📄 d3dconsolerenderingcontext.cpp
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// --------------------------------------------------------------------------
// Dingus project - a collection of subsystems for game/graphics applications
// --------------------------------------------------------------------------
#include "stdafx.h"
#include "../dxutils/D3DFont.h"
#include "D3DConsoleRenderingContext.h"
#include "../kernel/D3DDevice.h"
using namespace dingus;
//---------------------------------------------------------------------------
// CD3DTextBoxConsoleRenderingContext
//---------------------------------------------------------------------------
CD3DTextBoxConsoleRenderingContext::CD3DTextBoxConsoleRenderingContext( CD3DFont& font, int x, int y, D3DCOLOR color1, D3DCOLOR color2 )
: mFont( font ),
mX( x ),
mY( y ),
mColor1( color1 ), mColor2( color2 )
{
}
void CD3DTextBoxConsoleRenderingContext::write( const std::string& message )
{
mBuffer += message;
}
void CD3DTextBoxConsoleRenderingContext::flush()
{
mFont.drawText( (float)mX+1, (float)mY+1, mColor2, (char*)mBuffer.c_str() );
mFont.drawText( (float)mX, (float)mY, mColor1, (char*)mBuffer.c_str() );
mBuffer.erase();
CD3DDevice::getInstance().resetCachedState();
}
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