()->QuadsDraw(&QuadItem, 1);

                // draw eyes
                if(p == 1)
                {
                    switch (Emote)
                    {
                    case EMOTE_PAIN:
                        SelectSprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0);
                        break;
                    case EMOTE_HAPPY:
                        SelectSprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0);
                        break;
                    case EMOTE_SURPRISE:
                        SelectSprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0);
                        break;
                    case EMOTE_ANGRY:
                        SelectSprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0);
                        break;
                    default:
                        SelectSprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0);
                        break;
                    }

                    float EyeScale = BaseSize*0.40f;
                    float h = Emote == EMOTE_BLINK ? BaseSize*0.15f : EyeScale;
                    float EyeSeparation = (0.075f - 0.010f*absolute(Direction.x))*BaseSize;
                    vec2 Offset = vec2(Direction.x*0.125f, -0.05f+Direction.y*0.10f)*BaseSize;
                    IGraphics::CQuadItem Array[2] = {
                        IGraphics::CQuadItem(BodyPos.x-EyeSeparation+Offset.x, BodyPos.y+Offset.y, EyeScale, h),
                        IGraphics::CQuadItem(BodyPos.x+EyeSeparation+Offset.x, BodyPos.y+Offset.y, -EyeScale, h)
                    };
                    Graphics()->QuadsDraw(Array, 2);
                }
            }

            // draw feet
            CAnimKeyframe *pFoot = f ? pAnim->GetFrontFoot() : pAnim->GetBackFoot();

            float w = BaseSize;
            float h = BaseSize/2;

            Graphics()->QuadsSetRotation(pFoot->m_Angle*pi*2);

            bool Indicate = !pInfo->m_GotAirJump && g_Config.m_ClAirjumpindicator;
            float cs = 1.0f; // color scale

            if(OutLine)
                SelectSprite(SPRITE_TEE_FOOT_OUTLINE, 0, 0, 0);
            else
            {
                SelectSprite(SPRITE_TEE_FOOT, 0, 0, 0);
                if(Indicate)
                    cs = 0.5f;
            }


            if(Alpha)
                Graphics()->SetColor(pInfo->m_ColorFeet.r*cs, pInfo->m_ColorFeet.g*cs, pInfo->m_ColorFeet.b*cs, pInfo->m_ColorFeet.a*cs);
            else
                Graphics()->SetColor(pInfo->m_ColorFeet.r*cs, pInfo->m_ColorFeet.g*cs, pInfo->m_ColorFeet.b*cs, 1.0f);
            IGraphics::CQuadItem QuadItem(Position.x+pFoot->m_X*AnimScale, Position.y+pFoot->m_Y*AnimScale, w, h);
            Graphics()->QuadsDraw(&QuadItem, 1);
        }
    }
//.........这里部分代码省略.........
开发者ID:Ameb,项目名称:ddnet,代码行数:101,代码来源:render.cpp


示例10: if

void CMapLayers::OnRender()
{
	if (Client()->State() != IClient::STATE_OFFLINE && Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK)
		return;
    else if (Client()->State() == IClient::STATE_OFFLINE && !Client()->BackgroundLoaded())
        return;

	CUIRect Screen;
	Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h);

	vec2 Center = m_pClient->m_pCamera->m_Center;
	//float center_x = gameclient.camera->center.x;
	//float center_y = gameclient.camera->center.y;

    CMapItemLayerTilemap *pGTMap = m_pLayers->GameLayer();
    CTile *pGameTiles = (CTile *)m_pLayers->Map()->GetData(pGTMap->m_Data);

	bool PassedGameLayer = false;
	for(int g = 0; g < m_pLayers->NumGroups(); g++)
	{
		CMapItemGroup *pGroup = m_pLayers->GetGroup(g);
		if (!pGroup)
            continue;

		if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping)
		{
			// set clipping
			float Points[4];
			MapScreenToGroup(Center.x, Center.y, m_pLayers->GameGroup());
			Graphics()->GetScreen(&Points[0], &Points[1], &Points[2], &Points[3]);
			float x0 = (pGroup->m_ClipX - Points[0]) / (Points[2]-Points[0]);
			float y0 = (pGroup->m_ClipY - Points[1]) / (Points[3]-Points[1]);
			float x1 = ((pGroup->m_ClipX+pGroup->m_ClipW) - Points[0]) / (Points[2]-Points[0]);
			float y1 = ((pGroup->m_ClipY+pGroup->m_ClipH) - Points[1]) / (Points[3]-Points[1]);

