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 finishFrame()
Préviens minGL que la frame est terminée.
void clearScreen()
Efface l'écran avec la couleur de fond spécifiée.
nsGraphics::Vec2D getWindowSize() const
Récupère la taille de la fenêtre.
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
int getX() const
Récupère la Position X (abscisse)
int getY() const
Récupère la Position Y (ordonnée)
#define ADD_SPRITE_TASK2(X, Y)
#define ADD_SPRITE_TASK(X)