rendered paste bodybool AppSol::printcon(int r, int g, int b,const char *str, int x , int y)
{
if (!g3d->BeginDraw (CSDRAW_2DGRAPHICS))
{
return 0;
}
iGraphics2D* g2d = g3d->GetDriver2D ();
font = g2d->GetFontServer()->LoadFont(CSFONT_LARGE);
int glyphWidth, glyphHeight;
font->GetMaxSize (glyphWidth, glyphHeight);
int white = g3d->GetDriver2D ()->FindRGB (r, g, b);
g3d->GetDriver2D ()->Write (font, x ,g3d->GetDriver2D ()->GetHeight () - (glyphHeight == -1? 20 : (glyphHeight+1)) - y,white, 0, str);
}
if (!g3d->BeginDraw (CSDRAW_2DGRAPHICS))
return;
// Tell the camera to render into the frame buffer.
view->Draw ();
// Output 2d Info on top of 3d info
iGraphics2D* g2d = g3d->GetDriver2D ();
g2d->Clear(0);
font = g2d->GetFontServer()->LoadFont(CSFONT_LARGE);
// Show camera pos
printcon ( 255,0 , 0 , c->GetSector()->QueryObject()->GetName() , 150,80 );
//printf( "%s" , c->GetSector()->QueryObject()->GetName() );
csV3PrintCon ( 140, 40 , c->GetTransform().GetOrigin() );
Box_Meshs();
//game.Draw_Solar_Sys();
game.List_Meshs();
//game.List_Textures();
//game.List_Materials();
game.List_Sectors();
.....
void Game::List_Sectors() {
iSector* sector;
iSectorList* sectorlist;
int intsectorcount;
std::ostringstream myStream;
std::string num_sector;
csRef<iEngine> engine = app->GetEngine();
if (!engine) printf("Game::List_Textures():Failed to locate iEngine renderer!");
sectorlist = engine->GetSectors();
intsectorcount = sectorlist->GetCount();
myStream << intsectorcount;
num_sector = "#Sectors: " + myStream.str() ;
int x = 100;
int y = 100;
printcon( 255,0,0, num_sector.c_str() , x , y );
for (int i=0 ; i<intsectorcount;i++) {
sector = sectorlist->Get(i);
printcon( 255,0,0, sector->QueryObject ()->GetName() , x , y - (10*(i+1)) );
} // end for list sector
}