			Graphics()->ClipEnable((int)(x0*Graphics()->ScreenWidth()), (int)(y0*Graphics()->ScreenHeight()),
				(int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight()));
		}

		MapScreenToGroup(Center.x, Center.y, pGroup, g==0);

		for(int l = 0; l < pGroup->m_NumLayers; l++)
		{
			CMapItemLayer *pLayer = m_pLayers->GetLayer(pGroup->m_StartLayer+l);
			bool Render = false;
			bool IsGameLayer = false;

			if(pLayer == (CMapItemLayer*)m_pLayers->GameLayer())
			{
				IsGameLayer = true;
				PassedGameLayer = 1;
			}

			// skip rendering if detail layers if not wanted
			if(pLayer->m_Flags&LAYERFLAG_DETAIL && !g_Config.m_GfxHighDetail && !IsGameLayer)
				continue;

			if(m_Type == -1)
				Render = true;
			else if(m_Type == 0)
			{
				if(PassedGameLayer)
					return;
				Render = true;
			}
			else
			{
				if(PassedGameLayer && !IsGameLayer)
					Render = true;
			}

			if(Render && pLayer->m_Type == LAYERTYPE_TILES && Input()->KeyPressed(KEY_LCTRL) && Input()->KeyPressed(KEY_LSHIFT) && Input()->KeyDown(KEY_KP0))
			{
				CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer;
				CTile *pTiles = (CTile *)m_pLayers->Map()->GetData(pTMap->m_Data);
				CServerInfo CurrentServerInfo;
				Client()->GetServerInfo(&CurrentServerInfo);
				char aFilename[256];
				str_format(aFilename, sizeof(aFilename), "dumps/tilelayer_dump_%s-%d-%d-%dx%d.txt", CurrentServerInfo.m_aMap, g, l, pTMap->m_Width, pTMap->m_Height);
				IOHANDLE File = Storage()->OpenFile(aFilename, IOFLAG_WRITE, IStorageTW::TYPE_SAVE);
				if(File)
				{
					#if defined(CONF_FAMILY_WINDOWS)
						static const char Newline[] = "\r\n";
					#else
						static const char Newline[] = "\n";
					#endif
					for(int y = 0; y < pTMap->m_Height; y++)
					{
						for(int x = 0; x < pTMap->m_Width; x++)
							io_write(File, &(pTiles[y*pTMap->m_Width + x].m_Index), sizeof(pTiles[y*pTMap->m_Width + x].m_Index));
						io_write(File, Newline, sizeof(Newline)-1);
					}
					io_close(File);
				}
			}

			if(Render && !IsGameLayer)
			{
				//layershot_begin();
//.........这里部分代码省略.........
开发者ID:def-,项目名称:HClient,代码行数:101,代码来源:maplayers.cpp


示例11: Say

void CChat::OnRender()
{
	if (!g_Config.m_ClShowChat)
		return;

	// send pending chat messages
	if(m_PendingChatCounter > 0 && m_LastChatSend+time_freq() < time_get())
	{
		CHistoryEntry *pEntry = m_History.Last();
		for(int i = m_PendingChatCounter-1; pEntry; --i, pEntry = m_History.Prev(pEntry))
		{
			if(i == 0)
			{
				Say(pEntry->m_Team, pEntry->m_aText);
				break;
			}
		}
		--m_PendingChatCounter;
	}

	float Width = 300.0f*Graphics()->ScreenAspect();
	Graphics()->MapScreen(0.0f, 0.0f, Width, 300.0f);
	float x = 5.0f;
	float y = 300.0f-20.0f;
	if(m_Mode != MODE_NONE)
	{
		// render chat input
		CTextCursor Cursor;
		TextRender()->SetCursor(&Cursor, x, y, 8.0f, TEXTFLAG_RENDER);
		Cursor.m_LineWidth = Width-190.0f;
		Cursor.m_MaxLines = 2;

		if(m_Mode == MODE_ALL)
			TextRender()->TextEx(&Cursor, Localize("All"), -1);
		else if(m_Mode == MODE_TEAM)
			TextRender()->TextEx(&Cursor, Localize("Team"), -1);
		else
			TextRender()->TextEx(&Cursor, Localize("Chat"), -1);

