Beispiel #1
0
void 
World::handleUI(){

	if(mInputHandler->IsKeyDown(OIS::KC_1) && mShowUI){
		Car::level = level  = World::LEVE1;
		setupTracks(level);
		hideUI();
		mShowUI = false;
		mShowInitialUI = false;
	} else if(mInputHandler->IsKeyDown(OIS::KC_2) && mShowUI){
		Car::level = level  = World::LEVE2;
		setupTracks(level);
		hideUI();
		mShowUI = false;
		mShowInitialUI = false;
	} else if(mInputHandler->IsKeyDown(OIS::KC_1) && mShowInitialUI){
		Car::level = level  = World::LEVE1;
		setupTracks(level);
		hideInitialUI();
		mShowUI = false;
		mShowInitialUI = false;
	} else if(mInputHandler->IsKeyDown(OIS::KC_2) && mShowInitialUI){
		Car::level = level  = World::LEVE2;
		setupTracks(level);
		hideInitialUI();
		mShowUI = false;
		mShowInitialUI = false;
	}
}
Beispiel #2
0
void Viewport::customizeUI(Ui::MainWindow* ui)
{
    ui->menuReference->deleteLater();

    QActionGroup* view_actions = new QActionGroup(this);
    view_actions->addAction(ui->actionShaded);
    view_actions->addAction(ui->actionHeightmap);
    view_actions->setExclusive(true);

    // Accept the global command-line argument '--heightmap'
    // to always open scenes in height-map view.
    if (App::instance()->arguments().contains("--heightmap"))
        ui->actionHeightmap->setChecked(true);

    connect(ui->actionShaded, &QAction::triggered,
            [&]{ scene->invalidate(); });
    connect(ui->actionHeightmap, &QAction::triggered,
            [&]{ scene->invalidate(); });

    connect(ui->actionHideUI, &QAction::triggered,
            [&](bool b){ if (b) hideUI();
                         else   showUI(); });

    connect(ui->actionCopy, &QAction::triggered,
            this, &Viewport::onCopy);
    connect(ui->actionCut, &QAction::triggered,
            this, &Viewport::onCut);
    connect(ui->actionPaste, &QAction::triggered,
            this, &Viewport::onPaste);
}
Beispiel #3
0
//Think method
void 
World::Think(float time)
{
	if(mGameOver){
		if(!mShowFinalUI){
			mShowFinalUI = true;
			showFinalUI();
		} else{
			handleFinalUI();
		}
	} else {

		if(mInputHandler->IsKeyDown(OIS::KC_ESCAPE) && !mShowUI && !mShowInitialUI){
			UICount = UICount + 1;
			if(UICount > 10){
				showUI();
				mShowUI = true;
				UICount = 0;
			}
		
		} else if(mInputHandler->IsKeyDown(OIS::KC_ESCAPE) && mShowUI && !mShowInitialUI){
		
			UICount = UICount + 1;
			if(UICount > 10){
				hideUI();
				mShowUI = false;
				UICount = 0;
			}
		}
		if(mShowUI || mShowInitialUI){
			//Handle UI
			handleUI();
			hideSpeed();
		} else {
			PhysicsWorld::getInstance()->simulate(time);
			//Control Player
			controlPlayer(time);
			updateLaps();
			showSpeed();
		
		}
	}
	
	
	
}
Beispiel #4
0
void Canvas::keyPressEvent(QKeyEvent *event)
{
    QGraphicsView::keyPressEvent(event);
    if (event->isAccepted())
        return;

    if (event->key() == Qt::Key_Space)
    {
        QGraphicsItem* i = scene->itemAt(
                mapToScene(mapFromGlobal(QCursor::pos())),
                QTransform());
        Control* control = dynamic_cast<Control*>(i);
        if (control)
        {
            control->toggleInspector();
        }
    }
    else if (event->key() == Qt::Key_Alt)
    {
        hideUI();
    }
    else if (event->key() == Qt::Key_A &&
                (event->modifiers() & Qt::ShiftModifier))
    {
        QMenu* m = new QMenu(this);

        auto window = dynamic_cast<MainWindow*>(parent()->parent());
        Q_ASSERT(window);
        window->populateMenu(m, false);

        m->exec(QCursor::pos());
        m->deleteLater();
    }
    else if (event->key() == Qt::Key_S &&
                (event->modifiers() & Qt::ShiftModifier))
    {
        ports_visible = !ports_visible;
        emit(showPorts(ports_visible));
    }
}
void CameraInput::keyDown(ofKeyEventArgs & args){

	int key = args.key;
	
	if (key == '0') hideUI();
	if (key == '1')	editCamSettings();
	if (key == '2')	editImageWarp();
	if (key == '3') editProcessing();
				
	switch (uiState) {
		case HIDDEN:break;
		case SET_CAM_SETTINGS:break;
		case SET_PROCESSING_SETTINGS:
			if (key == 'b'){ 
				accImage = grayWarpImage;
			}
			break;

		case SET_IMAGE_WARP:
			if( key == 'w' ) writeSettings();
			if (key == 'r' ) readSettings();
			break;
	}
}