21 return window.getWindowSize().getY();
25 return window.getWindowSize().getX();
29PixelManager::mirrorData(
const vector<nsGraphics::RGBAcolor>& inPixels,
unsigned rowSize) {
30 vector<RGBAcolor> outPixels;
32 outPixels.reserve(inPixels.size());
34 for(
unsigned rowOffset=0; rowOffset < inPixels.size(); rowOffset+=rowSize){
36 for(
unsigned j=0;j<rowSize;++j) {
38 outPixels.push_back(inPixels[rowOffset + rowSize - j - 1]);
41 return std::move(outPixels);
void startFrame() const
clear the screen for a new frame
virtual void loadSprites(vector< Task > &tasks)
loads sprites in parallel using multiple threads
MySprite menuBackground
sprite of the background during menu
MySprite rightHand
sprite of the right hand of god
void endFrame() const
finish a frame render
unsigned getScreenHeight() const
give the height of the screen
unsigned getScreenWidth() const
give the width of the screen
MySprite logo
sprite of the logo of the game
MySprite gameBackground
sprite of the background during gameplay
#define ADD_SPRITE_TASK2(X, Y)
#define ADD_SPRITE_TASK(X)