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C++ USRect类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中USRect的典型用法代码示例。如果您正苦于以下问题:C++ USRect类的具体用法?C++ USRect怎么用?C++ USRect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USRect类的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: UNUSED

//----------------------------------------------------------------//
USRect MOAIDeck::GetBounds ( u32 idx, MOAIDeckRemapper* remapper ) {
	UNUSED ( idx );
	UNUSED ( remapper );

	USRect rect;
	rect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );
	return rect;
}
开发者ID:mobilehub,项目名称:moai-beta,代码行数:9,代码来源:MOAIDeck.cpp


示例2: GetVtxBounds

//----------------------------------------------------------------//
USRect MOAIQuadBrush::GetVtxBounds () {

	USRect rect;
	
	rect.Init ( this->mVtx [ 0 ]);
	rect.Grow ( this->mVtx [ 1 ]);
	rect.Grow ( this->mVtx [ 2 ]);
	rect.Grow ( this->mVtx [ 3 ]);
	
	return rect;
}
开发者ID:Odie,项目名称:moai-beta,代码行数:12,代码来源:MOAIQuadBrush.cpp


示例3: GetVtxBounds

//----------------------------------------------------------------//
USRect USGLQuad::GetVtxBounds () {

	USRect rect;
	
	rect.Init ( this->mVtx [ 0 ]);
	rect.Grow ( this->mVtx [ 1 ]);
	rect.Grow ( this->mVtx [ 2 ]);
	rect.Grow ( this->mVtx [ 3 ]);
	
	return rect;
}
开发者ID:,项目名称:,代码行数:12,代码来源:


示例4: GetUVBounds

//----------------------------------------------------------------//
USRect USGLQuad::GetUVBounds () {

	USRect rect;
	
	rect.Init ( this->mUV [ 0 ]);
	rect.Grow ( this->mUV [ 1 ]);
	rect.Grow ( this->mUV [ 2 ]);
	rect.Grow ( this->mUV [ 3 ]);
	
	return rect;
}
开发者ID:,项目名称:,代码行数:12,代码来源:


示例5: UNUSED

//----------------------------------------------------------------//
USRect MOAIMesh::GetBounds ( u32 idx, MOAIDeckRemapper* remapper ) {
	UNUSED ( idx );
	UNUSED ( remapper );
	
	if ( this->mVertexBuffer ) {
		return this->mVertexBuffer->GetBounds ();
	}
	USRect bounds;
	bounds.Init ( 0.0f, 0.0f, 0.0f, 0.0f );
	return bounds;
}
开发者ID:,项目名称:,代码行数:12,代码来源:


示例6: GetUVBounds

//----------------------------------------------------------------//
USRect MOAIQuadBrush::GetUVBounds () {

	USRect rect;
	
	rect.Init ( this->mUV [ 0 ]);
	rect.Grow ( this->mUV [ 1 ]);
	rect.Grow ( this->mUV [ 2 ]);
	rect.Grow ( this->mUV [ 3 ]);
	
	return rect;
}
开发者ID:Odie,项目名称:moai-beta,代码行数:12,代码来源:MOAIQuadBrush.cpp


示例7:

//----------------------------------------------------------------//
void MOAITileDeck2D::DrawPatch ( u32 idx, float xOff, float yOff, float xScale, float yScale ) {
	
	idx = idx - 1;
	
	USCellCoord coord = this->GetCellCoord ( idx );
	USRect uvRect = this->GetTileRect ( coord );
	uvRect.FlipY ();
	
	USGLQuad quad;
	quad.SetVerts ( this->mRect );
	quad.SetUVs ( uvRect );
	quad.Draw ( xOff, yOff, xScale, yScale );
}
开发者ID:mobilehub,项目名称:moai-beta,代码行数:14,代码来源:MOAITileDeck2D.cpp


示例8:

//----------------------------------------------------------------//
USRect MOAISurfaceDeck2D::GetRect ( u32 idx, MOAIDeckRemapper* remapper ) {

    idx = remapper ? remapper->Remap ( idx ) : idx;
    idx = idx - 1;

    if ( idx < this->mBrushes.Size ()) {
        return this->mBrushes [ idx ].mBounds;
    }

    USRect rect;
    rect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );
    return rect;
}
开发者ID:,项目名称:,代码行数:14,代码来源:


示例9: SetScissorRect

//----------------------------------------------------------------//
void MOAIGfxDevice::SetScissorRect ( const USRect& rect ) {
	
	USRect& current = this->mScissorRect;
	
	if (	( current.mXMin != rect.mXMin ) ||
			( current.mYMin != rect.mYMin ) ||
			( current.mXMax != rect.mXMax ) ||
			( current.mYMax != rect.mYMax )) {
	
		this->Flush ();
		glScissor (( int )rect.mXMin, ( int )rect.mYMin, ( int )rect.Width (), ( int )rect.Height ());
		this->mScissorRect = rect;
	}
}
开发者ID:joarb,项目名称:moai-beta,代码行数:15,代码来源:MOAIGfxDevice.cpp