		TextRender()->TextEx(&Cursor, ": ", -1);

		// check if the visible text has to be moved
		if(m_InputUpdate)
		{
			if(m_ChatStringOffset > 0 && m_Input.GetLength() < m_OldChatStringLength)
				m_ChatStringOffset = max(0, m_ChatStringOffset-(m_OldChatStringLength-m_Input.GetLength()));

			if(m_ChatStringOffset > m_Input.GetCursorOffset())
				m_ChatStringOffset -= m_ChatStringOffset-m_Input.GetCursorOffset();
			else
			{
				CTextCursor Temp = Cursor;
				Temp.m_Flags = 0;
				TextRender()->TextEx(&Temp, m_Input.GetString()+m_ChatStringOffset, m_Input.GetCursorOffset()-m_ChatStringOffset);
				TextRender()->TextEx(&Temp, "|", -1);
				while(Temp.m_LineCount > 2)
				{
					++m_ChatStringOffset;
					Temp = Cursor;
					Temp.m_Flags = 0;
					TextRender()->TextEx(&Temp, m_Input.GetString()+m_ChatStringOffset, m_Input.GetCursorOffset()-m_ChatStringOffset);
					TextRender()->TextEx(&Temp, "|", -1);
				}
			}
			m_InputUpdate = false;
		}

		TextRender()->TextEx(&Cursor, m_Input.GetString()+m_ChatStringOffset, m_Input.GetCursorOffset()-m_ChatStringOffset);
		static float MarkerOffset = TextRender()->TextWidth(0, 8.0f, "|", -1)/3;
		CTextCursor Marker = Cursor;
		Marker.m_X -= MarkerOffset;
		TextRender()->TextEx(&Marker, "|", -1);
		TextRender()->TextEx(&Cursor, m_Input.GetString()+m_Input.GetCursorOffset(), -1);
	}

	y -= 8.0f;
#if defined(__ANDROID__)
	x += 120.0f;
#endif

	int64 Now = time_get();
	float LineWidth = m_pClient->m_pScoreboard->Active() ? 90.0f : 200.0f;
	float HeightLimit = m_pClient->m_pScoreboard->Active() ? 230.0f : m_Show ? 50.0f : 200.0f;
	float Begin = x;
#if defined(__ANDROID__)
	float FontSize = 10.0f;
#else
	float FontSize = 6.0f;
#endif
	CTextCursor Cursor;
	int OffsetType = m_pClient->m_pScoreboard->Active() ? 1 : 0;
	for(int i = 0; i < MAX_LINES; i++)
	{
		int r = ((m_CurrentLine-i)+MAX_LINES)%MAX_LINES;
		if(Now > m_aLines[r].m_Time+16*time_freq() && !m_Show)
			break;

		// get the y offset (calculate it if we haven't done that yet)
		if(m_aLines[r].m_YOffset[OffsetType] < 0.0f)
		{
//.........这里部分代码省略.........
开发者ID:hamidkag,项目名称:TBlock,代码行数:101,代码来源:chat.cpp


示例12: while


//.........这里部分代码省略.........
			// on demo playback use local id from snap directly,
			// since m_LocalIDs isn't valid there
			if (LineShouldHighlight(pLine, m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID].m_aName))
				Highlighted = true;
		}


		m_aLines[m_CurrentLine].m_Highlighted = Highlighted;

		if(ClientID == -1) // server message
		{
			str_copy(m_aLines[m_CurrentLine].m_aName, "*** ", sizeof(m_aLines[m_CurrentLine].m_aName));
			str_format(m_aLines[m_CurrentLine].m_aText, sizeof(m_aLines[m_CurrentLine].m_aText), "%s", pLine);
		}
		else
		{
			if(m_pClient->m_aClients[ClientID].m_Team == TEAM_SPECTATORS)
				m_aLines[m_CurrentLine].m_NameColor = TEAM_SPECTATORS;

			if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
			{
				if(m_pClient->m_aClients[ClientID].m_Team == TEAM_RED)
					m_aLines[m_CurrentLine].m_NameColor = TEAM_RED;
				else if(m_pClient->m_aClients[ClientID].m_Team == TEAM_BLUE)
					m_aLines[m_CurrentLine].m_NameColor = TEAM_BLUE;
			}

