本文整理汇总了C++中gwen::renderer::Base类的典型用法代码示例。如果您正苦于以下问题:C++ Base类的具体用法?C++ Base怎么用?C++ Base使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Base类的10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: RenderCanvas
void Canvas::RenderCanvas()
{
DoThink();
Gwen::Renderer::Base* render = m_Skin->GetRender();
render->Begin();
RecurseLayout( m_Skin );
render->SetClipRegion( GetBounds() );
render->SetRenderOffset( Gwen::Point( 0, 0 ) );
render->SetScale( Scale() );
if ( m_bDrawBackground )
{
render->SetDrawColor( m_BackgroundColor );
render->DrawFilledRect( GetRenderBounds() );
}
DoRender( m_Skin );
DragAndDrop::RenderOverlay( this, m_Skin );
ToolTip::RenderToolTip( m_Skin );
render->EndClip();
render->End();
ProcessDelayedDeletes();
}
开发者ID:20-sim,项目名称:bullet3,代码行数:32,代码来源:Canvas.cpp
示例2: RenderToolTip
void RenderToolTip( Skin::Base* skin )
{
if ( !g_ToolTip ) { return; }
Gwen::Renderer::Base* render = skin->GetRender();
Gwen::Point pOldRenderOffset = render->GetRenderOffset();
Gwen::Point MousePos = Input::GetMousePosition();
Gwen::Rect Bounds = g_ToolTip->GetToolTip()->GetBounds();
Gwen::Rect rOffset = Gwen::Rect( MousePos.x - Bounds.w * 0.5f, MousePos.y - Bounds.h - 10, Bounds.w, Bounds.h );
rOffset = Utility::ClampRectToRect( rOffset, g_ToolTip->GetCanvas()->GetBounds() );
//Calculate offset on screen bounds
render->AddRenderOffset( rOffset );
render->EndClip();
skin->DrawToolTip( g_ToolTip->GetToolTip() );
g_ToolTip->GetToolTip()->DoRender( skin );
render->SetRenderOffset( pOldRenderOffset );
}
开发者ID:darkf,项目名称:gwen,代码行数:17,代码来源:ToolTip.cpp
示例3: DoRender
void Base::DoRender( Gwen::Skin::Base* skin )
{
// If this control has a different skin,
// then so does its children.
if ( m_Skin )
{ skin = m_Skin; }
// Do think
Think();
Gwen::Renderer::Base* render = skin->GetRender();
if ( render->GetCTT() && ShouldCacheToTexture() )
{
DoCacheRender( skin, this );
return;
}
RenderRecursive( skin, GetBounds() );
}
开发者ID:darkf,项目名称:gwen,代码行数:19,代码来源:Base.cpp
示例4: RenderOver
void DockBase::RenderOver( Skin::Base* skin )
{
if ( !m_bDrawHover ) return;
Gwen::Renderer::Base* render = skin->GetRender();
render->SetDrawColor( Gwen::Color( 255, 100, 255, 20 ) );
render->DrawFilledRect( GetRenderBounds() );
if ( m_HoverRect.w == 0 ) return;
render->SetDrawColor( Gwen::Color( 255, 100, 255, 100 ) );
render->DrawFilledRect( m_HoverRect );
render->SetDrawColor( Gwen::Color( 255, 100, 255, 200 ) );
render->DrawLinedRect( m_HoverRect );
}
开发者ID:20-sim,项目名称:bullet3,代码行数:17,代码来源:DockBase.cpp
示例5: Render
void ScrollControl::Render( Skin::Base* skin )
{
#if 0
// Debug render - this shouldn't render ANYTHING REALLY - it should be up to the parent!
