playn.core.Graphics.scale()方法的使用及代码示例

x33g5p2x  于2022-01-20 转载在 其他  
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本文整理了Java中playn.core.Graphics.scale()方法的一些代码示例,展示了Graphics.scale()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Graphics.scale()方法的具体详情如下:
包路径:playn.core.Graphics
类名称:Graphics
方法名:scale

Graphics.scale介绍

[英]Returns the display scale factor. This will be Scale#ONE except on HiDPI devices that have been configured to use HiDPI mode.
[中]返回显示比例因子。除已配置为使用HiDPI模式的HiDPI设备外,这将是缩放一。

代码示例

代码示例来源:origin: stackoverflow.com

@Override
public void paintComponent(Graphics g)
{
  g.scale(zoomFactor, zoomFactor);
  // Change the size of the panel
  setSize(origWidth * zoomFactor, origHeight * zoomFactor);
  // Re-Layout the panel
  validate();
  super.paintComponent(g);
}

代码示例来源:origin: threerings/tripleplay

/** Creates a canvas large enough to accommodate this styled text, and renders it therein. The
 * canvas will include a one pixel border beyond the size of the styled text which is needed
 * to accommodate antialiasing. */
public Canvas toCanvas () {
  float pad = 1/_gfx.scale().factor;
  Canvas canvas = _gfx.createCanvas(width()+2*pad, height()+2*pad);
  render(canvas, pad, pad);
  return canvas;
}

代码示例来源:origin: io.playn/playn-core

/**
  * Creates a canvas image large enough to accommodate this text block and renders the lines into
  * it. The image will include padding around the edge to ensure that antialiasing has a bit of
  * extra space to do its work.
  */
 public Canvas toCanvas(Graphics gfx, Align align, int fillColor) {
  float pad = 1/gfx.scale().factor;
  Canvas canvas = gfx.createCanvas(bounds.width()+2*pad, bounds.height()+2*pad);
  canvas.setFillColor(fillColor);
  fill(canvas, align, pad, pad);
  return canvas;
 }
}

代码示例来源:origin: playn/playn

/**
  * Creates a canvas image large enough to accommodate this text block and renders the lines into
  * it. The image will include padding around the edge to ensure that antialiasing has a bit of
  * extra space to do its work.
  */
 public Canvas toCanvas(Graphics gfx, Align align, int fillColor) {
  float pad = 1/gfx.scale().factor;
  Canvas canvas = gfx.createCanvas(bounds.width()+2*pad, bounds.height()+2*pad);
  canvas.setFillColor(fillColor);
  fill(canvas, align, pad, pad);
  return canvas;
 }
}

代码示例来源:origin: threerings/tripleplay

@Override public void setPosition (float x, float y) {
    Root root = root();
    if (root != null) {
      Scale scale = root.iface.plat.graphics().scale();
      if (hrange.active()) x = scale.roundToNearestPixel(x);
      if (vrange.active()) y = scale.roundToNearestPixel(y);
    }
    Scroller.this.content.layer.setTranslation(x, y);
  }
};

代码示例来源:origin: playn/playn

scale(game.graphics.scale().factor, game.graphics.scale().factor).
translate(160, (ygap + 150));

代码示例来源:origin: threerings/tripleplay

/**
 * Does whatever this element needs to validate itself. This may involve recomputing
 * visualizations, or laying out children, or anything else.
 */
protected void validate () {
  if (!isSet(Flag.VALID)) {
    // prior to laying ourselves out, ensure that our visual boundaries fall on physical
    // pixels; this avoids rendering artifacts on devices where the scale factor between
    // virtual and physical pixels is non-integral
    Root root = root();
    if (root != null) {
      Scale scale = root.iface.plat.graphics().scale();
      float x = layer.tx(), y = layer.ty();
      float rx = scale.roundToNearestPixel(x), ry = scale.roundToNearestPixel(y);
      float rr = scale.roundToNearestPixel(x + _size.width);
      float rb = scale.roundToNearestPixel(y + _size.height);
      layer.setTranslation(rx, ry);
      _size.setSize(rr-rx, rb-ry);
    }
    // now that our boundaries are adjusted, we can layout our children (if any)
    layout();
    set(Flag.VALID, true);
    wasValidated();
  }
}

代码示例来源:origin: playn/playn

protected Texture makeTextImage() {
 TextFormat format = new TextFormat(new Font(font.value(), style.value(), 24));
 float wrapWidth = wrap.value() == 0 ?
  Float.MAX_VALUE : game.graphics.viewSize.width()*wrap.value()/100;
 TextBlock block = new TextBlock(
  game.graphics.layoutText(sample, format, new TextWrap(wrapWidth)));
 float awidth = adjustWidth(block.bounds.width()), aheight = adjustHeight(block.bounds.height());
 float pad = 1/game.graphics.scale().factor;
 Canvas canvas = game.graphics.createCanvas(awidth+2*pad, aheight+2*pad);
 canvas.translate(pad, pad);
 canvas.setStrokeColor(0xFFFFCCCC).strokeRect(0, 0, awidth, aheight);
 render(canvas, block, align.value(), lineBounds.value());
 return canvas.toTexture();
}

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