			if (Team == 2) // whisper send
			{
				str_format(m_aLines[m_CurrentLine].m_aName, sizeof(m_aLines[m_CurrentLine].m_aName), "→ %s", m_pClient->m_aClients[ClientID].m_aName);
				m_aLines[m_CurrentLine].m_NameColor = TEAM_BLUE;
				m_aLines[m_CurrentLine].m_Highlighted = false;
				m_aLines[m_CurrentLine].m_Team = 0;
				Highlighted = false;
			}
			else if (Team == 3) // whisper recv
			{
				str_format(m_aLines[m_CurrentLine].m_aName, sizeof(m_aLines[m_CurrentLine].m_aName), "← %s", m_pClient->m_aClients[ClientID].m_aName);
				m_aLines[m_CurrentLine].m_NameColor = TEAM_RED;
				m_aLines[m_CurrentLine].m_Highlighted = true;
				m_aLines[m_CurrentLine].m_Team = 0;
				Highlighted = true;
			}
			else
			{
				str_copy(m_aLines[m_CurrentLine].m_aName, m_pClient->m_aClients[ClientID].m_aName, sizeof(m_aLines[m_CurrentLine].m_aName));
			}

			str_format(m_aLines[m_CurrentLine].m_aText, sizeof(m_aLines[m_CurrentLine].m_aText), ": %s", pLine);
		}

		char aBuf[1024];
		str_format(aBuf, sizeof(aBuf), "%s%s", m_aLines[m_CurrentLine].m_aName, m_aLines[m_CurrentLine].m_aText);
		Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, Team >= 2?"whisper":(m_aLines[m_CurrentLine].m_Team?"teamchat":"chat"), aBuf, Highlighted);
	}

	// play sound
	int64 Now = time_get();
	if(ClientID == -1)
	{
		if(Now-m_aLastSoundPlayed[CHAT_SERVER] >= time_freq()*3/10)
		{
			if(g_Config.m_SndServerMessage)
			{
				m_pClient->m_pSounds->Play(CSounds::CHN_GUI, SOUND_CHAT_SERVER, 0);
				m_aLastSoundPlayed[CHAT_SERVER] = Now;
			}
		}
	}
	else if(Highlighted)
	{
		if(Now-m_aLastSoundPlayed[CHAT_HIGHLIGHT] >= time_freq()*3/10)
		{
#ifdef CONF_PLATFORM_MACOSX
			char aBuf[1024];
			str_format(aBuf, sizeof(aBuf), "%s%s", m_aLines[m_CurrentLine].m_aName, m_aLines[m_CurrentLine].m_aText);
			CNotification::notify("DDNet-Chat", aBuf);
#else
			Graphics()->NotifyWindow();
#endif
			if(g_Config.m_SndHighlight)
			{
				m_pClient->m_pSounds->Play(CSounds::CHN_GUI, SOUND_CHAT_HIGHLIGHT, 0);
				m_aLastSoundPlayed[CHAT_HIGHLIGHT] = Now;
			}
		}
	}
	else if(Team != 2)
	{
		if(Now-m_aLastSoundPlayed[CHAT_CLIENT] >= time_freq()*3/10)
		{
			if ((g_Config.m_SndTeamChat || !m_aLines[m_CurrentLine].m_Team)
				&& (g_Config.m_SndChat || m_aLines[m_CurrentLine].m_Team))
			{
				m_pClient->m_pSounds->Play(CSounds::CHN_GUI, SOUND_CHAT_CLIENT, 0);
				m_aLastSoundPlayed[CHAT_CLIENT] = Now;
			}
		}
	}
}
开发者ID:hamidkag,项目名称:TBlock,代码行数:101,代码来源:chat.cpp


示例13: Say

void CChat::OnRender()
{
	// send pending chat messages
	if(m_PendingChatCounter > 0 && m_LastChatSend+time_freq() < time_get())
	{
		CHistoryEntry *pEntry = m_History.Last();
		for(int i = m_PendingChatCounter-1; pEntry; --i, pEntry = m_History.Prev(pEntry))
		{
			if(i == 0)
			{
				Say(pEntry->m_Team, pEntry->m_aText);
				break;
			}
		}
		--m_PendingChatCounter;
	}

