📄 filledpolysscreen.cpp
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#include "supersample.h"
// This is called from GameLoop when the current screen is csFilledPolysScreen
void supersample::FilledPolysScreenGameLoop(Display* display) {
static bool clear_done = false;
if (!clear_done) {
display->Clear(Color(0, 0, 0));
clear_done = true;
}
int numPoints = (unsigned short int)(rand() * 10 / (RAND_MAX + 1));
Point points[12];
unsigned short int cR;
unsigned short int cG;
unsigned short int cB;
int i;
cR = (unsigned short int)(rand() * 256 / (RAND_MAX + 1));
cG = (unsigned short int)(rand() * 256 / (RAND_MAX + 1));
cB = (unsigned short int)(rand() * 256 / (RAND_MAX + 1));
for (i = 0; i < numPoints; i++) {
points[i].x = (unsigned short int)(rand() * 240 / (RAND_MAX + 1));
points[i].y = (unsigned short int)(rand() * 320 / (RAND_MAX + 1));
}
display->FillPoly(points, numPoints, Color(cR, cG, cB));
display->DrawVGAText(VGAROMFont, TEXT("FillPoly()"), DVT_LEFT, 0, 302, Color(255, 255, 255));
}
// This is called when the stylus is put on the screen and the current screen is csFilledPolysScreen
void supersample::FilledPolysScreenStylusDown(Point stylus) {
}
// This is called when the stylus is moved on the screen and the current screen is csFilledPolysScreen
void supersample::FilledPolysScreenStylusMove(Point stylus) {
}
// This is called when the stylus is lifted off the screen and the current screen is csFilledPolysScreen
void supersample::FilledPolysScreenStylusUp(Point stylus) {
currentScreen = csBlitRotatedStretchScreen;
}
// This is called when a hardware button is pressed and the current screen is csFilledPolysScreen
void supersample::FilledPolysScreenButtonDown(int button) {
Shutdown(); // Exit the application
}
// This is called when a hardware button is depressed and the current screen is csFilledPolysScreen
void supersample::FilledPolysScreenButtonUp(int button) {
Shutdown(); // Exit the application
}
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