Gwen::Rect rect = GetRenderBounds();
Gwen::Renderer::Base* render = skin->GetRender();
render->SetDrawColor( Gwen::Color( 255, 255, 0, 100 ) );
render->DrawFilledRect( rect );
render->SetDrawColor( Gwen::Color( 255, 0, 0, 100 ) );
render->DrawFilledRect( m_InnerPanel->GetBounds() );
render->RenderText( skin->GetDefaultFont(), Gwen::Point( 0, 0 ), Utility::Format( L"Offset: %i %i", m_InnerPanel->X(), m_InnerPanel->Y() ) );
#else //0
( void ) skin;
#endif //0
}
开发者ID:grasmanek94,项目名称:v-plus-mod,代码行数:15,代码来源:ScrollControl.cpp
示例6: RenderRecursive
void Base::RenderRecursive( Gwen::Skin::Base* skin, const Gwen::Rect & cliprect )
{
Gwen::Renderer::Base* render = skin->GetRender();
Gwen::Point pOldRenderOffset = render->GetRenderOffset();
render->AddRenderOffset( cliprect );
RenderUnder( skin );
Gwen::Rect rOldRegion = render->ClipRegion();
//
// If this control is clipping, change the clip rect to ourselves
// ( if not then we still clip using our parents clip rect )
//
if ( ShouldClip() )
{
render->AddClipRegion( cliprect );
if ( !render->ClipRegionVisible() )
{
render->SetRenderOffset( pOldRenderOffset );
render->SetClipRegion( rOldRegion );
return;
}
}
//
// Render this control and children controls
//
render->StartClip();
{
Render( skin );
if ( !Children.empty() )
{
//Now render my kids
for ( Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter )
{
Base* pChild = *iter;
if ( pChild->Hidden() ) { continue; }
pChild->DoRender( skin );
}
}
}
render->EndClip();
//
// Render overlay/focus
//
{
render->SetClipRegion( rOldRegion );
render->StartClip();
{
RenderOver( skin );
RenderFocus( skin );
}
render->EndClip();
render->SetRenderOffset( pOldRenderOffset );
}
}
开发者ID:darkf,项目名称:gwen,代码行数:59,代码来源:Base.cpp
示例7: DoCacheRender
void Base::DoCacheRender( Gwen::Skin::Base* skin, Gwen::Controls::Base* pMaster )
{
Gwen::Renderer::Base* render = skin->GetRender();
Gwen::Renderer::ICacheToTexture* cache = render->GetCTT();
if ( !cache ) { return; }
Gwen::Point pOldRenderOffset = render->GetRenderOffset();
Gwen::Rect rOldRegion = render->ClipRegion();
if ( this != pMaster )
{
render->AddRenderOffset( GetBounds() );
render->AddClipRegion( GetBounds() );
}
else
{
render->SetRenderOffset( Gwen::Point( 0, 0 ) );
render->SetClipRegion( GetBounds() );
}
if ( m_bCacheTextureDirty && render->ClipRegionVisible() )
{
render->StartClip();
{
if ( ShouldCacheToTexture() )
{ cache->SetupCacheTexture( this ); }
//Render myself first
Render( skin );
if ( !Children.empty() )
{
//Now render my kids
for ( Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter )
{
Base* pChild = *iter;
if ( pChild->Hidden() ) { continue; }
pChild->DoCacheRender( skin, pMaster );
}
}
if ( ShouldCacheToTexture() )
{
cache->FinishCacheTexture( this );
m_bCacheTextureDirty = false;
}
}
render->EndClip();
}
render->SetClipRegion( rOldRegion );
render->StartClip();
{
render->SetRenderOffset( pOldRenderOffset );
cache->DrawCachedControlTexture( this );
}
render->EndClip();
}
开发者ID:darkf,项目名称:gwen,代码行数:61,代码来源:Base.cpp
示例8: DoRender
void Base::DoRender( Gwen::Skin::Base* skin )
{
// If this control has a different skin,
// then so does its children.