示例10:

USRect MOAIGfxQuadDeck2D::GetRect ( ) {

	u32 size = this->mQuads.Size ();
	USRect totalRect;
	totalRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );

	for ( u32 i = 0; i < size; ++i ) {
		MOAIQuadBrush& quad = this->mQuads [ i ];
		USRect rect = quad.GetVtxBounds ();

		totalRect.Grow ( rect );
	}
	return totalRect;
}
开发者ID:Odie,项目名称:moai-beta,代码行数:14,代码来源:MOAIGfxQuadDeck2D.cpp


示例11: SetViewport

//----------------------------------------------------------------//
void MOAIGfxDevice::SetViewport ( const USRect& viewport ) {

	// set us up the viewport
	
	GLint x = ( GLint )viewport.mXMin;
	GLint y = ( GLint )viewport.mYMin;
	
	GLsizei w = ( GLsizei )( viewport.Width () + 0.5f );
	GLsizei h = ( GLsizei )( viewport.Height () + 0.5f );
	
	glViewport ( x, y, w, h );

	this->mViewRect = viewport;
}
开发者ID:,项目名称:,代码行数:15,代码来源:


示例12: GetXYSectRect

//----------------------------------------------------------------//
bool USFrustum::GetXYSectRect ( const USAffine3D& mtx, USRect& rect ) const {

	u32 nHits = 0;
	USVec2D hits [ 12 ];

	USVec3D nlt = this->mPoints [ NEAR_LT_POINT ];
	USVec3D nrt = this->mPoints [ NEAR_RT_POINT ];
	USVec3D nrb = this->mPoints [ NEAR_RB_POINT ];
	USVec3D nlb = this->mPoints [ NEAR_LB_POINT ];
	
	USVec3D flt = this->mPoints [ FAR_LT_POINT ];
	USVec3D frt = this->mPoints [ FAR_RT_POINT ];
	USVec3D frb = this->mPoints [ FAR_RB_POINT ];
	USVec3D flb = this->mPoints [ FAR_LB_POINT ];
	
	mtx.Transform ( nlt );
	mtx.Transform ( nrt );
	mtx.Transform ( nrb );
	mtx.Transform ( nlb );
	
	mtx.Transform ( flt );
	mtx.Transform ( frt );
	mtx.Transform ( frb );
	mtx.Transform ( flb );
	
	if ( _vecToXYPlane ( nlt, flt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrt, frt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrb, frb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nlb, flb, hits [ nHits ])) ++nHits;
	
	if ( _vecToXYPlane ( nlt, nrt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrt, nrb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrb, nlb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nlb, nlt, hits [ nHits ])) ++nHits;
	
	if ( _vecToXYPlane ( flt, frt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( frt, frb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( frb, flb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( flb, flt, hits [ nHits ])) ++nHits;
	
	if ( nHits ) {
		rect.Init ( hits [ 0 ]);
		for ( u32 i = 1; i < nHits; ++i ) {
			rect.Grow ( hits [ i ]);
		}
		return true;
	}
	return false;
}
开发者ID:Inzaghi2012,项目名称:moai-dev,代码行数:50,代码来源:USFrustum.cpp


示例13: SetViewRect

//----------------------------------------------------------------//
void MOAIGfxDevice::SetViewRect ( USRect rect ) {

	USRect deviceRect = rect;
	
	deviceRect = this->mFrameBuffer->WndRectToDevice ( rect );
	
	GLint x = ( GLint )deviceRect.mXMin;
	GLint y = ( GLint )deviceRect.mYMin;
	
	GLsizei w = ( GLsizei )( deviceRect.Width () + 0.5f );
	GLsizei h = ( GLsizei )( deviceRect.Height () + 0.5f );
	
	glViewport ( x, y, w, h );
	this->mViewRect = rect;
}
开发者ID:LOFI,项目名称:moai-dev,代码行数:16,代码来源:MOAIGfxDevice.cpp


示例14:

//----------------------------------------------------------------//
USRect MOAIGfxQuadDeck2D::GetBounds ( u32 idx, MOAIDeckRemapper* remapper ) {
	
	u32 size = this->mQuads.Size ();
	if ( size ) {

		idx = remapper ? remapper->Remap ( idx ) : idx;
		idx = ( idx - 1 ) % size;
	
		MOAIQuadBrush& quad = this->mQuads [ idx ];
		return quad.GetVtxBounds ();
	}
	USRect rect;
	rect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );
	return rect;
}
开发者ID:SimonRen,项目名称:moai-beta,代码行数:16,代码来源:MOAIGfxQuadDeck2D.cpp


示例15:

//----------------------------------------------------------------//
USBox MOAISurfaceDeck2D::ComputeMaxBounds () {
	
	u32 size = this->mBrushes.Size ();

	USRect rect;
	rect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );

	for ( u32 i = 0; i < size; ++i ) {
		rect.Grow ( this->mBrushes [ i ].mBounds );
	}

	USBox bounds;
	bounds.Init ( rect.mXMin, rect.mYMax, rect.mXMax, rect.mYMin, 0.0f, 0.0f );	
	return bounds;
}
开发者ID:Inzaghi2012,项目名称:moai-dev,代码行数:16,代码来源:MOAISurfaceDeck2D.cpp


示例16: GetRect

//----------------------------------------------------------------//
USRect MOAIGlyph::GetRect ( float x, float y ) const {

    USRect rect;

    x += ( this->mBearingX );
    y -= ( this->mBearingY );

    rect.Init (
        x,
        y,
        x + this->mWidth,
        y + this->mHeight
    );

    return rect;
}
开发者ID:,项目名称:,代码行数:17,代码来源:


示例17: DrawRectEdges

//----------------------------------------------------------------//
void MOAIDraw::DrawRectEdges ( USRect rect, u32 edges ) {

	rect.Bless ();

	MOAILineBrush glLine;
	
	// right
	if ( edges & USRect::kRight ) {
		glLine.SetVerts ( rect.mXMax, rect.mYMin, rect.mXMax, rect.mYMax );
		glLine.Draw ();
	}

	// top
	if ( edges & USRect::kTop ) {			
		glLine.SetVerts ( rect.mXMin, rect.mYMin, rect.mXMax, rect.mYMin );
		glLine.Draw ();
	}

	// left
	if ( edges & USRect::kLeft ) {			
		glLine.SetVerts ( rect.mXMin, rect.mYMin, rect.mXMin, rect.mYMax );
		glLine.Draw ();
	}

	// bottom
	if ( edges & USRect::kBottom ) {			
		glLine.SetVerts ( rect.mXMin, rect.mYMax, rect.mXMax, rect.mYMax );
		glLine.Draw ();
	}	
}
开发者ID:,项目名称:,代码行数:31,代码来源:


示例18: GetWndToNormMtx

//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToNormMtx () const {

	USRect rect = this->mViewRect;

	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Inv Wnd
	USMatrix4x4 wndToNorm;
	wndToNorm.Translate ( -hWidth - rect.mXMin, -hHeight - rect.mYMin, 0.0f );
	
	USMatrix4x4 mtx;
	mtx.Scale (( 1.0f / hWidth ), -( 1.0f / hHeight ), 1.0f );
	wndToNorm.Append ( mtx );
	
	return wndToNorm;
}
开发者ID:LOFI,项目名称:moai-dev,代码行数:18,代码来源:MOAIGfxDevice.cpp


示例19: GetNormToWndMtx

//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetNormToWndMtx () const {

	USRect rect = this->mViewRect;

	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Wnd
	USMatrix4x4 normToWnd;
	normToWnd.Scale ( hWidth, -hHeight, 1.0f );
	
	USMatrix4x4 mtx;
	mtx.Translate ( hWidth + rect.mXMin, hHeight + rect.mYMin, 0.0f );
	normToWnd.Append ( mtx );
	
	return normToWnd;
}
开发者ID:LOFI,项目名称:moai-dev,代码行数:18,代码来源:MOAIGfxDevice.cpp


示例20: glDisable

//----------------------------------------------------------------//
void MOAIGfxDevice::ResetState () {

	this->mTop = 0;
	this->mPrimCount = 0;

	// turn off texture
	glDisable ( GL_TEXTURE_2D );
	this->mTexture = 0;
	
	// turn off blending
	glDisable ( GL_BLEND );
	this->mBlendEnabled = false;
	
	// clear the vertex format
	this->SetVertexFormat ();

	// clear the shader
	this->mShader = 0;
	
	// disable backface culling
	glDisable ( GL_CULL_FACE );
	
	// reset the pen width
	this->mPenWidth = 1.0f;
	glLineWidth (( GLfloat )this->mPenWidth );
	
	// reset the point size
	this->mPointSize = 1.0f;
	
	// reset the scissor rect
	MOAIGfxDevice& device = MOAIGfxDevice::Get ();
	USRect scissorRect = device.GetRect ();
	glScissor (( int )scissorRect.mXMin, ( int )scissorRect.mYMin, ( int )scissorRect.Width (), ( int )scissorRect.Height ());
	this->mScissorRect = scissorRect;
	
	// fixed function reset
	if ( !this->IsProgrammable ()) {
		
		// reset the current vertex color
		glColor4f ( 1.0f, 1.0f, 1.0f, 1.0f );
		
		// reset the point size
		glPointSize (( GLfloat )this->mPointSize );
	}
}
开发者ID:,项目名称:,代码行数:46,代码来源:



注:本文中的USRect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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