	// dont render chat if the menu is active
	if(m_pClient->m_pMenus->IsActive())
		return;

	float Width = 300.0f*Graphics()->ScreenAspect();
	Graphics()->MapScreen(0.0f, 0.0f, Width, 300.0f);
	float x = 5.0f;
	float y = 300.0f-20.0f;
	if(m_Mode != MODE_NONE)
	{
		// render chat input
		CTextCursor Cursor;
		TextRender()->SetCursor(&Cursor, x, y, 8.0f, TEXTFLAG_RENDER);
		Cursor.m_LineWidth = Width-190.0f;
		Cursor.m_MaxLines = 2;

		if(m_Mode == MODE_ALL)
			TextRender()->TextEx(&Cursor, Localize("All"), -1);
		else if(m_Mode == MODE_TEAM)
			TextRender()->TextEx(&Cursor, Localize("Team"), -1);
		else
			TextRender()->TextEx(&Cursor, Localize("Chat"), -1);

		TextRender()->TextEx(&Cursor, ": ", -1);

		// check if the visible text has to be moved
		if(m_InputUpdate)
		{
			if(m_ChatStringOffset > 0 && m_Input.GetLength() < m_OldChatStringLength)
				m_ChatStringOffset = max(0, m_ChatStringOffset-(m_OldChatStringLength-m_Input.GetLength()));

			if(m_ChatStringOffset > m_Input.GetCursorOffset())
				m_ChatStringOffset -= m_ChatStringOffset-m_Input.GetCursorOffset();
			else
			{
				CTextCursor Temp = Cursor;
				Temp.m_Flags = 0;
				TextRender()->TextEx(&Temp, m_Input.GetString()+m_ChatStringOffset, m_Input.GetCursorOffset()-m_ChatStringOffset);
				TextRender()->TextEx(&Temp, "|", -1);
				while(Temp.m_LineCount > 2)
				{
					++m_ChatStringOffset;
					Temp = Cursor;
					Temp.m_Flags = 0;
					TextRender()->TextEx(&Temp, m_Input.GetString()+m_ChatStringOffset, m_Input.GetCursorOffset()-m_ChatStringOffset);
					TextRender()->TextEx(&Temp, "|", -1);
				}
			}
			m_InputUpdate = false;
		}

		TextRender()->TextEx(&Cursor, m_Input.GetString()+m_ChatStringOffset, m_Input.GetCursorOffset()-m_ChatStringOffset);
		static float MarkerOffset = TextRender()->TextWidth(0, 8.0f, "|", -1)/3;
		CTextCursor Marker = Cursor;
		Marker.m_X -= MarkerOffset;
		TextRender()->TextEx(&Marker, "|", -1);
		TextRender()->TextEx(&Cursor, m_Input.GetString()+m_Input.GetCursorOffset(), -1);
	}

	y -= 8.0f;

	int64 Now = time_get();
	float LineWidth = m_pClient->m_pScoreboard->Active() ? 90.0f : 200.0f;
	float HeightLimit = m_pClient->m_pScoreboard->Active() ? 230.0f : m_Show ? 50.0f : 200.0f;
	float Begin = x;
	float FontSize = 6.0f;
	CTextCursor Cursor;
	int OffsetType = m_pClient->m_pScoreboard->Active() ? 1 : 0;
	for(int i = 0; i < MAX_LINES; i++)
	{
		int r = ((m_CurrentLine-i)+MAX_LINES)%MAX_LINES;
		if(Now > m_aLines[r].m_Time+16*time_freq() && !m_Show)
			break;

		// get the y offset (calculate it if we haven't done that yet)
		if(m_aLines[r].m_YOffset[OffsetType] < 0.0f)
		{
			TextRender()->SetCursor(&Cursor, Begin, 0.0f, FontSize, 0);
			Cursor.m_LineWidth = LineWidth;
			TextRender()->TextEx(&Cursor, m_aLines[r].m_aName, -1);
			TextRender()->TextEx(&Cursor, m_aLines[r].m_aText, -1);
			m_aLines[r].m_YOffset[OffsetType] = Cursor.m_Y + Cursor.m_FontSize;
		}
//.........这里部分代码省略.........
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