if ( m_Skin )
skin = m_Skin;
// Do think
Think();
Gwen::Renderer::Base* render = skin->GetRender();
if ( render->GetCTT() && ShouldCacheToTexture() )
{
DoCacheRender( skin, this );
return;
}
Gwen::Point pOldRenderOffset = render->GetRenderOffset();
render->AddRenderOffset( GetBounds() );
RenderUnder( skin );
Gwen::Rect rOldRegion = render->ClipRegion();
render->AddClipRegion( GetBounds() );
if ( render->ClipRegionVisible() )
{
render->StartClip();
//Render myself first
Render( skin );
if ( !Children.empty() )
{
//Now render my kids
for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter)
{
Base* pChild = *iter;
if ( pChild->Hidden() ) continue;
pChild->DoRender( skin );
}
}
render->SetClipRegion( rOldRegion );
render->StartClip();
RenderOver( skin );
}
else
{
render->SetClipRegion( rOldRegion );
}
RenderFocus( skin );
render->SetRenderOffset( pOldRenderOffset );
}
开发者ID:Ochakko,项目名称:MameBake3D,代码行数:60,代码来源:Base.cpp
示例9: RenderCanvas
void WindowCanvas::RenderCanvas()
{
//
// If there isn't anything going on we sleep the thread for a few ms
// This gives some cpu time back to the os. If you're using a rendering
// method that needs continual updates, just call canvas->redraw every frame.
//
if ( !NeedsRedraw() )
{
Platform::Sleep( 10 );
return;
}
m_bNeedsRedraw = false;
Gwen::Renderer::Base* render = m_Skin->GetRender();
if ( render->BeginContext( this ) )
{
render->Begin();
RecurseLayout( m_Skin );
render->SetClipRegion( GetRenderBounds() );
render->SetRenderOffset( Gwen::Point( X() * -1, Y() * -1 ) );
render->SetScale( Scale() );
if ( m_bDrawBackground )
{
render->SetDrawColor( m_BackgroundColor );
render->DrawFilledRect( GetRenderBounds() );
}
DoRender( m_Skin );
DragAndDrop::RenderOverlay( this, m_Skin );
ToolTip::RenderToolTip( m_Skin );
render->End();
}
render->EndContext( this );
render->PresentContext( this );
}
开发者ID:grasmanek94,项目名称:v-plus-mod,代码行数:39,代码来源:WindowCanvas.cpp
示例10: DoCacheRender
void Base::DoCacheRender(Gwen::Skin::Base* skin, Gwen::Controls::Base* pMaster)
{
Gwen::Renderer::Base* render = skin->GetRender();
Gwen::Renderer::ICacheToTexture* cache = render->GetCTT();
if (!cache)
return;
Gwen::Point pOldRenderOffset = render->GetRenderOffset();
Gwen::Rect rOldRegion = render->ClipRegion();
if (this != pMaster)
{
render->AddRenderOffset(GetBounds());
render->AddClipRegion(GetBounds());
}
else
{
render->SetRenderOffset(Gwen::Point(0, 0));
render->SetClipRegion(GetBounds());
}
// See if we need to update the cached texture. Dirty?
if (m_bCacheTextureDirty && render->ClipRegionVisible())
{
render->StartClip();
{
if (IsCachedToTexture())
cache->SetupCacheTexture(this);
// Render myself first
Render(skin);
if (!Children.empty())
{
// Now render my kids
for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter)
{
Base* pChild = *iter;
if (!pChild->Hidden())
{
// Draw child control using normal render. If it is cached it will
// be handled in the same way as this one.
pChild->DoRender(skin);
}
}
}
if (IsCachedToTexture())
{
cache->FinishCacheTexture(this);
m_bCacheTextureDirty = false;
}
}
render->EndClip();
}
// Draw the cached texture.
render->SetClipRegion(rOldRegion);
render->StartClip();
{
render->SetRenderOffset(pOldRenderOffset);
cache->DrawCachedControlTexture(this);
}
render->EndClip();
}
开发者ID:craley,项目名称:Poky,代码行数:67,代码来源:Base.cpp
注:本文中的gwen::renderer::Base类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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